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syndrome |
Posted: Wed Apr 26, 2006 12:44 am |
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Joined: 20 Jul 2005
Posts: 423
Location: A cold place.
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•Sarah Kerrigan, Elite Assassin [Terran (will be breaking up in the future maybe...]
Companion • Terran
7, 3 (no resistance)
Ranged. (Replaces Archer)
While you can spot Raynor, this companion is strength +1 and gains cloaking. (You may exert this companion to cancel a skirmish involving him/her)
Yes, I know cloaking is ridiculously powerful, but you have to bear with me.
Overlord [Zerg]
Minion • Zerg
0, 6, 3
Overlord may not be assigned to skirmishes.
All companions lose cloaking.
Larvae [Zerg]
Minion • Zerg
0, 1, 0
Larvae may not be assigned to skirmishes.
Regroup: Remove to make Larvae a condition. It gains:
"Shadow: Remove to play a [Zerg] minion from your discard pile, or 2 if you can spot 6 companions."
Hydralisk [Zerg]
Minion • Zerg
10, 2, 4
Ranged.
Skirmish: You may exert this minion to exert companion skirmishing a [Zerg] minion.
Zergling [Zerg]
Minion • Zerg
5, 1, 4
When you play this minion, you may play a Zergling from your draw deck or discard pile.
Mutalisk [Zerg]
Minion • Zerg
11, 3, 5
Fierce. Flying. (This character can only take wounds when in a skirmish involving a flying or ranged opponent)
Wraith [Terran]
Possession • Vessel
+1, +1
Bearer gains Flying.
I’ll be rethinking the mechanics, these were just for quick entertainment. |
http://myspace/delicatesituation |
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menace64 |
Posted: Wed Apr 26, 2006 12:48 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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An entertaining they were! Besides a few technical nitpicks (like using "may" in an optional ability) these were really cool.
Looking forward to more. |
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AnxiousChieftain |
Posted: Wed Apr 26, 2006 8:46 am |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Starcraft is awesome!
I like the flying ability. |
MODS RULE. - lem0nhead |
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CarpeGuitarrem |
Posted: Wed Apr 26, 2006 6:37 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Oooh, Starcraft DCs! I love it! |
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Cobra |
Posted: Wed Apr 26, 2006 9:29 pm |
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Joined: 12 Jul 2005
Posts: 1202
Location: Austin, TX, USA
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Cool cards!
Yes, cloaking is too powerful, and the Overlord seems like a rather poor counter...
Zergling is pretty incredible too, but that one I like.
Also looking forward to more... |
http://cobracards.com -- Web's best deals on Trading Card Games. |
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syndrome |
Posted: Thu Apr 27, 2006 12:02 am |
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Joined: 20 Jul 2005
Posts: 423
Location: A cold place.
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There will be more anti-cloak hate, or maybe an altering of it completely. I know I want it as a dynamic (fairly good), so I’m open to suggestions.
Some more quickies:
•Kerrigan, Queen of the Blades (Zerg)
14, 4, 5
Fierce. Dam +1.
Kerrigan is strength +1 for each [Zerg] minion you can spot.
Skirmish: Exert Kerrigan and discard a shadow condition to make her strength +3.
Hatchery (Zerg)
Condition • Support Area
To play, exert a [Zerg] minion.
Shadow: Discard this condition to play a Larvae from your draw deck or discard pile.
Lair (Zerg)
Condition • Support Area
To play, discard a Hatchery.
Shadow: add to play a Larvae from your draw deck or discard pile.
Response: If a [Zerg] minion is about to take a wound, you may discard this card to prevent it.
Hive (Zerg)
Condition • Support Area
To play, exert a [Zerg] minion and discard a Lair.
Shadow: Add to play a Larvae from your draw deck or discard pile.
Shadow or Regroup: Discard this card to add .
Guardian (Zerg)
Minion • Zerg
11, 4, 5
Flying. Ranged.
Ranged: Exert this minion to exert a companion. This minion does not add to the Ranged total.
I’m really tired right now. So I’m sorry if they aren’t very well thought out... I need more time in the day. |
http://myspace/delicatesituation |
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CarpeGuitarrem |
Posted: Thu Apr 27, 2006 6:50 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Here’s my idea for a refined cloaking: exert a character and add two threats to cancel a skirmish involving that character. |
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syndrome |
Posted: Tue Jun 20, 2006 9:13 pm |
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Joined: 20 Jul 2005
Posts: 423
Location: A cold place.
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I’m using Carpe’s definition of cloaking. Also, Flying acts just like Hunter. All so far are considered Flying 1.
[12] •The Overmind, Zerg Deity [Zerg]
Minion • Overmind
0, 5, 6
Toil 2.
Observer. (All characters lose Cloaking.)
Shadow: Exert The Overmind twice to playa [Zerg] minion from your discard pile.
Skirmish: At the beggning of each skirmish involving The Overmind make it strength +1 for each companion, Zerg minion and threat.
•Tactical Nuke [Terran]
Possession • Support Area
To play, spot 3 [Terran] companions.
Toil 2.
Manuever: If you are in region 1 or 2 place your Ghost in the dead pile and discard this card to discard each minion.
Manuever: If you are in region 3, discard this condition to exhaust a minion.
Cloaked Assassin [Terran]
Companion • Terran
7, 3
Cloaking.
While in your starting squadron, this companion is -1.
Vulture [Terran]
Vehicle
8, 2
Capacity 1 (this vehicle can have 1 companion stacked on it. Vehicles are +1 and have vitality +1 for each companion stacked on it.)
When you play vehicles, you must place a companion on it. That companion does not add to the limit of 9 and all wounds are removed from it. It is treated like it is out of play (unless a card specifically targets a companion on a vehicle). |
http://myspace/delicatesituation |
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CarpeGuitarrem |
Posted: Tue Jun 20, 2006 10:54 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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What happens if the vehicle is destroyed? Is the companion killed as well? (Unless, of course, that’s prevented by another card...)
I dunno if you want to make the Confederates another culture altogether...but that’s a pretty big part of the original Terran game.
•Under Arrest [Confederates]
Condition
Resistance: -2
Bearer may not skirmish, bear cards, or participate in archery fire. Discard this condition at the end of the turn.
Maneuver: Exert a [Confederate] officer to transfer this condition to a [Terran] ranger. Return any cards that ranger bears to his owner’s hand.
"As of right now, you’re all under arrest. I suggest you throw down your weapons and come peaceably." |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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syndrome |
Posted: Wed Jun 21, 2006 1:12 am |
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Joined: 20 Jul 2005
Posts: 423
Location: A cold place.
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I plan on making Confederate and Korhal... just haven’t gotten around to it yet.
Ok, a vehicle counts towards the limit of 9, but the cards on it don’t. When a vehicle is destroyed, it goes to the dead pile but all cards stacked on it enter the discard pile.
SCV [Confederate]
Companion • Terran
4, 4
Pilot. (When this companion is stacked on a vehicle, it gains an additional strength +1 and vitality +1.)
Fellowship: Exert the vehicle SCV is stacked on to draw a card. Add .
So they’re not quite "out of play" but they can’t be targetted by "discard a companion" but now that I think about it, I don’t plan making any of those :O. But cards like "exert a companion" cannot target those stacked on vehicles.
I think I’m going to make it [Confederate] and [Raynor] as freeps and [Korhal] as bad. And yes Duke and Raynor were a part of both Confederate and Korhal (and raynor was all 3 )... that just means lots of different kinds of them ^_^ |
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