The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on September 02, 2008, 09:17:52 AM
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That's right, Dorothy. We're not in Kansas anymore. Not even close.... :twisted:
Let's get our intro refresher out of the way first.
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!
For those unfamiliar with the Covenant, here are some brief snippets from their entry in the official Halo wiki (http://halo.wikia.com/wiki/Covenant).
The Covenant was formed by two alien species, the Elites and the Prophets, the Prophets being the leaders. The name "Covenant" was taken from the binding pact that forged the peace between the Elites and the Prophets. Their war which had devastated their respective races for years, was fought over the few remaining Forerunners artifacts on their home worlds, with the Elites wishing to preserve them, and the Prophets wishing to use the artifacts to explore the galaxy. The Elites held a distinct strategic upper hand, as their fighter society was ready for a war, but the Prophets had one massive advantage; an immensely powerful Forerunner construct known as the Dreadnought. After the Prophets decided to use the Forerunner Dreadnought against the Elites, the Prophets destroyed the Sangheili forces, while the wise and prudent Elite Commanders, realizing their peril, laid their arms aside and likewise cast their hatred away from the war. When the Prophets found evidence of the Forerunners and their "Great Journey", hoping to create a peace between them, told the Elites of their discovery and promised to find the means of the Forerunners' transcendence. The Prophets would share this knowledge with the Elites who in turn would protect the Prophets from harm as they searched for transcendent Forerunner artifacts to activate all the Halo Installations. These ideas would be put into the Covenant's founding document, the Writ of Union.
At first, the Covenant were only a loose non-aggression pact of two races held together by a common need to avoid mutually assured destruction; but, as their society advanced, so did their technology, culture, and religion. By the time of the Halo games, the Covenant control a large part of the Orion Arm of the Milky Way galaxy. Their society had evolved into a complicated caste system, with the Prophets governing the Covenant, and the Elites left in charge of the military. The Covenant was a theocracy, based on prophecies about the Sacred rings and The Great Journey. The primary belief of the Covenant was that the Halos will allow them passage into the "Divine Beyond", where they might join the Forerunners as gods, those who did not believe in the Great Journey would be left behind to die by the power of the halo rings.
Covenant society is based around a caste system of the species below. Many of the alien species conquered by the Covenant are conscripted into, or gradually become part of the alliance.
The Covenant has been harrassing humanity since their first contact in the year 2525, where their first message to humanity pretty much summed up their stance toward the "inferior" race: "Your destruction is the will of the gods...and we are their instruments." The Covenant on the whole viewed humans as filthy corruptors of the gifts left behind by the Forerunners and obstacles to be wiped away in their quest for the Great Journey. The Prophets secretly knew that humans were, in some way, descendants of the Forerunners and thus concocted stories to keep the rest of the Covenant races under them from knowing the full truth and bent on humanity's destruction.
While at least certain Covenant races later questioned these beliefs in the decades that followed, all Covenant races, at the time of Halo: Combat Evolved, are unwavering opponents of the UNSC, bent on their complete annihilation.
Today we introduce this hodgepodge of races with a peek at each of the main races of The Covenant (excluding the Prophets and a couple others we'll get to in later sets). Enjoy! :mrgreen:
[2] Grunt Foot Solider [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 2
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
“‘Can’t...run...with...thing...on...back!’”
Grunts are the workhorses of the Covenant, as the name implies. They breathe a methane mixture and thus must wear a large tank on their backs full of the methane to live. Despite their obvious cowardice and ineptitude, they are dangerous in large numbers. Their discipline is dependent upon strong leadership and strength of numbers; however leaderless, they will significantly present less resistance, often cowering. Unggoy have a considerable amount of physical strength, enabling them to wield large weapons in the Covenant arsenal. They had learned many human languages from intercepting transmissions between human vessels. They are called Unggoy in the Covenant language.
Grunts in Halo TCG will typically have stats similiar to this guy: around 6 strength, 2 or 3 vitality, and pretty basic text. The little guy above could actually turn out to be one of their strongest specimens, and would likely be a staple swarmer throughout all the sets. Obviously the best comparison for Grunts in LOTR TCG is [Moria] goblins; they're easily picked off by themselves, but can quickly grow to large numbers and swarm the heck out of you.
[2] Blue Elite [Covenant]
Minion • Elite
Strength: 7
Vitality: 2
Site: 4
Fierce.
When you play this minion, you may remove [2] (or [1] if you can spot another Elite) to add a threat.
“‘Wort, wort, wort!’”
Elites serve as the military leaders for the Covenant. While Prophets often have the last say, it is the Elites who organize military campaigns and naval engagements. Ship Masters command ships, Fleet Masters command mighty Fleets, and Field Masters command the vast armies. Elites maintain the military structure of the Covenant and ensure the Prophets' orders, as well as their own, are carried out. They also have a diverse rank structure which is based of how many kills a Elite can get. They are called Sangheili in the Covenant language.
The Covenant's primary warrior race, Elites are NEVER to be trifled with. The stats above reflect Elites at their weakest: it wouldn't be uncommon to encounter ones with 9+ strength and 3 or 4 vitality, making them roughly comparable to LOTR TCG's Uruk-hai. Unlike Uruks, however, Elites typically lack damage bonuses, but are instead usually fierce. They also work well around threats, which is why this basic guy has an easy mechanism for adding them.
[2] Jackal Stalker [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove [3] or exert this minion twice to prevent that.
Due to their superior senses, Jackals are the scouts and marksmen of the Covenant military. They are about 5'8" tall and due to their lack of physical durability, they carry a portable energy shield generator during combat. Their appearance is bird-like, earning them the nickname "Tree Turkeys". Jackals are employed mainly as sharpshooters with their excellent vision and dexterity. They are called Kig-yar in Covenant language.
Jackals are very distinctive with their bird-like appearance (and movements) and bright glowing shields, both of which they use to dodge and deflect enemy shots and make up for their frail, lightly armed bodies. They are very annoying to try and kill without the proper weaponry or by sneaking up on them from behind, so nearly all jackals (at least until we get to Jackal snipers in future sets) have some sort of wound-prevention text like the minion above. They're not particularly powerful, though, with stats falling somewhere between Grunts and Elites.
[8] Hunter Warrior [Covenant]
Minion • Hunter
Strength: 12
Vitality: 4
Site: 6
Damage +1. Enduring 1. Toil 1.
Each time the company moves, wound this minion twice if you cannot spot another Hunter.
While this minion has less than 3 vitality, it is fierce.
Hunters are an assemblage of worm-like entities called Lekgolo that create a communal, armor-plated form. They work hard in their role as Covenant muscle, and never disobey orders. Hunters are dismissive and contemptuous of their foes, and in fact, they will only associate with Elites, recognizing and respecting the similar warrior thoughts. Hunters always fight in pairs and are deployed almost like heavy equipment of the Covenant fighting units. The bonded pairs, more commonly known as bond brothers are actually a colony of worms (called Lekgolo worms) that has grown too large for a single piece of armor. Due to their 12 foot height, extremely strong armor and strength, and their arm mounted Assault Cannon, other Covenant will often clear the area of deployment, since Hunters are unconcerned with collateral damage, they may even purposely kill the lesser castes simply for getting in their way. They are called Mgalekgolo in the Covenant language.
Hunters are like living tanks, with massive arm cannons that can take you down in just a shot or two and armor that is only vulnerable at certain weak spots. They are absolutely terrifying the first time you enounter them in Halo: Combat Evolved and don't get much less intimidating after that.
This leads to what you'd expect: very powerful minions with several of the more punishing keywords...but minions that are also very pricey. In terms of LOTR TCG comparisions, they obviously play very similiarly to Trolls.
And that's it for now. New races appear in later books and games, and a couple races that exist at the time of Halo CE have yet to appear (Prophets, Engineers), but the four races above are your main Covenant foes throughout the first game...and this first Halo TCG set.
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The grunt, jackal, and hunter are good.
The elite however, seems a bit weak. Strength 8 or 9 could be better, although I understand that he is only a blue elite.
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Yes, the Blue Elite is a very, very weak example of his race, both in the game and this DC set. Nearly all others have 8+ strength, and many have 3+ vitality. For the Blue guy, I was trying to design a cheap one that balanced out with the threat-adding ability, but could still be useful enough after that. 7 strength is still enough to best most unarmed marines and such, so I figured it was a good enough balance.
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[2] Grunt Foot Solider [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 2
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
“‘Can’t...run...with...thing...on...back!’”
works
[2] Blue Elite [Covenant]
Minion • Elite
Strength: 7
Vitality: 2
Site: 4
Fierce.
When you play this minion, you may remove [2] to add a threat.
“‘Wort, wort, wort!’”
add a threat, or 2 threats if you can spot a...grunt major or something?
[2] Jackal Stalker [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove [3] or exert this minion twice to prevent that.
fine
[8] Hunter Warrior [Covenant]
Minion • Hunter
Strength: 12
Vitality: 4
Site: 6
Damage +1. Enduring 1. Toil 1.
Each time the company moves, wound this minion twice if you cannot spot another Hunter.
While this minion has less than 3 vitality, it is fierce.
humm...I would cut the toil...and instead add IDK...its probably fine.
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I'd reduce the cost on the Blue Elite to removing [1] for the threat, but maybe add some sort of spotting requirement to limit splashability.
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Dittos on el's comment, and I think leave the toil on the Hunter. Gives the flavor that they beat up their own allies, if they're in the way. The card beats up its own allies for convenience as well via toil.
I assume enduring 1 means it's only +1 for each wound, not +2?
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[2] Grunt Foot Solider [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 2
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
“‘Can’t...run...with...thing...on...back!’”
Sound but id feel better if the bonus came not from all covenant minions but from just sanghelli as unggoy are prone to fleeing and lack of courage unless they have the superior elites to force them into battle.
[2] Blue Elite [Covenant]
Minion • Elite
Strength: 7
Vitality: 2
Site: 4
Fierce.
When you play this minion, you may remove [2] (or [1] if you can spot another Elite) to add a threat.
“‘Wort, wort, wort!’”
Sound no complaints.
[2] Jackal Stalker [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove [3] or exert this minion twice to prevent that.
Kig yar are primarily snipers, hiding behind handheld shields and using ranged combat. They are weak in a fight and so id feel much better if they werent fierce as its bad flavour and instead give them sniper or damage +1 as befitting a non melee/combat creature who fights from range.
[8] Hunter Warrior [Covenant]
Minion • Hunter
Strength: 12
Vitality: 4
Site: 6
Damage +1. Enduring 1. Toil 1.
Each time the company moves, wound this minion twice if you cannot spot another Hunter.
While this minion has less than 3 vitality, it is fierce.
Cool i like the "lack of mate" tie in. I'd add a cool response in for more flavour though: "Response: If another hunter is killed, remove 2 to make this minion damage +1 until the regroup" or something similar. As when a hunters partner is killed it sends it bloodthirsty and enraged.
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[2] Jackal Stalker [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove [3] or exert this minion twice to prevent that.
Kig yar are primarily snipers, hiding behind handheld shields and using ranged combat. They are weak in a fight and so id feel much better if they werent fierce as its bad flavour and instead give them sniper or damage +1 as befitting a non melee/combat creature who fights from range.
I can understand that, but I opted to go for fierce rather than damage because, at least until they become true snipers in Halo 2, Jackals are very annoying and battles with them can last a long time (which says "fierce" to me), but their actual attack doesn't do much damage. Their attacks can last a while because they can take a long time to kill, yes, but I think damage-gifted Jackals makes less sense than fierce ones.
Once we get to the true Jackal snipers, however, there may be an about-face on those two keywords, though. :whistle:
[8] Hunter Warrior [Covenant]
Minion • Hunter
Strength: 12
Vitality: 4
Site: 6
Damage +1. Enduring 1. Toil 1.
Each time the company moves, wound this minion twice if you cannot spot another Hunter.
While this minion has less than 3 vitality, it is fierce.
Cool i like the "lack of mate" tie in. I'd add a cool response in for more flavour though: "Response: If another hunter is killed, remove 2 to make this minion damage +1 until the regroup" or something similar. As when a hunters partner is killed it sends it bloodthirsty and enraged.
Remember, this is just the most basic of Hunters. There will be others with quite different text, including at least one I can think of that does something very similiar to your suggestion. We'll get there, don't worry. ;)
For now, let's work through these races in order. That means we start with the cute little guys...Grunts. I LOVE these guys in the games, with their playfully sinister dialogue and their panicked cries as they flee from battle once it gets too rough. They're just so FUN to hunt down.
Again, these guys are little and pretty weak alone, but dangerous in large numbers. They're excellent swarmers for Halo TCG players that would be so inclined.
[1] Grunt Recruit [Covenant]
Minion • Grunt
Strength: 5
Vitality: 1
Site: 2
To play, spot a [Covenant] minion.
“‘Good thing that food nipple’s waiting back on the starship, ‘cuz man, have I worked up a big, grunty thirst!’”
[2] Grunt Major [Covenant]
Minion • Grunt
Strength: 6
Vitality: 1
Site: 2
Star: Silver
Each time a Grunt wins a skirmish, you may make a Grunt strength +1 until the regroup phase.
“‘I smell one!’”
[1] Grunt Sneak [Covenant]
Minion • Grunt
Strength: 4
Vitality: 1
Site: 3
This minion is strength +1 for each other [Covenant] minion you can spot (limit +3).
You may play this minion any time you could play a skirmish event.
When you play this minion during a skirmish, you may spot another [Covenant] minion to exert a companion.
“‘Little people first!’”
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First one is fine, second seems a bit good for non unique though could make an interesting tactic, i do like him. The last one seems excessively good. You just keep him until skirmish and hes a one cost probably 7 strength minion that exerts the Hero for 1. Either rare and unique him or tone him down.
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Yes, but keep in mind that if you play Grunt Sneak during the skirmish phase, and thus get the exertion out of him, it's too late to assign him to a skirmish. So you have to choose either his strength or the free exertion.
That all being said, do you think I should give him a spotting requirement?
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Yeah, he definitely needs spotting requirement. Otherwise, he's basically a cost [1] exert-a-companion-free event with no cultural enforcement at all, plus a free minion on a double-move (or if he somehow becomes fierce.)
Other two look good.
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yeah give him a spotting requirement...they need their plasma pistols and grenades...
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Agreed with above posts. :up:
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Yes, but keep in mind that if you play Grunt Sneak during the skirmish phase, and thus get the exertion out of him, it's too late to assign him to a skirmish. So you have to choose either his strength or the free exertion.
That all being said, do you think I should give him a spotting requirement?
O carp good point! Fair enough then, but id lower the spotting requirement to one other dude unless you have your reasons.
Question, how are you deciding site numbers?
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Question, how are you deciding site numbers?
Very roughly by approximately when you encounter them in the games. Grunts are your first foes, thus they get a low site number. Same with Jackals. Next are Elites, then Hunters. Other cultures will be similiar.
Now, some more Grunts. :mrgreen: You'll find these guys a bit fiercer than the little guys we saw yesterday....
[2] Grunt Clansman [Covenant]
Minion • Grunt
Strength: 5
Vitality: 3
Site: 3
Response: If a Grunt is killed, you may exert this minion twice to play a Grunt; that Grunt is fierce until the regroup phase.
“‘It’ll take more than that, tin man!’”
[3]•Grunt Elder [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
While you can spot 4 Grunts, each Grunt is fierce.
Grunt Elder is strength +1 for each other Grunt you can spot.
“‘Wake up! He’s here!’”
[3]•Black Ops Grunt [Covenant]
Minion • Grunt
Strength: 7
Vitality: 2
Site: 3
SpecOps. Fierce.
Each Grunt bearing a ranged weapon is strength +1.
“‘We are the champions!’”
SpecOps, by the way, is an unbound keyword much like marine and Spartan II. It will be referenced specifically by other cards, but doesn't carry any particular significance otherwise.
And while we're on SpecOps and Grunts.... :whistle:
[3]•Yayap, Amateur Assassin [Covenant]
Minion • Grunt
Strength: 6
Vitality: 3
Site: 4
SpecOps. Fierce. Ambush [1]. To play, spot a [Covenant] minion.
At the start of each maneuver phase, you may exert Yayap and another [Covenant] minion to take a [Covenant] event into hand from your draw deck.
Assignment: Exert Yayap to assign a Grunt to a companion (except the Hero) with higher strength.
“‘As you know, simple plans are often best, which is why there is a good chance this one will work.’”
Anyone who has read Halo: The Flood will remember Yayap. I decided to make him the mac daddy of Grunts. :hey:
And yes, we will get to his superior Zuka 'Zamamee soon enough. ;)
Oh, and just FYI: ambush will appear on many of the stealthier [Covenant] minions...like SpecOps ones.
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[3]•Grunt Elder [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
While you can spot 4 Grunts, each Grunt is fierce.
This minion is strength +1 for each other Grunt you can spot (limit +4).
“‘Wake up! He’s here!’”
He is not too good without the limit. In fact, at the moment he seems a bit underpowered. Perhaps, if you're worried about removing the limit, reduce his strength to 4 as well.
[4]•Yayap, Amateur Assassin [Covenant]
Minion • Grunt
Strength: 7
Vitality: 3
Site: 4
SpecOps. Damage +1. Fierce. Ambush [1]. To play, spot a unique [Covenant] minion.
While skirmishing a Spartan II, Yayap is strength +1.
At the start of each maneuver phase, you may exert Yayap and another [Covenant] minion to take a [Covenant] event into hand from your draw deck.
“‘As you know, simple plans are often best, which is why there is a good chance this one will work.’”
His second line is so useless it's not worth having on a card - he's a minion, not a companion. As a minion, that bonus needs to be at least +2 and he probably should have strength 8 or 9 (especially with his spotting requirement). Also, why is his site number 4 when the other grunts are site 3? There might be a good flavour reason for this (I have no idea) in which case ignore my last comment. :roll:
Thranduil
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All look ok except Yayap seems a bit too excessive. The way i see his character being potrayed is some sort of escape artist as he only rescued zuka to save his own life and then he even betrays Zuka to stay out of trouble... I wouldve thought he would have some ability to cancel a skirmish he was about to lose etc... or something similar.
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the second ability should be plus 2, and yes I agree with lemon and think his last ability should have something about cancelling skirmishes. and he should be lurker.
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Before I get to my review, let me nitpick: Ambush should come between SpecOps and Damage.
Now, I think there's a serious problem with Grunts... they stink. Fierce doesn't matter if you can't even win the first skirmish, let alone stand a chance in a second round. Granted, you've only shown a few cards from this group of minions, but I hope you've got some kind of powerful strength pump or two lying around in that head of yours.
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Before I get to my review, let me nitpick: Ambush should come between SpecOps and Damage.
Now, I think there's a serious problem with Grunts... they stink. Fierce doesn't matter if you can't even win the first skirmish, let alone stand a chance in a second round. Granted, you've only shown a few cards from this group of minions, but I hope you've got some kind of powerful strength pump or two lying around in that head of yours.
I was hoping they were going to turn into a swarm - a fierce swarm has interesting potential.
Thranduil
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[2] Grunt Clansman [Covenant]
Minion • Grunt
Strength: 5
Vitality: 3
Site: 3
Response: If a Grunt is killed, you may exert this minion twice to play a Grunt; that Grunt is fierce until the regroup phase.
“‘It’ll take more than that, tin man!’”
Maybe some twilight reduction on the played minion?
[3]•Grunt Elder [Covenant]
Minion • Grunt
Strength: 5
Vitality: 2
Site: 3
While you can spot 4 Grunts, each Grunt is fierce.
This minion is strength +1 for each other Grunt you can spot (limit +4).
“‘Wake up! He’s here!’”
Remove the limit. Tentacles didn't seem to need limits - neither does this guy. Especially being unique.
[3]•Black Ops Grunt [Covenant]
Minion • Grunt
Strength: 7
Vitality: 2
Site: 3
SpecOps. Fierce.
Each Grunt bearing a ranged weapon is strength +1.
“‘We are the champions!’”
I'm hoping these guys have pretty good hand weapons, to make this guy worth using. I mean, he'd have to pump up strength quite a bit to make it more worthwhile to pack weapons than minions in a culture that has lots of swarm love.
[4]•Yayap, Amateur Assassin [Covenant]
Minion • Grunt
Strength: 7
Vitality: 3
Site: 4
SpecOps. Damage +1. Fierce. Ambush [1]. To play, spot a unique [Covenant] minion.
While skirmishing a Spartan II, Yayap is strength +1.
At the start of each maneuver phase, you may exert Yayap and another [Covenant] minion to take a [Covenant] event into hand from your draw deck.
“‘As you know, simple plans are often best, which is why there is a good chance this one will work.’”
I echo what others have said. Maybe drop the damage for some hunter?
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Before I get to my review, let me nitpick: Ambush should come between SpecOps and Damage.
Now, I think there's a serious problem with Grunts... they stink. Fierce doesn't matter if you can't even win the first skirmish, let alone stand a chance in a second round. Granted, you've only shown a few cards from this group of minions, but I hope you've got some kind of powerful strength pump or two lying around in that head of yours.
I was hoping they were going to turn into a swarm - a fierce swarm has interesting potential.
Thranduil
A fierce swarm still stands no chance as long as they'll never win a skirmish. What's the point of a fierce swarm of overcosted, weak guys? The fierce keyword singles them out. It's a red flag telling the FP player to kill as quick as possible. This group of minions (unless we haven't seen something yet) need serious directional work; something like tons of cards to cancel skirmishes or prevent wounds, then a bunch of fierce skirmish triggers that turn them into demons.
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Yayap is insane, and not in a good way. He was a cowardly grunt not the cream of the crop. I suggest something like Bill ferny's text and dropping his strength.
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Mr Lurtzy is on the same wavelength as me, that is more or less exactly what i meant in my post about Yayap.
Before I get to my review, let me nitpick: Ambush should come between SpecOps and Damage.
Now, I think there's a serious problem with Grunts... they stink. Fierce doesn't matter if you can't even win the first skirmish, let alone stand a chance in a second round. Granted, you've only shown a few cards from this group of minions, but I hope you've got some kind of powerful strength pump or two lying around in that head of yours.
I was hoping they were going to turn into a swarm - a fierce swarm has interesting potential.
Thranduil
As much as menace has a point from a gameplay perspective, Thran is spot on as regards the flavour of the grunts. They arent particuarly good alone but in great numbers.... But like i said menace has a point, its gonna require a lot to make them useful otherwise theyre aint getting to the fierce phase, as each 1 gets picked off by archery or the first few skirmishes the rest get weaker (as they would in the books/games) and the freeps survives quite well.
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<Joe Pesci> Okay okay okay.... </Joe Pesci>
...okay. I went back and basically rewrote Yayap, stats and all. I also dropped the limit on Grunt Elder's strength boost to turn him into a potential monster.
Between Yayap's new assignment ability (plus his remaining event-snatching ability) and the below cards, hopefully Grunts can be a bit more viable....
(0) Run Away! [Covenant]
Event • Skirmish
Cancel a skirmish involving a Grunt. That Grunt is fierce until the regroup phase.
“‘I'm outta here!’”
(0) No Shoot! No Shoot! [Covenant]
Event • Response
If a Grunt is about to take a wound, prevent that wound.
“‘No, not me!’”
[2] Leader Dead! [Covenant]
Condition • Support Area
Response: If a [Covenant] minion is killed (except a Grunt or Jackal), return a Grunt to your hand.
“‘It got Elite...run!’”
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(0) Run Away! [Covenant]
Event • Skirmish
Cancel a skirmish involving a Grunt. That Grunt is fierce until the regroup phase.
“‘I'm outta here!’”
Fair enough.
[1] No Shoot! No Shoot! [Covenant]
Event • Response
If a Grunt is about to take a wound, prevent it.
“‘No, not me!’”
Should probably be free. I'd prefer a condition that prevented wounds rather than an ABP approach.
[2] Leader Dead! [Covenant]
Condition • Support Area
Response: If a [Covenant] minion is killed (except a Grunt or Jackal), return a Grunt to your hand.
“‘It got Elite...run!’”
I understand exempting grunts because of the title, but does it make this card unviable in a Grunt deck?
Thranduil
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How is the Yayap rewrite? Does he work better now, do you think?
:gp: to all in this little "debate", by the way. I appreciate the feedback. I am a Dwarf of the people, so I'll do what I can to make these little guys better!
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yayaps better...I think you need to show us the needlers, plasma pistols, and plasma grenades before we evaluate these guys much more. the current batch looks fine.
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The cards are great, including the new yayap. :up:
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Yayap is better now. Happier :D
(0) Run Away! [Covenant]
Event • Skirmish
Cancel a skirmish involving a Grunt. That Grunt is fierce until the regroup phase.
“‘I'm outta here!’”
Fine.
(0) No Shoot! No Shoot! [Covenant]
Event • Response
If a Grunt is about to take a wound, prevent that wound.
“‘No, not me!’”
Fine.
[2] Leader Dead! [Covenant]
Condition • Support Area
Response: If a [Covenant] minion is killed (except a Grunt or Jackal), return a Grunt to your hand.
“‘It got Elite...run!’”
Is the default meaning of return to hand, from play? Or is this ambiguous wording...
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All three look good. :up:
I assume default is from play if unspecified.
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Now that we've got these little Grunts running around, let's get them armed, eh?
(0) Covenant Plasma Pistol [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] character or Spartan II.
Regroup: Exert bearer and discard this possession to exert an opponent’s character and remove 2 culture tokens.
“This weapon is a semi-automatic directed energy weapon. If the trigger is held and then released, the weapon may become over-charged. Use of the over-charge capability rapidly depletes the weapon’s power core.”
The token part was inspired by the tokens placed on MJOLNIR Battle Armor (http://lotrtcgdb.com/forums/index.php?topic=482.0), but I decided to leave it even once tokens began to spread to other uses. The biggest advantage to this weapon other than that is that it's free, which is certainly good for your swarming Grunts.
[2] Covenant Needler [Covenant]
Possession • Ranged Weapon
Strength +2
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the regroup phase, wound each opponent’s character for each [Covenant] token on him or her. Remove all [Covenant] tokens on characters.
Maneuver: Exert bearer to place a [Covenant] token on an opponent’s character. Limit twice per character.
“Its projectiles penetrate soft targets no matter what the angle of impact. The composition and energy signature of its projectile is unknown.”
The Covenant equivolent (in Halo TCG, anyway) of the UNSC's Flamethrower. It's a nice touch that Sparatans can bear either. :hey:
[1] Covenant Plasma Grenade [Covenant]
Possession • Grenade
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the sniping phase, you may exert bearer and pay [2] to transfer this possession to an opponent's character (except the Hero).
At the end of the assignment phase, wound bearer twice. Bearer's owner may exert 2 of their companions or minions to prevent this. Discard this possession.
It has some kind of internal mechanism that allows it to distinguish between targets and background, and a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
Grenades are SO hard to design in a card game, but they're such a vital part of the UNSC and Covenant arsenal that I can't just leave them out of the game, you know? If you hate it, that's fine...just tell me how to represent it better.
Most grenades will obviously not transfer to other characters, but instead just explode. This one is the exception, since Halo players are well familiar with the fun property this grenade has in sticking to targets before blowing them up. :twisted:
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Now that we've got these little Grunts running around, let's get them armed, eh?
(0) Covenant Plasma Pistol [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] character or Spartan II.
Regroup: Exert bearer and discard this possession to exert an opponent’s character and remove 2 culture tokens.
“This weapon is a semi-automatic directed energy weapon. If the trigger is held and then released, the weapon may become over-charged. Use of the over-charge capability rapidly depletes the weapon’s power core.”
fine by me.
[2] Covenant Needler [Covenant]
Possession • Ranged Weapon
Strength +2
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the regroup phase, wound each opponent’s character for each [Covenant] token on him or her. Remove all [Covenant] tokens on characters.
Maneuver: Exert bearer to place a [Covenant] token on an opponent’s character.
“Its projectiles penetrate soft targets no matter what the angle of impact. The composition and energy signature of its projectile is unknown.”
fine by me. maybe give the freeps a way to prevent the maneuver clause
[1] Covenant Plasma Grenade [Covenant]
Possession • Grenade
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the archery phase, you may exert bearer to transfer this possession to an opponent's character.
At the end of the assignment phase, wound bearer twice. Discard this possession.
It has some kind of internal mechanism that allows it to distinguish between targets and background, and a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
blatantly OP...as can easily kill off the hero. a better way to do it would be...oh IDK...I like everything it just seems slightly powerful...like there should be someway to provide the chance of the missing, maybe the freeps discards the top card of their draw deck to make it one wound? or top 2 cards?
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(0) Covenant Plasma Pistol [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] character or Spartan II.
Regroup: Exert bearer and discard this possession to exert an opponent’s character and remove 2 culture tokens.
“This weapon is a semi-automatic directed energy weapon. If the trigger is held and then released, the weapon may become over-charged. Use of the over-charge capability rapidly depletes the weapon’s power core.”
Fine.
[2] Covenant Needler [Covenant]
Possession • Ranged Weapon
Strength +2
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the regroup phase, wound each opponent’s character for each [Covenant] token on him or her. Remove all [Covenant] tokens on characters.
Maneuver: Exert bearer to place a [Covenant] token on an opponent’s character.
“Its projectiles penetrate soft targets no matter what the angle of impact. The composition and energy signature of its projectile is unknown.”
Bold Maneuver. It seems a tad good. I might limit the maneuver clause to only adding 1 token, just in case.
[1] Covenant Plasma Grenade [Covenant]
Possession • Grenade
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the archery phase, you may exert bearer to transfer this possession to an opponent's character (except the Hero).
At the end of the assignment phase, wound bearer twice. Bearer's owner may exert 2 of their companions or minions to prevent this. Discard this possession.
It has some kind of internal mechanism that allows it to distinguish between targets and background, and a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
The prevent clause makes it fairly balanced, I suppose.
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just since you changed the plasma grenade, thats much better and really captures the flavor IMSO.
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Looks good. Maybe make the Needler exert instead of wound, and remove the limit. Not sure that's very useful, though. Should be fine as-is. :up:
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The pp is way overpowered.
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(0) Covenant Plasma Pistol [Covenant]
Possession • Ranged Weapon
Strength +1
Dual-wield. Bearer must be a [Covenant] character or Spartan II.
Regroup: Exert bearer and discard this possession to exert an opponent’s character and remove 2 culture tokens.
“This weapon is a semi-automatic directed energy weapon. If the trigger is held and then released, the weapon may become over-charged. Use of the over-charge capability rapidly depletes the weapon’s power core.”
Fair enough.
[2] Covenant Needler [Covenant]
Possession • Ranged Weapon
Strength +2
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the regroup phase, wound each opponent’s character for each [Covenant] token on him or her. Remove all [Covenant] tokens on characters.
Maneuver: Exert bearer to place a [Covenant] token on an opponent’s character. Limit twice per character.
“Its projectiles penetrate soft targets no matter what the angle of impact. The composition and energy signature of its projectile is unknown.”
I think trying to make an equivalent of the flamethrower for the covenant is odd because there isnt one however ironically this text does suit the needler very well. I presume youre basing the needler on the books, where one shard can have explosive effects whereas the video game requires more to make contact (8 actually)?
[1] Covenant Plasma Grenade [Covenant]
Possession • Grenade
Bearer must be a Grunt, Elite, or Spartan II.
At the start of the archery phase, you may exert bearer to transfer this possession to an opponent's character (except the Hero).
At the end of the assignment phase, wound bearer twice. Bearer's owner may exert 2 of their companions or minions to prevent this. Discard this possession.
It has some kind of internal mechanism that allows it to distinguish between targets and background, and a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
Gees i hate getting stuck lol. Its an accurate reflection of the grenade (well not the get out but that is necessary) but feels a bit OP. Youre getting 2 wounds out of 1 cost and an exertion.
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Well, it seems the last batch is probably about as crowd-pleasing as they're going to get.
Now a couple more cards before we slide over to the Elites. These can help any of your [Covenant] guys, but are probably best with Grunts...especially the latter one. ;)
[3] Shade Cannon [Covenant]
Possession • Turret
Crew: Gunner.
To play, spot 3 [Covenant] cards.
Bearer must be a Grunt, Elite, or Man. Bearer is strength +3 and damage +1.
Your sniping total is +1 for each Grunt and Elite minion you can spot over 2 (limit +4).
At the end of the regroup phase, discard this possession.
Ah, the Shade. Everyone who's played the Halo games knows that, while each game has its own fixed turrets, there has never been one better than the original. :twisted:
This puppy can wreak havoc in the hands of the Free Peoples OR Shadow player thanks to its eligible bearers, with awesome stat boosters and potential sniping fire in the mix as well. (Especially with, say, a Grunty swarm? :whistle:). The downside? Its spotting requirements make it tricky to grab early on (and even harder for the FP player until later when they can play their own FP [Covenant] cards), and the cost means less to spend on other characters, ships, etc. Oh, and as a fixed turret, you have to leave it behind when you move on...no moving it around the map with grenades and rockets like in the game! :P Hopefully it's all still worth it, though.
[2] Covenant Dropship [Covenant]
Ship • Transport • Dropship
Weapons: 6
Armor: 2
Staff: 1 Silver
Maneuver: Spot 2 [Covenant] minions and pay [2] to play a Grunt from here as if played from hand.
Response: If there are fewer then 2 cards stacked here and a Grunt is about to be killed, stack that Grunt here.
Ultimate Grunt protection! One of your little guys about to bite the dust? Stack him here and prepare to swarm with him later. These U-shaped terrors could dump tons of guys on you at once in Halo: Combat Evolved, so why shouldn't the Halo TCG do the same? :twisted:
"Pay", by the way, is not a misprint. "Pay [X]" will be the same thing as "add [X]" if you are the FP player and "remove [X]" if you are the Shadow player. I will use it on ships, possesions, and other cards that can be borne/used by either the Free Peoples or Shadow player. Saves me a LOT of text. :P
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[3] Shade Cannon [Covenant]
Possession • Turret
Crew: Gunner.
To play, spot 3 [Covenant] cards.
Bearer must be a Grunt, Elite, or Man. Bearer is strength +3 and damage +1.
Your sniping total is +1 for each Grunt and Elite minion you can spot over 2 (limit +4).
At the end of the regroup phase, discard this possession.
Ok.
[2] Covenant Dropship [Covenant]
Ship • Transport • Dropship
Weapons: 6
Armor: 2
Staff: 1 Silver
Maneuver: Spot 2 [Covenant] minions and remove [1] (or add [2] if the Free Peoples player uses this ability) to play a Grunt from here as if played from hand.
Response: If there are fewer then 2 cards stacked here and a Grunt is about to be killed, stack that Grunt here.
Wow seems quite good for the grunts id remove 2 maybe as the ship is cheap enough, its like treebeard ally but crazy.
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I agree with lem0n. and make the plasma grenade cost 2.
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Changed the dropship to [2] for either player...and came up with a new word on the fly that will save me a LOT of text in the future. Mind re-reviewing with the new word in mind?
As for the grenade...do you really think [2] is necessary? Other LOTR TCG cards like Final Cry and Frenzied Attack do basically the same thing cheaply, and have no get-out clause (or exerting of your own characters) like the grenade does.
What do the rest of you think? Should the plasma grenade be further tweaked?
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frenzied attack does cost 2, and final one has another clause. plus those trigger with skirmishes, this one is assignment...IDK especially since can be used as a freeps thing, it just seems safer to have it cost 2.
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[3] Shade Cannon [Covenant]
Possession • Turret
Crew: Gunner.
To play, spot 3 [Covenant] cards.
Bearer must be a Grunt, Elite, or Man. Bearer is strength +3 and damage +1.
Your sniping total is +1 for each Grunt and Elite minion you can spot over 2 (limit +4).
At the end of the regroup phase, discard this possession.
I'd throw unique on it. Though it shouldn't matter a lot, since it does get discarded, I'd still rather not have a shadow player toss out 4 of these, then a horde of minions. This wouldn't be so bad if I knew exactly how many minions a Grunt player could get out, but I don't know what kind of hand extension and/or twilight adding these guys are gonna get.
[2] Covenant Dropship [Covenant]
Ship • Transport • Dropship
Weapons: 6
Armor: 2
Staff: 1 Silver
Maneuver: Spot 2 [Covenant] minions and pay [2] to play a Grunt from here as if played from hand.
Response: If there are fewer then 2 cards stacked here and a Grunt is about to be killed, stack that Grunt here.
This is the kind of hand extension I was talking about, but balanced since it costs so much twilight. I might reduce the removal to [1], but I'm unsure. Depends on how much twilight adding Grunt swarms can have.
As for the grenade...do you really think [2] is necessary? Other LOTR TCG cards like Final Cry and Frenzied Attack do basically the same thing cheaply, and have no get-out clause (or exerting of your own characters) like the grenade does.
Oh, my dwarvish friend, you must know those two cards are bad examples to have picked. They are both exceptionally conditional - one requires a specific weapon, the other, at least 4 burdens. Whereas this is two wounds (either on one guy or two guys) for a simple exertion and a mere [1]. Plus, it can't be prevented by cards that stop skirmish events and abilities. Much easier to pull off.
I'd do two things - change the transferring to the maneuver phase (because I think that any Freeps cards you make that discard shadow cards from companions will probably be mostly in that phase) and perhaps lower the initial wounding of the companion to one wound. It makes the prevention more costly, but if you slap it on an exhausted guy, then it's worth it. [1] cost for wound-to-wound is very normal.
Or just up the cost to [2]. Either one sits well with me.
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I'll consider uniqueness on the Shade, but I'd rather wait on another review or two before I do so.
As for the Plasma Grenade, I kept the cost at [1], but now that I have this "pay" thing seemingly ironed out, I added an additional cost to transferring it in the first place. The funny thing is that it could potentially blow up in the Shadow player's face if they don't have enough twilight left by the sniping phase now...quite literally. :twisted:
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Works for me. Just watch adding enduring guys to this culture. They might like explosions a little too much!
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Shade needs to be unique, all others look zesty.
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Still dont think the shade needs unique its expensive and last one turn. As far as the grenade go its cool now i like the pay word, makes a lot more sense.
Nice DI. :gp:
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Now we transition into the most human-like foes in The Covenant, at least during Halo: Combat Evolved: the Elites. Anyone who has even heard of Halo is probably familiar with this warrior race.
As a culture, they are fierce, relentless, and loyal to a fault to the Covenant cause. They are very intelligent and not nearly as sucidial as other races like Grunts and Jackals, forming much more complex plans of attack...but they are definately not above a noble sacrifice if the situation seems to call for it. Grunts may be more numerous, Jackals may be harder to kill off, and Hunters may be much more intimidating...but it is the roar of an angered Elite that REALLY gets you running for cover in the game.
As a race in Halo TCG, Elites have stats that are similiar to LOTR TCG's Uruk-hai, though they specialize in fierceness more than damage (though ALSO similiarly to Uruks, that doesn't mean they don't dabble in both :twisted:). They also work a lot with threats, adding them through various methods and then turning them into pain for the FP player, either as a cost for NOLINKnasty effects or by simply beating you down and triggering them all.
I promised that the little Blue Elite we saw in the first post of this thread was one of the weakest of his kind, and hopefully you will soon get a better feel for what the typical Elite is like.
Here are a few examples to get us started. Enjoy! :)
[2] Covenant Plasma Rifle [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be an Elite or Spartan II.
When you play this possession, you may exert bearer and remove a culture token to add a threat.
While skirmishing a Spartan II, Elite, or Jackal, bearer is strength +1.
“This is a directed energy weapon. It is capable of either semiautomatic or automatic fire. Continuous rapid fire overheats the weapon--this in turn depletes the weapon’s power core.”
Well, okay, I know I said Elites were next, but before THAT I said we'd be transitioning into them. This is how we do so, with one more weapon. ;) The Plasma Rifle, much like the one in the game, doesn't seem like much. It has a rather average strength bonus and isn't particularly cheap. But it adds threats relatively easily (and can remove an opponent's tokens--like those on MJOLNIR Battle NOLINKArmor--as a bonus), and is something to be reckoned with when going up against shielded opponents like Spartans, Elites, and those ever-so-pesky Jackals. Factor in that eligible characters can bear two of them, and you're looking at a potential strength +6 for only [4]. That ain't so bad after all, eh?
[3] Elite Veteran [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Fierce.
When you play this minion, you may remove [2] to add a threat.
“‘Ah, hahahahahaha!’”
Basically a souped-up Blue Elite. Not the best introductory Elite, I suppose, so moving on....
[2] Elite Scout [Covenant]
Minion • Elite
Strength: 5
Vitality: 2
Site: 4
Fierce. Ambush [1].
This minion is strength +1 for each threat you can spot.
“‘Oassolle!’”
Awfully weak at first glance. I can just hear it now: "Dáin, you said these guys were going to be strong!" Yes, yes I did. Consider how easily Elites can pile on the threats, and you're looking at a potential monster here. And the scout-y ambush is the first peek of a nice mini-theme certain Elites have as well.
[3] Cloaked Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 2
Site: 5
SpecOps. Fierce. Ambush [2].
This minion may not take wounds (except during skirmishes).
When you play this minion, you may remove [2] to add a threat (or [3] to add 2 threats).
Select Elite warriors are chosen for stealthy missions, usually those involving assassination.
See what I meant about ambush? Not all Elites are pure beatsticks. This guy is more of a specialist, and when it comes to adding twilight and threats, he's certainly VERY special.
[4] Black Ops Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Silver
SpecOps. Fierce. Damage +1. To play, remove a threat.
Shadow: Exert this minion twice to add [1] for each threat you can spot (limit [4]).
“‘Blaaaaaam!’”
Yeah...Elites didn't have the best dialogue in the early Halo days.... :roll:
But that's okay, but this guy can HURT, and can bring in all his buddies with that Shadow ability.
[5]•Brutal Elite [Covenant]
Minion • Elite
Strength: 10
Vitality: 3
Site: 5
Fierce. Damage +1. To play, spot a [Covenant] minion.
While Brutal Elite bears a [Covenant] hand weapon, he is enduring.
Skirmish: Exert Brutal Elite to make another Elite minion strength +X, where X is the number of threats you can spot (limit +3).
“‘Come on, tough guy!’”
I imagine most Halo fans will immediately realize what type of hand weapon this guy might be carrying. Those that don't will have to wait a little bit longer. ;)
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[2] Covenant Plasma Rifle [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be an Elite or Spartan II.
When you play this possession, you may exert bearer and remove a culture token to add a threat.
While skirmishing a Spartan II, Elite, or Jackal, bearer is strength +1.
“This is a directed energy weapon. It is capable of either semiautomatic or automatic fire. Continuous rapid fire overheats the weapon--this in turn depletes the weapon’s power core.”
seems balanced.
[3] Elite Veteran [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Fierce.
When you play this minion, you may remove [2] to add a threat.
“‘Ah, hahahahahaha!’”
fine
[2] Elite Scout [Covenant]
Minion • Elite
Strength: 5
Vitality: 2
Site: 4
Fierce. Ambush [1].
This minion is strength +1 for each threat you can spot.
“‘Oassolle!’”
possibly add a limit on the strength, but than again, considering orc butcher maybe not(is that the card I'm thinking of?)
[3] Cloaked Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 2
Site: 5
SpecOps. Fierce. Ambush [2].
This minion may not take wounds (except during skirmishes).
When you play this minion, you may remove [2] to add a threat (or [3] to add 2 threats).
Select Elite warriors are chosen for stealthy missions, usually those involving assassination.
fine
[4] Black Ops Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Silver
SpecOps. Fierce. Damage +1. To play, remove a threat.
Shadow: Exert this minion twice to add [1] for each threat you can spot (limit [4]).
“‘Blaaaaaam!’”
make him cost 3 maybe with that threat ability...and if you do cut a keyword.
[6]•Brutal Elite [Covenant]
Minion • Elite
Strength: 10
Vitality: 3
Site: 5
Fierce. Damage +1. To play, spot a [Covenant] minion.
While Brutal Elite bears a [Covenant] hand weapon, he is enduring.
Skirmish: Exert Brutal Elite to make another Elite minion strength +X, where X is the number of threats you can spot (limit +4).
“‘Come on, tough guy!’”
I imagine most Halo fans will immediately realize what type of hand weapon this guy might be carrying. Those that don't will have to wait a little bit longer. ;)
I DON"T WANT TO WAIT>>>I MUST SEE MY PRECIOUS! MY BEAUTY! MY>>>>>>>SWw*bzzt*
fine
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[2] Covenant Plasma Rifle [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be an Elite or Spartan II.
When you play this possession, you may exert bearer and remove a culture token to add a threat.
While skirmishing a Spartan II, Elite, or Jackal, bearer is strength +1.
“This is a directed energy weapon. It is capable of either semiautomatic or automatic fire. Continuous rapid fire overheats the weapon--this in turn depletes the weapon’s power core.”
I'd change the second strength bonus to damage, and drop the exertion on the "when you play..." ability.
[3] Elite Veteran [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Fierce.
When you play this minion, you may remove [2] to add a threat.
“‘Ah, hahahahahaha!’”
8-strength fierce still isn't anything to get excited about. But we'll see what's next, eh?
[2] Elite Scout [Covenant]
Minion • Elite
Strength: 5
Vitality: 2
Site: 4
Fierce. Ambush [1].
This minion is strength +1 for each threat you can spot.
“‘Oassolle!’”
He could turn out to be pretty good, actually. Any plans for butting that Ambush to good use?
[3] Cloaked Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 2
Site: 5
SpecOps. Fierce. Ambush [2].
This minion may not take wounds (except during skirmishes).
When you play this minion, you may remove [2] to add a threat (or [3] to add 2 threats).
Select Elite warriors are chosen for stealthy missions, usually those involving assassination.
For threat adding en masse, this guy's pretty good. I will accept him. He should be glad.
[4] Black Ops Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Silver
SpecOps. Fierce. Damage +1. To play, remove a threat.
Shadow: Exert this minion twice to add [1] for each threat you can spot (limit [4]).
“‘Blaaaaaam!’”
Okay, but I still see more resenblance to Goblins that Uruks. And unless you had a lot of threats to begin with this guy isn't much worth playing.
[6]•Brutal Elite [Covenant]
Minion • Elite
Strength: 10
Vitality: 3
Site: 5
Fierce. Damage +1. To play, spot a [Covenant] minion.
While Brutal Elite bears a [Covenant] hand weapon, he is enduring.
Skirmish: Exert Brutal Elite to make another Elite minion strength +X, where X is the number of threats you can spot (limit +4).
“‘Come on, tough guy!’”
Good if bearing a weapon, otherwise, very mediocre. I think I'd drop the cost to [5] and cap the limit at 3.
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Black Ops could prolly be gold star. I like the others though.
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[2] Covenant Plasma Rifle [Covenant]
Possession • Ranged Weapon
Strength +2
Dual-wield. Bearer must be an Elite or Spartan II.
When you play this possession, you may exert bearer and remove a culture token to add a threat.
While skirmishing a Spartan II, Elite, or Jackal, bearer is strength +1.
“This is a directed energy weapon. It is capable of either semiautomatic or automatic fire. Continuous rapid fire overheats the weapon--this in turn depletes the weapon’s power core.”
Nice, i like it.
[3] Elite Veteran [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 4
Star: Silver
Fierce.
When you play this minion, you may remove [2] to add a threat.
“‘Ah, hahahahahaha!’”
Fair enough. Shocking lore though :P.
[2] Elite Scout [Covenant]
Minion • Elite
Strength: 5
Vitality: 2
Site: 4
Fierce. Ambush [1].
This minion is strength +1 for each threat you can spot.
“‘Oassolle!’”
Cool, still desperate for lore i see.
[3] Cloaked Elite [Covenant]
Minion • Elite
Strength: 8
Vitality: 2
Site: 5
SpecOps. Fierce. Ambush [2].
This minion may not take wounds (except during skirmishes).
When you play this minion, you may remove [2] to add a threat (or [3] to add 2 threats).
Select Elite warriors are chosen for stealthy missions, usually those involving assassination.
When youre adding 3 id also spot another minion or something.
[4] Black Ops Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Silver
SpecOps. Fierce. Damage +1. To play, remove a threat.
Shadow: Exert this minion twice to add [1] for each threat you can spot (limit [4]).
“‘Blaaaaaam!’”
Oooo nice i like that.
[5]•Brutal Elite [Covenant]
Minion • Elite
Strength: 10
Vitality: 3
Site: 5
Fierce. Damage +1. To play, spot a [Covenant] minion.
While Brutal Elite bears a [Covenant] hand weapon, he is enduring.
Skirmish: Exert Brutal Elite to make another Elite minion strength +X, where X is the number of threats you can spot (limit +3).
“‘Come on, tough guy!’”
Hmm a sword methinks? Nice and nasty.
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Yeah, lore is hard to come by for the first game, at least for non-UNSC cultures. MUCH easier after that.
Okay, some more Elites. Still going to make you wait on that promised hand weapon, though. ;)
[5]•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Damage +1. Enduring. Fierce. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.
[6]•Elite Squadron [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Silver
Fierce.
Each Elite gains toil 2.
Each time a player plays an Elite, you may exert Elite Squadron to add a threat.
“‘Aogest OWS demidl!’”
[7]•Elite Vanguard [Covenant]
Minion • Elite
Strength: 12
Vitality: 4
Site: 5
Damage +1. Fierce.
Each unique Elite is strength +1 for each threat you can spot (limit +3).
Regroup: Exert 2 Elite minions to add a threat.
“‘RRAAAAAAR!’”
Tomorrow we get into some of our named Elites. They'll be a little more interesting, I promise.
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Yeah, lore is hard to come by for the first game, at least for non-UNSC cultures. MUCH easier after that.
Okay, some more Elites. Still going to make you wait on that promised hand weapon, though. ;)
[6]•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Fierce. Enduring. Damage +1. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.
cut to 5. and again,,,,I don't like a single minion to have that much vitality
[7]•Elite Squadron [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Silver
Fierce.
Each Elite gains toil 1.
Each time a player plays an Elite, you may exert Elite Squadron to add a threat.
“‘Aogest OWS demidl!’”
fine, though I think you could cut to 6. I don't like the high vitality...but its ok
[8]•Elite Vanguard [Covenant]
Minion • Elite
Strength: 12
Vitality: 4
Site: 5
Fierce. Damage +1.
Each unique Elite is strength +1 for each threat you can spot (limit +3).
Regroup: Exert 2 Elite minions to add a threat.
“‘RRAAAAAAR!’”
fine. however I would cut vitality b1, and cost by 1.
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[6]•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Fierce. Enduring. Damage +1. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.
Yeah, seems like he could perhaps cost [5].
[8]•Elite Vanguard [Covenant]
Minion • Elite
Strength: 12
Vitality: 4
Site: 5
Fierce. Damage +1.
Each unique Elite is strength +1 for each threat you can spot (limit +3).
Regroup: Exert 2 Elite minions to add a threat.
“‘RRAAAAAAR!’”
I would perhaps swap damage +1 for lurker which seems much more fun.
Thranduil
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[6]•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Fierce. Enduring. Damage +1. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.
Okay, so besides being a perfect guy to hold on to a grenade in case it backfires, he seems rather pathetic for his high cost and threat removal requirement.
[7]•Elite Squadron [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Silver
Fierce.
Each Elite gains toil 1.
Each time a player plays an Elite, you may exert Elite Squadron to add a threat.
“‘Aogest OWS demidl!’”
Okay, without even enduring, his strength massively fails in proportion to his cost. I'm not sure how much toil will help you - either it sets up an uber swarm or it's relatively useless if all you use are these high-costing guys.
[8]•Elite Vanguard [Covenant]
Minion • Elite
Strength: 12
Vitality: 4
Site: 5
Fierce. Damage +1.
Each unique Elite is strength +1 for each threat you can spot (limit +3).
Regroup: Exert 2 Elite minions to add a threat.
“‘RRAAAAAAR!’”
Maybe an extra strength or two. Is there any reason these guys are unique AND have such low strength? Besides that he's the best of the bunch, IMO.
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Toil 1 is useless on almost every card. I'd recommend either raising to to toil 2 or just getting rid of it all together. Also, these elites are way overpriced. Cutting each by 1 would be good.
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I keep getting hung up on the fact that you refuse to put keywords in the correct order! Ahhh!
It seems you need a lesson:
The rule of keyword order is extremely simple. Any keyword that creates a 'sub-culture' (such as Warg-rider, Corsair, Ring-bound, etc.) always comes before any other keyword. If a card has two or more 'sub-culture' keywords, put them in alphabetical order. After those, any other keywords are placed in alphabetical order.
[6]•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Fierce. Enduring. Damage +1. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.
See this? That is just about as wrong as you can be! On this card, the keyword should be ordered as Damage +1. Enduring. Fierce.
Until Dain promises to put keywords in their proper positions, menace64 is on strike from ALL of his sets! Not a single review until Mr. Ironfoot cleans up his act!!!
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Okay first of all LOL @ menace for being amusing AND pedantic.
Second i agree with Lurtzy on my previously voiced opinion that toil 1 is indeed useless. Saving 1 pool is so not worth an exertion except in the RAREST of circumstances. Not sooooo bad on minions as on companions though.
Ok aaaaand onto the reveiw.
[6]•Command Elite [Covenant]
Minion • Elite
Strength: 9
Vitality: 4
Site: 5
Star: Gold
Fierce. Enduring. Damage +1. To play, remove 2 threats.
An Elite’s status is most evident in its color of armor, and that ‘rank’ is achieved by number of enemy kills. Gold signifies one of their highest, and thus most lethal, warriors.
Could easily cost 5.
[7]•Elite Squadron [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Silver
Fierce.
Each Elite gains toil 1.
Each time a player plays an Elite, you may exert Elite Squadron to add a threat.
“‘Aogest OWS demidl!’”
Wow well overcosted. Could cost 5 probably, 6 for sure.
[8]•Elite Vanguard [Covenant]
Minion • Elite
Strength: 12
Vitality: 4
Site: 5
Fierce. Damage +1.
Each unique Elite is strength +1 for each threat you can spot (limit +3).
Regroup: Exert 2 Elite minions to add a threat.
“‘RRAAAAAAR!’”
Nice, as his ability is the shiznit, though i would still drop to 7 at least.
Show me my beloved sword dammit dwarf!
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For a Shadow player I strongly contest that toil 1 is useless, especially when it comes to minions. Just keeping that small amount of twilight by reducing minions' mostly unimportant vitality often makes a crucial difference in a Shadow phase.
Thranduil
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Alright, I tweaked all of them: reducing costs, upping toil, and switching around keywords where appropriate. Hope everyone is satisfied now. :P
Alright, let's start getting to our named Elites. Nearly all of these will come from the novel Halo: The Flood, though a few appear (unnamed) in the game Halo: Combat Evolved as well.
We'll start with two of the top dogs, commanders of scores of Covenant forces. Enjoy!
[5]•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Damage +1. Fierce. Lurker. To play, remove a threat.
Each time an Elite minion wins a skirmish, you may make another Elite minion strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”
[4]•Orna ‘Fulsamee, Ship Master [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
Each [Covenant] ship is weapons +1.
When you play Orna ‘Fulsamee, you may play a [Covenant] ship; that ship’s twilight cost is -2.
“‘Load four transports with troops, and launch another flight of fighters. Neutralize the interloper’s weaponry before the boarding craft reach their target.’”
[4]•Orna ‘Fulsamee, Very Dangerous Warrior [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
While bearing a vehicle or staffing a ship, Orna ‘Fulsamee is strength +1.
Skirmish: Exert Orna ‘Fulsamee and discard a [Covenant] card from hand to make an Elite strength +2.
“‘The culprit will be found and put to death at once, Exalted.’”
And I suppose this makes now as good a time as any to introduce our first [Covenant] vehicle, and one of the simplest vehicles in the game:
[2] Ghost Recon Vehicle [Covenant]
Possession • Vehicle • Ghost
Strength +2
Site -1
Crew: Gunner.
To play, spot a [Covenant] character. Bearer must be an Elite, Grunt, or Spartan II.
If bearer is a minion, bearer is fierce.
Each minion skirmishing bearer loses fierce.
“The Ghost is the Covenant’s standard reconnaissance and rapid attack vehicle. While the vehicle is fast and maneuverable, the driver is virtually unprotected.”
Just like the Ghost in the games: nice and simple, but very effective. :up:
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[5]•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Damage +1. Fierce. Lurker. To play, spot 2 Elites and remove a threat.
Each time an Elite wins a skirmish, you may make an Elite strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”
2 elites and a threat is one hefty requirement, other than ok.
[4]•Orna ‘Fulsamee, Ship Master [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
Each [Covenant] ship is weapons +1.
When you play Orna ‘Fulsamee, you may play a [Covenant] ship; that ship’s twilight cost is -2.
“‘Load four transports with troops, and launch another flight of fighters. Neutralize the interloper’s weaponry before the boarding craft reach their target.’”
I would make that first ability only apply when hes is piloting the truth.
[4]•Orna ‘Fulsamee, Very Dangerous Warrior [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
While bearing a vehicle or staffing a ship, Orna ‘Fulsamee is strength +1.
Skirmish: Exert Orna ‘Fulsamee and discard a [Covenant] card from hand to make an Elite strength +2.
“‘The culprit will be found and put to death at once, Exalted.’”
Cool.
[2] Ghost Recon Vehicle [Covenant]
Possession • Vehicle • Ghost
Strength +2
Site -1
Crew: Gunner.
To play, spot a [Covenant] character. Bearer must be an Elite, Grunt, or Spartan II.
If bearer is a minion, bearer is fierce.
Each minion skirmishing bearer loses fierce.
“The Ghost is the Covenant’s standard reconnaissance and rapid attack vehicle. While the vehicle is fast and maneuverable, the driver is virtually unprotected.”
OK, doesnt have the greatest ghost feel about it but as a card its fine.
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[5]•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Damage +1. Fierce. Lurker. To play, spot 2 Elites and remove a threat.
Each time an Elite wins a skirmish, you may make an Elite strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”
Not sure he needs to spot any elites - he's only strength 10. I do think that his ability though should be "Each time an Elite wins a skirmish, you may make a different Elite strength +1 until the regroup phase".
Thranduil
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Alright, I tweaked all of them: reducing costs, upping toil, and switching around keywords where appropriate. Hope everyone is satisfied now. :P
Alright, let's start getting to our named Elites. Nearly all of these will come from the novel Halo: The Flood, though a few appear (unnamed) in the game Halo: Combat Evolved as well.
We'll start with two of the top dogs, commanders of scores of Covenant forces. Enjoy!
[5]•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Damage +1. Fierce. Lurker. To play, remove a threat.
Each time an Elite minion wins a skirmish, you may make another Elite minion strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”
cut a keyword or a vitality.
[4]•Orna ‘Fulsamee, Ship Master [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
Each [Covenant] ship is weapons +1.
When you play Orna ‘Fulsamee, you may play a [Covenant] ship; that ship’s twilight cost is -2.
“‘Load four transports with troops, and launch another flight of fighters. Neutralize the interloper’s weaponry before the boarding craft reach their target.’”
fine
[4]•Orna ‘Fulsamee, Very Dangerous Warrior [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
While bearing a vehicle or staffing a ship, Orna ‘Fulsamee is strength +1.
Skirmish: Exert Orna ‘Fulsamee and discard a [Covenant] card from hand to make an Elite strength +2.
“‘The culprit will be found and put to death at once, Exalted.’”
fine
[2] Ghost Recon Vehicle [Covenant]
Possession • Vehicle • Ghost
Strength +2
Site -1
Crew: Gunner.
To play, spot a [Covenant] character. Bearer must be an Elite, Grunt, or Spartan II.
If bearer is a minion, bearer is fierce.
Each minion skirmishing bearer loses fierce.
“The Ghost is the Covenant’s standard reconnaissance and rapid attack vehicle. While the vehicle is fast and maneuverable, the driver is virtually unprotected.”
can't brutes ride em too?
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[2] Ghost Recon Vehicle [Covenant]
Possession • Vehicle • Ghost
Strength +2
Site -1
Crew: Gunner.
To play, spot a [Covenant] character. Bearer must be an Elite, Grunt, or Spartan II.
If bearer is a minion, bearer is fierce.
Each minion skirmishing bearer loses fierce.
“The Ghost is the Covenant’s standard reconnaissance and rapid attack vehicle. While the vehicle is fast and maneuverable, the driver is virtually unprotected.”
can't brutes ride em too?
Eventually, yes. But as well as Halo: Combat Evolved is concerned, there are no Brutes in the storyline yet, and thus there won't be any in Halo TCG until the third (and last Halo CE-based) set, when we get our first peek at them thanks to the novel Halo: First Strike. In the first Halo 2 set, where Brutes, Drones, and others make their grand entrance, there will be new versions of Ghosts, plasma weapons, and other items to make sure the new races can get in on the fun as well. :up:
So stop skipping ahead! :P
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These are fine. :up:
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[5]•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Damage +1. Fierce. Lurker. To play, remove a threat.
Each time an Elite minion wins a skirmish, you may make another Elite minion strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”
Unfortunately, "another" can be misleading, which is why I suggested "different". Does it mean a different minion to the minion who won or a minion other than Noga?
Thranduil
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[5]•Noga ‘Putumee, Wily Field Officer [Covenant]
Minion • Elite
Strength: 10
Vitality: 4
Site: 5
Star: Gold
Damage +1. Fierce. Lurker. To play, remove a threat.
Each time an Elite minion wins a skirmish, you may make another Elite minion strength +1 until the regroup phase.
“Though known for his bravery, and his leadership in the field, ‘Putumee was also famous for his blunt, confrontational, and paranoid ways.”
Awesome.
[4]•Orna ‘Fulsamee, Ship Master [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
Each [Covenant] ship is weapons +1.
When you play Orna ‘Fulsamee, you may play a [Covenant] ship; that ship’s twilight cost is -2.
“‘Load four transports with troops, and launch another flight of fighters. Neutralize the interloper’s weaponry before the boarding craft reach their target.’”
Neat.
[4]•Orna ‘Fulsamee, Very Dangerous Warrior [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 5
Star: Gold
Commander: Truth and Reconciliation. Fierce.
While bearing a vehicle or staffing a ship, Orna ‘Fulsamee is strength +1.
Skirmish: Exert Orna ‘Fulsamee and discard a [Covenant] card from hand to make an Elite strength +2.
“‘The culprit will be found and put to death at once, Exalted.’”
Awesome! Can't wait to see his ship.
[2] Ghost Recon Vehicle [Covenant]
Possession • Vehicle • Ghost
Strength +2
Site -1
Crew: Gunner.
To play, spot a [Covenant] character. Bearer must be an Elite, Grunt, or Spartan II.
If bearer is a minion, bearer is fierce.
Each minion skirmishing bearer loses fierce.
“The Ghost is the Covenant’s standard reconnaissance and rapid attack vehicle. While the vehicle is fast and maneuverable, the driver is virtually unprotected.”
Pretty cool.
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Alrighty, let's get to some less beatdown-worthy Elites and move briefly to a couple that may not seem as bad up front, but can be very, very dangerous nonetheless. Enjoy!
[2]•Bako ‘Ikaporamee, Tiresome Assistant [Covenant]
Minion • Elite
Strength: 6
Vitality: 3
Site: 4
When you play Bako ‘Ikaporamee, you may add a threat for each Prophet you can spot.
Each other Elite skirmishing a Man is strength +1.
“‘Though primitive by our standards, the creatures are sentient, and like all sentient beings, they are unconsciously drawn to the glory of the ancients’ truth and knowledge.’”
[4]•Isna ‘Nosolee, Eye of the Prophet [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 3
Star: Silver
SpecOps. Ambush [2]. Damage +1.
Isna ‘Nosolee may not take wounds (except during skirmishes involving him).
Assignment: Exert Isna ‘Nosolee twice to assign him to a companion (except the Hero).
Regroup: Exert Isna ‘Nosolee twice to discard a condition or AI.
He was aboard the Pillar of Autumn on a stealth mission to capture the ship’s AI. Unfortunately, Captain Keyes found him first.
He's a stealthy assassin, basically, so he strikes hard and fast, leaving no room for the normal Elite fierceness. It DOES, however, mean that he gets to choose his targets and strike them hard with his damage bonus, or if he's clever enough to survive until the regroup phase, he can really wreak some havoc on your opponent's support cards. :twisted:
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[2]•Bako ‘Ikaporamee, Tiresome Assistant [Covenant]
Minion • Elite
Strength: 6
Vitality: 3
Site: 4
When you play Bako ‘Ikaporamee, you may add a threat for each Prophet you can spot.
Each other unique Elite skirmishing a Man is strength +1.
“‘Though primitive by our standards, the creatures are sentient, and like all sentient beings, they are unconsciously drawn to the glory of the ancients’ truth and knowledge.’”
Most of the other unique elites fall into 1 of 2 categories that ive seen, they are either costly or weak. Neither of which makes his gametext that beneficial. The threat thing is cool though.
[4]•Isna ‘Nosolee, Eye of the Prophet [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 3
Star: Silver
SpecOps. Ambush [2]. Damage +1.
Isna ‘Nosolee may not take wounds (except during skirmishes involving him).
Assignment: Exert Isna ‘Nosolee twice to assign him to a companion (except the Hero).
Regroup: Exert Isna ‘Nosolee twice to discard a condition or AI.
He was aboard the Pillar of Autumn on a stealth mission to capture the ship’s AI. Unfortunately, Captain Keyes found him first.
Love him, captured a great feel for his character. Surprised you couldnt find better lore as he was referenced quite a few times before keyes blew his brains out.
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Those both are awesome. :up:
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isna should cost 3, the first guy the strength bonus should apply to anyone...and again we need tos ee these guys weapons to properly evaluate them...plasma rifles, needlers, covenant carbines, SWORDS!!!!!!!!
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[2]•Bako ‘Ikaporamee, Tiresome Assistant [Covenant]
Minion • Elite
Strength: 6
Vitality: 3
Site: 4
When you play Bako ‘Ikaporamee, you may add a threat for each Prophet you can spot.
Each other unique Elite skirmishing a Man is strength +1.
“‘Though primitive by our standards, the creatures are sentient, and like all sentient beings, they are unconsciously drawn to the glory of the ancients’ truth and knowledge.’”
It would not at all be too good if he said "Each other Elite is strength +1."
[4]•Isna ‘Nosolee, Eye of the Prophet [Covenant]
Minion • Elite
Strength: 8
Vitality: 3
Site: 3
Star: Silver
SpecOps. Ambush [2]. Damage +1.
Isna ‘Nosolee may not take wounds (except during skirmishes involving him).
Assignment: Exert Isna ‘Nosolee twice to assign him to a companion (except the Hero).
Regroup: Exert Isna ‘Nosolee twice to discard a condition or AI.
He was aboard the Pillar of Autumn on a stealth mission to capture the ship’s AI. Unfortunately, Captain Keyes found him first.
You don't need "involving him", but apart from that he looks good. Ambush [2] might be too much.
Thranduil
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Now, we come to the mac daddy of the Halo block Elites. The versatile and volatile "prophet-blessed" assassin himself. Oh, and a certain hand weapon some of you might have been waiting on. Maybe. If I'm in the mood. :roll:
[5]•Zuka ‘Zamamee, Prophet-Blessed Assassin [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 4
Star: Gold
SpecOps. Ambush [1]. Damage +1. Fierce. Hunter 1.
Yayap is strength +1.
While skirmishing a Spartan II, Zuka ‘Zamamee is strength +1.
While at a battleground, Zuka ‘Zamamee is strength +1.
“‘Once I receive authorization, you and I will find this human. Then, we will kill him.’”
Changed my mind about the hand weapon. Check back in for that tomorrow.
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...just kidding! I don't feel like making poor lem0n's head explode. Today, at least. :roll:
Here's the sword. :twisted: Hope it proves to be worth the wait.
[2] Plasma Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, remove a threat. Bearer must be an Elite minion.
Bearer is damage +2.
Bearer must take all sniping wounds (if able to take sniping wounds).
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maybe +2 while skirmishing a spartan 2...wow dain, when I saw that first thing I was like...the dwarfen b*stard :evil:
than I was like coolio! \:D/
anyway the swords should be ok, maybe only add damage +1...sooo hypothetically if I tossed it on a 2 vitality minion, and there wqas 4 archery, would just the minion die?
I don't quite get the rules implications of that.
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Yeah, the sniping thing is the only real drawback and helps (in my mind) offset the crazy damage +2.
Think about it. If playing one of the Halo games (especially Combat Evolved), even with a Hunter or a couple Banshees around, if there was an Elite with a sword on the battlefield, where would you direct your fire first? I, for one, am making sure to take that sword-toting guy down FIRST before he charges close enough to stick it up my rear. I bet 99% of players would say the same.
So that translates into the card version basically absorbing any sniping fire first, and THEN, if its bearer survives, that Elite closing the final distance to its target and slashing away. In a sniping-heavy deck (which likely wouldn't be nearly as common in Halo TCG as it is in LOTR TCG with all its Elven Bows and such), this sword is all but useless unless you have a way to prevent sniping fire on bearer (Isna ‘Nosolee, anyone? :twisted:). In most situations, the sniping penalty shouldn't be a big issue.
Isna brings up something I hadn't fully thought through, though...what if bearer CAN'T take sniping wounds? I don't want that to inadvertently turn into a negator of ALL sniping fire! #-o I added a little clause to the card that should fix that. :up:
Anyway, how is Zuka, SoP?
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Looks pretty awesome, Dain! :up:
EDIT: Wait, what would happen if you had two guys out both bearing these? Since they each have to take all wounds... um...
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[5]•Zuka ‘Zamamee, Prophet-Blessed Assassin [Covenant]
Minion • Elite
Strength: 9
Vitality: 3
Site: 4
Star: Gold
SpecOps. Ambush [1]. Damage +1. Fierce. Hunter 1.
Yayap is strength +1.
While skirmishing a Spartan II, Zuka ‘Zamamee is strength +1.
While at a battleground, Zuka ‘Zamamee is strength +1.
“‘Once I receive authorization, you and I will find this human. Then, we will kill him.’”
Think he would be ok at four, hes very similar to ugluk uf in balance and he cost 4. Dont think he needs ambush though. Hes cool.
Changed my mind about the hand weapon. Check back in for that tomorrow.
...just kidding! I don't feel like making poor lem0n's head explode. Today, at least. :roll:
I love the "today" bit, dont you even think about it! Youve done it often enough before between you and Thran. Its like Humpty Dumpty; pieces everywhere! And it hurts so much.
Here's the sword. :twisted: Hope it proves to be worth the wait.
[2] Plasma Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, remove a threat. Bearer must be an Elite minion.
Bearer is damage +2.
Bearer must take all sniping wounds (if able to take sniping wounds).
Sounds about right. I understand your point, the maniac guy with the lethal melee is gonna be your first target but this seems heck harsh. Really wish i could see these in play as only then could i truly judge balance.
EL makes a good point, i suppose you would assign them between the two, but you would need like a CRD clarification for it.
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[2] Plasma Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, remove a threat. Bearer must be an Elite minion.
Bearer is damage +2.
Bearer must take all sniping wounds (if able to take sniping wounds).
EDIT: Wait, what would happen if you had two guys out both bearing these? Since they each have to take all wounds... um...
EL makes a good point, i suppose you would assign them between the two, but you would need like a CRD clarification for it.
Yes, that's what I think that would default to, so I guess getting two out really helps your chances of at least one surviving (or both if you can spread the wounds around enough). But yes, I suppose in real life, a CRD clarification would be in order. ;)
Thanks for the reviews, guys. :gp:
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But having 1 person taking all the wounds is also a massive advantage. Against an archery-heavy deck, you just put it on someone you don't care about and therefore all your other minions must survive. It should be that the bearer has to to take any sniping wounds before others can, otherwise it's actually very OP.
Thranduil
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But having 1 person taking all the wounds is also a massive advantage. Against an archery-heavy deck, you just put it on someone you don't care about and therefore all your other minions must survive. It should be that the bearer has to to take any sniping wounds before others can, otherwise it's actually very OP.
It would seem to me that the "(if able to take sniping wounds)" would cover that. :-k
If not, what wording change(s) would you recommend?
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But having 1 person taking all the wounds is also a massive advantage. Against an archery-heavy deck, you just put it on someone you don't care about and therefore all your other minions must survive. It should be that the bearer has to to take any sniping wounds before others can, otherwise it's actually very OP.
It would seem to me that the "(if able to take sniping wounds)" would cover that. :-k
Wa
What do you mean? It could be that I've completely missed something... :whistle:
Thranduil
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The card once again, with the phrase in question in italics:
[2] Plasma Sword [Covenant]
Possession • Hand Weapon
Strength +3
To play, remove a threat. Bearer must be an Elite minion.
Bearer is damage +2.
Bearer must take all sniping wounds (if able to take sniping wounds).
I mainly added that to prevent minions that CAN'T take wounds during the sniping phase from becoming sniping-negators, but I would think it would also form a protective blanket from players saying that their now-dead minion with 2 vitality just absorbed 5 sniping wounds when he died. Nuh-uh. He can't take any more wounds once killed, so the remaining 3 have to go elsewhere.
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You also could make the sword unique... but I guess it's fine either way. The drawback isn't that bad with the enduring guys. I really like Zuka, he really feels like the character from the book. :gp:
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I mainly added that to prevent minions that CAN'T take wounds during the sniping phase from becoming sniping-negators, but I would think it would also form a protective blanket from players saying that their now-dead minion with 2 vitality just absorbed 5 sniping wounds when he died. Nuh-uh. He can't take any more wounds once killed, so the remaining 3 have to go elsewhere.
Makes sense, since archery wounds are taken one at a time, right?
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Hey Dain, nice to see our old Halo cards back into action!
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He-HEY! Look who's here! Have a :gp: . Not that they're useful anymore! :P
Nice cards, BTW. I think the "if able to" clause should solve any balance problems with the sword being OP, though it's one of those things where theoretical balance could end up substantially different from actual practical balance. Not sure.
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Hey Dain, nice to see our old Halo cards back into action!
Hey, you're back! Good to see you again, my friend! ;D How'd you find TLHH?
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Hey Dain, nice to see our old Halo cards back into action!
Hey, you're back! Good to see you again, my friend! ;D How'd you find TLHH?
Hey Dain, nice to see our old Halo cards back into action!
Hey, you're back! Good to see you again, my friend! ;D How'd you find TLHH?
Remember when you sent an email out to a bunch of people from LOTR TCG Dream Card Community Forums, well I just checked that message and now I'm here :P
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I mainly added that to prevent minions that CAN'T take wounds during the sniping phase from becoming sniping-negators, but I would think it would also form a protective blanket from players saying that their now-dead minion with 2 vitality just absorbed 5 sniping wounds when he died. Nuh-uh. He can't take any more wounds once killed, so the remaining 3 have to go elsewhere.
Makes sense, since archery wounds are taken one at a time, right?
Fair enough. I am now placated! :gp:
Thranduil
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There will be more Grunts, Hunters, and Elites once we get to the next set. For now, though, there's one more [Covenant] race we have yet to cover. Should be pretty brief, since there aren't many until the following set, but they're certainly important. So here they are. As always, enjoy! :mrgreen:
[2] Jackal Stalker [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce.
Response: If a [Covenant] minion is about to take a wound, remove [3] or exert this minion twice to prevent that.
Reposted from the first page of this thread...I wanted to show him in contrast to the guy below.
Anyway, Jackals, as mentioned before, are wiry, speedy, annoying little critters that shouldn't be TOO tough (carrying only Plasma Pistols and with very light armor), but are instead darned near impossible to kill from a distance thanks to the shields they carry. In higher levels of difficulty in the Halo games, I have observed them using these shields not only to protect themselves, but to shield some of their more vulnerable comrades as well.
Thus, in Halo TCG, Jackals typically have average (at best) stats, but various methods to deflect wounds. Because their battles tend to last a while, they are also usually fierce. They're sort of a cross between Grunts and Elites: a moderate group can beat you down, and they're cheap enough that you can put together a decent Jackal swarm a bit down the sitepath.
As a side note, Jackals will also dabble in hunter a bit more than other [Covenant] races. I rationalize this by their stalking, hunting nature, both in the games and in their "Haloverse" background as a race.
[3]•Jackal Veteran [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce. Hunter 2.
Each time Jackal Veteran prevents a wound, you may exert it to add [1] or a threat.
Response: If a [Covenant] minion is about to take a wound, remove [2] or exert Jackal Veteran to prevent that.
With the potential threat-adding, this guy obviously works pretty well with Elites, and it can't hurt to toss him in with them (or any other group of [Covenant] minions) to absorb wounds, as he's especially adept at that.
[1] Jackal Shield [Covenant]
Possession • Shield
Bearer must be a Jackal.
The opponent's sniping total is -1.
If bearer is about to take a wound in a skirmish, you may discard this possession to prevent that.
“Jackals...carry a strong energy shield to compensate for their physical weakness.”
An awesome possession for any Jackal to have. Since Jackals rely on exerting to trigger their wound-prevention abilities, it's pretty common to find them wounded themselves (or oftentimes exhausted) by the time their own skirmish rolls around. The shield not only makes it easier for them to reach their own skirmish by deflecting some sniping fire, but then becomes an easy way to prevent that final wound that will finish them off and let them live to fight another day...or at least until their fierce skirmish. :roll:
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maybe to prevent that and add a threat on the shield. others are good.
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[3]•Jackal Veteran [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce. Hunter 1.
Each time Jackal Veteran prevents a wound, you may exert it to add [1] or a threat.
Response: If a [Covenant] minion is about to take a wound, remove [2] or exert Jackal Veteran to prevent that.
He seems alright. Maybe another point of strength wouldn't hurt.
[2] Jackal Shield [Covenant]
Possession • Shield
Bearer must be a Jackal.
The company sniping total is -1.
If bearer is about to take a wound in a skirmish, you may discard this possession to prevent that.
“Jackals...carry a strong energy shield to compensate for their physical weakness.”
This should definitely cost [1] - I would never pay [2] for a Shadow possession that didn't do an awful lot for me, and these abilities seem useful at best. The second ability should also be a response.
Thranduil
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They look fine, although very weak.
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[3]•Jackal Veteran [Covenant]
Minion • Jackal
Strength: 6
Vitality: 3
Site: 3
Fierce. Hunter 2.
Each time Jackal Veteran prevents a wound, you may exert it to add [1] or a threat.
Response: If a [Covenant] minion is about to take a wound, remove [2] or exert Jackal Veteran to prevent that.
The adding one is ok but seems really pointless and unecessary. Good flavour though.
[1] Jackal Shield [Covenant]
Possession • Shield
Bearer must be a Jackal.
The opponent's sniping total is -1.
If bearer is about to take a wound in a skirmish, you may discard this possession to prevent that.
“Jackals...carry a strong energy shield to compensate for their physical weakness.”
Nice. :up: