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  #1  
Old June 22nd, 2019, 02:29 AM
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[Pod 1] UKUSHISA PRIDE (Blazing Firecats) - Playtesting

The Book of Ukushia Pride

Arena of the Valkyrie Master Set



Printer-Friendly PDF

UTGAR
UKUSHISA PRIDE
Ukushisa
Unique Squad
Hunters
Wild
LARGE 4

LIFE 1
MOVE 6
RANGE 1
ATTACK 3
DEFENSE 5

POINTS 100

Inflame
Start the game with three Blaze counters on this Army Card. Before moving, you may remove a Blaze counter to add 2 to this card's Move value and 1 to its Attack value for the remainder of that turn. The Ukushisa Pride may not Inflame if any of them are on a water space.

Lava Resistant
Ukushisa Pride figures never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

Editing: Complete

Playtesting: Test 1 (The Long Eared Bat)
Test 2 (The Long Eared Bat)
Test 3 (The Long Eared Bat)

Test 4 (All Your Pie)

The figures used for this unit are the Blazing Firecats from Arena of the Planeswalkers

Character Bio: TBA

-Rulings and Clarifications-
Q: Could the Ukushisa Pride use Inflame if one of them is on one water space and one non-water space?
A: No.

-Combinations and Synergies-

Synergy Benefits Received
TBA

Synergy Benefits Offered
TBA

-Strategy, Tactics and Tips-
TBA

Last edited by All Your Pie; Yesterday at 09:35 PM.
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  #2  
Old June 22nd, 2019, 04:54 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

How about giving them a death strike ability.

Lasting burn: When a (blazing firecat) receives enough wounds to be destroyed, before removing that (blazing firecat) you may attack every figure adjacent the (blazing fire cat). Roll attack dice separately for each figure. Add an additional attack die for each previously destroyed (blazing fire cat).
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  #3  
Old June 22nd, 2019, 12:56 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Out of turn attacks are generally avoided so they don't create weird interactions or loops. If you want to go that direction, you could model it after Dying Swipe from the Frost Giant.

For consideration, here's an early draft of powers that was partially discussed in the Discord:

FIRST STRIKE
When Order Marker 1 is revealed on the [Blazing Firecats], add 2 to their Move number and 1 extra attack die for that turn.

Borrowed from the Varkaanan Swiftfangs, it also pays homage to their Magic roots.

WATER WEAKNESS
A [Blazing Firecat] on a water space rolls 2 fewer defense dice.

Alternatively "Negative Element" from the Fire Elemental that completely eliminates their Defense on water.

LAVA RESISTANT
[Blazing Firecats] never roll for molten lava damage or lava field damage and they do not have to stop in molten lava spaces.

This one kinda feels like a must-include.

317-149
C3V Brainstorm
Pepperony - 14/09/13
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  #4  
Old June 22nd, 2019, 02:20 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Small idea - it was brought up by long eared bat that they could be Moltarns.
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  #5  
Old June 23rd, 2019, 12:22 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Moltarns as a species means they'd be native to Valhalla, which is interesting. Seems like a pretty good idea.

I'm not sure why, but some kind of vengeance power like Long Eared Bat suggested seems very appropriate here to me. I had been tossing around something that lets you temporarily bring back your destroyed Firecats every time you take a turn with them, but I'm not sure that's particularly workable.

My main concern is that getting one revenge attack for each firecat seems very strong, and I worry about designing a unit that's only real purpose is to charge in and die. I'll mull this over for a bit and see if I come up with anything.
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  #6  
Old June 23rd, 2019, 04:23 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

What about this: At the start of the firecats turn, each firecat may attack an additional time for each previously destroyed firecat.

Last edited by The Long eared bat; June 23rd, 2019 at 05:37 AM.
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  #7  
Old June 23rd, 2019, 11:23 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

I like the ideas tossed around here so far! Here's something else, just for consideration:

BLAZING FIRECATS
1 Life
6 Move
1 Range
2 Attack
2 Defense

Dying Flame
The Blazing Firecats start the game with four Flaming counters on their army card. The Blazing Firecats get +1 Attack and Defense for every Flaming counter on their card. After taking a turn with the Blazing Firecats and after the end of every round, remove a Flaming counter from their army card.

The Flame Rekindled
At the start of every round, before rolling for initiative, you may roll the d20. If you roll a ?15? or higher, you may place up to four flaming counters on this card. This card can hold a maximum of four flaming counters.

The specific mechanics could be fine tuned, but I think the general concept could be fun. The closest comparison I think would be the Anubians. Maybe too high variance, but that also feels kinda appropriate for a fire based squad.
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  #8  
Old June 24th, 2019, 12:16 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Quote:
Originally Posted by NecroBlade View Post
Out of turn attacks are generally avoided so they don't create weird interactions or loops. If you want to go that direction, you could model it after Dying Swipe from the Frost Giant.

For consideration, here's an early draft of powers that was partially discussed in the Discord:

FIRST STRIKE
When Order Marker 1 is revealed on the [Blazing Firecats], add 2 to their Move number and 1 extra attack die for that turn.

Borrowed from the Varkaanan Swiftfangs, it also pays homage to their Magic roots.

WATER WEAKNESS
A [Blazing Firecat] on a water space rolls 2 fewer defense dice.

Alternatively "Negative Element" from the Fire Elemental that completely eliminates their Defense on water.

LAVA RESISTANT
[Blazing Firecats] never roll for molten lava damage or lava field damage and they do not have to stop in molten lava spaces.

This one kinda feels like a must-include.
I agree that Water Weakness and Lava Resistant are almost required. Also IMHO these guys should be 7 move (or 8 without a move power), as they seem really fast. For 3rd power 1st strike seems OK, although maybe change it slightly:
Quote:
STRIKE FIRST
Each [Blazing Firecat] that did not start it's turn engaged may move 1 additional space and may roll 1 extra attack die for that turn.
Wording could be cleaned up a bit, but this to me seems more like a first strike ability.
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  #9  
Old June 24th, 2019, 06:54 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Quote:
Originally Posted by The Long eared bat View Post
What about this: At the start of the firecats turn, each firecat may attack an additional time for each previously destroyed firecat.
Changing around the turn order is also problematic, so no attacks at the start of turn. Allowing for extra normal attacks is ok, though odd that they are better off with one of them dead.

Quote:
Originally Posted by Captain Stupendous View Post
I like the ideas tossed around here so far! Here's something else, just for consideration:

BLAZING FIRECATS
1 Life
6 Move
1 Range
2 Attack
2 Defense

Dying Flame
The Blazing Firecats start the game with four Flaming counters on their army card. The Blazing Firecats get +1 Attack and Defense for every Flaming counter on their card. After taking a turn with the Blazing Firecats and after the end of every round, remove a Flaming counter from their army card.

The Flame Rekindled
At the start of every round, before rolling for initiative, you may roll the d20. If you roll a ?15? or higher, you may place up to four flaming counters on this card. This card can hold a maximum of four flaming counters.

The specific mechanics could be fine tuned, but I think the general concept could be fun. The closest comparison I think would be the Anubians. Maybe too high variance, but that also feels kinda appropriate for a fire based squad.
Attack/Defense of 6 is too high. Other than that, the idea is ok, but it doesn't feel right that they simply rekindle themselves automatically. It feels like that should be a power on another character, a leader or cheerleader unit.

Quote:
Originally Posted by lefton4ya View Post
Quote:
Originally Posted by NecroBlade View Post
Out of turn attacks are generally avoided so they don't create weird interactions or loops. If you want to go that direction, you could model it after Dying Swipe from the Frost Giant.

For consideration, here's an early draft of powers that was partially discussed in the Discord:

FIRST STRIKE
When Order Marker 1 is revealed on the [Blazing Firecats], add 2 to their Move number and 1 extra attack die for that turn.

Borrowed from the Varkaanan Swiftfangs, it also pays homage to their Magic roots.

WATER WEAKNESS
A [Blazing Firecat] on a water space rolls 2 fewer defense dice.

Alternatively "Negative Element" from the Fire Elemental that completely eliminates their Defense on water.

LAVA RESISTANT
[Blazing Firecats] never roll for molten lava damage or lava field damage and they do not have to stop in molten lava spaces.

This one kinda feels like a must-include.
I agree that Water Weakness and Lava Resistant are almost required. Also IMHO these guys should be 7 move (or 8 without a move power), as they seem really fast. For 3rd power 1st strike seems OK, although maybe change it slightly:
Quote:
STRIKE FIRST
Each [Blazing Firecat] that did not start it's turn engaged may move 1 additional space and may roll 1 extra attack die for that turn.
Wording could be cleaned up a bit, but this to me seems more like a first strike ability.
This makes for a pretty good design. I prefer First Strike over Strike First. First Strike adds to gameplay in that it makes decision points for both players and opponents. Strike First doesn't really change up any battle tactics, it's just a bonus you get sometimes.
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  #10  
Old June 24th, 2019, 07:03 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

I also do not like making them Moltarn. Wolves aren't Humans. Worse, these do not look like Moltarn, which are rocky.
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Old June 25th, 2019, 03:13 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

I agree with Scytale. Despite them being fiery, they do not look like Moltarns at all, and it would be a stretch to call them that. Considering that it wouldn't do much other than open the way for some loose Moltarn synergy in the future, I don't see a compelling excuse for it.
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  #12  
Old June 25th, 2019, 06:28 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Quote:
Originally Posted by Scytale View Post
I also do not like making them Moltarn. Wolves aren't Humans. Worse, these do not look like Moltarn, which are rocky.
Do you think Elemental would suit them better.
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