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  #13  
Old June 25th, 2019, 10:32 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

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Originally Posted by The Long eared bat View Post
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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.
I am not a fan of that either. It doesn't fit the already-established look and theme of 'Scape. It also doesn't work due to Kurrok, who gives turns to "small or medium Elementals" (not Heroes). You cannot take a turn with a single member of a squad, so a squad can never be Elemental.
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  #14  
Old June 25th, 2019, 10:54 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Yea I don't like Elemental or Moltarn - How about Panthera or Puma - the two main Genus of "Big Cats", I could see someone making a Lion or Cougar Heroscape figure eventually and using these guys in some kind of synergy. Just think of them as Big Cats on fire - Aka "Fire Cats". Also, FIRST STRIKE goes well with them as I picture them as doing a short sprint and pounce, but only able to once a round.

Which "Big Cat" do they look like most? We can name them after it, AKA Blazing Cougars or Fire Leopards .
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  #15  
Old June 25th, 2019, 11:13 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Elemental could work because they look like large figures, so Kurrok wouldn't break the game with them. A new race would work just as fine, though.
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  #16  
Old June 25th, 2019, 11:40 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

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Originally Posted by Astroking112 View Post
Elemental could work because they look like large figures, so Kurrok wouldn't break the game with them. A new race would work just as fine, though.
Who has these figures so we can see a size comparison?
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  #17  
Old June 25th, 2019, 11:49 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

They are Large! Due to that there is not Kurrok synergy, so we might as well give up making them Elementals.

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  #18  
Old June 25th, 2019, 12:41 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

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Originally Posted by lefton4ya View Post
They are Large! Due to that there is not Kurrok synergy, so we might as well give up making them Elementals.
I am still against making them Elementals, as they are too unlike existing Elementals.

They are definitely Large. So we have more freedom with big stats.
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  #19  
Old June 25th, 2019, 01:19 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Lions are the only big cat that hunt as a group. As a name what about: Ukushisa Pride.
Ukushisa is Zulu for blazing.
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  #20  
Old June 25th, 2019, 03:53 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

8/1/3/5 stats or something similar would bring these figures into a similar line with the Deathstalkers or Marrden Hounds. Pairing that with some kind of conditional attack boost would make them occasional menacers who are also pretty decent blockers the rest of the time.

Here’s a spitball idea, using Captain Stupendous’s concept:

Inflame
Start the game with 3 red flame markers on this army card. Before attacking, you may remove a flame marker to add 1 to the attack value of this card. If there are no flame markers on this army card, subtract 3 from its defense value. At the end of each round, if any of your (figure name) are on a molten lava or lava field space, you may place a flame marker on this card, to a maximum of 3.

Extinguish
If one of your (figure name) enters a water space, remove all flame markers from this army card.

Lava Resistant

Arena of the Valkyries
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in THE MYCELOID MANOR
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  #21  
Old June 25th, 2019, 10:24 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Quote:
Originally Posted by All Your Pie View Post
8/1/3/5 stats or something similar would bring these figures into a similar line with the Deathstalkers or Marrden Hounds.
I did in fact envision them (with the First Strike/Water Weakness/Lava Resistant power set) with Deathstalker stats. Would be a good homage to the other hounds of 'scape.

Quote:
Originally Posted by All Your Pie View Post
Inflame
Start the game with 3 red flame markers on this army card. Before attacking, you may remove a flame marker to add 1 to the attack value of this card. If there are no flame markers on this army card, subtract 3 from its defense value. At the end of each round, if any of your (figure name) are on a molten lava or lava field space, you may place a flame marker on this card, to a maximum of 3.
Presumably the idea is to use the wound cubes from AotP as red markers? Otherwise there are none to work with. EDIT: The "sun" markers are an option. Just need to make sure there are enough markers to cover everything in the set that needs it (hence the suggestion of the red "wound" markers. I know VC leaves the type of marker up to the player any more, but this is a Master Set and should both contain everything needed and follow in the footsteps of RotV (grenade markers).

317-149
C3V Brainstorm
Pepperony - 14/09/13

Last edited by NecroBlade; June 25th, 2019 at 11:29 PM.
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  #22  
Old June 25th, 2019, 11:07 PM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

The Shadows Over Innistrad set comes with some markers with a sun on them, if I'm not mistaken. I would imagine that those can work for Flame Markers, albeit they are from a separate box. It could always be left vague as to what the markers specifically are to let people use their own, like the VC designs with markers, but I think that it would be fine to plan on using some of the ones from SOI.
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  #23  
Old June 26th, 2019, 01:56 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Quote:
Originally Posted by Scytale View Post
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.


I really like this! Maybe to compensate for their high attack value at the beginning lower the recharge rate:

The Flame Rekindled
At the start of every round, before rolling for initiative, you may roll the d20. If no order markers or X order mark is placed on 'Firecats' If you roll a 1-15 you may place a single counter. ?16-19?, you may place up to two flaming counters on this card. 20 3 counters. This card can hold a maximum of four flaming counters.
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  #24  
Old June 26th, 2019, 02:03 AM
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Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Quote:
Originally Posted by Scytale View Post
Quote:
Originally Posted by lefton4ya View Post
They are Large! Due to that there is not Kurrok synergy, so we might as well give up making them Elementals.
I am still against making them Elementals, as they are too unlike existing Elementals.

They are definitely Large. So we have more freedom with big stats.
Yeah don't like them as elementals.... How about Hell Cats, type of Demon
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