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Author Topic: Halo TCG - Halo - UNSC (8/27: "She's blue, but she's hot!")  (Read 44832 times)

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August 01, 2008, 03:29:32 PM
Reply #45

sickofpalantirs

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Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
« Reply #45 on: August 01, 2008, 03:29:32 PM »
I misspelled note...how embarrassing...I like these new concepts...looking good!
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August 01, 2008, 03:30:09 PM
Reply #46

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (7/31: The Captain)
« Reply #46 on: August 01, 2008, 03:30:09 PM »
Quote from: AgentDrake
Okay.... Think all the cards look good, though I disagree with Lurtzy about dropping the cost just because you've implied that somehow other people can bear the Legacy. If it was absolutely limited to Keyes, than I'd say to go ahead and drop it.

Just his daughter that appears from Halo 2 on: Miranda Keyes. At least one version of her can bear cards that play on Jacob Keyes.
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Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 04, 2008, 01:22:41 AM
Reply #47

lem0nhead

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Re: Halo TCG - Halo - UNSC (8/1: The Legendary Pillar of Autumn)
« Reply #47 on: August 04, 2008, 01:22:41 AM »

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

Coooool.

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

Question, why the END of the maneuver?

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

Ok.

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August 04, 2008, 07:02:42 AM
Reply #48

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
« Reply #48 on: August 04, 2008, 07:02:42 AM »
Quote from: lem0nhead
Quote from: DáinIronfoot
[2]Aki Hikowa, First-Rate Tactical Officer [UNSC]
Companion • Man
Strength: 4
Vitality: 3
Signet: Keyes
Star: Silver
At the end of the maneuver phase, you may exert Aki Hikowa to make a ship she is staffing weapons +2 (or its staff members strength +2) until the end of the turn. Then, if that ship's matching commander is staffing, you may make that ship weapons +1.
"‘Firing solution online, sir. MAC gun hot and missile safety interlocks removed. Ready to launch.'"
1R?

Question, why the END of the maneuver?

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

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

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

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

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

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

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

Yes, ships can "bear" conditions and even possessions as well. Just wanted to exemplify that before we got much further. Oh, and tease with other ship types as well. ;)
« Last Edit: August 08, 2008, 07:27:51 AM by DáinIronfoot »
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 04, 2008, 07:09:41 AM
Reply #49

lem0nhead

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Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
« Reply #49 on: August 04, 2008, 07:09:41 AM »

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

Nah was just curious.

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

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

Cool though its hard judging the costs of these things.


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

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

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

Cool.


Does this mean we are going to see archer missile pods and the mighty MAC guns?  :twisted:
« Last Edit: August 04, 2008, 07:12:16 AM by lem0nhead »
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August 04, 2008, 07:11:01 AM
Reply #50

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
« Reply #50 on: August 04, 2008, 07:11:01 AM »
Quote from: lem0nhead
Does this mean we are going to see archer missle pods and the might MAC guns?  :twisted:

Shhh! You'll ruin the surprise! :P

Just remember that this is the first of THREE sets focused on Halo: Combat Evolved (and other fiction from the same time period, like Halo: The Flood), so certain cards you might expect to see soon might take a bit longer, as I have to save SOME material for future sets, ya know? ;)
Best regards,
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Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 04, 2008, 07:24:19 PM
Reply #51

Elf_Lvr

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Re: Halo TCG - Halo - UNSC (8/4: A Small Peak at the UNSC Fleet)
« Reply #51 on: August 04, 2008, 07:24:19 PM »
Quote
[3]UNSC Gorgon [UNSC]
Ship • Capital Ship • Apoc Frigate
Weapons: 9
Armor: 4
Staff: 1 Gold, 2 Silver
At the end of each engagement involving Gorgon, you may replace a [Silver Star] on a crew member with a [Gold Star].
At the end of each engagement Gorgon wins, you may make another [UNSC] Capital Ship weapons +2 until the regroup phase.
Part of Admiral Preston Cole's fleet, the Gorgon was an integral part of many of the UNSC's early engagements with the Covenant. In the #$&*@! battles she endured, the ship fared better than most; the morale of many crew members did not.
1U?

No complaints.

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

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

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

Anyways, nice card.

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

Cool.

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August 05, 2008, 08:09:38 AM
Reply #52

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
« Reply #52 on: August 05, 2008, 08:09:38 AM »
Now that we've got a good number of BIG ships flying about, let's get to some smaller ones, like Transports. And what better Transport to start with then the one that is perhaps the most famous of the Halo series, and CERTAINLY the most famous of the first game?

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

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

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

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

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

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

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

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

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

THIS version can fulfill BOTH staffing requirements for Echo 419, which is pretty spiffy in and of itself. Makes up a bit for her regroup ability being a little weak, though even it can certainly help you save on some twilight for a while.
« Last Edit: August 06, 2008, 07:25:03 AM by DáinIronfoot »
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 06, 2008, 01:28:38 AM
Reply #53

lem0nhead

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Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
« Reply #53 on: August 06, 2008, 01:28:38 AM »

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

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


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

Meh ok.

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

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

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

Erm ok.

Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

August 06, 2008, 07:28:17 AM
Reply #54

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
« Reply #54 on: August 06, 2008, 07:28:17 AM »
Quote from: lem0nhead
Quote from: DáinIronfoot
[2]Echo 419, Reliable Backup [UNSC]
Ship • Transport • Pelican
Weapons: 4
Armor: 3
Staff: 2 Silver
When you play Echo 419, you may play a [UNSC] vehicle or companion from your draw deck.
While you cannot spot more Shadow ships than your own ships, the twilight cost of the first [UNSC] card you play each turn is -2.
"‘That's affimative. Echo 419 staying on station. Foe Hammer out.'"
1R?

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

Did something similiar. :up:

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

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

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

:gp: to you, my friend. ;) Anyone else?
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 07, 2008, 04:42:05 PM
Reply #55

AgentDrake

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Re: Halo TCG - Halo - UNSC (8/5: "You know our motto: 'we deliver'.")
« Reply #55 on: August 07, 2008, 04:42:05 PM »
[3]UNSC Gorgon [UNSC]
Ship • Capital Ship • Apoc Frigate
Weapons: 9
Armor: 4
Staff: 1 Gold, 2 Silver
At the end of each engagement involving Gorgon, you may replace a [Silver Star] on a crew member with a [Gold Star].
At the end of each engagement Gorgon wins, you may make another [UNSC] Capital Ship weapons +2 until the regroup phase.
Part of Admiral Preston Cole's fleet, the Gorgon was an integral part of many of the UNSC's early engagements with the Covenant. In the #$&*@! battles she endured, the ship fared better than most; the morale of many crew members did not.
1U?

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

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

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

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

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

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

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

Erm... sure.

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

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

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

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

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

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

Now, see, that's good.  :up:

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

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

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

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

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

THIS version can fulfill BOTH staffing requirements for Echo 419, which is pretty spiffy in and of itself. Makes up a bit for her regroup ability being a little weak, though even it can certainly help you save on some twilight for a while.
Very nice. :up:
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 08, 2008, 07:39:01 AM
Reply #56

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
« Reply #56 on: August 08, 2008, 07:39:01 AM »
Alrighty, time for another Pelican, as well as our first helper card for them.

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

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

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

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

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

Also notice that it has a new varibale: "capacity". Since a shuttle is obviously very small, it can only hold a certain number of companions...in this case, three. You can't load any more than that, so that keeps the transferring somewhat in check.
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 08, 2008, 07:50:57 AM
Reply #57

lem0nhead

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Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
« Reply #57 on: August 08, 2008, 07:50:57 AM »

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

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

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

Sound.

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


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


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That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

August 08, 2008, 07:52:51 AM
Reply #58

DáinIronfoot

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Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
« Reply #58 on: August 08, 2008, 07:52:51 AM »
Quote from: lem0nhead
Quote from: DáinIronfoot
(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.

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

The most common way, yeah.
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 08, 2008, 09:54:54 AM
Reply #59

sickofpalantirs

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Re: Halo TCG - Halo - UNSC (8/8: Transports and...well, transporting!)
« Reply #59 on: August 08, 2008, 09:54:54 AM »
Alrighty, time for another Pelican, as well as our first helper card for them.

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

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

(0) UNSC Shuttle Pod [UNSC]
Ship • Shuttle
Capacity: 3
Armor: 1
Staff: 1 Silver
Company: Transfer a companion (except the Hero) in the company or aboard your Capital Ship to this ship.
Maneuver: Add [1] to transfer a companion aboard this ship to the company or your Capital Ship.
why not heros?
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
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