C3G Legacy LibraryThis is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.
Name Of The Playtest Unit: Karai
Hero and Squad Test - What should be the unit's point value? 175? - Give a brief overview. Man, was she fun to play! She played just as I hoped she would - the ability to leave combat and reposition with Acrobatic Movement was incredibly useful, both defensively and to strategically set herself up either for a solid strike from height or to keep her safer on height. The combination of Focused Strike and Acrobatic Movement makes her incredibly strategic, even in single combat. She’s tonnes of fun to play! I’m really, really happy with her. She even held her own against Leo! Map:Blackroot (no glyphs)
Spoiler Alert!
TEST 1 Units: Karai vs. Leonardo (210)
Karai claims the initiative and advances, loosing an arrow that Leo blocks, and Leo then advances as well. Karai runs into combat with Leo and strikes him, but he blocks - she then leaps to height and throws a shuriken at him, which he also blocks. Leo leaps to equal ground with Karai and strikes her - 3 skulls, she blanks on defence. The second blow, which he is able to make since she couldn’t use Acrobatic Movement due to not rolling a shield, also rolls three skulls, but she completely blocks this time and leaps to height. She strikes Leo from melee and height, inflicting three wounds with an all skull attack before leaping further up the hill and throwing a shuriken at him so he can’t claim height on her. He blocks the blow. Leo leaps up and finishes her off. Who won and how many wounds did they have? R1T6: Leonardo with 3/5 wounds.
TEST 2 Units: Karai vs. Leonardo (210)
Leo claims the initiative and runs forwards. Karai charges Leo and strikes him for two wounds before leaping to height and throwing a shuriken at him, which he blocks. Leo leaps up to strike Karai from high ground - he inflicts two wounds, but she leaps away to avoid his second blow. Karai moves to equal ground with Leo and strikes him twice, inflicting two wounds with her second blow due to him only managing one shield. Leo finishes Karai off. Who won and how many wounds did they have? R1T5: Leonardo with 4/5 wounds.
TEST 3 Units: Karai vs. Leonardo (210)
Karai runs up and looses an arrow at Leonardo, which he blocks, before leaping to height. Leo runs forwards, but cannot reach her. Karai lunges at Leo and strikes him, inflicting a wound before leaping back up to height and throwing a shuriken, which is blocked but which allows her to move further up to the highest ground there is. Leo charges Karai and strikes her from low ground - she blocks the blow and backs off out of the way of any further attacks. Karai charges and strikes Leo twice from height - the first blow is blocked, but the second is strong and takes Leo completely by surprise as he fails to block it at all, and he receives three wounds. Leo moves to equal height and strikes Karai with a deadly blow for three wounds, but she leaps one space away so he cannot strike her again.
Karai claims the initiative and lunges into combat, but Leo blocks both her blows. Leo finishes her off. Who won and how many wounds did they have? R2T2: Leonardo with 4/5 wounds.
TEST 4 Units: Karai vs. Leonardo (210)
Leo claims the initiative and runs forwards. Karai charges him and strikes him for a wound before leaping to height and throwing a shuriken, missing completely but leaping to the crest of the hill. Leo charges Karai and strikes her from low ground - she blocks the blow and leaps away from the second strike. Karai then strikes Leo twice from height, inflicting a wound. Leo moves to equal ground and strikes Karai, but she blocks him and leaps away before he can strike again. Karai lunges in and strikes Leo twice, but he blocks.
Karai claims the initiative and strikes Leo twice more, inflicting a wound with each blow. Leo strikes Karai with a deadly blow, inflicting two wounds, but she leaps away. Karai leaps back in and delivers the killing blow. Who won and how many wounds did they have? R2T3: Karai with 2/4 wounds.
TEST 5 Units: Karai vs. Michelangelo (170)
Mikey claims the initiative and runs forwards. Karai charges him and strikes him with a deadly blow, and Mikey is apparently not paying attention, failing to block it at all and receiving three wounds. Karai leaps to height and throws a shuriken at the Turtle, which fails to harm him, before leaping to the crest of the hill. Mikey charges and strikes her in melee for a wound from low ground. Karai strikes Mikey twice from high ground, but he blocks both blows, but fails to lock and strike her. Mikey moves to equal ground and strikes Karai for two wounds as she fails to defend, rolling no shields - he yells ‘Cowabunga!' and strikes again, but she blocks this time. Karai kills the Turtle. Who won and how many wounds did they have? R2T6: Karai with 3/4 wounds.
TEST 6 Units: Karai vs. Michelangelo (170)
Mikey claims the initiative and runs forwards. Karai charges him and strikes him, but he blocks, though he fails to lock her - she somersaults to the crest of the hill and looses an arrow, but it misses. Mikey charges and strikes her from low ground to no avail, but, with a cry of ‘Cowabunga!' runs to equal ground and strikes again, which she also blocks. Karai strikes Mikey, but he locks her arm in his nunchucks, strikes her for a wound and keeps her from attacking again. Mikey strikes Karai for two wounds as she is still helpless and unable to defend herself - at all, apparently, as she botches her defence roll. Karai strikes Mikey, but he defends uncommonly well, rolling 4 shields, locking her and knocking her out. Who won and how many wounds did they have? R2T6: Michelangelo with 0/4 wounds.
TEST 7 Units: Karai vs. Michelangelo (170)
Karai claims the initiative, runs forwards and looses an arrow at Mikey, which he blocks, before leaping to height. Mikey runs forwards. Karai charges the Turtle and strikes him twice, inflicting two wounds with the second blow, but, due to rolling no shields with either strike, is unable to leap to height. Mikey leaps to high ground and strikes her, but his blow is poorly aimed and she blocks it before backing off - he shouts Cowabunga!, charges and strikes again, but without the advantage of height this time, and she blocks again. Karai runs a circle around the tree to catch Mikey by surprise and strike him from height, but he is perfectly aware of her, catches her arm and strikes her for a wound, keeping her from retreating or striking again. Mikey leaps to height and strikes her for a wound.
Karai claims the initaitive and decapitates Michelangelo with one swift blow from equal ground. Who won and how many wounds did they have? R2T1: Karai with 2/4 wounds.
TEST 8 Units: Karai vs. Michelangelo (170)
Karai claims the initiative and runs forwards, loosing an arrow at Michelangelo - her aim is perfect, rolling all skulls on four, and Mikey is absent minded in defending, receiving three wounds. However, her perfect aim means she’s unable to somersault to high ground and Michelangelo charges her, but she blocks. Karai strikes Mikey, but he blocks, and she leaps away to height and throws shuriken, which he also blocks, before leaping to the crest of the hill. Mikey charges Karai, striking her from low ground, and she blocks - but, with a cry of ‘Cowabunga!', he runs to equal ground and strikes again, which she also blocks. Karai runs the turtle through. Who won and how many wounds did they have? R2T5: Karai with 0/4 wounds.
TEST 9 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, inflicting a wound. Nat charges, striking the ninja in melee for a wound. Karai strikes Black Widow in melee to no effect before leaping to height, throwing a shuriken and inflicting a wound before leaping to the crest of the hill. Natasha runs to equal ground and strikes Karai, inflicting two wounds. Karai strikes the Russian twice with her katana, inflicting a wound. Black Widow knocks the ninja out cold. Who won and how many wounds did they have? R2T6: Black Widow with 3/5 wounds.
TEST 10 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, who blocks. Black Widow charges Karai and strikes her for a wound. Karai slashes at Natasha to no avail, somersaults to height and looses an arrow at her, which is again blocked. Nat charges her and strikes her from equal ground for a wound. Karai strikes Nat twice, inflicting a wound. Nat finishes Karai off. Who won and how many wounds did they have? R1T6: Black Widow with 1/5 wounds.
TEST 11 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, inflicting two wounds. Black Widow charges Karai and strikes her for a wound. Karai slashes Natasha, but the agent blocks and the ninja leaps to high ground and flings a shuriken, missing wildly. Natasha charges Karai, striking her from low ground and being blocked. Karai strikes Natasha twice, cutting her down. Who won and how many wounds did they have? R1T5: Karai with 1/4 wounds.
TEST 12 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, but it is blocked. Nat charges Karai and strikes her for two wounds. Karai strikes Nat to no avail, leaps to height and throws a shuriken at her, inflicting two wounds. Nat fires her Widow’s Bite at Karai, finishing her off. Who won and how many wounds did they have? R1T4: Black Widow with 2/5 wounds.
TEST 13 Units: Karai vs. Kirigi (175)
Karai claims the initiative and runs forwards, loosing an arrow at Kirigi, who blocks. Kirigi runs forwards and throws two Kyoketsu Shogi at Karai, getting lucky and inflicting a wound with the first before pulling her into a puddle with the second, before striking her with his katana, inflicting two wounds. Karai strikes Kirigi on equal ground twice, inflicting a wound. Kirigi strikes her, but she blocks. She strikes twice more - the first is blocked by Undead Resilience, while the the second blow inflicts a wound after Undead Resilience. Kirigi strikes Karai, but she blocks his blow.
Karai claims the initiaitive, and strikes Kirigi twice - Undead Resilience stuffs her first blow, but her second inflicts a wound. Kirigi runs her through. Who won and how many wounds did they have? R2T2: Kirigi with 3/6 wounds.
TEST 14 Units: Karai vs. Kirigi (175)
Kirigi claims the initiaitive and advances. Karai charges him and strikes him twice in melee, inflicting two wounds with her second blow. Kirigi slips past her and strikes her from height, inflicting a wound. Karai runs around the tree to strike Kirigi from height twice in melee - the first blow, though deadly, is entirely ignored thanks to Undead Resilience, while the second, though much weaker, inflicts a wound. Kirigi moves to equal ground and strikes Karai for two wounds, leaving her near death. Karai strikes Kirigi twice - once again, the first blow is blocked thanks to Undead Resilience, while the second inflicts a wound.
Karai presses what advantage she has, growing desperate against the painless monstrosity, claiming the initiative. She strikes twice - the first blow is blocked - the second is strong and well aimed enough to decapitate him in one swift motion, bypassing Undead Resilience with a killing stroke. Who won and how many wounds did they have? R2T1: Karai with 3/4 wounds.
TEST 15 Units: Karai vs. Jean Grey (180)
Jean claims the initiaitive and advances. Karai charges the telepath, striking her for two wounds - she attempts to vault to height, but the telekinetic’s Psionic Grip keeps her held down. She once again strikes Jean with her katana - the blow is poorly aimed, and easily avoided, but breaks Jean’s concentration enough to allow Karai to somersault to the crest of the hill. Jean fails to throw Karai before striking her from low ground to no avail. Karai attempts to charge Jean, but is held in place, and must make do with her bow - this is no issue though, as her aim is perfect, all skulls, and her arrow finds its mark in Jean’s neck, ending the mutant’s life. Who won and how many wounds did they have? R1T4: Karai with 0/4 wounds.
TEST 16 Units: Karai vs. Jean Grey (180)
Jean claims the initiative and advances. Karai charges her and strikes her for a wound - she didn’t roll a shield, so she strikes again in melee, but her blow is blocked. She vaults to higher ground. Jean fails to throw Karai, but strikes her with a devastating, all skull blow from low ground, inflicting two wounds. Karai charges Jean and strikes her to no avail with a poorly aimed blow, before somersaulting to the crest of the hill and throwing a shuriken, which takes Jean, who botches her defence roll, completely by surprise, inflicting two wounds. Jean throws Karai into the water, inflicting a wound through the impact, before striking her from height to no avail. Jean holds Karai in place, forcing the ninja to rely on her bow while on low ground, and, despite a valiant effort and a good aim, Jean blocks the arrow with a psionic forcefield.
Jean claims the initiative and throws Karai again, keeping her on low ground, but Karai survives the impact. Jean then assaults Karai’s weakened mind, knocking her out with ease. Who won and how many wounds did they have? R2T1: Jean Grey with 3/4 wounds.
TEST 17
Units: Karai vs. 2x Hand Ninja (170)
Karai claims the initiative and runs forwards, loosing an arrow at the ninja on the road, killing him. Three ninja advance and throw shurikens at Karai, one of which lands, inflicting a wound. Karai charges, cuts down two ninja and vaults to an elevated path of grass. Two ninja charge Karai, blades in hand, while another throws a shuriken at her - all are on equal ground, and all blows are blocked. Karai cuts down both ninja who charged her. The last ninja throws a shuriken at her, which she blocks.
The last ninja claims the initiative and throws another shuriken, to no avail - Karai then charges and kills him. Who won and how many wounds did they have? R2T2: Karai with 1/4 wounds.
TEST 18 Units: Karai vs. 2x Hand Ninja (170)
Karai claims the initiative and runs forwards, loosing an arrow at the ninja on the road, killing him. Three ninja advance and one throws a shuriken at Karai, but she dodges not only out of the way of this shuriken, but out of range of the other ninja. Karai charges one ninja, kills him and throws a shuriken at another ninja from high ground, killing him as well. One ninja circles round, moving up the hill and towards her back, while two run towards her, one charging her katana in hand and another keeping a little behind him. The ninja on the hill throws a shuriken from high ground, inflicting a wound, and Karai, backs off from the ninja charging her, who also throws a shuriken. She dodges this shuriken, and somersaults to the crest of the hill and out of range of the last ninja. Karai charges the ninja on the hill, decapitating him before getting out her bow and loosing an arrow at one of the ninja on low ground, killing him. The last ninja advances and throws a shuriken from low ground - this ninja is either extremely skilled or extremely lucky, as he rolls all skulls and inflicts two wounds, leaving Karai, suddenly, quite close to death.
Karai charges the last ninja, who, apparently, is actually a bloody legend, as he somehow blocks both her blows. From now on, this ninja shall be known as Howard - don’t ask me why, and yes, I know it isn’t a Japanese name, but Howard chose it, and I have absolutely no say over what Howard wants. Howard then claims height on Karai and draws his katana, continuing his impressive show of skill and cutting her down. Go Howard! Who won and how many wounds did they have? R2T2: One Hand Ninja (Howard)
Army Test 1 Map: Sewer Labyrinth (Because I had to...) (No Glyphs) Armies;
Master Splinter (230), Leonardo, Raphael, Donatello, Michelangelo (930 points) vs.
Shredder, Karai (175), Ubu, Foot Clan Ninja, 3x Hand Ninja (930 points)
Spoiler Alert!
Overview of Karai’s performance:
Damage inflicted through normal attacks: 1 wound on Michelangelo, 4 wounds on Leonardo, 1 wound on Splinter, 1 wound on Donatello, 5 wounds on Raph.
Extra Attacks through Focused Strikes: Eight
Extra wounds through Focused Strikes’ auto-skulls: Six
Times moved with Acrobatic Movement: Four times, one space each, once for two spaces, once for three spaces, once for four spaces.
Extra spaces moved through Ninja Leadership: 6 with Foot Ninja, 10 with Hand Ninja,
Attacks avoided by getting out of the way with Acrobatic Movement: One from Leonardo, Four from Raphael
Round One
The Turtles claim the initiative. Donatello advances and moves Mikey up with his gauntlet.
Four Foot Ninja and three Hand Ninja run forwards.
Leonardo burns the X on Mikey, who charges up the road, knocking out a Foot Ninja. Leo advances.
Shredder advances. Two Hand Ninja charge Mikey, while one throws a shuriken at him. He blocks the blow from range and from one of the melee ninja, but the third strikes him for what would be two wounds - he remembers his sensei’s training, and receives only one.
Raph advances.
Karai advances and fires an ineffectual arrow at Michelangelo. The Hand Ninja strike Mikey, inflicting a wound on him.
Round Two
The Foot Clan claims the initiative. One Foot Ninja to the north charges Raph, but he blocks her blow. The two others move in to strike Mikey from low ground in a puddle, one retreating afterwards - one inflicts a wound, while the second is knocked out. The Hand Ninja strike Mikey - one would inflict a wound and kill the turtle, but Splinter’s training keeps him alive, while another is knocked out.
Leo activates the X on Michelangelo, who leaps towards the Foot Ninja who attacked him and knocks him out. Leo charges the last Foot Ninja, the one attacking Raph, and takes it out.
Karai takes Michelangelo from behind and takes him down before turning and loosing an arrow at Leonardo - her aim is perfect, and she inflicts a wound. One Hand Ninja advances from reserve while two charge Leonardo, surrounding him and striking him for a wound.
Leo activates the 3 on Donatello, who vaults towards one of the Hand Ninja attacking Leo and knocks it out before Leo takes out the other one.
Shredder advances. Two Hand Ninja advance from reserve, while a third charges Donatello, with both in range of Shredder - he strikes Don for a wound, and the gauntlet flies from Donatello’s grasp.
Round Three
The Foot claim the initiative. Karai charges Leo, while she, but not he, is in range of Antagonising Presence. She strikes him twice, inflicting what would be three wounds - enough to kill him - with her second blow, but Splinter’s training allows him to survive. One Hand Ninja sneaks around the back and strikes Leo, bypassing Donatello and making full use of Karai’s Ninja Leadership bonus, but the blow is blocked. Another runs up the road, throwing a shuriken at Leo, which he also blocks. The Ninja in combat with Don strikes him, shockingly inflicting two wounds, leaving the turtle near death.
Leo activates the X on Raph, who leaps towards Karai - his first blow is weak, and she blocks, but not well enough to go anywhere, not when boxed in by Leo, Raph and her own ninja. His second blow is far deadlier, inflicting two wounds on her, as she moves, desperately, into a puddle of water - low ground, but an escape route, and no longer in range of Shredder’s Antagonising Presence. Leo activates the 3 on Donatello, who knocks out one of the ninja engaging him. Leo strikes Karai for another wound, leaving her near death, but she leaps away before he can strike again. Instead, he strikes the other ninja attacking Don, knocking him out.
Karai charges back in, striking Leo twice and felling him with the second blow thanks to her Focused Strike, before using Acrobatic Movement to into his space, moving away from her Master’s Antagonising Presence. Splinter appears at the front, ready to challenge Shredder to protect his sons. Two Hand Ninja advance from reserve, while the one on the front lines throws a shuriken at Splinter from high ground, which he blocks.
Splinter, having taken his fallen son’s Order Marker, charges Shredder and strikes him twice. The first blow is as bloody as possible - Splinter strikes hard, and Shredder doesn’t even attempt to defend himself, striking back with all of his vitriol, and Splinter takes advantage of his loss in balance. After this exchange of blows, both Shredder and the rat are close to death, one wound off death each. Splinter strikes Shredder a second time, and knocks him out.
Karai runs, retreating as far as possible and loosing an arrow at Splinter - she fells the rat. Two Hand Ninja charge Donatello, but he blocks both their blows. Another runs forwards and throws a shuriken at Raph, but misses completely.
Round Four
The Foot claims the initiative. Ubu advances and lays down a Lazarus Pit. The three Hand Ninja on the front line strike Donatello, but he blocks their blows.
Donatello knocks one of the Hand Ninja out cold.
Karai enters the Lazarus Pit, revitalising herself. One Hand Ninja advances from reserve while the two on the front lines attempt to strike Don, but he blocks their blows.
Don knocks out a Hand Ninja.
Karai charges Donatello and kills him with her second blow. One Hand Ninja advances while a second throws a shuriken at Raph, missing.
Raph charges a Hand Ninja and knocks him out.
Round Five
The Foot claims the initiative (again!) and Karai charges Raph, striking him twice, but he blocks both blows. The last Hand Ninja slips behind Raph and throws a shuriken at him.
Raph strikes Karai for a wound and she leaps away, avoiding his second blow.
Karai charges back in and strikes Raph twice, and he blocks both blows. Not wanting to risk losing turns due to losing the last Hand Ninja, the Order Marker is not on their card, and thus the last Hand Ninja is inactive.
Raphael delivers a deadly, all skull blow to Karai, but she shockingly blocks it in its entirety, and leaps away before he can strike again.
Karai charges Raph again and strikes him twice, inflicting three wounds.
Raphael strikes Karai for a wound, but she backs off before he can strike again.
Round Six
The Turtles finally claim the initiative! Raph charges and knocks out the last remaining Hand Ninja, eliminating the Foot’s first turn.
Raph charges Karai, but she blocks the blow and somersaults away before he can strike again. Raph is getting very, very frustrated.
Karai charges Raph and strikes him twice, bringing him down.
Foot Clan Victorious, Karai 2 wounds, Ubu unwounded.
Overview: Well, I think we can safely say that Karai was woman of the match there! Granted, a lot of that was due to taking a nice, revitalising Lazarus bath, but even without that, she did exceptionally well for her points, reaping a bloody tally, and I have to say, I found her Ninja Leaderhip move bonus exceptionally useful - I know Arkham said that power wouldn’t affect her cost, but a slight, consistent move bonus to most of your army throughout the entire game can be extremely significant, as anyone who’s played a Classic game with Marcus Decimus Gallus can attest. She was great fun to play as well, and she felt just like the character. I’ll do another test, but I’m considering bumping her up to 185, maybe even 195 (which I’d be really happy with - she always felt a cut above the Turtles other than Leonardo).
- Theme Test - Definite Pass, she feels just like Karai. - Mirror Test - Pass
- Bonding Test - Pass - Bonding with the Hand Ninja is strong, but the Hand are used to having terrifying bonding heroes - Karai is nothing outside the norm. - Synergies Test - Pass - The ninja faction is strong, but again, she's nowhere outside the norm for it. - Power Check - Pass - Stacking attack boosts can be terrifying for her, but not to any concerning degree - there are other characters who like it just as much if not more. - Fun Test - Definite Pass! I loved how mobile and strategic she was in combat. - Fun Competitive Test - Pass - She's a fun figure to fight. - Drafting Test - Pass - Particularly in Foot Clan/Hand Ninja builds, but she has her place in Avengers and Guardians builds as well. - Usage Test - Pass - All powers were regularly used and extremely useful. - Strategy Test - Definite Pass - Combat with her is extremely strategic - thinking about how and where to move with Acrobatic Movement, how to make the most out of positioning, whether to strike twice in melee of back off to make the second shot at range, she’s loads of fun and very strategic to play. Ever since I first saw the Acrobatic Movement power, I’ve wanted to see it on the card of a multi-attacker to see them leap and weave as they strike. I finally have my wish.
Name Of The Playtest Unit: Karai
Hero and Squad Test - What should be the unit's point value? 175? - Give a brief overview. Man, was she fun to play! She played just as I hoped she would - the ability to leave combat and reposition with Acrobatic Movement was incredibly useful, both defensively and to strategically set herself up either for a solid strike from height or to keep her safer on height. The combination of Focused Strike and Acrobatic Movement makes her incredibly strategic, even in single combat. She’s tonnes of fun to play! I’m really, really happy with her. She even held her own against Leo! Map:Blackroot (no glyphs)
Spoiler Alert!
TEST 1 Units: Karai vs. Leonardo (210)
Karai claims the initiative and advances, loosing an arrow that Leo blocks, and Leo then advances as well. Karai runs into combat with Leo and strikes him, but he blocks - she then leaps to height and throws a shuriken at him, which he also blocks. Leo leaps to equal ground with Karai and strikes her - 3 skulls, she blanks on defence. The second blow, which he is able to make since she couldn’t use Acrobatic Movement due to not rolling a shield, also rolls three skulls, but she completely blocks this time and leaps to height. She strikes Leo from melee and height, inflicting three wounds with an all skull attack before leaping further up the hill and throwing a shuriken at him so he can’t claim height on her. He blocks the blow. Leo leaps up and finishes her off. Who won and how many wounds did they have? R1T6: Leonardo with 3/5 wounds.
TEST 2 Units: Karai vs. Leonardo (210)
Leo claims the initiative and runs forwards. Karai charges Leo and strikes him for two wounds before leaping to height and throwing a shuriken at him, which he blocks. Leo leaps up to strike Karai from high ground - he inflicts two wounds, but she leaps away to avoid his second blow. Karai moves to equal ground with Leo and strikes him twice, inflicting two wounds with her second blow due to him only managing one shield. Leo finishes Karai off. Who won and how many wounds did they have? R1T5: Leonardo with 4/5 wounds.
TEST 3 Units: Karai vs. Leonardo (210)
Karai runs up and looses an arrow at Leonardo, which he blocks, before leaping to height. Leo runs forwards, but cannot reach her. Karai lunges at Leo and strikes him, inflicting a wound before leaping back up to height and throwing a shuriken, which is blocked but which allows her to move further up to the highest ground there is. Leo charges Karai and strikes her from low ground - she blocks the blow and backs off out of the way of any further attacks. Karai charges and strikes Leo twice from height - the first blow is blocked, but the second is strong and takes Leo completely by surprise as he fails to block it at all, and he receives three wounds. Leo moves to equal height and strikes Karai with a deadly blow for three wounds, but she leaps one space away so he cannot strike her again.
Karai claims the initiative and lunges into combat, but Leo blocks both her blows. Leo finishes her off. Who won and how many wounds did they have? R2T2: Leonardo with 4/5 wounds.
TEST 4 Units: Karai vs. Leonardo (210)
Leo claims the initiative and runs forwards. Karai charges him and strikes him for a wound before leaping to height and throwing a shuriken, missing completely but leaping to the crest of the hill. Leo charges Karai and strikes her from low ground - she blocks the blow and leaps away from the second strike. Karai then strikes Leo twice from height, inflicting a wound. Leo moves to equal ground and strikes Karai, but she blocks him and leaps away before he can strike again. Karai lunges in and strikes Leo twice, but he blocks.
Karai claims the initiative and strikes Leo twice more, inflicting a wound with each blow. Leo strikes Karai with a deadly blow, inflicting two wounds, but she leaps away. Karai leaps back in and delivers the killing blow. Who won and how many wounds did they have? R2T3: Karai with 2/4 wounds.
TEST 5 Units: Karai vs. Michelangelo (170)
Mikey claims the initiative and runs forwards. Karai charges him and strikes him with a deadly blow, and Mikey is apparently not paying attention, failing to block it at all and receiving three wounds. Karai leaps to height and throws a shuriken at the Turtle, which fails to harm him, before leaping to the crest of the hill. Mikey charges and strikes her in melee for a wound from low ground. Karai strikes Mikey twice from high ground, but he blocks both blows, but fails to lock and strike her. Mikey moves to equal ground and strikes Karai for two wounds as she fails to defend, rolling no shields - he yells ‘Cowabunga!' and strikes again, but she blocks this time. Karai kills the Turtle. Who won and how many wounds did they have? R2T6: Karai with 3/4 wounds.
TEST 6 Units: Karai vs. Michelangelo (170)
Mikey claims the initiative and runs forwards. Karai charges him and strikes him, but he blocks, though he fails to lock her - she somersaults to the crest of the hill and looses an arrow, but it misses. Mikey charges and strikes her from low ground to no avail, but, with a cry of ‘Cowabunga!' runs to equal ground and strikes again, which she also blocks. Karai strikes Mikey, but he locks her arm in his nunchucks, strikes her for a wound and keeps her from attacking again. Mikey strikes Karai for two wounds as she is still helpless and unable to defend herself - at all, apparently, as she botches her defence roll. Karai strikes Mikey, but he defends uncommonly well, rolling 4 shields, locking her and knocking her out. Who won and how many wounds did they have? R2T6: Michelangelo with 0/4 wounds.
TEST 7 Units: Karai vs. Michelangelo (170)
Karai claims the initiative, runs forwards and looses an arrow at Mikey, which he blocks, before leaping to height. Mikey runs forwards. Karai charges the Turtle and strikes him twice, inflicting two wounds with the second blow, but, due to rolling no shields with either strike, is unable to leap to height. Mikey leaps to high ground and strikes her, but his blow is poorly aimed and she blocks it before backing off - he shouts Cowabunga!, charges and strikes again, but without the advantage of height this time, and she blocks again. Karai runs a circle around the tree to catch Mikey by surprise and strike him from height, but he is perfectly aware of her, catches her arm and strikes her for a wound, keeping her from retreating or striking again. Mikey leaps to height and strikes her for a wound.
Karai claims the initaitive and decapitates Michelangelo with one swift blow from equal ground. Who won and how many wounds did they have? R2T1: Karai with 2/4 wounds.
TEST 8 Units: Karai vs. Michelangelo (170)
Karai claims the initiative and runs forwards, loosing an arrow at Michelangelo - her aim is perfect, rolling all skulls on four, and Mikey is absent minded in defending, receiving three wounds. However, her perfect aim means she’s unable to somersault to high ground and Michelangelo charges her, but she blocks. Karai strikes Mikey, but he blocks, and she leaps away to height and throws shuriken, which he also blocks, before leaping to the crest of the hill. Mikey charges Karai, striking her from low ground, and she blocks - but, with a cry of ‘Cowabunga!', he runs to equal ground and strikes again, which she also blocks. Karai runs the turtle through. Who won and how many wounds did they have? R2T5: Karai with 0/4 wounds.
TEST 9 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, inflicting a wound. Nat charges, striking the ninja in melee for a wound. Karai strikes Black Widow in melee to no effect before leaping to height, throwing a shuriken and inflicting a wound before leaping to the crest of the hill. Natasha runs to equal ground and strikes Karai, inflicting two wounds. Karai strikes the Russian twice with her katana, inflicting a wound. Black Widow knocks the ninja out cold. Who won and how many wounds did they have? R2T6: Black Widow with 3/5 wounds.
TEST 10 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, who blocks. Black Widow charges Karai and strikes her for a wound. Karai slashes at Natasha to no avail, somersaults to height and looses an arrow at her, which is again blocked. Nat charges her and strikes her from equal ground for a wound. Karai strikes Nat twice, inflicting a wound. Nat finishes Karai off. Who won and how many wounds did they have? R1T6: Black Widow with 1/5 wounds.
TEST 11 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, inflicting two wounds. Black Widow charges Karai and strikes her for a wound. Karai slashes Natasha, but the agent blocks and the ninja leaps to high ground and flings a shuriken, missing wildly. Natasha charges Karai, striking her from low ground and being blocked. Karai strikes Natasha twice, cutting her down. Who won and how many wounds did they have? R1T5: Karai with 1/4 wounds.
TEST 12 Units: Karai vs. Black Widow (170)
Karai claims the initiative and runs forwards, loosing an arrow at Black Widow, but it is blocked. Nat charges Karai and strikes her for two wounds. Karai strikes Nat to no avail, leaps to height and throws a shuriken at her, inflicting two wounds. Nat fires her Widow’s Bite at Karai, finishing her off. Who won and how many wounds did they have? R1T4: Black Widow with 2/5 wounds.
TEST 13 Units: Karai vs. Kirigi (175)
Karai claims the initiative and runs forwards, loosing an arrow at Kirigi, who blocks. Kirigi runs forwards and throws two Kyoketsu Shogi at Karai, getting lucky and inflicting a wound with the first before pulling her into a puddle with the second, before striking her with his katana, inflicting two wounds. Karai strikes Kirigi on equal ground twice, inflicting a wound. Kirigi strikes her, but she blocks. She strikes twice more - the first is blocked by Undead Resilience, while the the second blow inflicts a wound after Undead Resilience. Kirigi strikes Karai, but she blocks his blow.
Karai claims the initiaitive, and strikes Kirigi twice - Undead Resilience stuffs her first blow, but her second inflicts a wound. Kirigi runs her through. Who won and how many wounds did they have? R2T2: Kirigi with 3/6 wounds.
TEST 14 Units: Karai vs. Kirigi (175)
Kirigi claims the initiaitive and advances. Karai charges him and strikes him twice in melee, inflicting two wounds with her second blow. Kirigi slips past her and strikes her from height, inflicting a wound. Karai runs around the tree to strike Kirigi from height twice in melee - the first blow, though deadly, is entirely ignored thanks to Undead Resilience, while the second, though much weaker, inflicts a wound. Kirigi moves to equal ground and strikes Karai for two wounds, leaving her near death. Karai strikes Kirigi twice - once again, the first blow is blocked thanks to Undead Resilience, while the second inflicts a wound.
Karai presses what advantage she has, growing desperate against the painless monstrosity, claiming the initiative. She strikes twice - the first blow is blocked - the second is strong and well aimed enough to decapitate him in one swift motion, bypassing Undead Resilience with a killing stroke. Who won and how many wounds did they have? R2T1: Karai with 3/4 wounds.
TEST 15 Units: Karai vs. Jean Grey (180)
Jean claims the initiaitive and advances. Karai charges the telepath, striking her for two wounds - she attempts to vault to height, but the telekinetic’s Psionic Grip keeps her held down. She once again strikes Jean with her katana - the blow is poorly aimed, and easily avoided, but breaks Jean’s concentration enough to allow Karai to somersault to the crest of the hill. Jean fails to throw Karai before striking her from low ground to no avail. Karai attempts to charge Jean, but is held in place, and must make do with her bow - this is no issue though, as her aim is perfect, all skulls, and her arrow finds its mark in Jean’s neck, ending the mutant’s life. Who won and how many wounds did they have? R1T4: Karai with 0/4 wounds.
TEST 16 Units: Karai vs. Jean Grey (180)
Jean claims the initiative and advances. Karai charges her and strikes her for a wound - she didn’t roll a shield, so she strikes again in melee, but her blow is blocked. She vaults to higher ground. Jean fails to throw Karai, but strikes her with a devastating, all skull blow from low ground, inflicting two wounds. Karai charges Jean and strikes her to no avail with a poorly aimed blow, before somersaulting to the crest of the hill and throwing a shuriken, which takes Jean, who botches her defence roll, completely by surprise, inflicting two wounds. Jean throws Karai into the water, inflicting a wound through the impact, before striking her from height to no avail. Jean holds Karai in place, forcing the ninja to rely on her bow while on low ground, and, despite a valiant effort and a good aim, Jean blocks the arrow with a psionic forcefield.
Jean claims the initiative and throws Karai again, keeping her on low ground, but Karai survives the impact. Jean then assaults Karai’s weakened mind, knocking her out with ease. Who won and how many wounds did they have? R2T1: Jean Grey with 3/4 wounds.
TEST 17
Units: Karai vs. 2x Hand Ninja (170)
Karai claims the initiative and runs forwards, loosing an arrow at the ninja on the road, killing him. Three ninja advance and throw shurikens at Karai, one of which lands, inflicting a wound. Karai charges, cuts down two ninja and vaults to an elevated path of grass. Two ninja charge Karai, blades in hand, while another throws a shuriken at her - all are on equal ground, and all blows are blocked. Karai cuts down both ninja who charged her. The last ninja throws a shuriken at her, which she blocks.
The last ninja claims the initiative and throws another shuriken, to no avail - Karai then charges and kills him. Who won and how many wounds did they have? R2T2: Karai with 1/4 wounds.
TEST 18 Units: Karai vs. 2x Hand Ninja (170)
Karai claims the initiative and runs forwards, loosing an arrow at the ninja on the road, killing him. Three ninja advance and one throws a shuriken at Karai, but she dodges not only out of the way of this shuriken, but out of range of the other ninja. Karai charges one ninja, kills him and throws a shuriken at another ninja from high ground, killing him as well. One ninja circles round, moving up the hill and towards her back, while two run towards her, one charging her katana in hand and another keeping a little behind him. The ninja on the hill throws a shuriken from high ground, inflicting a wound, and Karai, backs off from the ninja charging her, who also throws a shuriken. She dodges this shuriken, and somersaults to the crest of the hill and out of range of the last ninja. Karai charges the ninja on the hill, decapitating him before getting out her bow and loosing an arrow at one of the ninja on low ground, killing him. The last ninja advances and throws a shuriken from low ground - this ninja is either extremely skilled or extremely lucky, as he rolls all skulls and inflicts two wounds, leaving Karai, suddenly, quite close to death.
Karai charges the last ninja, who, apparently, is actually a bloody legend, as he somehow blocks both her blows. From now on, this ninja shall be known as Howard - don’t ask me why, and yes, I know it isn’t a Japanese name, but Howard chose it, and I have absolutely no say over what Howard wants. Howard then claims height on Karai and draws his katana, continuing his impressive show of skill and cutting her down. Go Howard! Who won and how many wounds did they have? R2T2: One Hand Ninja (Howard)
Army Test 1 Map: Sewer Labyrinth (Because I had to...) (No Glyphs) Armies;
Shredder, Karai (175), Ubu, Foot Clan Ninja, 3x Hand Ninja (930 points) vs.
Master Splinter, Leonardo, Raphael, Donatello, Michelangelo (930 points)
Spoiler Alert!
Overview of Karai’s performance:
Damage inflicted through normal attacks: 1 wound on Michelangelo, 4 wounds on Leonardo, 1 wound on Splinter, 1 wound on Donatello, 5 wounds on Raph.
Extra Attacks through Focused Strikes: Eight
Extra wounds through Focused Strikes’ auto-skulls: Six
Times moved with Acrobatic Movement: Four times, one space each, once for two spaces, once for three spaces, once for four spaces.
Extra spaces moved through Ninja Leadership: 6 with Foot Ninja, 10 with Hand Ninja,
Attacks avoided by getting out of the way with Acrobatic Movement: One from Leonardo, Four from Raphael
Round One
The Turtles claim the initiative. Donatello advances and moves Mikey up with his gauntlet.
Four Foot Ninja and three Hand Ninja run forwards.
Leonardo burns the X on Mikey, who charges up the road, knocking out a Foot Ninja. Leo advances.
Shredder advances. Two Hand Ninja charge Mikey, while one throws a shuriken at him. He blocks the blow from range and from one of the melee ninja, but the third strikes him for what would be two wounds - he remembers his sensei’s training, and receives only one.
Raph advances.
Karai advances and fires an ineffectual arrow at Michelangelo. The Hand Ninja strike Mikey, inflicting a wound on him.
Round Two
The Foot Clan claims the initiative. One Foot Ninja to the north charges Raph, but he blocks her blow. The two others move in to strike Mikey from low ground in a puddle, one retreating afterwards - one inflicts a wound, while the second is knocked out. The Hand Ninja strike Mikey - one would inflict a wound and kill the turtle, but Splinter’s training keeps him alive, while another is knocked out.
Leo activates the X on Michelangelo, who leaps towards the Foot Ninja who attacked him and knocks him out. Leo charges the last Foot Ninja, the one attacking Raph, and takes it out.
Karai takes Michelangelo from behind and takes him down before turning and loosing an arrow at Leonardo - her aim is perfect, and she inflicts a wound. One Hand Ninja advances from reserve while two charge Leonardo, surrounding him and striking him for a wound.
Leo activates the 3 on Donatello, who vaults towards one of the Hand Ninja attacking Leo and knocks it out before Leo takes out the other one.
Shredder advances. Two Hand Ninja advance from reserve, while a third charges Donatello, with both in range of Shredder - he strikes Don for a wound, and the gauntlet flies from Donatello’s grasp.
Round Three
The Foot claim the initiative. Karai charges Leo, while she, but not he, is in range of Antagonising Presence. She strikes him twice, inflicting what would be three wounds - enough to kill him - with her second blow, but Splinter’s training allows him to survive. One Hand Ninja sneaks around the back and strikes Leo, bypassing Donatello and making full use of Karai’s Ninja Leadership bonus, but the blow is blocked. Another runs up the road, throwing a shuriken at Leo, which he also blocks. The Ninja in combat with Don strikes him, shockingly inflicting two wounds, leaving the turtle near death.
Leo activates the X on Raph, who leaps towards Karai - his first blow is weak, and she blocks, but not well enough to go anywhere, not when boxed in by Leo, Raph and her own ninja. His second blow is far deadlier, inflicting two wounds on her, as she moves, desperately, into a puddle of water - low ground, but an escape route, and no longer in range of Shredder’s Antagonising Presence. Leo activates the 3 on Donatello, who knocks out one of the ninja engaging him. Leo strikes Karai for another wound, leaving her near death, but she leaps away before he can strike again. Instead, he strikes the other ninja attacking Don, knocking him out.
Karai charges back in, striking Leo twice and felling him with the second blow thanks to her Focused Strike, before using Acrobatic Movement to into his space, moving away from her Master’s Antagonising Presence. Splinter appears at the front, ready to challenge Shredder to protect his sons. Two Hand Ninja advance from reserve, while the one on the front lines throws a shuriken at Splinter from high ground, which he blocks.
Splinter, having taken his fallen son’s Order Marker, charges Shredder and strikes him twice. The first blow is as bloody as possible - Splinter strikes hard, and Shredder doesn’t even attempt to defend himself, striking back with all of his vitriol, and Splinter takes advantage of his loss in balance. After this exchange of blows, both Shredder and the rat are close to death, one wound off death each. Splinter strikes Shredder a second time, and knocks him out.
Karai runs, retreating as far as possible and loosing an arrow at Splinter - she fells the rat. Two Hand Ninja charge Donatello, but he blocks both their blows. Another runs forwards and throws a shuriken at Raph, but misses completely.
Round Four
The Foot claims the initiative. Ubu advances and lays down a Lazarus Pit. The three Hand Ninja on the front line strike Donatello, but he blocks their blows.
Donatello knocks one of the Hand Ninja out cold.
Karai enters the Lazarus Pit, revitalising herself. One Hand Ninja advances from reserve while the two on the front lines attempt to strike Don, but he blocks their blows.
Don knocks out a Hand Ninja.
Karai charges Donatello and kills him with her second blow. One Hand Ninja advances while a second throws a shuriken at Raph, missing.
Raph charges a Hand Ninja and knocks him out.
Round Five
The Foot claims the initiative (again!) and Karai charges Raph, striking him twice, but he blocks both blows. The last Hand Ninja slips behind Raph and throws a shuriken at him.
Raph strikes Karai for a wound and she leaps away, avoiding his second blow.
Karai charges back in and strikes Raph twice, and he blocks both blows. Not wanting to risk losing turns due to losing the last Hand Ninja, the Order Marker is not on their card, and thus the last Hand Ninja is inactive.
Raphael delivers a deadly, all skull blow to Karai, but she shockingly blocks it in its entirety, and leaps away before he can strike again.
Karai charges Raph again and strikes him twice, inflicting three wounds.
Raphael strikes Karai for a wound, but she backs off before he can strike again.
Round Six
The Turtles finally claim the initiative! Raph charges and knocks out the last remaining Hand Ninja, eliminating the Foot’s first turn.
Raph charges Karai, but she blocks the blow and somersaults away before he can strike again. Raph is getting very, very frustrated.
Karai charges Raph and strikes him twice, bringing him down.
Foot Clan Victorious, Karai 2 wounds, Ubu unwounded.
Overview: Well, I think we can safely say that Karai was woman of the match there! Granted, a lot of that was due to taking a nice, revitalising Lazarus bath, but even without that, she did exceptionally well for her points, reaping a bloody tally, and I have to say, I found her Ninja Leaderhip move bonus exceptionally useful - I know Arkham said that power wouldn’t affect her cost, but a slight, consistent move bonus to most of your army throughout the entire game can be extremely significant, as anyone who’s played a Classic game with Marcus Decimus Gallus can attest. She was great fun to play as well, and she felt just like the character. I’ll do another test, but I’m considering bumping her up to 185, maybe even 195 (which I’d be really happy with - she always felt a cut above the Turtles other than Leonardo).
Army Test 2 Map: Conflict Chernobyl (no glyphs) Armies:
Karai (170), Leonardo, Captain America (C3G), Michelangelo, Donatello, Bucky (1000 Points) vs.
Iron Patriot, M.O.D.O.K, Red Hood, Cheshire (1,000 points)
Spoiler Alert!
Overview of Karai’s performance:
Damage inflicted through normal attacks: 2 wounds on Iron Patriot.
Extra Attacks through Focussed Strikes: One
Extra wounds through Focussed Strikes’ auto-skulls: Two
Times moved with Acrobatic Movement: Twice for one space, Once for two spaces, once for three spaces, once for four spaces.
Extra spaces moved through Ninja Leadership: 1 with Donatello, 1 with Michelangelo, 1 with Leonardo
Attacks avoided by getting out of the way with Acrobatic Movement: One from a mind-controlled Leonardo
Round One
The Ninja Avengers claim the initiative (causing M.O.D.O.K. to lose his X) and Bucky and Captain America advance.
Iron Patriot flies forwards and opens fire on Bucky, inflicting a wound and Cheshire advances.
Leo activates the 3 on Don, who runs forwards and vaults towards Norman Osborne, making full use of Karai’s move boost and striking Iron Patriot twice with five, inflicting a wound. Leo activates the X on Mikey, who runs forwards. Leonardo runs forwards.
Iron Patriot slips away from Don and flies forwards, and opens fire on Leonardo, failing to hurt him.
Iron Patriot opens fire on Leo, but fails to harm him.
Round Two
The Ninja Avengers claim the initiative (causing M.O.D.O.K. to lose his X). Bucky charges Cheshire, punching her for a wound. Steve Rogers charges Cheshire and punches her from height for a wound.
Iron Patriot opens fire on Michelangelo, inflicting two wounds. Cheshire slips away from Bucky and strikes Captain America from equal ground, but fails to hurt him.
Leo activates the 3 on Don, who slips away from Cheshire and vaults towards Iron Patriot, striking him twice with 5, inflicting two wounds. Leo activates the X on Mikey, who charges Cheshire, striking her for a wound. Leo charges Cheshire and brings her down.
Iron Patriot strikes Donatello twice, inflicting two wounds. M.O.D.O.K. advances and uses Designed Only For Killing, inflicting a wound each on Leo and Captain America.
Iron Patriot knocks Donatello out. M.O.D.O.K. flies next to Leonardo, but fails to hurt him.
Round Three
The Ninja Avengers claim the initiative (causing M.O.D.O.K. to lose his X). Bucky charges Red Hood and strikes him, but he blocks, leaps forwards and shoots Bucky for a wound. Captain America punches Bucky to no avail.
Iron Patriot moves down and opens fire on Karai, inflicting a wound with his first shot. His second is blocked, and she ends up somersaulting forwards onto equal ground. M.O.D.O.K. fails to harm Leonardo.
Leo activates the X on Mikey, who strikes M.O.D.O.K. and is blocked, before yelling Cowabunga! and striking him again for two wounds. Leo strikes M.O.D.O.K. twice from low ground, inflicting a wound.
Iron Patriot moves to height and opens fire on Karai, inflicting two wounds with his second shot as she leaps into melee with him, on equal ground. M.O.D.O.K. psychically assaults Leo, inflicting two wounds and claiming telepathic control of him. Leo leaps up next to Iron Patriot, Michelangelo and Karai. He strikes Karai, who blocks the blow and vaults away, avoiding his second blow, which he instead turns to Mikey. He inflicts a wound on his brother.
Karai runs forwards and strikes Iron Patriot twice with her katana, inflicting a wound with each blow and laying him low, eliminating the enemy’s last turn.
Round Four
M.O.D.O.K. claims the initiative and lets loose with Designed Only For Killing - but he fails immediately.
Bucky charges Red Hood and punches him from height for a wound. Captain America punches M.O.D.O.K. with a devastating 5 skull blow, but it is blocked by a Psionic Forcefield.
M.O.D.O.K. kills Michelangelo with Designed Only For Killing.
Leo, enraged by the death of his brother, charges M.O.D.O.K., striking him for a wound.
M.O.D.O.K., using DOFK, kills Karai and inflicts a wound on Captain America.
Leo kills M.O.D.O.K.
Round Five
The Ninja Avengers claim the initiative, and Bucky punches Red Hood for a wound. Captain America charges Red Hood, who blocks, leaps behind him and shoots him in the back.
Red Hood punches Captain America, inflicting a wound and leaving him nearly felled.
Leo charges Red Hood and takes him down.
Ninja Avengers victorious - Captain America 4 wounds, Leonardo 3 wounds, Bucky 2 wounds. Overview: Karai wasn't the focus of that game, really, but she was solid when she came up and her speed bonus was fairly nice for mobilising the turtles, Don particularly. She'd have done more, but Norman sniped most of the energy out of her - I suspect solid ranged multi-attacks may be her kryptonite. She works better with the Foot than the Turtles, but, even for the versions of her which work with the Turtles, that makes sense - I'm just happy taking her with the Turtles is a valid option. You could even try building a Turtles/Foot Clan hybrid army with her, which, while generally feeling like a theme break, would be a nice representation of the City at War arc.
Thoughts On The Tested Unit's Cost, Balance, & Draftibility:
I'm really, really happy with her as she is, and will propose moving her to Public Playtesting at 185 tomorrow.