I wanted to get some use out of some underused figures and thought I'd try out some Delta pricing, but some figures were beyond needing a price change IMO. That's okay, because there's the CUC for further tweaking (or flat out changing) some of the less popular official units. I like some of their changes, but I came up with a few alternate versions for some classic figures myself that I wanted to share. I actually came up with most of this last night (except the Macdirks) and put the cards together today. It was pretty easy to do having such a strong base for the figures and knowing what their weaknesses were.
So here they are, feedback is welcomed, and feel free to share your ideas as well!
Hatamato Taro
Spoiler Alert!
Changes From Offical Card 1. Dropped his point cost by 30 points.
2. Increased attack from 1 to 3.
3. Changed his Heroic Aura to only work against ranged attacks and special attacks, so basically the opposite of what it was doing.
Breakdown
Hatamato Taro is one of the most notorious figures in the game. But, most everyone realizes he's still a pretty big boost for the Samurai against non-special attacking melee armies. The problem with that is that the Samurai are already pretty punishing for those armies. With this fix the Samurai are able to stand ground against a wider variety of armies without becoming a frustrating outing for the all melee builds. Attack of 1 was just pathetic, even weenie girlie elf flagbearer Acolarh has an attack of 3, and his flag is a leaf. I thought it was only right for the Samurai flagbearer to at least equal that.
Deathwalker 7000
Spoiler Alert!
Changes from Official Card 1. Lowered cost by 30 points.
2. Dropped Stealth Dodge.
3. Added Disengage
4. Reworked Self-Destruct power
5. Added Preemptive Detonation power
Breakdown
Disengage is something a lot of people have expressed DW7K could use, it sucks getting your 1-life bomb tied down by a rat and rendered useless. It sucks even more when you detonate and only kill yourself. This version guarantees wounding adjacent figures, but instead of adding in the variable of wounds done, I made it so the blast radius could increase. He's not very threatening to most heroes, but can do some damage to the masses. Preemptive Detonation gives you the chance to prevent being robbed of losing your Self-Destruct, but is kept in check since you must choose to do it before rolling defense, adding some interesting decisions in-game. Even with these changes, I felt that 100 was too much, you are destroying an undamaged 70 pts. worth of your army in the process of Self-Destruct.
Deadeye Dan
Spoiler Alert!
Changes from Official Card
1. Lowered cost by 15 points.
2. Removed size restriction on Ullar Enhanced Rifle SA
3. Dropped Sharpshooter power
4. Added Cover Fire (which I just realized is the name used on Skahen's power, oops).
Breakdown
The original Sharpshooter power was a fun power, but I went a different way with the unit here. I don't see a reason to limit the SA to small/medium figures. Rolling 1 die on his SA really gets the feel across of sniping away at figures, so Sharpshooter was a bit redundant and made DED a swingy, and unreliable, unit to play. Instead I added some synergy to the lawman faction. I liked the odd point total to add to Murphy or Sullivan for an even 110 or 120 points.
Macdirk Warriors
Spoiler Alert!
Changes from Official Card
1. Dropped cost by 30 points
2. Gave Highland Fury a makeover
Breakdown
I didn't think there was anything wrong with the original Macdirk card, but I always thought it was a little absurd that they could get their attack up to 7, gaining superhuman strength. So this is more for the purposes of a re-imagining that to fix a bad card. This makes them more of a swarm unit that overwhelm the opposition with numbers. It also allows them to continue functioning if their premiere Champion goes down. They may need to be priced a little higher.
Finally, I saved my favorite, and perhaps best, for last... Sudema
Spoiler Alert!
Changes from Official Card
1. Increased attack from 2 to 4.
2. Altered how Stare of Stone triggers.
3. Added Luring Gaze power
Breakdown
I turned Stare of Stone into a defensive power. I think adjacent figure's might not need to 'target' their targets, so the wording might need fixed, but you get the idea. This really helps give her some staying power (figures that get stoned lose the attack, obviously), and makes sense thematically too. This will cause some tension for her opponent on whether they should throw squad figure after squad figure at her or use a big hero to take her down, but at a big risk.
I realized that it would be easy to just ignore her, which seemed lame, so I added the Luring Gaze power that functions like an extended Combat Challenge (again the wording may need tweaked, but I think it's obvious what I was trying to do). After all that I figured why not give her a better attack, since she won't being doing much else on her turn. I left the points at 140 because I really have no idea what she might be worth.
~~~~~~NEW UPDATE 11/26/14~~~~~~
Shaolin Monks
Spoiler Alert!
Changes from Official Card
1. Boosted Stealth Leap to 25 levels (where Master Woo put them)
2. Added Sixth Sense power
Breakdown
Master Woo was a forced fix for Stealth Leap, so I figured to just add it here and save the need for him to get involved. The Monks needed some help with survivability, and I ran through 3 main ideas. The first was adding Stealth Dodge, but I thought they would need a price jump to 90-100, and was trying to keep them at 80. I had 2 ideas for how the Sixth Sense power would work, one of which is on the card. The other way was to make it like the Mohican River Tribe's Concealment power, starting at a roll of 20, only it also would work against adjacent figures and trigger Stealth Leap.
I'm undecided which I like best, but the latter took up too much text.
Master Win Chiu Woo
Spoiler Alert!
Changes from Official Card
1. Removed Master's Influence
2. Added Stealth Dodge
3. Added option for 1 large attack to Master's Assault
Breakdown
Releasing Master Woo of the burden of saving the Shaolin Monks gave me room to make him his own force; they do serve different generals after all. I thought about redoing the Sixth Sense power here, but wanted to give Stealth Dodge a try, instead, and to make him stand apart from the Shaollin Monks a little more. I thought Master's Assault could use a little something more to make it different from the Shaolin Monk's Shaolin Assault and thought it made since that instead of pummeling all of his surrounding foes he could go Ip Man on just one. I think his price is a little low at 140 with these changes, but I just left it there for now.
Finally, I saved my favorite, and perhaps best, for last... Wo-Sa-Ga
Spoiler Alert!
Changes from Official Card
1. Increased defense to 6 from 4
2. Added Regurgitate special power
3. Increased points to 170 from 135
Breakdown
6 defense was an appealing boost, but I still wanted to add something to give her a little more identity. Regurgitate is what I came up with. A small chance of reviving a grub might not be too big of a deal, but I think it will add some fun imagery to the game and enhance Wo-Sa-Ga's 'big-freaky-marro-worm' appeal.