The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on July 18, 2008, 07:31:55 AM

Title: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: DáinIronfoot on July 18, 2008, 07:31:55 AM
Recently, I posted some Halo DCs (http://lotrtcgdb.com/forums/index.php?topic=481.0) in response to an off-the-cuff request from lem0nhead. These DCs are just a few of hundreds I made a couple years back and tried to push out to the DC community on the Decipher boards. People didn't seem too in to them, so eventually, I scrapped the idea, and returned to my roots, arriving at CobraCards with DCs from LOTR TCG.

But the Halo DCs I posted yesterday seemed to be pretty popular, and so my long-dead Halo TCG has been given new life. Let's see how it goes THIS time around. :mrgreen:

First...introductions.

Halo TCG kicks off with this very set! Including cards inspired from various sources, chiefly the game Halo: Combat Evolved but also including bits and pieces from all three Halo novels: The Fall of Reach, The Flood (lots of material from here, since it covers the same events as the game), and First Strike. Four main cultures are included:

The UNSC is the main Free Peoples culture...the “good guys”. Here you will find the greater bulk of your companions that will square off against the other cultures as they try to survive through all the sites. It’s a daunting task, but with the Master Chief leading them, it’s more than possible. MC is obviously your main companion, though other companions (like your faithful marines) are more than just the cannon fodder they were in the game. You’ll more than likely need their help to get through everything the bad guys will be throwing at you. Your favorite weapons, vehicles, and even ships from the game will help you in this task, as well as a slew of conditions and events that can help you push on...not to mention Cortana.

The multi-race alien force known as the Covenant are your main foes. With all the tactics they can deploy, you’re very unlikely to make it through the journey without encountering them at SOME point. These aliens can swarm you with weak minions like Grunts or beat you down with tougher opponents like the Elites and Hunters. They also have a virtual arsenal of weapons and ships and events and conditions to keep you hopping the whole journey. They’ve got a counter for almost anything you can throw at them, and they tend to go down harder than other minions. But they CAN be defeated.

The Flood are like most other adaptive, seize-control-of-their-fallen-foes races seen in sci-fi: they swarm like a disease and absorb anything they can, and what they can’t absorb they simply destroy. They can be punishing, but typically can’t take a lot of punishment back. Their strength is in numbers rather than individuals, quite unlike typical Covenant tactics. They have many ways to easily get those numbers, and then simply beat you down.

Sentinels are a different sort of culture. They aren’t really anyone else’s friend, but will work with anyone who will help them in their fight to contain the Flood. (Ironically, Sentinel minions can fight you alongside the Flood, but that’s the gameplay’s fault, not mine. :P) As such, they have decent-strength minions that can either swarm or take you on in small groups, but also have some companions that will fight alongside your humans. Backing either side up is the Monitor, 343 Guilty Spark, who with a rather unique bag of condition, event, and artifact tricks can turn the tide of battle in unexpected and unusual ways.

All of this rolled up makes for what could be one heck of a card game, and this, as I said, is the first set in that game. Several expansions will follow, but here’s where it all begins. Enjoy!


Alright, with all that out of the way, let's get to some DCs, shall we?

We'll start, not surprisingly, with the largest culture in the set: the United Nations Space Command, or UNSC for short. As I said above, this is your main Free Peoples culture throughout this set and for much of the entire card game.

Just as in the universe this game is based on, there is one central hero throughout. The one, the only, Master Chief.

(0)•Master Chief, Last of the SPARTANs [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Master Chief
Hero. Spartan II.
While Master Chief is the only companion you can spot, he is strength +1 for each minion you can spot.
Company: Exert Master Chief to play MJOLNIR Battle NOLINKArmor from your draw deck.
“‘Uh oh. Something tells me I’m not going to like this....’”
1S?

This is your most common Chief of the lot, the starter. He's your most typical "Ring-bearer", or Hero as Halo TCG calls it. Unlike LOTR TCG's Ring-bearer, there is no Ring, and no equivolent of it in Halo TCG. Your Hero is it. He's ultimately all that matters: get him down the sitepath before your opponent does, alive, and you win. Get him killed, and it's "game over, man! Game over!"

This version of the Chief is pretty nice whether surrounded by help or, interestingly, alone. The alone part is easy to see, as he gets stronger with other minions around if he IS actually alone in the company (fellowship). But his company phase ability is useful all the time, no matter who (if anyone) is around him.

[1] MJOLNIR Battle NOLINKArmor, Mark V [UNSC]
Artifact • NOLINKArmor
Bearer must be a Spartan II.
While bearer is Master Chief, this artifact may not be discarded.
When you play this artifact, place 3 [UNSC] tokens on this card.
Company: If you cannot spot 3 tokens on this card, add [2] and a threat to add a [UNSC] token here.
Response: If bearer is about to take any number of wounds, remove 2 [UNSC] tokens from here to prevent that.
1R?

This provides pretty nice protection for the Chief, obviously. It starts out with 3 tokens, so its wound-preventing ability can be used at least once, and then another token can be added in the next company phase, allowing it to work again without too much trouble. Things get trickier after that though, as unlike the first time, you'll then be down to no tokens to start with, meaning you have to pay [4] and 2 threats to get it up and running again. With Master Chief as your only companion (like the guy above), this is obviously impossible. But with others around, you can do it, though it's obviously a little costly.

[2] A Hero Stood Among the Dead [UNSC]
Event • Response
If a Spartan II wins a skirmish, exert a Spartan to exert X minions or remove X threats, where X is the number of Master Chief and Keyes signets you can spot (limit 3).
One could always tell where a Spartan had trod.
1U?

This can make things a little more feasible with the MJOLNIR Armor, removing threats as needed. Too potent, though? This card was made by my former Halo TCG partner, a fellow named Frodo58, who unfortunately vanished in the middle of it, both from the game and from the LOTR TCG community. So how'd HE do? ;)
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last SPARTAN)
Post by: AgentDrake on July 18, 2008, 09:02:04 AM

(0)•Master Chief, Last of the SPARTANs [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Master Chief
Hero. Spartan II.
While Master Chief is the only companion you can spot, he is strength +1 for each minion you can spot.
Company: Exert Master Chief to play MJOLNIR Battle Armor from your draw deck.
“‘Uh oh. Something tells me I’m not going to like this....’”
1S?

Nice. Basic. Simple. Fun. :up:


[1] MJOLNIR Battle Armor, Mark V [UNSC]
Artifact • Armor
Bearer must be a Spartan II.
While bearer is Master Chief, this artifact may not be discarded.
When you play this artifact, place 3 [UNSC] tokens on this card.
Company: If you cannot spot 3 tokens on this card, add [2] and a threat to add a [UNSC] token here.
Response: If bearer is about to take any number of wounds, remove 2 [UNSC] tokens from here to prevent that.
1R?

Like how it gets harder to use, and there's a limited number of tokens. Theoretically, though, in a physical version of the card, wouldn't it be a bit of a pain to mess with tokens placed on a card borne by a character?


[3] A Hero Stood Among the Dead [UNSC]
Event • Response
If a Spartan II wins a skirmish, exert a minion or remove a threat for each Master Chief or Keyes signet you can spot (limit 4).
One could always tell where a Spartan had trod.
1U?


I'd say make it cost [2] and exert that Spartan, but other than that, looks good.

 :gp: for starting the fun again! Hopefully this time through I can keep up with all (most) the DCs in the set.
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last SPARTAN)
Post by: DáinIronfoot on July 18, 2008, 09:20:54 AM
Quote from: AgentDrake
Quote from: DáinIronfoot
[3] A Hero Stood Among the Dead [UNSC]
Event • Response
If a Spartan II wins a skirmish, exert a minion or remove a threat for each Master Chief or Keyes signet you can spot (limit 4).
One could always tell where a Spartan had trod.
1U?

I'd say make it cost [2] and exert that Spartan, but other than that, looks good.

Done and done! :up:

Quote from: AgentDrake
:gp: for starting the fun again! Hopefully this time through I can keep up with all (most) the DCs in the set.

And a :gp: right back for reviewing. Good to have you back, man. I miss your reviews in my LOTR TCG threads, and I miss YOUR DCs too!
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last SPARTAN)
Post by: AgentDrake on July 18, 2008, 09:37:41 AM
And a :gp: right back for reviewing. Good to have you back, man. I miss your reviews in my LOTR TCG threads, and I miss YOUR DCs too!

Yeah, I wish I hadn't gotten out of the groove. Not that it could be avoided. Hopefully I'll have the time eventually to start Children of Hurin back up, but not for awhile, yet.

Just keep up the Halo DCs, and I might even nab your rendition of the rules to kick up a DC series of my own sci-fi I'm writing.... Should help me get the creativity flowing so I can wirte more, anyway.
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last SPARTAN)
Post by: MR. Lurtzy on July 18, 2008, 11:53:06 AM
Recently, I posted some Halo DCs (http://lotrtcgdb.com/forums/index.php?topic=481.0) in response to an off-the-cuff request from lem0nhead. These DCs are just a few of hundreds I made a couple years back and tried to push out to the DC community on the Decipher boards. People didn't seem too in to them, so eventually, I scrapped the idea, and returned to my roots, arriving at CobraCards with DCs from LOTR TCG.

But the Halo DCs I posted yesterday seemed to be pretty popular, and so my long-dead Halo TCG has been given new life. Let's see how it goes THIS time around. :mrgreen:

First...introductions.

Halo TCG kicks off with this very set! Including cards inspired from various sources, chiefly the game Halo: Combat Evolved but also including bits and pieces from all three Halo novels: The Fall of Reach, The Flood (lots of material from here, since it covers the same events as the game), and First Strike. Four main cultures are included:

The UNSC is the main Free Peoples culture...the “good guys”. Here you will find the greater bulk of your companions that will square off against the other cultures as they try to survive through all the sites. It’s a daunting task, but with the Master Chief leading them, it’s more than possible. MC is obviously your main companion, though other companions (like your faithful marines) are more than just the cannon fodder they were in the game. You’ll more than likely need their help to get through everything the bad guys will be throwing at you. Your favorite weapons, vehicles, and even ships from the game will help you in this task, as well as a slew of conditions and events that can help you push on...not to mention Cortana.

The multi-race alien force known as the Covenant are your main foes. With all the tactics they can deploy, you’re very unlikely to make it through the journey without encountering them at SOME point. These aliens can swarm you with weak minions like Grunts or beat you down with tougher opponents like the Elites and Hunters. They also have a virtual arsenal of weapons and ships and events and conditions to keep you hopping the whole journey. They’ve got a counter for almost anything you can throw at them, and they tend to go down harder than other minions. But they CAN be defeated.

The Flood are like most other adaptive, seize-control-of-their-fallen-foes races seen in sci-fi: they swarm like a disease and absorb anything they can, and what they can’t absorb they simply destroy. They can be punishing, but typically can’t take a lot of punishment back. Their strength is in numbers rather than individuals, quite unlike typical Covenant tactics. They have many ways to easily get those numbers, and then simply beat you down.

Sentinels are a different sort of culture. They aren’t really anyone else’s friend, but will work with anyone who will help them in their fight to contain the Flood. (Ironically, Sentinel minions can fight you alongside the Flood, but that’s the gameplay’s fault, not mine. :P) As such, they have decent-strength minions that can either swarm or take you on in small groups, but also have some companions that will fight alongside your humans. Backing either side up is the Monitor, 343 Guilty Spark, who with a rather unique bag of condition, event, and artifact tricks can turn the tide of battle in unexpected and unusual ways.

All of this rolled up makes for what could be one heck of a card game, and this, as I said, is the first set in that game. Several expansions will follow, but here’s where it all begins. Enjoy!


Alright, with all that out of the way, let's get to some DCs, shall we?

We'll start, not surprisingly, with the largest culture in the set: the United Nations Space Command, or UNSC for short. As I said above, this is your main Free Peoples culture throughout this set and for much of the entire card game.

Just as in the universe this game is based on, there is one central hero throughout. The one, the only, Master Chief.

(0)•Master Chief, Last of the SPARTANs [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Master Chief
Hero. Spartan II.
While Master Chief is the only companion you can spot, he is strength +1 for each minion you can spot.
Company: Exert Master Chief to play MJOLNIR Battle Armor from your draw deck.
“‘Uh oh. Something tells me I’m not going to like this....’”
1S?
Lookin good.

This is your most common Chief of the lot, the starter. He's your most typical "Ring-bearer", or Hero as Halo TCG calls it. Unlike LOTR TCG's Ring-bearer, there is no Ring, and no equivolent of it in Halo TCG. Your Hero is it. He's ultimately all that matters: get him down the sitepath before your opponent does, alive, and you win. Get him killed, and it's "game over, man! Game over!"

What about Halo? Couldn't the MC have to go down the site path and activate it or sommat?

This version of the Chief is pretty nice whether surrounded by help or, interestingly, alone. The alone part is easy to see, as he gets stronger with other minions around if he IS actually alone in the company (fellowship). But his company phase ability is useful all the time, no matter who (if anyone) is around him.

[1] MJOLNIR Battle Armor, Mark V [UNSC]
Artifact • Armor
Bearer must be a Spartan II.
While bearer is Master Chief, this artifact may not be discarded.
When you play this artifact, place 3 [UNSC] tokens on this card.
Company: If you cannot spot 3 tokens on this card, add [2] and a threat to add a [UNSC] token here.
Response: If bearer is about to take any number of wounds, remove 2 [UNSC] tokens from here to prevent that.
1R?
Simply elegant.

This provides pretty nice protection for the Chief, obviously. It starts out with 3 tokens, so its wound-preventing ability can be used at least once, and then another token can be added in the next company phase, allowing it to work again without too much trouble. Things get trickier after that though, as unlike the first time, you'll then be down to no tokens to start with, meaning you have to pay [4] and 2 threats to get it up and running again. With Master Chief as your only companion (like the guy above), this is obviously impossible. But with others around, you can do it, though it's obviously a little costly.

[2] A Hero Stood Among the Dead [UNSC]
Event • Response
If a Spartan II wins a skirmish, exert a Spartan to exert a minion or remove a threat for each Master Chief or Keyes signet you can spot (limit 4).
One could always tell where a Spartan had trod.
1U?
Prolly should exert a spartan to wound a minion.

This can make things a little more feasible with the MJOLNIR Armor, removing threats as needed. Too potent, though? This card was made by my former Halo TCG partner, a fellow named Frodo58, who unfortunately vanished in the middle of it, both from the game and from the LOTR TCG community. So how'd HE do? ;)
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last SPARTAN)
Post by: DáinIronfoot on July 18, 2008, 12:01:02 PM
Quote from: MR. Lurtzy
Quote from: DáinIronfoot
[2] A Hero Stood Among the Dead [UNSC]
Event • Response
If a Spartan II wins a skirmish, exert a Spartan to exert a minion or remove a threat for each Master Chief or Keyes signet you can spot (limit 4).
One could always tell where a Spartan had trod.
1U?

Prolly should exert a spartan to wound a minion.

Gack, I understand the confusion. It's supposed to either exert a minion for each MC/Keyes signet OR remove a threat for each MC/Keyes signet...not just ONE exertion. Changed it so it's much clearer...better now?
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last Spartan)
Post by: MR. Lurtzy on July 18, 2008, 12:03:10 PM
Much better now. :up:
Title: Re: Halo TCG - Halo - UNSC (7/18: The Last Spartan)
Post by: lem0nhead on July 21, 2008, 02:03:54 AM
First of all i'd like to say thanks bearded one for starting this up again at my behest as i really love halo and am excited at the prospect of seeing my fave chars and scenarios reproduced in TCG format. This set sounds really cool. Kudos short stuff.


(0)•Master Chief, Last of the SPARTANs [UNSC]
Companion • Man
Strength: 8
Vitality: 4
Signet: Master Chief
Hero. Spartan II.
While Master Chief is the only companion you can spot, he is strength +1 for each minion you can spot.
Company: Exert Master Chief to play MJOLNIR Battle Armor from your draw deck.
“‘Uh oh. Something tells me I’m not going to like this....’”
1S?

How often are you really going to run just MC? Shouldnt it be if he's the only spartan?

[1] MJOLNIR Battle Armor, Mark V [UNSC]
Artifact • Armor
Bearer must be a Spartan II.
While bearer is Master Chief, this artifact may not be discarded.
When you play this artifact, place 3 [UNSC] tokens on this card.
Company: If you cannot spot 3 tokens on this card, add [2] and a threat to add a [UNSC] token here.
Response: If bearer is about to take any number of wounds, remove 2 [UNSC] tokens from here to prevent that.
1R?

Id add 1 and a threat. Sounds good.

[2] A Hero Stood Among the Dead [UNSC]
Event • Response
If a Spartan II wins a skirmish, exert a Spartan to choose one: exert a minion for each Master Chief or Keyes signet you can spot (limit 4); or remove a threat for each Master Chief or Keyes signet you can spot (limit 3).
One could always tell where a Spartan had trod.
1U?

I would rephrase it like this:

If a Spartan II wins a skirmish, exert a Spartan to exert a minion or remove a threat, for each Master Chief signet you can spot (limit 4).

Having 2 signet spot doesnt seem right and i see no reason to change the limits so it can be combined. Good card though either way.


Title: Re: Halo TCG - Halo - UNSC (7/21: Shooting Gallery!)
Post by: DáinIronfoot on July 21, 2008, 08:24:33 AM
Alright, now that we have our main star introduced, what do you say we get him armed? :twisted:

As you might guess by a game series that features primarily guns as your weapon options, Halo TCG features mostly ranged weapons and only a handful (no pun intended :P) of hand weapons...quite the opposite of the LOTR TCG we all know and love.

Here are a couple examples. Enjoy!

[1] M6D Pistol [UNSC]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [UNSC] companion.
You may play this weapon any time you could play a skirmish event.
At the start of the sniping phase, if bearer does not bear another weapon, you may exert bearer and discard a [UNSC] card from hand to make the company sniping total +1.
“This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart linked scope capable of 2x magnification. It fires 12.7mm semi-armor piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire.”
1C?

Anyone who has played Halo: Combat Evolved knows and LOVES this gun...and misses it terribly in the game's sequels. This little puppy was always available in abundance, and not only has great stopping power and large ammo capacity, but has an awesome scope that allowed you to use it as a rudimentary sniping weapon. It was obviously drastically overpowered, but we all loved it for that.

The card version is hopefully NOT overpowered, even though it can boost the sniping (archery) total without too much trouble...usually a big no-no for such a common card. I'd considered raising the cost to [2], but that just seemed too much, so I tried to add a LITTLE incentive to play it after sniping with the "you may play this during a skirmish phase" text. *shrug* This is why I post these DCs for YOU to review...how is it?

Oh, one more comment. Dual-wield bascially allows you to bear this in addition to another ranged weapon...as long as BOTH are dual-wieldable. Only certain characters CAN dual-wield, which will be denoted by their shield.

You know how LOTR TCG characters have their strength denoted by a white number over a brownish shield with a sword over it? Halo TCG characters will be similiar, only with a shield that is much more Halo-esque. Check out this image:

(https://lotrtcgwiki.com/forums/proxy.php?request=http%3A%2F%2Fnikon.bungie.org%2Fimages%2Fdifficulty_options.jpg&hash=846fd4672995ea18f08a05f0f5555a511cc79020)

Halo players will recognize those as being the difficultly options in the game: Easy (upper-left), Normal (upper-right), Heroic (lower-left), and Legendary (lower-right). The "Normal" shield--which you'll note looks like a futuristic version of LOTR TCG's shield/sword combo--is what most characters would have under their strength number. But some characters get the Heroic shield with its two, crossing blades under their strength number instead. THIS is what would denote a character that can dual-wield.

Assume that all Spartan IIs (including Master Chief) can dual-wield, just as they could from Halo 2 on. Most other characters can't, but I will make sure to denote the ones that CAN from here on out.

Anyway, if any of that is too confusing, let me know. Otherwise, moving on....

[1] MA5B Assault Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be a [UNSC] companion.
Maneuver: Add [1] to play this possession from hand.
Each time bearer kills a minion in his or her skirmish, you may exert bearer and add a threat to have bearer replace a companion (except the Hero) in a skirmish.
“This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire.”
1C?

Nothing too fancy here. Maybe [2] is too expensive...?

Anyway, the biggest plus to this weapon is that you can play it during maneuver...meaning potentially after you double move, or just to save on twilight added before the Shadow phase. The replacing ability is awfully nice too...though the fact it can only trigger when bearer kills another minion means its likely not an ability that will work for your suicidal, sacrificial type companions.

[2] M19 SSM Rocket Launcher [UNSC]
Possession • Ranged Weapon
Strength +3
Bearer must be a [UNSC] companion. Bearer is damage +1 and may not bear another weapon.
At the start of each skirmish involving bearer and an opponent’s character with a close-range or hand weapon, wound bearer or make him or her strength -2 and damage -1 until the end of that skirmish.
“Commonly called the “Jackhammer, or “Spanker” (due to the SPNKr rockets it fires) by the Marines, the M19 SSM (Surface-to-Surface Missle) is a man-portable and shoulder-fired rocket launcher.”
1R?

Ooooooh yeah. Everyone who has ever played ANY Halo game knows and REALLY loves this weapon. Pure beatstick here, folks. The one downside is that its no good at short range. Sure, it still works fine, but it can blow YOU up in the process. This translates into the card version by severely hindering bearer when they're skirmishing someone up close and personal, either taking away nearly all the bonuses of the weapon or wounding bearer.

So, we introduce another new unbound keyword: "close-range". This will appear on weapons that are technically ranged weapons, but have a SHORT range that makes them best-suited for close combat. For example....

[2] M90 Shotgun [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. To play, add a threat. Bearer must be a Man. Bearer is damage +1.
While skirmishing a [Flood] minion, bearer is strength +1.
“The shotgun is a pump-action magazine-fed weapon. It fires 8-gauge magnum (3.5”) rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range.”
1U?

Normally, close-range weapons don't have drawbacks; in a normal skirmish, all its benefits apply, as if the skirmish were happening close enough to be within the close-range weapon's effective range. Sometimes, though, there WILL be exceptions, usually in the form of conditions or events.
Title: Re: Halo TCG - Halo - UNSC (7/21: Shooting Gallery!)
Post by: CarpeGuitarrem on July 21, 2008, 01:25:06 PM
Cool stuff. Are you, by any chance, going to include Sergeant Captain Malcolm Reynolds, from Halo 3?
Title: Re: Halo TCG - Halo - UNSC (7/21: Shooting Gallery!)
Post by: DáinIronfoot on July 21, 2008, 01:27:29 PM
Once I get there, certainly. But it might be a while. :) I have three sets each from Halo, Halo 2, and (eventually) Halo 3.
Title: Re: Halo TCG - Halo - UNSC (7/21: Shooting Gallery!)
Post by: MR. Lurtzy on July 21, 2008, 02:42:16 PM
Alright, now that we have our main star introduced, what do you say we get him armed? :twisted:

As you might guess by a game series that features primarily guns as your weapon options, Halo TCG features mostly ranged weapons and only a handful (no pun intended :P) of hand weapons...quite the opposite of the LOTR TCG we all know and love.

Here are a couple examples. Enjoy!

[1] M6D Pistol [UNSC]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [UNSC] companion.
You may play this weapon any time you could play a skirmish event.
At the start of the sniping phase, if bearer does not bear another weapon, you may exert bearer and discard a [UNSC] card from hand to make the company sniping total +1.
“This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart linked scope capable of 2x magnification. It fires 12.7mm semi-armor piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire.”
1C?
Good.

Anyone who has played Halo: Combat Evolved knows and LOVES this gun...and misses it terribly in the game's sequels. This little puppy was always available in abundance, and not only has great stopping power and large ammo capacity, but has an awesome scope that allowed you to use it as a rudimentary sniping weapon. It was obviously drastically overpowered, but we all loved it for that.

The card version is hopefully NOT overpowered, even though it can boost the sniping (archery) total without too much trouble...usually a big no-no for such a common card. I'd considered raising the cost to [2], but that just seemed too much, so I tried to add a LITTLE incentive to play it after sniping with the "you may play this during a skirmish phase" text. *shrug* This is why I post these DCs for YOU to review...how is it?

Oh, one more comment. Dual-wield bascially allows you to bear this in addition to another ranged weapon...as long as BOTH are dual-wieldable. Only certain characters CAN dual-wield, which will be denoted by their shield.

You know how LOTR TCG characters have their strength denoted by a white number over a brownish shield with a sword over it? Halo TCG characters will be similiar, only with a shield that is much more Halo-esque. Check out this image:

(https://lotrtcgwiki.com/forums/proxy.php?request=http%3A%2F%2Fnikon.bungie.org%2Fimages%2Fdifficulty_options.jpg&hash=846fd4672995ea18f08a05f0f5555a511cc79020)

Halo players will recognize those as being the difficultly options in the game: Easy (upper-left), Normal (upper-right), Heroic (lower-left), and Legendary (lower-right). The "Normal" shield--which you'll note looks like a futuristic version of LOTR TCG's shield/sword combo--is what most characters would have under their strength number. But some characters get the Heroic shield with its two, crossing blades under their strength number instead. THIS is what would denote a character that can dual-wield.

Assume that all Spartan IIs (including Master Chief) can dual-wield, just as they could from Halo 2 on. Most other characters can't, but I will make sure to denote the ones that CAN from here on out.

Anyway, if any of that is too confusing, let me know. Otherwise, moving on....

[2] MA5B Assault Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be a [UNSC] companion.
Maneuver: Add [1] to play this possession from hand.
Each time bearer kills a minion in his or her skirmish, you may exert bearer and add a threat to have bearer replace a companion (except the Hero) in a skirmish.
“This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire.”
1C?
Should prolly cots [1].

Nothing too fancy here. Maybe [2] is too expensive...?

Anyway, the biggest plus to this weapon is that you can play it during maneuver...meaning potentially after you double move, or just to save on twilight added before the Shadow phase. The replacing ability is awfully nice too...though the fact it can only trigger when bearer kills another minion means its likely not an ability that will work for your suicidal, sacrificial type companions.

[3] M19 SSM Rocket Launcher [UNSC]
Possession • Ranged Weapon
Strength +3
Bearer must be a [UNSC] companion. Bearer is a sniper and damage +1 and may not bear another weapon.
At the start of each skirmish involving bearer and an opponent’s character with a close-range or hand weapon, wound bearer or make him or her strength -2 and damage -1 until the end of that skirmish.
“Commonly called the “Jackhammer, or “Spanker” (due to the SPNKr rockets it fires) by the Marines, the M19 SSM (Surface-to-Surface Missle) is a man-portable and shoulder-fired rocket launcher.”
1R?
This shouldn't give the bearer sniper and should cost only [2].

Ooooooh yeah. Everyone who has ever played ANY Halo game knows and REALLY loves this weapon. Pure beatstick here, folks. The one downside is that its no good at short range. Sure, it still works fine, but it can blow YOU up in the process. This translates into the card version by severely hindering bearer when they're skirmishing someone up close and personal, either taking away nearly all the bonuses of the weapon or wounding bearer.

So, we introduce another new unbound keyword: "close-range". This will appear on weapons that are technically ranged weapons, but have a SHORT range that makes them best-suited for close combat. For example....

[2] M90 Shotgun [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. To play, add a threat. Bearer must be a Man. Bearer is damage +1.
While skirmishing a [Flood] minion, bearer is strength +1.
“The shotgun is a pump-action magazine-fed weapon. It fires 8-gauge magnum (3.5”) rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range.”
1U?
Good, no complaints here. :mrgreen:

Normally, close-range weapons don't have drawbacks; in a normal skirmish, all its benefits apply, as if the skirmish were happening close enough to be within the close-range weapon's effective range. Sometimes, though, there WILL be exceptions, usually in the form of conditions or events.
Title: Re: Halo TCG - Halo - UNSC (7/21: Shooting Gallery!)
Post by: AgentDrake on July 21, 2008, 03:49:11 PM
[1] M6D Pistol [UNSC]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [UNSC] companion.
You may play this weapon any time you could play a skirmish event.
At the start of the sniping phase, if bearer does not bear another weapon, you may exert bearer and discard a [UNSC] card from hand to make the company sniping total +1.
“This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart linked scope capable of 2x magnification. It fires 12.7mm semi-armor piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire.”
1C?

Nah, with the discard requirement, it's not OP. Very nice. And fun.

[2] MA5B Assault Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be a [UNSC] companion.
Maneuver: Add [1] to play this possession from hand.
Each time bearer kills a minion in his or her skirmish, you may exert bearer and add a threat to have bearer replace a companion (except the Hero) in a skirmish.
“This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire.”
1C?

Nice. Like Lurtzy said, I think it's be fine at cost [1], though.

[3] M19 SSM Rocket Launcher [UNSC]
Possession • Ranged Weapon
Strength +3
Bearer must be a [UNSC] companion. Bearer is a sniper and damage +1 and may not bear another weapon.
At the start of each skirmish involving bearer and an opponent’s character with a close-range or hand weapon, wound bearer or make him or her strength -2 and damage -1 until the end of that skirmish.
“Commonly called the “Jackhammer, or “Spanker” (due to the SPNKr rockets it fires) by the Marines, the M19 SSM (Surface-to-Surface Missle) is a man-portable and shoulder-fired rocket launcher.”
1R?

Heh heh. I hate these things. They were fine is H1, but the moment they got trackign capabilities, they became way too powerful. Ever play Halo 1 multiplayer with no shields, invisibility, and rocket launchers only on that map with all the teleporters everywhere? Funfunfun!!! Absolute chaos!

...oh, good card, BTW.... Lurtzy's idea works, too, but I think it's fine as-is, since tracking missiles were added in H2.

[2] M90 Shotgun [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. To play, add a threat. Bearer must be a Man. Bearer is damage +1.
While skirmishing a [Flood] minion, bearer is strength +1.
“The shotgun is a pump-action magazine-fed weapon. It fires 8-gauge magnum (3.5”) rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range.”
1U?
Nice.


BTW, I love your idea of how to represent the ability to dual-wield. Very nice.
Title: Re: Halo TCG - Halo - UNSC (7/21: Shooting Gallery!)
Post by: lem0nhead on July 22, 2008, 01:45:25 AM

[1] M6D Pistol [UNSC]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [UNSC] companion.
You may play this weapon any time you could play a skirmish event.
At the start of the sniping phase, if bearer does not bear another weapon, you may exert bearer and discard a [UNSC] card from hand to make the company sniping total +1.
“This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart linked scope capable of 2x magnification. It fires 12.7mm semi-armor piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire.”
1C?

Sweet!

[2] MA5B Assault Rifle [UNSC]
Possession • Ranged Weapon
Strength +2
Bearer must be a [UNSC] companion.
Maneuver: Add [1] to play this possession from hand.
Each time bearer kills a minion in his or her skirmish, you may exert bearer and add a threat to have bearer replace a companion (except the Hero) in a skirmish.
“This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing rounds. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire.”
1C?

Not sure it needs to cost 2 its so much the bread and butter of the unsc spartans and marines. I felt it should get a bonus from being close range. Everyone knows and loves the ar spam followed by close range beat down.

[3] M19 SSM Rocket Launcher [UNSC]
Possession • Ranged Weapon
Strength +3
Bearer must be a [UNSC] companion. Bearer is a sniper and damage +1 and may not bear another weapon.
At the start of each skirmish involving bearer and an opponent’s character with a close-range or hand weapon, wound bearer or make him or her strength -2 and damage -1 until the end of that skirmish.
“Commonly called the “Jackhammer, or “Spanker” (due to the SPNKr rockets it fires) by the Marines, the M19 SSM (Surface-to-Surface Missle) is a man-portable and shoulder-fired rocket launcher.”
1R?

I get the idea of the rocket adding to the archery total but it doesnt feel a "sniper" weapon even WITH its scope lol. Ah well no way round it.

[2] M90 Shotgun [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. To play, add a threat. Bearer must be a Man. Bearer is damage +1.
While skirmishing a [Flood] minion, bearer is strength +1.
“The shotgun is a pump-action magazine-fed weapon. It fires 8-gauge magnum (3.5”) rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range.”
1U?

Shotgun FTW. Seriously this is the coolest weapon in the game and youve captured it pretty well. Id make more of it being a cloe range weapon. If you engage an opponent in hand or close combat you should be damage +2 at least.

Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: DáinIronfoot on July 22, 2008, 07:48:26 AM
Alright, I dropped the cost of the Assault Rifle to [1] and the Rocket Launcher to [2], dropping sniper (which I think I'll save for our Halo 2 sets ;)). Thanks for the many reviews, guys...the :gp: will fly! :up:

Alright, as much as you might be able to tank the Chief out, chances are you do NOT want him doing this all on his own. So who you gonna call? No, not the Ecto 1 full of Ghostbusters. How about a Warthog full of marines, instead? Hurrah!

[2] M12 LRV Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 8
Crew: Driver, Gunner, Passenger.
Bearers must be [UNSC] companions.
Gunner is strength +3 and damage +1.
Skirmish: Exert driver to wound a non-sniper minion.
“The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEG armed forces.”
1C?

Ah, the Warthog...probably the second biggest star of the Halo series. What better way to introduce vehicles in Halo TCG?

Alright, here's how this works. Vehicles replace mounts, though it's not usually QUITE that simple, of course. You see, several vehicles can bear more than one character...the Warthog being probably the most common example. It can bear, just as in the video game, a driver, a passenger, and a gunner.

The driver obviously drives, and is the only person required for the vehicle to be used...hence the reason it's in italics. On vehicle cards in Halo TCG, only characters in italics are required for that vehicle to be used; the rest are optional. The driver gets a nifty little ability in this ctase (which bascially represents running over minions, one of my favorite things about it in the game :twisted:), but that is not always (or even usually) the case. In fact, drivers usually get the shaft, in that they cannot attack. They can be assigned to skirmishes, yes, but they bascially only defend. If they "win" a skirmish by having higher strength than minion(s) skirmishing them, the minions take NO wounds, since the driver isn't shooting...he's busy driving! If the minion(s) wins, however, then the driver still takes his lumps. Stinks, but that's obviously not why one would knowingly stuff their characters into vehicles.

See, the REAL benefit of using a multi-character vehicle is usually what it does for your gunner. In this case, of course, the benefits are obvious: strength +3 AND a damage bonus. That's what I'm talking about! :P Your poor passenger normally doesn't get any real benefits from riding along, though there ARE exceptions (as we'll see below in a minute).

So bascially, a vehicle is a mount that can be borne by more than one companion at once. In the actual card game, I would envision the companions being stacked underneath the vehicle rather than the other way around, looking like the vehicle is bearing them, but I guess that would be up to players.

Anyway, only two more items of note. First off, notice that the card type doesn't end with "Possession • Vehicle", but goes one further to include "Warthog". This is the vehicle's "class"...sort of like its race, if they had such things. The other thing to point out is the armor number. This will appear on nearly every vehicle, and basically respresents the vehicle's vitality. Since a vehicle normally doesn't directly take "wounds", though, this is normally affected by the characters bearing it. For example, if a driver, gunner, or passenger in that vehicle takes a wound, the armor of the vehicle is also reduced by 1. So if all three took a wound on a particular turn, the vehicle's armor would be reduced by a total of 3. This does NOT work in reverse, though...if a character bearing a vehicle heals, that has no affect on the vehicle. There ARE ways to repair vehicles, but not through such methods. Healing ain't repairing.

If you have any questions or complaints, log them here or via PM. Otherwise, let's get to some folks you can jam into our new toy. :mrgreen:

[2]•Pvt. Riley, Over-anxious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Each time Riley wins a skirmish, you may remove [1].
“‘Aren’t so tough now, ya #$&*@! monster!’”
1C?

Well, alright, he doesn't really have anything to do with vehicles. But I wanted to toss in more than just the two guys below, so sue me. :P

[2]•Chips Dubbo, ‘Hog Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Marine.
While bearing a Warthog, Chips Dubbo is strength +2.
While you can spot a Spartan II, Chips Dubbo may not take wounds (except during skirmishes).
“‘Mate, nice ‘n’ smooth now. Give me an angle.’”
1U?

Odd name, I know, but blame Bungie--the makers of the Halo games--not me. This is the Aussie marine, by the way, and he IS your gunner at a couple different points throughout Halo CE. Best part about his text: his strength bonus isn't limited to him being a gunner. He is strength +1 even while a passenger, giving you a little more incentive to not leave that extra Warthog seat empty.

[2]•Pfc. Fitzgerald, Brave Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine. To play, spot 2 [UNSC] companions.
While you can spot Master Chief, Fitzgerald gains the Master Chief signet.
Fitzgerald is strength +1 for each [Covenant] minion in his skirmish.
While Fitzgerald is a gunner, he is defender +1.
“‘Sergeant Johnson said you could use a gunner....I’m your man, Chief! Let’s roll.’”
1R?

And this guy obviously makes an ideal gunner, especially against [Covenant] minions. As a gunner, he can take on two at a time, and he's strength +1 for each in addition to whatever benefits he gets from being a gunner. Not bad, eh?
Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: lem0nhead on July 22, 2008, 07:55:59 AM


[2] M12 LRV Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 8
Crew: Driver, Gunner, Passenger.
Bearers must be [UNSC] companions.
Gunner is strength +3 and damage +1.
Skirmish: Exert driver to wound a non-sniper minion.
“The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEG armed forces.”
1C?

Sounds a good mechanic though im skeptical about the hog taking wounds as its occupants do.

[2]•Pvt. Riley, Over-anxious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Each time Riley wins a skirmish, you may remove [1].
“‘Aren’t so tough now, ya #$&*@! monster!’”
1C?

Ok.

[2]•Chips Dubbo, ‘Hog Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Marine.
While bearing a Warthog, Chips Dubbo is strength +2.
While you can spot a Spartan II, Chips Dubbo may not take wounds (except during skirmishes).
“‘Mate, nice ‘n’ smooth now. Give me an angle.’”
1U?

Cool.

[2]•Pfc. Fitzgerald, Brave Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
While you can spot Master Chief, Fitzgerald gains the Master Chief signet.
Fitzgerald is strength +1 for each [Covenant] minion in his skirmish.
While Fitzgerald is a gunner, he is defender +1.
“‘Sergeant Johnson said you could use a gunner....I’m your man, Chief! Let’s roll.’”
1R?

Sound.

Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: DáinIronfoot on July 23, 2008, 07:40:26 AM
Just one review? :'( I'd prefer a couple more--at least on the vehicle concept--before moving on....
Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: lem0nhead on July 23, 2008, 07:59:28 AM
And its the old faithful one you will ALWAYS get as minimum :D

AD's TLHH access is sporadic at best, ML is just random, CG isnt on all the time, Thran doesnt follow Halo (at least i dont think he does) and SoP would reveiw im sure but appears to be missing.
Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: DáinIronfoot on July 23, 2008, 08:10:16 AM
Yeah, where HAS SoP been the last few days. I've seen him pop off a post here, a post there, but it's been very infrequent the last couple days. Guess he's just *GASP* busy with real life stuff.

And here I thought SoP was literally hooked into the computer every afternoon. :P
Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: MR. Lurtzy on July 23, 2008, 01:12:07 PM
Alright, I dropped the cost of the Assault Rifle to [1] and the Rocket Launcher to [2], dropping sniper (which I think I'll save for our Halo 2 sets ;)). Thanks for the many reviews, guys...the :gp: will fly! :up:

Alright, as much as you might be able to tank the Chief out, chances are you do NOT want him doing this all on his own. So who you gonna call? No, not the Ecto 1 full of Ghostbusters. How about a Warthog full of marines, instead? Hurrah!

[2] M12 LRV Warthog [UNSC]
Possession • Vehicle • Warthog
Armor: 8
Crew: Driver, Gunner, Passenger.
Bearers must be [UNSC] companions.
Gunner is strength +3 and damage +1.
Skirmish: Exert driver to wound a non-sniper minion.
“The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle of the UEG armed forces.”
1C?
Fine.

Ah, the Warthog...probably the second biggest star of the Halo series. What better way to introduce vehicles in Halo TCG?

Alright, here's how this works. Vehicles replace mounts, though it's not usually QUITE that simple, of course. You see, several vehicles can bear more than one character...the Warthog being probably the most common example. It can bear, just as in the video game, a driver, a passenger, and a gunner.

The driver obviously drives, and is the only person required for the vehicle to be used...hence the reason it's in italics. On vehicle cards in Halo TCG, only characters in italics are required for that vehicle to be used; the rest are optional. The driver gets a nifty little ability in this ctase (which bascially represents running over minions, one of my favorite things about it in the game :twisted:), but that is not always (or even usually) the case. In fact, drivers usually get the shaft, in that they cannot attack. They can be assigned to skirmishes, yes, but they bascially only defend. If they "win" a skirmish by having higher strength than minion(s) skirmishing them, the minions take NO wounds, since the driver isn't shooting...he's busy driving! If the minion(s) wins, however, then the driver still takes his lumps. Stinks, but that's obviously not why one would knowingly stuff their characters into vehicles.

See, the REAL benefit of using a multi-character vehicle is usually what it does for your gunner. In this case, of course, the benefits are obvious: strength +3 AND a damage bonus. That's what I'm talking about! :P Your poor passenger normally doesn't get any real benefits from riding along, though there ARE exceptions (as we'll see below in a minute).

So bascially, a vehicle is a mount that can be borne by more than one companion at once. In the actual card game, I would envision the companions being stacked underneath the vehicle rather than the other way around, looking like the vehicle is bearing them, but I guess that would be up to players.

Anyway, only two more items of note. First off, notice that the card type doesn't end with "Possession • Vehicle", but goes one further to include "Warthog". This is the vehicle's "class"...sort of like its race, if they had such things. The other thing to point out is the armor number. This will appear on nearly every vehicle, and basically respresents the vehicle's vitality. Since a vehicle normally doesn't directly take "wounds", though, this is normally affected by the characters bearing it. For example, if a driver, gunner, or passenger in that vehicle takes a wound, the armor of the vehicle is also reduced by 1. So if all three took a wound on a particular turn, the vehicle's armor would be reduced by a total of 3. This does NOT work in reverse, though...if a character bearing a vehicle heals, that has no affect on the vehicle. There ARE ways to repair vehicles, but not through such methods. Healing ain't repairing.

If you have any questions or complaints, log them here or via PM. Otherwise, let's get to some folks you can jam into our new toy. :mrgreen:

[2]•Pvt. Riley, Over-anxious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Each time Riley wins a skirmish, you may remove [1].
“‘Aren’t so tough now, ya #$&*@! monster!’”
1C?
No complaints.

Well, alright, he doesn't really have anything to do with vehicles. But I wanted to toss in more than just the two guys below, so sue me. :P

[2]•Chips Dubbo, ‘Hog Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Silver
Marine.
While bearing a Warthog, Chips Dubbo is strength +2.
While you can spot a Spartan II, Chips Dubbo may not take wounds (except during skirmishes).
“‘Mate, nice ‘n’ smooth now. Give me an angle.’”
1U?
You could prolly up his strength to 6.

Odd name, I know, but blame Bungie--the makers of the Halo games--not me. This is the Aussie marine, by the way, and he IS your gunner at a couple different points throughout Halo CE. Best part about his text: his strength bonus isn't limited to him being a gunner. He is strength +1 even while a passenger, giving you a little more incentive to not leave that extra Warthog seat empty.

[2]•Pfc. Fitzgerald, Brave Gunner [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Marine.
While you can spot Master Chief, Fitzgerald gains the Master Chief signet.
Fitzgerald is strength +1 for each [Covenant] minion in his skirmish.
While Fitzgerald is a gunner, he is defender +1.
“‘Sergeant Johnson said you could use a gunner....I’m your man, Chief! Let’s roll.’”
1R?
Groovy.

And this guy obviously makes an ideal gunner, especially against [Covenant] minions. As a gunner, he can take on two at a time, and he's strength +1 for each in addition to whatever benefits he gets from being a gunner. Not bad, eh?
Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: sickofpalantirs on July 24, 2008, 12:23:23 PM
so if armor is reduced to zero it blows up? and by bearing a vehicle does that mean driving it? or if you were gunner would you be bearing it? as in chip dubbos case...so confused.

and chip should be 6 IMSO
also cut fitzes second ability IMSO
Title: Re: Halo TCG - Halo - UNSC (7/22: Here comes the cavalry!)
Post by: AgentDrake on July 25, 2008, 08:25:32 PM
Hey, sorry I haven't reviewed yet... busy past few days, what with my cousin's wedding being today.

Anyhow, I'm sorta wary of the whole vehicle concept-- seems a bit too complicated, and I'm sorta confused on how transferring would work. Ie, say Chips was the driver, and you wanted to make him passenger, or something. Or if you wanted to add a companion to the vehicle later on. What, if any, cost would there be? Twilight of companion to transfer them to the vehicle, twilight of vehicle to transfer it to the companion, or what?
Given those questions, it's pretty nice. Like it.

Chips, I think, could be strength 5 or 6. I'd go with 5 for uniformity, and he gets a strength bonus fairly easily, anyway... +5 combined strength bonus and damage +1 if he's gunner, and +2 if he's just sitting there, which is nice.
Title: Re: Halo TCG - Halo - UNSC (7/26: "I don't have time for your lip, soldier!")
Post by: DáinIronfoot on July 26, 2008, 09:15:01 PM
I changed Fitzgerald to require spotting a couple [UNSC] companions, which will prevent you from splashing him and his potential defender in with, say, [Covenant] companions that we'll get to down the road.

Quote from: AgentDrake
Anyhow, I'm sorta wary of the whole vehicle concept-- seems a bit too complicated, and I'm sorta confused on how transferring would work. Ie, say Chips was the driver, and you wanted to make him passenger, or something. Or if you wanted to add a companion to the vehicle later on. What, if any, cost would there be? Twilight of companion to transfer them to the vehicle, twilight of vehicle to transfer it to the companion, or what?
Given those questions, it's pretty nice. Like it.

The transferring cost is something I hadn't considered. What do you think would be fair? A standard [1] or [2], or the cost of the vehicle/companion? Personally, I think [1] or [2] would be good, since some vehicles can get pretty expensive, and it seems to me unfair to pay [2] for most marines and [4] for, say, Master Chief. Transferring would still be limited to the company phase, regardless. Otherwise it's like trying to switch at 50 mph. :P

If that's the only beef with the concept, then I think we're good to move on, eh? :up:

I've been itching to get to everyone's favorite Halo-series marine, so here he is. But why stop with him? Here's part of his (ultimately ill-fated) squad from Halo: Combat Evolved while we're at it. :D Enjoy!

[3]•Sgt. Johnson, Sarge [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each unwounded marine bearing a ranged weapon is damage +1.
[Flood] cards cannot discard Johnson.
“‘I don’t have time for your lip, soldier! I gave you an order.’”
1R?

Obviously very powerful, turning armed marines into potential beatsticks. He's also tougher for [Flood] cards to touch; you don't know it yet, but there ARE a couple of [Flood] cards that can discard companions outright. Is he TOO good? I had considered making that marine-boosting text only work at battlegrounds intead of on unwounded marines instead, if you think that would be better.

[3]•Sgt. Johnson, Seasoned Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Gold
Marine. While bearing a ranged weapon, Johnson is damage +1.
Each time a [Covenent] event is played, Johnson is strength +1 until the regroup phase.
“‘I’m too pretty to die!’”
1U?

A more normal Johnson; again, you don't know it yet, but several versions of him can become damage +1 under the right circumstances. This one obviously makes [Covenant] players tremble a bit too, which is something fans of the games know is pretty appropriate for Johnson. :twisted:

[2]•Jenkins, Pvt. Wallace A. Jenkins [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Skirmish:
Exert Jenkins (twice if skirmishing a [Flood] minion) to cancel a skirmish involving him.
“‘There are too many, Sarge!’”

Oddly-named, I know, but those who have read Halo: The Flood might have a clue as to why. They'd also understand why he's not quite as effective against the Flood.

[2]•Pfc. Bisenti, Cautious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 2
Signet: Sarge
Marine. Enduring. When you play Bisenti, you may remove a threat.
At the start of each regroup phase, heal Bisenti.
“‘I got a bad feeling about this....’”

That lore will probably tell people who have played Halo: Combat Evolved who this is. If not, just think the video the Chief watches before we meet the Flood for the first time...should be enough to jog your memory. As for the actual card, I thought having some fun with enduring would make this guy a nice (albeit rare) 2-vitality candidate. Damage-bonused minions are not his friend, but otherwise he's pretty tough.
Title: Re: Halo TCG - Halo - UNSC (7/26: "I don't have time for your lip, soldier!")
Post by: AgentDrake on July 27, 2008, 05:56:04 PM
Quote from: AgentDrake
Anyhow, I'm sorta wary of the whole vehicle concept-- seems a bit too complicated, and I'm sorta confused on how transferring would work. Ie, say Chips was the driver, and you wanted to make him passenger, or something. Or if you wanted to add a companion to the vehicle later on. What, if any, cost would there be? Twilight of companion to transfer them to the vehicle, twilight of vehicle to transfer it to the companion, or what?
Given those questions, it's pretty nice. Like it.

The transferring cost is something I hadn't considered. What do you think would be fair? A standard [1] or [2], or the cost of the vehicle/companion? Personally, I think [1] or [2] would be good, since some vehicles can get pretty expensive, and it seems to me unfair to pay [2] for most marines and [4] for, say, Master Chief. Transferring would still be limited to the company phase, regardless. Otherwise it's like trying to switch at 50 mph. :P

Well, you've only got one numbered attribute of the vehicle as it is (Armor)....
Maybe throw on another twilight cost icon beneath that for an "aid cost" type thing? In fact, that could potentially expand to cover other cards as well.... a transfer cost independent of the original cost. Just a thought. Otherwise, I'd say [2] sounds good.


If that's the only beef with the concept, then I think we're good to move on, eh? :up:

I've been itching to get to everyone's favorite Halo-series marine, so here he is. But why stop with him? Here's part of his (ultimately ill-fated) squad from Halo: Combat Evolved while we're at it. :D Enjoy!

[3]•Sgt. Johnson, Sarge [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each unwounded marine bearing a ranged weapon is damage +1.
[Flood] cards cannot discard Johnson.
“‘I don’t have time for your lip, soldier! I gave you an order.’”
1R?

Obviously very powerful, turning armed marines into potential beatsticks. He's also tougher for [Flood] cards to touch; you don't know it yet, but there ARE a couple of [Flood] cards that can discard companions outright. Is he TOO good? I had considered making that marine-boosting text only work at battlegrounds intead of on unwounded marines instead, if you think that would be better.
Unwounded seems good to me.
[3]•Sgt. Johnson, Seasoned Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Gold
Marine. While bearing a ranged weapon, Johnson is damage +1.
Each time a [Covenent] event is played, Johnson is strength +1 until the regroup phase.
“‘I’m too pretty to die!’”
1U?

A more normal Johnson; again, you don't know it yet, but several versions of him can become damage +1 under the right circumstances. This one obviously makes [Covenant] players tremble a bit too, which is something fans of the games know is pretty appropriate for Johnson. :twisted:
Nice. :up:
[2]•Jenkins, Pvt. Wallace A. Jenkins [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Skirmish:
Exert Jenkins (twice if skirmishing a [Flood] minion) to cancel a skirmish involving him.
“‘There are too many, Sarge!’”

Oddly-named, I know, but those who have read Halo: The Flood might have a clue as to why. They'd also understand why he's not quite as effective against the Flood.

[2]•Pfc. Bisenti, Cautious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 2
Signet: Sarge
Marine. Enduring. When you play Bisenti, you may remove a threat.
At the start of each regroup phase, heal Bisenti.
“‘I got a bad feeling about this....’”

That lore will probably tell people who have played Halo: Combat Evolved who this is. If not, just think the video the Chief watches before we meet the Flood for the first time...should be enough to jog your memory. As for the actual card, I thought having some fun with enduring would make this guy a nice (albeit rare) 2-vitality candidate. Damage-bonused minions are not his friend, but otherwise he's pretty tough.
Very nice. Actually, for a crummy cost 2 guy, Besenti's really nice. Maybe make him strength 5, though. With only 2 vitality, his survival is slightly... um... volatile but he's still really good anyway. Give him a gun and some other toys, and he's probably potentially too good for a 2-cost strength 6 with that healing. I dunno, though. See what others think.
Title: Re: Halo TCG - Halo - UNSC (7/26: "I don't have time for your lip, soldier!")
Post by: MR. Lurtzy on July 27, 2008, 06:12:19 PM
[3]•Sgt. Johnson, Sarge [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each unwounded marine bearing a ranged weapon is damage +1.
[Flood] cards cannot discard Johnson.
“‘I don’t have time for your lip, soldier! I gave you an order.’”
1R?
He should be damage +1 normally. His first ability doesn't really seem to fit, possibly wound each flood minion at the start of each of his skirmishes?

[3]•Sgt. Johnson, Seasoned Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Gold
Marine. While bearing a ranged weapon, Johnson is damage +1.
Each time a [Covenent] event is played, Johnson is strength +1 until the regroup phase.
“‘I’m too pretty to die!’”
1U?
No complaints.

[2]•Jenkins, Pvt. Wallace A. Jenkins [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Skirmish:
Exert Jenkins (twice if skirmishing a [Flood] minion) to cancel a skirmish involving him.
“‘There are too many, Sarge!’”
Eh, doesn't seem to fit.

[2]•Pfc. Bisenti, Cautious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 2
Signet: Sarge
Marine. Enduring. When you play Bisenti, you may remove a threat.
At the start of each regroup phase, heal Bisenti.
“‘I got a bad feeling about this....’”
Nice.
Title: Re: Halo TCG - Halo - UNSC (7/26: "I don't have time for your lip, soldier!")
Post by: sickofpalantirs on July 27, 2008, 07:07:50 PM
it seems like jenkins should have some way to get defender...IDK
Title: Re: Halo TCG - Halo - UNSC (7/26: "I don't have time for your lip, soldier!")
Post by: lem0nhead on July 30, 2008, 02:43:15 AM

[3]•Sgt. Johnson, Sarge [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each unwounded marine bearing a ranged weapon is damage +1.
[Flood] cards cannot discard Johnson.
“‘I don’t have time for your lip, soldier! I gave you an order.’”
1R?

I think Flood cards should be totally useless against him as he is completely immune to them. I.e. Cannot use skirmish special abilities in fights with the sarge etc... I think this guy is great.

[3]•Sgt. Johnson, Seasoned Veteran [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Sarge
Star: Gold
Marine. While bearing a ranged weapon, Johnson is damage +1.
Each time a [Covenent] event is played, Johnson is strength +1 until the regroup phase.
“‘I’m too pretty to die!’”
1U?

For consistency and correctness it should be Sgt. Johnson in gametext not just Johnson. Or is this how youre working your cards?

[2]•Jenkins, Pvt. Wallace A. Jenkins [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Sarge
Marine.
Skirmish:
Exert Jenkins (twice if skirmishing a [Flood] minion) to cancel a skirmish involving him.
“‘There are too many, Sarge!’”

Haha this captures the essence awesomely. I like. Perfect way of incorporating his flood infected form.

[2]•Pfc. Bisenti, Cautious Marine [UNSC]
Companion • Man
Strength: 6
Vitality: 2
Signet: Sarge
Marine. Enduring. When you play Bisenti, you may remove a threat.
At the start of each regroup phase, heal Bisenti.
“‘I got a bad feeling about this....’”

Where is his rarity? Interesting card...

Title: Re: Halo TCG - Halo - UNSC (7/30: "Yo, this is loco!")
Post by: DáinIronfoot on July 30, 2008, 08:46:59 AM
Quote from: lem0nhead
For consistency and correctness it should be Sgt. Johnson in gametext not just Johnson. Or is this how youre working your cards?

I opted to break with the norm and drop their "rank" in the text of cards. Hope that's not a problem. :roll:

Okay, today we do both versions of the marine Johnson most likes to mess with, the Hispanic marine known as Mendoza. He has the most speaking parts in both the game and novel version of Johnson's team's first encounter with the Flood, so if you think back on that serious plot twist, you can probably picture him. If not, just proceed anyway. :P Enjoy!

[2]•Pfc. Mendoza, Cracker [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Marine.
Company:
If at an installation, exert Mendoza and discard your [UNSC] condition to make the move limit +1. Limit once per turn.
“‘I’ll try, sir. But it looks like these Covenant worked pretty hard to lock it down.’”
1C?

No, the subtitle has nothing to do with race or slurs. :P Mendoza is essntially the team's tech specialist, and it is therefore Mendoza that cracks open the door imprisoning the Flood that the Covenant (and the Forerunners before them) had worked so hard to lock down. Hence the "techy" ability here. ;)

[2]•Pfc. Mendoza, Tough Hombre [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Marine.
While at a battleground, Mendoza is strength +1 for each wounded minion in his skirmish.
While you can spot more minions than companions, Mendoza is defender +1.
“‘Yo, this is loco!’”
1R?

And here's the pure fighting version, with a subtitle, once again, to match his text. :roll:
Title: Re: Halo TCG - Halo - UNSC (7/30: "Yo, this is loco!")
Post by: Elf_Lvr on July 30, 2008, 08:58:07 AM
[2]•Pfc. Mendoza, Cracker [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Marine.
Company:
While at an installation, exert Mendoza and discard your [UNSC] condition to make the move limit +1. Limit once per turn.
“‘I’ll try, sir. But it looks like these Covenant worked pretty hard to lock it down.’”
1C?

Fine.

Quote
[2]•Pfc. Mendoza, Tough Hombre [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Marine.
While at a battleground, Mendoza is strength +1 for each wounded minion in his skirmish.
While you can spot more minions than companions, Mendoza is defender +1.
“‘Yo, this is loco!’”
1R?

No problemo.
Title: Re: Halo TCG - Halo - UNSC (7/30: "Yo, this is loco!")
Post by: MR. Lurtzy on July 30, 2008, 01:02:06 PM
Both are fine. :up:
Title: Re: Halo TCG - Halo - UNSC (7/30: "Yo, this is loco!")
Post by: menace64 on July 30, 2008, 01:05:01 PM
Nitpick: The first card should say "Company: If at an installation..."
Title: Re: Halo TCG - Halo - UNSC (7/30: "Yo, this is loco!")
Post by: AgentDrake on July 30, 2008, 01:22:12 PM
Both are great.

Really like the second one.
Title: Re: Halo TCG - Halo - UNSC (7/30: "Yo, this is loco!")
Post by: lem0nhead on July 31, 2008, 01:56:54 AM

[2]•Pfc. Mendoza, Cracker [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Marine.
Company:
If at an installation, exert Mendoza and discard your [UNSC] condition to make the move limit +1. Limit once per turn.
“‘I’ll try, sir. But it looks like these Covenant worked pretty hard to lock it down.’”
1C?

Sound.

No, the subtitle has nothing to do with race or slurs.

Why would "cracker" be racist or derogatory??

[2]•Pfc. Mendoza, Tough Hombre [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Marine.
While at a battleground, Mendoza is strength +1 for each wounded minion in his skirmish.
While you can spot more minions than companions, Mendoza is defender +1.
“‘Yo, this is loco!’”
1R?

Sweeeet.

Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: DáinIronfoot on July 31, 2008, 07:37:30 AM
Quote from: lem0nhead
Why would "cracker" be racist or derogatory??

Hmmm...probably an American thing. And probably more exlusively a Southern American thing. *shrug*

Anyway, one of the more tragic heroes in the Halo storyline is Jacob Keyes. ***SPOILER WARNING*** He valiantly leads the assault on the Covenent at the first Halo installation after a long and distinguished career, then falls to the new menace of the Flood, absorbed into one of their monstrocities and pumped for information (but not giving any up) until his death.

But that's the future. As I said, at the start of Halo: Combat Evolved, Keyes is a formidable commander of his ship, crew, and marines aboard, so much so that he gets his own signet, as you have perhaps already noticed. So before we continue trudging through the UNSC culture, let's get to the man himself. Enjoy!

[2]•Jacob Keyes, Captain of the Pillar of Autumn [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC Pillar of Autumn.
While staffing a Capital Ship, the twilight cost of each [UNSC] condition and [UNSC] possession is -1.
At the start of each skirmish involving Jacob Keyes, add a threat. If you cannot, discard a Free Peoples condition.
“‘All hands. This is the Captain. Prepare to abandon ship. Combat teams, repel boarders until Ops personnel are away. Good luck. Keyes out.’”
1R?

Just a brief note on "staffing": each ship will have a staffing requirement--inspired by the Star Trek CCG--of a certain number of officers, meaning those with stars. Most Capital Ships (the big command ships) will require something like a Gold star (commander) and two Silver stars (crew), or perhaps a little more. Small ships, like fighters, will take just a single Silver star or something. You may have more than just the basic staffing requirements aboard a ship, but only the minimum listed staffing requirements must be aboard to have that ship "staffed" and useable. Unless those staffing requirements are met, the ship cannot fight as effectively and cannot use much of its text. We'll get into ships in more detail later, but for now that should at least give you an idea of what "staffing" is all about.

Anyway, obviously this version of Keyes is not meant to be used in a fight. He's the perfect candidate to pack into your ship and keep it up and running...and aid your company in the process by making possessions and conditions cheaper.

[2]•Jacob Keyes, Hero of Sigma Octanus [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. Commander: UNSC Pillar of Autumn.
Jacob Keyes may bear [Covenant] ranged weapons.
While Jacob Keyes or Master Chief is wounded, each marine is strength +1.
“‘We need to beat the Covenant to Halo’s control room. Marines! Let’s move! Chief, you have the point.’”
1U?

This version, obiously, IS meant to get up close and personal to the enemy. Technically, I don't think Keyes was ever a true marine in the series, but he sure fights like one at times, and certainly has the respect of the men under his command when he does so, so I figured bending things a bit by making him a "marine" couldn't hurt.

The strength bonus is nice, but the big perk is being able to bear weapons of another culture. There are some pretty potent [Covenant] weapons in the game (as we'll see later), and while many Spartans can bear them, marines and other Men being capable of doing so are not exactly a dime a dozen.

Basically, while this Keyes isn't incredibly outstanding on his own, he makes an excellent splash into virtually any marine-driven deck, making the whole group a little bit better.
Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: lem0nhead on July 31, 2008, 08:19:49 AM
Both uber DI!  :up:
Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: Elf_Lvr on July 31, 2008, 08:34:14 AM
[2]•Jacob Keyes, Captain of the Pillar of Autumn [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC Pillar of Autumn.
While staffing a Capital Ship, the twilight cost of each [UNSC] condition and [UNSC] possession is -1.
At the start of each skirmish involving Jacob Keyes, add a threat. If you cannot, discard a Free Peoples condition.
“‘All hands. This is the Captain. Prepare to abandon ship. Combat teams, repel boarders until Ops personnel are away. Good luck. Keyes out.’”
1R?

Such massive reduction seems extremely powerful, but I suppose the downside balances him out.

Quote
[2]•Jacob Keyes, Hero of Sigma Octanus [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. Commander: UNSC Pillar of Autumn.
May bear [Covenant] ranged weapons.
While Jacob Keyes or Master Chief is wounded, each marine is strength +1.
“‘We need to beat the Covenant to Halo’s control room. Marines! Let’s move! Chief, you have the point.’”
1U?

"Jacob Keyes may bear..." or at least "this companion." I think that's required, otherwise... WHO may bear, exactly?

The second ability looked too good at first, but I guess it's not so different from the King of Dale, so it's alright.
Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: MR. Lurtzy on July 31, 2008, 12:23:32 PM
[2]•Jacob Keyes, Captain of the Pillar of Autumn [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC Pillar of Autumn.
While staffing a Capital Ship, the twilight cost of each [UNSC] condition and [UNSC] possession is -1.
At the start of each skirmish involving Jacob Keyes, add a threat. If you cannot, discard a Free Peoples condition.
“‘All hands. This is the Captain. Prepare to abandon ship. Combat teams, repel boarders until Ops personnel are away. Good luck. Keyes out.’”
1R?
Fine.


[2]•Jacob Keyes, Hero of Sigma Octanus [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. Commander: UNSC Pillar of Autumn.
Jacob Keyes may bear [Covenant] ranged weapons.
While Jacob Keyes or Master Chief is wounded, each marine is strength +1.
“‘We need to beat the Covenant to Halo’s control room. Marines! Let’s move! Chief, you have the point.’”
1U?
I thought Keyes was navy, not marine. Otherwise, it's good.
Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: AgentDrake on July 31, 2008, 04:01:54 PM

[2]•Jacob Keyes, Captain of the Pillar of Autumn [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Keyes
Star: Gold
Commander: UNSC Pillar of Autumn.
While staffing a Capital Ship, the twilight cost of each [UNSC] condition and [UNSC] possession is -1.
At the start of each skirmish involving Jacob Keyes, add a threat. If you cannot, discard a Free Peoples condition.
“‘All hands. This is the Captain. Prepare to abandon ship. Combat teams, repel boarders until Ops personnel are away. Good luck. Keyes out.’”
1R?

Nice. Maybe a little OP, depending on how exactly the ships work, but should be fine.

[2]•Jacob Keyes, Hero of Sigma Octanus [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. Commander: UNSC Pillar of Autumn.
Jacob Keyes may bear [Covenant] ranged weapons.
While Jacob Keyes or Master Chief is wounded, each marine is strength +1.
“‘We need to beat the Covenant to Halo’s control room. Marines! Let’s move! Chief, you have the point.’”
1U?

Great fun. I assume that his text overrules "bearer must be" requirements for Covvie weapons, then?

Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: sickofpalantirs on July 31, 2008, 06:07:16 PM
fine by me...on a side not, the sun really does mess with your mind...
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: DáinIronfoot on August 01, 2008, 08:16:52 AM
Quote from: AgentDrake
Quote from: DáinIronfoot
[2]•Jacob Keyes, Hero of Sigma Octanus [UNSC]
Companion • Man
Strength: 6
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. Commander: UNSC Pillar of Autumn.
Jacob Keyes may bear [Covenant] ranged weapons.
While Jacob Keyes or Master Chief is wounded, each marine is strength +1.
“‘We need to beat the Covenant to Halo’s control room. Marines! Let’s move! Chief, you have the point.’”
1U?

Great fun. I assume that his text overrules "bearer must be" requirements for Covvie weapons, then?

That would be correct. :up:

Okay, with Keyes now out, it's time for our first ship. And what better vessel than the good captain's cruiser itself, perhaps the most famous ship in the Halo series? :D Let's hope I do it justice. Enjoy!

[5]•UNSC Pillar of Autumn, Venerable Warship [UNSC]
Ship • Capital Ship • Halcyon Cruiser
Weapons: 13
NOLINKArmor: 5
Staff: 2 Gold, 2 Silver
The Pillar of Autumn is damage +1 if Jacob Keyes or Cortana is staffing (or +2 if both are staffing).
While you cannot spot a Shadow Capital Ship, each Spartan II, ODST, and marine played during the company phase is twilight cost -1.
“...a Halcyon-class warship that has seen decades of service. An aging but sturdy vessel, and one of the smallest cruisers in the human fleet....”

Like most Capital Ships, the main purpose of the Pillar of Autumn is to rule the skies and aid the company. If it has challengers in space (Shadow Capital Ships), it cannot claim "air superiority" (not a term I plan on using in the game...just a military term you've probably heard in the news), and therefore cannot directly help the company out. That's where engagements come in.

A new phase called the "engagement phase" will be inserted into the game. It will work exactly like skirmish phases, but these "skirmishes" will be between ships. This version of the Autumn is obviously a very potent warship, as it can potentially reach damage +2 and dish out some serious pain. Most Capital Ships have anywhere from 4-6 NOLINKarmor (vitality), so if it wins, Pillar of Autumn can finish off most Capital Ships in just two engagements if all goes well. :up:

As mentioned before, a Capital Ship must ALSO be fully staffed to use its text. It CAN enter into engagements without its full staff aboard, but when doing so, it can only defend; even if it "wins" the engagement thanks to a higher weapons (strength) number, the losing ship takes no damage (wounds), but if it loses that engagement, it still takes damage. Ouch. Plus, like I said, it can't use any other text, so even this Pillar of Autumn out without another ship in the sky would STILL not help the company out without a full crew aboard.

The costs for playing companions and allies aboard a Capital Ship to meet the typically high staffing requirements would be, admittedly, too restrictive if left as is. Instead, by rule, each character played aboard a Capital Ship is automatically twilight cost -2. This means that many characters that are good at staffing (like Keyes) play for free on a ship they're going to staff. Another good example....

[2]•Aki Hikowa, First-Rate Tactical Officer [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
At the end of the maneuver phase, you may exert Aki Hikowa to make a ship she is staffing weapons +2 (or its staff members strength +2) until the end of the turn. Then, if that ship’s matching commander is staffing, you may make that ship weapons +1.
“‘Firing solution online, sir. MAC gun hot and missile safety interlocks removed. Ready to launch.’”
1R?

Anyone who has read the Halo novels should remember this cool, calm, and VERY competent tac officer. Not much good in a fight, but that's okay...the only fights you want her in are the ones where she's weilding a ship's gun against another vessel, anyway! Aki is a wonderful trump card when you're engaging slightly more powerful ships, giving you a very nice weapons +2 when you need it...or +3 if that ship's "matching commander" is aboard. What's a matching commander? Go back and look at Keyes and note his "Commander: UNSC Pillar of Autumn". That means that Keyes is the matching commander of--you guessed it!--the Autumn. There will be other benefits to having a ship staffed by its commander, but this is certainly one of the simplest and more immediately helpful ones.

The potential strength boost to crew members may seem odd, but we'll cover why she has that option another day. For now, let's just say that destroying a ship in an engagement isn't the ONLY way to potentially take it out of your opponent's hands. :twisted:

[2]•The Legacy of the Pillar of Autumn [UNSC]
Condition
Strength +1
Vitality +1
Bearer must be Jacob Keyes.
Company: Exert bearer twice to play a [UNSC] ship from your draw deck. If bearer is that ship's matching commander, heal bearer.
1R?

Just a fun card my old Halo TCG partner Frodo59 created. The original actually played possessions, if I recall, but I figured a little help getting ships out was needed.

By the way, the "bearer" stuff instead of "Jacob Keyes" is because, even though this card SEEMS to be limited to him, we'll see in the future that that's not necessarily ALWAYS the case. ;)
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: Elf_Lvr on August 01, 2008, 09:37:58 AM
I don't know exactly how this whole ship and staffing deal would work in normal gameplay, but I'll hazard a guess at saying that these cards look okay. It'd be nice to see some of the stuff they're going up against to measure how powerful they need to be.

Also, you covered what happens when you play companions to staff a ship (twilight -2) but what happens if you play a ship with the maximum number of companions in play? Would you just choose a number of those companions to staff that ship, or is there some transfer cost, or something?

You may have addressed this before and I just didn't notice.
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: DáinIronfoot on August 01, 2008, 10:02:07 AM
Companions staffing ships do not add to the Rule of 9. They're not with the company, acting more like allies than companions, so there's no reason for them to add to the company total.

It IS possible to transfer companions from a ship to the company (or vice-versa), but only through the use of other cards like shuttlecraft. Other than that, once one is on a ship, they're stuck on that ship.

As for what the Autumn would be going against...just like in the Halo series, Covenant ships are typically more powerful than UNSC ones, so if the Autumn comes across an enemy Capital Ship, it will usually be an uphill battle. That's where cards like Aki Hikowa and engagement events and possessions/conditions that play on ships come in. :up: Helps tip the playing field back into your favor.

Most Covvie Capital Ships are in the 14-15 weapons range, so Aki alone can often be enough to turn the battle for you. There are higher ones, of course, both for the Covenant AND a couple for the UNSC. But the Autumn is the equivalent of, say, Elendil or Gil-galad for ships, if that makes any sense.
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: MR. Lurtzy on August 01, 2008, 12:11:05 PM
If a ship is killed, are all the companions staffing it put into the dead pile?

BTW, all the cards look good, but the last one could prolly be cut down to [1] :up:
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: DáinIronfoot on August 01, 2008, 12:51:52 PM
Quote from: MR. Lurtzy
If a ship is killed, are all the companions staffing it put into the dead pile?

Yes. But there are cards that let you save them in such an instance. Think along the lines of escape pods. ;)
Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: AgentDrake on August 01, 2008, 03:11:35 PM
on a side not, the sun really does mess with your mind...
QFT.

Okay.... Think all the cards look good, though I disagree with Lurtzy about dropping the cost just because you've implied that somehow other people can bear the Legacy. If it was absolutely limited to Keyes, than I'd say to go ahead and drop it.
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: sickofpalantirs on August 01, 2008, 03:29:32 PM
I misspelled note...how embarrassing...I like these new concepts...looking good!
Title: Re: Halo TCG - Halo - UNSC (7/31: The Captain)
Post by: DáinIronfoot on August 01, 2008, 03:30:09 PM
Quote from: AgentDrake
Okay.... Think all the cards look good, though I disagree with Lurtzy about dropping the cost just because you've implied that somehow other people can bear the Legacy. If it was absolutely limited to Keyes, than I'd say to go ahead and drop it.

Just his daughter that appears from Halo 2 on: Miranda Keyes. At least one version of her can bear cards that play on Jacob Keyes.
Title: Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
Post by: lem0nhead on August 04, 2008, 01:22:41 AM

[5]•UNSC Pillar of Autumn, Venerable Warship [UNSC]
Ship • Capital Ship • Halcyon Cruiser
Weapons: 13
NOLINKArmor: 5
Staff: 2 Gold, 2 Silver
The Pillar of Autumn is damage +1 if Jacob Keyes or Cortana is staffing (or +2 if both are staffing).
While you cannot spot a Shadow Capital Ship, each Spartan II, ODST, and marine played during the company phase is twilight cost -1.
“...a Halcyon-class warship that has seen decades of service. An aging but sturdy vessel, and one of the smallest cruisers in the human fleet....”

Coooool.

[2]•Aki Hikowa, First-Rate Tactical Officer [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
At the end of the maneuver phase, you may exert Aki Hikowa to make a ship she is staffing weapons +2 (or its staff members strength +2) until the end of the turn. Then, if that ship’s matching commander is staffing, you may make that ship weapons +1.
“‘Firing solution online, sir. MAC gun hot and missile safety interlocks removed. Ready to launch.’”
1R?

Question, why the END of the maneuver?

[2]•The Legacy of the Pillar of Autumn [UNSC]
Condition
Strength +1
Vitality +1
Bearer must be Jacob Keyes.
Company: Exert bearer twice to play a [UNSC] ship from your draw deck. If bearer is that ship's matching commander, heal bearer.
1R?

Ok.

Title: Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
Post by: DáinIronfoot on August 04, 2008, 07:02:42 AM
Quote from: lem0nhead
Quote from: DáinIronfoot
[2]•Aki Hikowa, First-Rate Tactical Officer [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
At the end of the maneuver phase, you may exert Aki Hikowa to make a ship she is staffing weapons +2 (or its staff members strength +2) until the end of the turn. Then, if that ship’s matching commander is staffing, you may make that ship weapons +1.
“‘Firing solution online, sir. MAC gun hot and missile safety interlocks removed. Ready to launch.’”
1R?

Question, why the END of the maneuver?

So the Shadow has slightly longer to try and counter by exerting/wounding her. *shrug* I could change it easily enough if you want me to.

Okay, now that we have our first ship out, let's do a couple more!

[3]•UNSC Gorgon [UNSC]
Ship • Capital Ship • Apoc Frigate
Weapons: 9
NOLINKArmor: 4
Staff: 1 Gold, 2 Silver
At the end of each engagement involving Gorgon, you may replace a [Silver Star] on a crew member with a [Gold Star] until the NOLINKend of the game.
At the end of each engagement Gorgon wins, you may make another [UNSC] Capital Ship weapons +2 until the regroup phase.
Part of Admiral Preston Cole’s fleet, the Gorgon was an integral part of many of the UNSC’s early engagements with the Covenant. In the #$&*@! battles she endured, the ship fared better than most; the morale of many crew members did not.
1U?

The Gorgon was a war-weary ship by every meaning of the phrase. She survived many battles, and her crew became all the better and more experienced for it (hence the first ability), but they also wore down over time, as did the actual vessel. Until that happens in the card game, though, the Gorgon can really help out the rest of our fleet by supplying more weapons to other ships and providing more [Gold Star] officers to potentially transfer to other ships later.

[4]•UNSC Sulaco, UNSC Warship [UNSC]
Ship • Capital Ship • Harrier Cruiser
Weapons: 12
NOLINKArmor: 3
Staff: 2 Gold, 2 Silver
Skirmish: If you cannot spot a Shadow Capital Ship, damage Sulaco to wound a minion twice or damage a vehicle twice.

I may or may not keep this one...the name is inspired by Aliens, of course, and the ship class of Harrier is entirely fabricated. There are plenty of "real" UNSC ship names to go around, so I might choose one of them for this ability insread. But the ability, I think, is a keeper. :up:

[1] MLA Autocannons [UNSC]
Possession
Weapons +1
Plays on your [UNSC] or [Human] Capital Ship. Limit 1 per ship.
While engaging only Fighters, Transports, and Shuttles, this ship is damage +1.
“The Pillar of Autumn’s 50mm cannons flashed—chipping away at the Covenant ships’ shields.”

Yes, ships can "bear" conditions and even possessions as well. Just wanted to exemplify that before we got much further. Oh, and tease with other ship types as well. ;)
Title: Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
Post by: lem0nhead on August 04, 2008, 07:09:41 AM

So the Shadow has slightly longer to try and counter by exerting/wounding her. *shrug* I could change it easily enough if you want me to.

Nah was just curious.

Okay, now that we have our first ship out, let's do a couple more!

[3]•UNSC Gorgon [UNSC]
Ship • Capital Ship • Apoc Frigate
Weapons: 9
NOLINKArmor: 4
Staff: 1 Gold, 2 Silver
At the end of each engagement involving Gorgon, you may replace a [Silver Star] on a crew member with a [Gold Star].
At the end of each engagement Gorgon wins, you may make another [UNSC] Capital Ship weapons +2 until the regroup phase.
Part of Admiral Preston Cole’s fleet, the Gorgon was an integral part of many of the UNSC’s early engagements with the Covenant. In the #$&*@! battles she endured, the ship fared better than most; the morale of many crew members did not.
1U?

Cool though its hard judging the costs of these things.


[4]•UNSC Sulaco, UNSC Warship [UNSC]
Ship • Capital Ship • Harrier Cruiser
Weapons: 12
NOLINKArmor: 3
Staff: 2 Gold, 2 Silver
Skirmish: If you cannot spot a Shadow Capital Ship, damage Sulaco to wound a minion twice or damage a vehicle twice.

I agree with you the ability is great but for SURE you should use of the million names given out in "fall of reach" for ships.

[1] MLA Autocannons [UNSC]
Possession
Weapons +1
Plays on your [UNSC] or [Human] Capital Ship. Limit 1 per ship.
While engaging only Fighters, Transports, and Shuttles, this ship is damage +1.
“The Pillar of Autumn’s 50mm cannons flashed—chipping away at the Covenant ships’ shields.”

Cool.


Does this mean we are going to see archer missile pods and the mighty MAC guns?  :twisted:
Title: Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
Post by: DáinIronfoot on August 04, 2008, 07:11:01 AM
Quote from: lem0nhead
Does this mean we are going to see archer missle pods and the might MAC guns?  :twisted:

Shhh! You'll ruin the surprise! :P

Just remember that this is the first of THREE sets focused on Halo: Combat Evolved (and other fiction from the same time period, like Halo: The Flood), so certain cards you might expect to see soon might take a bit longer, as I have to save SOME material for future sets, ya know? ;)
Title: Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
Post by: Elf_Lvr on August 04, 2008, 07:24:19 PM
Quote
[3]•UNSC Gorgon [UNSC]
Ship • Capital Ship • Apoc Frigate
Weapons: 9
NOLINKArmor: 4
Staff: 1 Gold, 2 Silver
At the end of each engagement involving Gorgon, you may replace a [Silver Star] on a crew member with a [Gold Star].
At the end of each engagement Gorgon wins, you may make another [UNSC] Capital Ship weapons +2 until the regroup phase.
Part of Admiral Preston Cole’s fleet, the Gorgon was an integral part of many of the UNSC’s early engagements with the Covenant. In the #$&*@! battles she endured, the ship fared better than most; the morale of many crew members did not.
1U?

No complaints.

Quote
[4]•UNSC Sulaco, UNSC Warship [UNSC]
Ship • Capital Ship • Harrier Cruiser
Weapons: 12
NOLINKArmor: 3
Staff: 2 Gold, 2 Silver
Skirmish: If you cannot spot a Shadow Capital Ship, damage Sulaco to wound a minion twice or damage a vehicle twice.

Interesting. Damaging a ship is a high cost, since if it "dies" your companions die, eh?

Oh, I just thought, since companions on a ship don't count toward the rule of 9, what would happen if a ship was "killed" and the companions on it died, when you had nine companions already in play (but not on ships)?

Anyways, nice card.

Quote
[1] MLA Autocannons [UNSC]
Possession
Weapons +1
Plays on your [UNSC] or [Human] Capital Ship. Limit 1 per ship.
While engaging only Fighters, Transports, and Shuttles, this ship is damage +1.
“The Pillar of Autumn’s 50mm cannons flashed—chipping away at the Covenant ships’ shields.”

Cool.

Title: Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
Post by: DáinIronfoot on August 05, 2008, 08:09:38 AM
Now that we've got a good number of BIG ships flying about, let's get to some smaller ones, like Transports. And what better Transport to start with then the one that is perhaps the most famous of the Halo series, and CERTAINLY the most famous of the first game?

[2]•Echo 419, Reliable Backup [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
While you cannot spot more Shadow ships than your own ships, the twilight cost of the first [UNSC] card you play each turn is -1 (or -2 if Echo 419's matching commander is staffing).
“‘That's affimative. Echo 419 staying on station. Foe Hammer out.’”
1R?

Like most Transports, Echo 419 provides more direct support to the company than Capital Ships do, acting almost like a glorified support area card. Transports aren't meant to fight, though they DO have limited weapons and NOLINKarmor and can try to fend off enemy ships in engagements. It's best to avoid assigning them to Capital Ships, though, as they'll quickly be blown out of the sky. One BIG help is that Capital Ships normally can't assign themselves to small ships like Fighters and Transports, as that would just be unfair. There ARE exceptions, as hinted at with yesterday's MLA Autocannons, but it takes a bit of work to turn a Capital Ship into a Transport killer.

Until then, you get to play with toys like Echo 419. This particular version DOES rely on the Shadow player somewhat, but has a very nice payoff for those that take the trouble to control the skies. :up:

[2]•Echo 419, Rugged Transport [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
Each time you play a companion, you may discard a [UNSC] card from hand to make the twilight cost of that companion -1.
“‘Roger, Echo 419. This is Fire Team Charlie. We read you 5-by-5. That you, Foe Hammer?’”
1U?

This one needs no help from opponents, but still requires some work on your part to reap the benefits.

[2]•Carol Rawley, Captain of Echo 419 [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
Commander: Echo 419.
At the start of each company phase while Carol Rawley is staffing a ship, you may exert her to make the twilight cost of each [UNSC] companion and possession -1 until the regroup phase.
“‘Thirty seconds to dirt! Shoot some of the bastards for me!’”
1R?

Sort of a mini Echo 419 herself with some nice twilight reduction. Combine her WITH Echo 419, and you can play a lot of stuff pretty cheaply and launch a sort of "sneak attack" on the enemy.

Oh, one thing I should have noted already...those with a Gold Star can fill a Silver Star staffing slot, though this does NOT work the other way around. Those with Gold Stars are a higher "rank" than those with Silver, so that's why it works only one way. So yes, Rawley can fulfill one of the Silver Stars needed to staff Echo 419.

[2]•Carol Rawley, Foehammer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Commander: Echo 419.
While staffing Echo 419, Carol Rawley gains a [Silver Star].
Regroup: Discard a [UNSC] possession borne by a companion to play a [UNSC] possession on a companion.
“‘You know our motto: ‘we deliver’.’”
1C?

THIS version can fulfill BOTH staffing requirements for Echo 419, which is pretty spiffy in and of itself. Makes up a bit for her regroup ability being a little weak, though even it can certainly help you save on some twilight for a while.
Title: Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
Post by: lem0nhead on August 06, 2008, 01:28:38 AM

[2]•Echo 419, Reliable Backup [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
While you cannot spot more Shadow ships than your own ships, the twilight cost of the first [UNSC] card you play each turn is -2.
“‘That's affimative. Echo 419 staying on station. Foe Hammer out.’”
1R?

Wow that second ability is reeeaally good, maybe and while foehammer is piloting?


[2]•Echo 419, Rugged Transport [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
Each time you play a companion, you may discard a [UNSC] card from hand to make the twilight cost of that companion -1.
“‘Roger, Echo 419. This is Fire Team Charlie. We read you 5-by-5. That you, Foe Hammer?’”
1U?

Meh ok.

[2]•Carol Rawley, Captain of Echo 419 [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
Commander: Echo 419.
At the start of each company phase while Carol Rawley is staffing a ship or bearing a vehicle, you may exert her to make the twilight cost of each [UNSC] companion and possession -1 until the regroup phase.
“‘Thirty seconds to dirt! Shoot some of the bastards for me!’”
1R?

Seems excessively good to me Dain, or is this balance cos everything in Halo TCG costs bucket loads more?

[2]•Carol Rawley, Foehammer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Commander: Echo 419.
While staffing Echo 419, Carol Rawley gains a [Silver Star].
Regroup: Discard a [UNSC] possession borne by a companion to play a [UNSC] possession on a companion.
“‘You know our motto: ‘we deliver’.’”
1C?

Erm ok.

Title: Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
Post by: DáinIronfoot on August 06, 2008, 07:28:17 AM
Quote from: lem0nhead
Quote from: DáinIronfoot
[2]•Echo 419, Reliable Backup [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
While you cannot spot more Shadow ships than your own ships, the twilight cost of the first [UNSC] card you play each turn is -2.
“‘That's affimative. Echo 419 staying on station. Foe Hammer out.’”
1R?

Wow that second ability is reeeaally good, maybe and while foehammer is piloting?

Did something similiar. :up:

Quote from: lem0nhead
Quote from: DáinIronfoot
[2]•Carol Rawley, Captain of Echo 419 [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
Commander: Echo 419.
At the start of each company phase while Carol Rawley is staffing a ship or bearing a vehicle, you may exert her to make the twilight cost of each [UNSC] companion and possession -1 until the regroup phase.
“‘Thirty seconds to dirt! Shoot some of the bastards for me!’”
1R?

Seems excessively good to me Dain, or is this balance cos everything in Halo TCG costs bucket loads more?

As far as your normal company stuff, like companions, possessions, conditions...not so much. But you DO have to account for new expenses, like ships (and crew to staff them). For example, to get THIS combo going, you need a ship AND Rawley, so you already have to spend more to get more. All that being said, I dropped the vehicle part, so she can only benefit you now while staffing a ship.

:gp: to you, my friend. ;) Anyone else?
Title: Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
Post by: AgentDrake on August 07, 2008, 04:42:05 PM
[3]•UNSC Gorgon [UNSC]
Ship • Capital Ship • Apoc Frigate
Weapons: 9
NOLINKArmor: 4
Staff: 1 Gold, 2 Silver
At the end of each engagement involving Gorgon, you may replace a [Silver Star] on a crew member with a [Gold Star].
At the end of each engagement Gorgon wins, you may make another [UNSC] Capital Ship weapons +2 until the regroup phase.
Part of Admiral Preston Cole’s fleet, the Gorgon was an integral part of many of the UNSC’s early engagements with the Covenant. In the #$&*@! battles she endured, the ship fared better than most; the morale of many crew members did not.
1U?

The Gorgon was a war-weary ship by every meaning of the phrase. She survived many battles, and her crew became all the better and more experienced for it (hence the first ability), but they also wore down over time, as did the actual vessel. Until that happens in the card game, though, the Gorgon can really help out the rest of our fleet by supplying more weapons to other ships and providing more [Gold Star] officers to potentially transfer to other ships later.

The star replacement should probably say "until the end of the game." otherwise, it sorta peters out as soon as it appears.

[4]•UNSC Sulaco, UNSC Warship [UNSC]
Ship • Capital Ship • Harrier Cruiser
Weapons: 12
NOLINKArmor: 3
Staff: 2 Gold, 2 Silver
Skirmish: If you cannot spot a Shadow Capital Ship, damage Sulaco to wound a minion twice or damage a vehicle twice.

I may or may not keep this one...the name is inspired by Aliens, of course, and the ship class of Harrier is entirely fabricated. There are plenty of "real" UNSC ship names to go around, so I might choose one of them for this ability insread. But the ability, I think, is a keeper. :up:

Yeah, I'd change the name, but it's cool.

[1] MLA Autocannons [UNSC]
Possession
Weapons +1
Plays on your [UNSC] or [Human] Capital Ship. Limit 1 per ship.
While engaging only Fighters, Transports, and Shuttles, this ship is damage +1.
“The Pillar of Autumn’s 50mm cannons flashed—chipping away at the Covenant ships’ shields.”

Yes, ships can "bear" conditions and even possessions as well. Just wanted to exemplify that before we got much further. Oh, and tease with other ship types as well. ;)

Erm... sure.

[2]•Echo 419, Reliable Backup [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
While you cannot spot more Shadow ships than your own ships, the twilight cost of the first [UNSC] card you play each turn is -1 (or -2 if Echo 419's matching commander is staffing).
“‘That's affimative. Echo 419 staying on station. Foe Hammer out.’”
1R?

Like most Transports, Echo 419 provides more direct support to the company than Capital Ships do, acting almost like a glorified support area card. Transports aren't meant to fight, though they DO have limited weapons and NOLINKarmor and can try to fend off enemy ships in engagements. It's best to avoid assigning them to Capital Ships, though, as they'll quickly be blown out of the sky. One BIG help is that Capital Ships normally can't assign themselves to small ships like Fighters and Transports, as that would just be unfair. There ARE exceptions, as hinted at with yesterday's MLA Autocannons, but it takes a bit of work to turn a Capital Ship into a Transport killer.

Until then, you get to play with toys like Echo 419. This particular version DOES rely on the Shadow player somewhat, but has a very nice payoff for those that take the trouble to control the skies. :up:

Um. Not sure about that one, as it seems potentially OP with that -2 twilight reduction. There's a reason D X'ed so much choke stuff.... Cool though.

[2]•Echo 419, Rugged Transport [UNSC]
Ship • Transport • Pelican
Weapons: 4
NOLINKArmor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
Each time you play a companion, you may discard a [UNSC] card from hand to make the twilight cost of that companion -1.
“‘Roger, Echo 419. This is Fire Team Charlie. We read you 5-by-5. That you, Foe Hammer?’”
1U?

This one needs no help from opponents, but still requires some work on your part to reap the benefits.

Now, see, that's good.  :up:

[2]•Carol Rawley, Captain of Echo 419 [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Sarge
Star: Gold
Commander: Echo 419.
At the start of each company phase while Carol Rawley is staffing a ship, you may exert her to make the twilight cost of each [UNSC] companion and possession -1 until the regroup phase.
“‘Thirty seconds to dirt! Shoot some of the bastards for me!’”
1R?

Sort of a mini Echo 419 herself with some nice twilight reduction. Combine her WITH Echo 419, and you can play a lot of stuff pretty cheaply and launch a sort of "sneak attack" on the enemy.

Oh, one thing I should have noted already...those with a Gold Star can fill a Silver Star staffing slot, though this does NOT work the other way around. Those with Gold Stars are a higher "rank" than those with Silver, so that's why it works only one way. So yes, Rawley can fulfill one of the Silver Stars needed to staff Echo 419.

Nice, given the additional costs of even messing around with a ship in the first place.

[2]•Carol Rawley, Foehammer [UNSC]
Companion • Man
Strength: 5
Vitality: 3
Signet: Master Chief
Star: Gold
Commander: Echo 419.
While staffing Echo 419, Carol Rawley gains a [Silver Star].
Regroup: Discard a [UNSC] possession borne by a companion to play a [UNSC] possession on a companion.
“‘You know our motto: ‘we deliver’.’”
1C?

THIS version can fulfill BOTH staffing requirements for Echo 419, which is pretty spiffy in and of itself. Makes up a bit for her regroup ability being a little weak, though even it can certainly help you save on some twilight for a while.
Very nice. :up:
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: DáinIronfoot on August 08, 2008, 07:39:01 AM
Alrighty, time for another Pelican, as well as our first helper card for them.

[2]•Bravo 22, Heavy Support [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 2
Staff: 2 Silver
When you play Bravo 22, you may play up to 2 [UNSC] weapons from your draw deck.
Each time you play a [UNSC] weapon, you may discard a [UNSC] card from hand to make the twilight cost of that weapon -1.
“‘Chief, Bravo 22 was bringing us some heavy weapons. After I saw we were up against Hunters, I thought you could use them.’”

[1] Anvil-II Missile Pod [UNSC]
Possession
Weapons +2
Plays on a Pelican or SkyHawk. Limit 1 per ship.
Anvil-II missiles are normally mounted via rocket pods on Pelican dropships or SkyHawk atmospheric jump-jets for clearing ground targets and landing zones of enemies.

Since none of that was too fancy, how about yet another new class of ship?

(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.

Couple new things to notice about this ship. First off, it has NO weapons, so you won't be doing any engaging in this vessel. If you do, it won't last very long.

Also notice that it has a new varibale: "capacity". Since a shuttle is obviously very small, it can only hold a certain number of companions...in this case, three. You can't load any more than that, so that keeps the transferring somewhat in check.
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: lem0nhead on August 08, 2008, 07:50:57 AM

[2]•Bravo 22, Heavy Support [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 2
Staff: 2 Silver
When you play Bravo 22, you may play up to 2 [UNSC] weapons from your draw deck.
Each time you play a [UNSC] weapon, you may discard a [UNSC] card from hand to make the twilight cost of that weapon -1.
“‘Chief, Bravo 22 was bringing us some heavy weapons. After I saw we were up against Hunters, I thought you could use them.’”

I think playing 2 of them makes it a bit good, but still not good at gauging balance of this set.

[1] Anvil-II Missile Pod [UNSC]
Possession
Weapons +2
Plays on a Pelican or SkyHawk. Limit 1 per ship.
Anvil-II missiles are normally mounted via rocket pods on Pelican dropships or SkyHawk atmospheric jump-jets for clearing ground targets and landing zones of enemies.

Sound.

(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.


Ok so this is the way you ferry ppl between ships?


Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: DáinIronfoot on August 08, 2008, 07:52:51 AM
Quote from: lem0nhead
Quote from: DáinIronfoot
(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.

Ok so this is the way you ferry ppl between ships?

The most common way, yeah.
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: sickofpalantirs on August 08, 2008, 09:54:54 AM
Alrighty, time for another Pelican, as well as our first helper card for them.

[2]•Bravo 22, Heavy Support [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 2
Staff: 2 Silver
When you play Bravo 22, you may play up to 2 [UNSC] weapons from your draw deck.
Each time you play a [UNSC] weapon, you may discard a [UNSC] card from hand to make the twilight cost of that weapon -1.
“‘Chief, Bravo 22 was bringing us some heavy weapons. After I saw we were up against Hunters, I thought you could use them.’”
workey

[1] Anvil-II Missile Pod [UNSC]
Possession
Weapons +2
Plays on a Pelican or SkyHawk. Limit 1 per ship.
Anvil-II missiles are normally mounted via rocket pods on Pelican dropships or SkyHawk atmospheric jump-jets for clearing ground targets and landing zones of enemies.
weapon is strength right? I've been gone for a while...;)

(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.
why not heros?
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: Elf_Lvr on August 08, 2008, 10:15:17 AM
[2]•Bravo 22, Heavy Support [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 2
Staff: 2 Silver
When you play Bravo 22, you may play up to 2 [UNSC] weapons from your draw deck.
Each time you play a [UNSC] weapon, you may discard a [UNSC] card from hand to make the twilight cost of that weapon -1.
“‘Chief, Bravo 22 was bringing us some heavy weapons. After I saw we were up against Hunters, I thought you could use them.’”

Cool.

Quote
[1] Anvil-II Missile Pod [UNSC]
Possession
Weapons +2
Plays on a Pelican or SkyHawk. Limit 1 per ship.
Anvil-II missiles are normally mounted via rocket pods on Pelican dropships or SkyHawk atmospheric jump-jets for clearing ground targets and landing zones of enemies.

Basic weapon. Good.

Quote
(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.

Seems fine.
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: AgentDrake on August 08, 2008, 10:05:14 PM
Well, no in-depth review, since they're pretty basic, but...

Nice. All three. Me likey.

It occurs to me that, since there's the addition of ships, staff, et cetera, decks would have to be a lot bigger than 30/30. So larger amounts of playing stuff from the deck brings up chances of getting cards into play up to a more reasonable level, at limit 4 per deck. Also, means more costs will be payed each turn, so I think that sorta balances out some of the higher-powered cards.

Just a thought.
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: MR. Lurtzy on August 10, 2008, 12:36:13 PM
What's the difference between [UNSC] and [Human]?
Title: Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
Post by: AgentDrake on August 10, 2008, 03:38:34 PM
I don't think there is [Human]; just [UNSC] (United Nations Space Command).
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out!)
Post by: DáinIronfoot on August 11, 2008, 06:40:25 AM
Actually, there WILL be a difference between [UNSC] and [Human]. The [UNSC] is a FP-only culture that will cover the bulk of our human companions. The [Human] culture will be a FP/Shadow culture that encompasses non-UNSC human companions (mostly civilians) and rebels, criminals, and other less savory Men on the Shadow side. Anyone that's read the novels knows there are plenty of rebels alone to fill this culture, but the criminals are a fun little subculture.

We won't get to them for a couple more sets, though. For now, we just have our [UNSC] Men...and a few more of their toys. :)

[1] Marine NOLINKArmor [UNSC]
Possession • NOLINKArmor
Vitality +1
Bearer must be a Man.
If bearer is a marine or ODST, bearer may not be overwhelmed unless his or her strength is tripled.
1U?

[2] M7057 Flamethrower [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. Bearer must be a Man companion.
At the start of the regroup phase, wound each opponent’s character for each [UNSC] token on him or her. Remove all [UNSC] tokens on characters.
Skirmish: Exert bearer to place a [UNSC] token on each character skirmishing bearer.
“The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive.”
1R?

(0) M9 Fragmentation Grenade [UNSC]
Possession • Grenade
Bearer must be a Man.
Maneuver: If bearer is a companion, reveal the top card of your draw deck; wound each minion whose twilight cost is the same as the card revealed. Discard this possession.
Sniping: Exert bearer and discard this possession to wound an opponent's companion or minion.
“The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Used to suppress or disable vehicles. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can’t reach.”
1C?
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: Elf_Lvr on August 11, 2008, 01:01:08 PM
[1] Marine Armor [UNSC]
Possession • Armor
Vitality +1
Bearer must be a Man.
If bearer is a marine or ODST, bearer may not be overwhelmed unless his or her strength is tripled.
1U?

Neat.

Quote
[2] M7057 Flamethrower [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. Bearer must be a Man companion.
At the start of the regroup phase, wound each opponent’s character for each [UNSC] token on him or her. Remove all [UNSC] tokens on characters.
Skirmish: Exert bearer to place a [UNSC] token on each character skirmishing bearer.
“The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive.”
1U?

Two questions: is Close-Range a loaded or unloaded keyword? If it is unloaded, how is it going to effect gameplay?

Okay, another one, out of curiosity: Is placing [UNSC] tokens on minions a flamethrower-specific thing (which is a really cool way of expressing a weapon that sets your enemies on fire) or is it going to be a theme in the culture?

The card is awesome. I LOVE fire. ;D

Quote
(0) M9 Fragmentation Grenade [UNSC]
Possession • Grenade
Bearer must be a Man.
Maneuver: Reveal the top card of your draw deck; wound each opponent’s character whose twilight cost is the same as the card revealed. Discard this possession.
Sniping: Exert bearer and discard this possession to wound an opponent's companion or minion.
“The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Used to suppress or disable vehicles. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can’t reach.”
1C?

Wound an opponent's companion? Could this be potentially used by a shadow player? I note that bearer must be a man, but is [UNSC] a dual-culture, like [Human]? I realize I may sound really stupid right now but it's mostly because 1) I know nothing about Halo and 2) I jumped into this thing kinda late.

My point is, the maneuver ability is OP if used by a shadow player; it has the potential to pretty easily wound (almost) every companion.
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: CarpeGuitarrem on August 11, 2008, 01:15:22 PM
[1] Marine Armor [UNSC]
Possession • Armor
Vitality +1
Bearer must be a Man.
If bearer is a marine or ODST, bearer may not be overwhelmed unless his or her strength is tripled.
1U?
Pretty nice, although the vitality bonus makes it a little nicer than Armor. Granted, that's only conditional, so it works.
Quote
[2] M7057 Flamethrower [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. Bearer must be a Man companion.
At the start of the regroup phase, wound each opponent’s character for each [UNSC] token on him or her. Remove all [UNSC] tokens on characters.
Skirmish: Exert bearer to place a [UNSC] token on each character skirmishing bearer.
“The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive.”
1U?
Bwahahahaha.... +1 to awesome for this card. Like EL, love the idea of setting guys on fire.
Quote
(0) M9 Fragmentation Grenade [UNSC]
Possession • Grenade
Bearer must be a Man.
Maneuver: Reveal the top card of your draw deck; wound each opponent’s character whose twilight cost is the same as the card revealed. Discard this possession.
Sniping: Exert bearer and discard this possession to wound an opponent's companion or minion.
“The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Used to suppress or disable vehicles. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can’t reach.”
1C?
Hmm, nifty. I like the telepathy-style gameplay.
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: DáinIronfoot on August 11, 2008, 01:24:02 PM
Quote from: Elf_Lvr
Quote from: DáinIronfoot
[2] M7057 Flamethrower [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. Bearer must be a Man companion.
At the start of the regroup phase, wound each opponent’s character for each [UNSC] token on him or her. Remove all [UNSC] tokens on characters.
Skirmish: Exert bearer to place a [UNSC] token on each character skirmishing bearer.
“The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive.”
1U?

Two questions: is Close-Range a loaded or unloaded keyword? If it is unloaded, how is it going to effect gameplay?

Unloaded. Since close-range ranged weapons are used at...well, close range, there will be some cards that penalize those that use them, giving advantages to those that can do damage from further away. There are also some cards that benefit those that use hand weapons and/or close-range weapons, since they're much less numerous in Halo TCG than they are in LOTR TCG (which heavily favors hand weapons rather than ranged ones). But we'll get to that later.

Quote from: Elf_Lvr
Okay, another one, out of curiosity: Is placing [UNSC] tokens on minions a flamethrower-specific thing (which is a really cool way of expressing a weapon that sets your enemies on fire) or is it going to be a theme in the culture?

Not a theme, no. There are very, very few ways to get tokens on characters. The Needler, for those familiar with Halo, will be another very similiar way, but outside of those two, there's not much to speak of. A very unique way of expressing, as you seem to love, being on fire. :twisted:

Quote from: Elf_Lvr
Quote from: DáinIronfoot
(0) M9 Fragmentation Grenade [UNSC]
Possession • Grenade
Bearer must be a Man.
Maneuver: Reveal the top card of your draw deck; wound each opponent’s character whose twilight cost is the same as the card revealed. Discard this possession.
Sniping: Exert bearer and discard this possession to wound an opponent's companion or minion.
“The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Used to suppress or disable vehicles. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can’t reach.”
1C?

Wound an opponent's companion? Could this be potentially used by a shadow player? I note that bearer must be a man, but is [UNSC] a dual-culture, like [Human]? I realize I may sound really stupid right now but it's mostly because 1) I know nothing about Halo and 2) I jumped into this thing kinda late.

[UNSC] is FP-only. [Human] is not. I envisioned this being borne by [Human] minions...rebels especially.

Not stupid. Just catching up. ;)

Quote from: Elf_Lvr
My point is, the maneuver ability is OP if used by a shadow player; it has the potential to pretty easily wound (almost) every companion.

Hmmmm...a good point. Perhaps I'll limit that ability to companions. :up:
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: Elf_Lvr on August 11, 2008, 01:52:41 PM
[UNSC] is FP-only. [Human] is not. I envisioned this being borne by [Human] minions...rebels especially.

Well, since this is a [UNSC] culture card, you couldn't play it on your minions... since during your shadow phase, it'd be inactive, right?

Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: MR. Lurtzy on August 11, 2008, 02:56:54 PM
They are groovy, though I wonder why the flamethrower isn't rare...
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: sickofpalantirs on August 11, 2008, 04:15:13 PM
yeah I would say the flamethrower could be R...
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: AgentDrake on August 11, 2008, 06:51:32 PM
Don't really have anything to add... However, I hereby endorse the above opinions.
Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out!)
Post by: lem0nhead on August 12, 2008, 01:38:24 AM

[1] Marine Armor [UNSC]
Possession • Armor
Vitality +1
Bearer must be a Man.
If bearer is a marine or ODST, bearer may not be overwhelmed unless his or her strength is tripled.
1U?

Wow is this Dain Ironfoot himself commiting one of his own bugbears. A non unique vitality splash? Shame on you.

[2] M7057 Flamethrower [UNSC]
Possession • Ranged Weapon
Strength +2
Close-range. Bearer must be a Man companion.
At the start of the regroup phase, wound each opponent’s character for each [UNSC] token on him or her. Remove all [UNSC] tokens on characters.
Skirmish: Exert bearer to place a [UNSC] token on each character skirmishing bearer.
“The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive.”
1R?


Argh the bain of multiplayer, i loathe flamer players theyre so indiscriminate with their napalm..

See? (http://www.zilefile.com/files/291_zylys/teamkillers%20-%20its%20always%20the%20retard%20with%20the%20flame%20thrower.%20always.jpg)

Intriguing mechanism which is awesome, but i dont like how its triggers in the regroup as by then your less concerned about wounds and im sure there will be better cards for regroup dealing with mininons. It would be so much more useful if you did the exerting in say the assignment or maneuver and then wounded in skirmish.


(0) M9 Fragmentation Grenade [UNSC]
Possession • Grenade
Bearer must be a Man.
Maneuver: If bearer is a companion, reveal the top card of your draw deck; wound each minion whose twilight cost is the same as the card revealed. Discard this possession.
Sniping: Exert bearer and discard this possession to wound an opponent's companion or minion.
“The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Used to suppress or disable vehicles. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can’t reach.”
1C?

Cool.

Title: Re: Halo TCG - Halo - UNSC (8/11: Taking it and dishing it back out! Hoorah!)
Post by: lem0nhead on August 15, 2008, 01:56:32 AM
Bump. lem0n wants more Halo TCG!
Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: DáinIronfoot on August 15, 2008, 07:15:25 AM
Your wish is my command. :up:

Johnson, bad@$$ he may be, isn't the only Sarge around. Here are a couple more, including two copies of the one that has some of the best lines in the entire Halo series...and appears in every game! ;D Enjoy!

[3]•Sgt. Stacker, Platoon Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each marine bearing a ranged weapon is strength +1.
“‘Time to earn your paychecks, marines!’”
1R?

Sort of a compliment to the earlier Sgt. Johnson, Sarge (http://lotrtcgdb.com/forums/index.php?topic=482.15), which boosted weapon-toting marines with a damage bonus. That one was conditional on those marines also being unwounded, though...this one is not. Obviously makes him a great splash into virtually any marine-centered deck.

[3]•Sgt. Stacker, Wisecracking Marine [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine.
Sniping or Skirmish: Exert 2 marines (or Stacker) to play a [UNSC] sniping or skirmish event from your draw deck.
“‘Quit making love people, no letter writin’, move move move!’”
1U?

This ain't a bad alternative, letting you grab events as needed from your deck. The sniping part might seem odd, but keep in mind that Stacker often appears as a sniper in the games, so it made sense to ME, at least.

[3]•Sgt. Mobuto, The “Other” Reclaimer [UNSC]
Companion • Man
Strength: 6
Vitality: 4
Signet: Sarge
Star: Gold
Marine. Defender +1.
To play, spot a Monitor or a [Flood] card and add a threat.
Mobuto is strength +1 for each [Flood] minion in his skirmish.
“‘I didn’t know you, Sarge, but I sure as #$&*@! wish I had. You must have been one hard-core son of a b*tch.’”
1R?

This guy is probably only known to those that have read Halo: The Flood, and his role was very, very brief. He's actually never seen alive, but he's shown in the novel as having made it ALMOST all the way through the Flood-infested "Library" on Halo, and even Master Chief can't help but admire the tenacity and determination the man must have had to make it that far. As such, he shows up here as one of the more powerful marines in Halo TCG: though with some hefty and unusual spotting requirements. There ARE Monitor companions, so you can control hat aspect of things, but the 2 threats almost makes him more like a [Gondor] Wraith than a normal Man. :P
Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: lem0nhead on August 15, 2008, 07:32:30 AM

[3]•Sgt. Stacker, Platoon Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each marine bearing a ranged weapon is strength +1.
“‘Time to earn your paychecks, marines!’”
1R?

Well powerful but ok.

[3]•Sgt. Stacker, Wisecracking Marine [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine. To play, add a threat.
Sniping or Skirmish: Exert 2 marines (or Stacker) to play a [UNSC] sniping or skirmish event from your draw deck.
“‘Quit making love people, no letter writin’, move move move!’”
1U?

I dont think the threat needs to be added for this guy but ok otherwise.

[3]•Sgt. Mobuto, The “Other” Reclaimer [UNSC]
Companion • Man
Strength: 6
Vitality: 4
Signet: Sarge
Star: Gold
Marine. Defender +1.
To play, spot a Monitor or a [Flood] card and add 2 threats.
Mobuto is strength +1 for each [Flood] minion in his skirmish.
“‘I didn’t know you, Sarge, but I sure as #$&*@! wish I had. You must have been one hard-core son of a b*tch.’”
1R?

Doesnt the chief take his dog tags? Thats the one isnt it. I think only 1 threat is necessary if that.

Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: DáinIronfoot on August 15, 2008, 08:10:49 AM
Quote from: lem0nhead
Quote from: DáinIronfoot
[3]•Sgt. Mobuto, The “Other” Reclaimer [UNSC]
Companion • Man
Strength: 6
Vitality: 4
Signet: Sarge
Star: Gold
Marine. Defender +1.
To play, spot a Monitor or a [Flood] card and add 2 threats.
Mobuto is strength +1 for each [Flood] minion in his skirmish.
“‘I didn’t know you, Sarge, but I sure as #$&*@! wish I had. You must have been one hard-core son of a b*tch.’”
1R?

Doesnt the chief take his dog tags? Thats the one isnt it. I think only 1 threat is necessary if that.

That would be the one! :up:

Tweaks made. Thanks, dude. :gp:
Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: sickofpalantirs on August 15, 2008, 09:37:00 AM
Your wish is my command. :up:

Johnson, bad@$$ he may be, isn't the only Sarge around. Here are a couple more, including two copies of the one that has some of the best lines in the entire Halo series...and appears in every game! ;D Enjoy!

[3]•Sgt. Stacker, Platoon Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each marine bearing a ranged weapon is strength +1.
“‘Time to earn your paychecks, marines!’”
1R?
fine by me

[3]•Sgt. Stacker, Wisecracking Marine [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine.
Sniping or Skirmish: Exert 2 marines (or Stacker) to play a [UNSC] sniping or skirmish event from your draw deck.
“‘Quit making love people, no letter writin’, move move move!’”
1U?
fine

[3]•Sgt. Mobuto, The “Other” Reclaimer [UNSC]
Companion • Man
Strength: 6
Vitality: 4
Signet: Sarge
Star: Gold
Marine. Defender +1.
To play, spot a Monitor or a [Flood] card and add a threat.
Mobuto is strength +1 for each [Flood] minion in his skirmish.
“‘I didn’t know you, Sarge, but I sure as #$&*@! wish I had. You must have been one hard-core son of a b*tch.’”
1R?
up strength to 7and cost by 1 IMSO
Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: MR. Lurtzy on August 15, 2008, 10:05:55 AM
They all look fine, though Mobuto could prolly have 7 strength.
Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: AgentDrake on August 15, 2008, 03:15:39 PM
All look good now.
And yeah, as long as Mobuto has to add a threat, might as well up him to 7 strength, though the natural damage bonus sort of makes up for that, if you wanna leave him down at 6.
Title: Re: Halo TCG - Halo - UNSC (8/15: "Time to earn your paychecks, marines!")
Post by: Elf_Lvr on August 15, 2008, 09:22:52 PM
[3]•Sgt. Stacker, Platoon Commander [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Keyes
Star: Gold
Marine. To play, add a threat.
Each marine bearing a ranged weapon is strength +1.
“‘Time to earn your paychecks, marines!’”
1R?

Fair enough.

Quote
[3]•Sgt. Stacker, Wisecracking Marine [UNSC]
Companion • Man
Strength: 7
Vitality: 3
Signet: Master Chief
Star: Gold
Marine.
Sniping or Skirmish: Exert 2 marines (or Stacker) to play a [UNSC] sniping or skirmish event from your draw deck.
“‘Quit making love people, no letter writin’, move move move!’”
1U?

Very nice.

Quote
[3]•Sgt. Mobuto, The “Other” Reclaimer [UNSC]
Companion • Man
Strength: 6
Vitality: 4
Signet: Sarge
Star: Gold
Marine. Defender +1.
To play, spot a Monitor or a [Flood] card and add a threat.
Mobuto is strength +1 for each [Flood] minion in his skirmish.
“‘I didn’t know you, Sarge, but I sure as #$&*@! wish I had. You must have been one hard-core son of a b*tch.’”
1R?

He's okay.
Title: Re: Halo TCG - Halo - UNSC (8/18: Reach out and touch someone!)
Post by: DáinIronfoot on August 18, 2008, 08:08:05 AM
Since we touched briefly on sniping with Stacker, may as well post the ultimate sniping tool now as well. ;D

[2] SRS99C-SM A2 Sniper Rifle [UNSC]
Possession • Ranged Weapon
Strength +1
Bearer must be a [UNSC] companion. Bearer is a sniper.
While skirmishing a [Flood] minion, bearer is strength -2. While skirmishing any other minion, bearer is damage +1.
“This rifle is a gas-operated, magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification. It fires 14.5 armor piercing fin-stabilized discarding-sabot rounds.”
1U?

Sniper rifles become more useful against the Flood beginning with Halo 2, but in Halo: Combat Evolved they were all but useless on the annoying blobs, usually passing right through their bodies and doing no damage whatsoever. That is the reason for the big drawback here. But against anyone else, it rocks. :twisted:
Title: Re: Halo TCG - Halo - UNSC (8/18: Reach out and touch someone!)
Post by: lem0nhead on August 18, 2008, 08:19:51 AM
Yeah tis sweet for sure!
Title: Re: Halo TCG - Halo - UNSC (8/18: Reach out and touch someone!)
Post by: MR. Lurtzy on August 18, 2008, 12:22:44 PM
Nice.
Title: Re: Halo TCG - Halo - UNSC (8/18: Reach out and touch someone!)
Post by: AgentDrake on August 18, 2008, 01:44:00 PM
What more is to be said? Nice. :gp: for the set so far.
Title: Re: Halo TCG - Halo - UNSC (8/18: Reach out and touch someone!)
Post by: sickofpalantirs on August 19, 2008, 10:42:52 AM
could be 1...couldn't be 1...IDK its up to you here...
Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: DáinIronfoot on August 27, 2008, 07:44:17 AM
Sorry for the delay, folks. To make it up, let's spoil arguably the most important character in the series behind Master Chief himself. That's right, it's time for everyone's favorite AI, Cortana!

Believe it or not, I started on these sets before followers had been introduced to LOTR TCG, so most AIs I've made are not followers (which makes the most sense in some cases), but instead are allies. Now that I'm picking up these sets and dusting them off after months and months of sitting idle, I've put a lot of time and thought into whether or not to convert AIs and other allies into followers, and I've come to the conclusion that in many cases, I will probably leave them as is. I'll do it like Decipher did: reinvent certain allies as followers in later sets (like what happened with The Gaffer and Radagast in LOTR TCG, starting as characters and ending up later as followers).

So for now, our little blue friend is an ally, but that may change down the road. Until then, enjoy! :)

[3]•Cortana, Shipboard AI [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
At the start of each turn, heal Cortana.
Fellowship: Exert Cortana twice to spot a Vehicle. That Vehicle (or one of its bearers) is strength +1 and vitality +1 until the end of the turn.
Fellowship: Exert Cortana twice to spot a Ship. That Ship is weapons +1 and NOLINKarmor +1 until the end of the turn.
“‘Your architecture isn’t much different from the Autumn’s...’”

Obviously best staffing one of your ships (yes, allies can staff ships just fine), but it's a very nice perk that she can directly aid the company or any of your ships no matter where you put her. AIs will have a knack for this sort of thing.

[3]•Cortana, Intrusive Construct [Covenant]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
To play, spot a [UNSC] companion and a [Covenant] card.
Each [Sentinel] minion is strength -1.
Each time an opponent plays a [Covenant] condition, you may exert Cortana to remove [2].
“‘Never been better. You can’t imagine the wealth of information. Knowledge...so much...so fast. It’s glorious!’”

A nice splash into most decks, as she hurts two Shadow cultures pretty badly. The one downside is her spotting requirements, but as we'll see in later sets, you don't have to depend entirely on your opponents to spot [Covenant] cards.... :whistle:

(0) AI Chip [UNSC]
Artifact • Chip
Strength +1
Bearer must be a Spartan II.
When you play this artifact, you may play a [UNSC] AI on bearer from your draw deck. That AI is considered to be borne by bearer.
“‘Don’t get any funny ideas....’”

Just a nifty way to represent an AI being tied to a particular Spartan by helping boost that Spartan's stats a little and pulling an AI from your deck. The downside? That AI is now able to potentially be discarded in more ways, as it becomes a card borne by someone. Small price to pay in my opinion, though.
Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: lem0nhead on August 27, 2008, 07:52:01 AM
Sorry for the delay, folks. To make it up, let's spoil arguably the most important character in the series behind Master Chief himself. That's right, it's time for everyone's favorite AI, Cortana!

So you should be sorry!

[3]•Cortana, Shipboard AI [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
At the start of each turn, heal Cortana.
Fellowship: Exert Cortana twice to select a Vehicle. That Vehicle (or one of its bearers) is strength +1 and vitality +1 until the end of the turn.
Fellowship: Exert Cortana twice to select a Ship. That Ship is weapons +1 and NOLINKarmor +1 until the end of the turn.
“‘Your architecture isn’t much different from the Autumn’s...’”

Select? Is that spot?

[3]•Cortana, Intrusive Construct [Covenant]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
To play, spot a [UNSC] companion and a [Covenant] card.
Each [Sentinel] minion is strength -1.
Each time an opponent plays a [Covenant] condition, you may exert Cortana to remove [2].
“‘Never been better. You can’t imagine the wealth of information. Knowledge...so much...so fast. It’s glorious!’”

Niiiiice like this one more though not sure why youd need to spot a covenant card.

(0) AI Chip [UNSC]
Artifact • Chip
Strength +1
Bearer must be a Spartan II.
When you play this artifact, you may play a [UNSC] AI from your draw deck.
When this artifact is discarded, discard a [UNSC] AI.
“‘Don’t get any funny ideas....’”

Think you should tie it to the specific AI not just "a" UNSC AI, therefore play the AI on tthe bearer.

Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: DáinIronfoot on August 27, 2008, 08:14:08 AM
Quote from: lem0nhead
Quote from: DáinIronfoot
[3]•Cortana, Shipboard AI [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
At the start of each turn, heal Cortana.
Fellowship: Exert Cortana twice to select a Vehicle. That Vehicle (or one of its bearers) is strength +1 and vitality +1 until the end of the turn.
Fellowship: Exert Cortana twice to select a Ship. That Ship is weapons +1 and NOLINKarmor +1 until the end of the turn.
“‘Your architecture isn’t much different from the Autumn’s...’”

Select? Is that spot?

#-o Yes. TOLD you these cards were old. :P

Quote from: lem0nhead
Quote from: DáinIronfoot
(0) AI Chip [UNSC]
Artifact • Chip
Strength +1
Bearer must be a Spartan II.
When you play this artifact, you may play a [UNSC] AI from your draw deck.
When this artifact is discarded, discard a [UNSC] AI.
“‘Don’t get any funny ideas....’”

Think you should tie it to the specific AI not just "a" UNSC AI, therefore play the AI on tthe bearer.

Done, though the new wording is a little clumsy. Any suggestions on how to improve it?
Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: lem0nhead on August 27, 2008, 08:19:28 AM
When you play this artifact, you may play a [UNSC] AI on bearer from your draw deck. If this artifact is discarded discard that AI also.

How about that?
Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: AgentDrake on August 27, 2008, 10:34:48 AM
Bearing an ally.
Weird, but it works.... maybe.
What happens if you do end up making AI followers, though? I mean, would an AI Follower played using the chip be permanently borne by that companion, or would it transfer "back" to the support area during regroup? And if it did transfer back, would it be potentially borne by two companions? (transfers from bearer A to support, bearer A still bears b/c of the chip, next maneuver transfers to Bearer B, so both A and B bear; A from the chip, B from the actual follower)?

Easy solution would be to not have the AI keyword on followers (since followers don't have race anyway), but that might close up a whole potential field of cards dealing with AIs, where you could potentially just slap AI on followers as an unloaded keyword, almost like a subculture.

Yeah. that's my random ramblings for the moment. :up: Good job,
Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: sickofpalantirs on August 27, 2008, 01:12:03 PM
Sorry for the delay, folks. To make it up, let's spoil arguably the most important character in the series behind Master Chief himself. That's right, it's time for everyone's favorite AI, Cortana!

Believe it or not, I started on these sets before followers had been introduced to LOTR TCG, so most AIs I've made are not followers (which makes the most sense in some cases), but instead are allies. Now that I'm picking up these sets and dusting them off after months and months of sitting idle, I've put a lot of time and thought into whether or not to convert AIs and other allies into followers, and I've come to the conclusion that in many cases, I will probably leave them as is. I'll do it like Decipher did: reinvent certain allies as followers in later sets (like what happened with The Gaffer and Radagast in LOTR TCG, starting as characters and ending up later as followers).

So for now, our little blue friend is an ally, but that may change down the road. Until then, enjoy! :)

[3]•Cortana, Shipboard AI [UNSC]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
At the start of each turn, heal Cortana.
Fellowship: Exert Cortana twice to spot a Vehicle. That Vehicle (or one of its bearers) is strength +1 and vitality +1 until the end of the turn.
Fellowship: Exert Cortana twice to spot a Ship. That Ship is weapons +1 and NOLINKarmor +1 until the end of the turn.
“‘Your architecture isn’t much different from the Autumn’s...’”
works

[3]•Cortana, Intrusive Construct [Covenant]
Ally • Home 1 • AI
Strength: 3
Vitality: 4
Star: Gold
To play, spot a [UNSC] companion and a [Covenant] card.
Each [Sentinel] minion is strength -1.
Each time an opponent plays a [Covenant] condition, you may exert Cortana to remove [2].
“‘Never been better. You can’t imagine the wealth of information. Knowledge...so much...so fast. It’s glorious!’”
fine

(0) AI Chip [UNSC]
Artifact • Chip
Strength +1
Bearer must be a Spartan II.
When you play this artifact, you may play a [UNSC] AI on bearer from your draw deck. That AI is considered to be borne by bearer.
“‘Don’t get any funny ideas....’”
maybe also a resistance boost? or whatever the equivalent is ;)
Title: Re: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")
Post by: MR. Lurtzy on August 27, 2008, 06:41:39 PM
Last one should prolly have a resistance or vitality boost instead of strength.