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[Pod 0] Honored Soul-Guides - Editing

NecroBlade

"our design team knows what it's doing"
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The Book of Honored Soul-Guides (Lantern Geists)

Arena of the Valkyrie Master Set

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JANDAR :jandar:
HONORED SOUL GUIDES

Species Undead
Unique Squad
Class Guides
Personality Stoic
SIZE HEIGHT Medium 5

LIFE 1 (2 figures)
MOVE 5 / BASIC 7
RANGE 1 / BASIC 1
ATTACK 2 / BASIC 2
DEFENSE 6 / BASIC 7

POINTS 50

JOURNEY THROUGH THE SPIRIT WORLD

Once per turn, when a figure you control moves adjacent to an Honored Soul Guide you control while moving normally, you may place that figure on an empty space adjacent to a different Soul Guide you control. That figure may then continue its movement. Figures moved by Journey Through the Spirit World never take leaving engagement attacks.

STEALTH FLYING
When counting spaces for an Honored Soul Guide's movement, ignore elevations. An Honored Soul Guide may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If an Honored Soul Guide is engaged when it starts to fly, it will not take any leaving engagement attacks.

The figures used for this unit are Lantern Geists from Arena of the Planeswalkers Shadows Over Innistrad.

Character Bio:
Spoiler Alert!


-Rulings and Clarifications-

-Combinations and Synergies-

Synergy Benefits Received
TBA

Synergy Benefits Offered
TBA

-Strategy, Tactics and Tips-
TBA


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Playtesting 1 2 3 4 5-6 7 || 8 || 9
 
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Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

Flameslayer had this idea:

Lantern Geists
Dying Lights:
After a Geist has been destroyed, you may place it on any Unique Army Card. At the end of that Army Card’s turn, roll the 20 sided die. On a 19 or 20, destroy that unit.

I like them as Jandar.

Honored Soulguides
Undead
Un.Squad
Psychopomps
Merciful

1/6/1/2/4

Dying Lights

To Their Rest
("Helps" figures die somehow? Dunno.)

Stealth Flying
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I like Dying Lights, although it will likely drive up their cost quite a bit. It would probably need to be the highlight of the design, and it might need to be tweaked a little bit in either roll number or dealing wounds instead of complete destruction. Being able to destroy two unique figures can be very powerful against the right opponents, especially those with central controller figures.

I'm not totally opposed to making them Jandar undead. They don't feel like normal Utgar undead, and the only real alternative in my eyes is Vydar, who will likely be getting a healthy amount of units elsewhere in the Master Set.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I could see a wound on 16, destroy on 20, maybe?
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

Don’t most commander figures have “Instead of taking a turn” wording though? I realize the hive doesn’t, but that unit gets the benefit of bringing back felled marros anyway. I like the idea of allowing both wounds and OHKO’s from Dying Lights, as official Scape commonly included units who lived and died by the d20.

For To Their Rest, the power could just be something simple like +1 attack vs wounded heroes or something. It would be both flavorful and give their owner a practical reason to use them as the sharks they ultimately are.

Oh, and I think Jandar is a great choice for them. Not all ghosts have to be evil, after all. :)
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

That's why I said Psychopomps! They help souls go where they need to go.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I think special powers 1 + 2 should be Stealth Flying and Insubstantial 2 ripped from Phantom Knights but with +2D defense instead of three.

Not up on Discord thread - what is Dying Lights?
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

Flameslayer had this idea:

Lantern Geists
Dying Lights:
After a Geist has been destroyed, you may place it on any Unique Army Card. At the end of that Army Card’s turn, roll the 20 sided die. On a 19 or 20, destroy that unit.
Here, I've isolated it.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I think special powers 1 + 2 should be Stealth Flying and Insubstantial 2 ripped from Phantom Knights but with +2D defense instead of three.

Not up on Discord thread - what is Dying Lights?


DYING LIGHTS

After a Geist has been destroyed, you may place it on any Unique Army Card. At the end of that Army Card’s turn, roll the 20 sided die. On a 19 or 20, destroy that unit.


I'm certainly not against Insubstantial myself, I actually suggested it on Discord at first. If we went with another power (or lack thereof), I'd still be happy though. Dying Lights is such a cool power already.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

If we have Dying Lights, I don't think we necessarily need a third power. Stealth Flying will already make them play pretty unique from the rest of the set, and there's nothing else like Dying Lights currently in the game.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

If that’s the case I’d like to give them at least some decent attacking capabilities.

6/4/3/5 maybe.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I don't think they really need decent attacking potential with a power like Dying Lights, but two attacks of 3 is hardly stellar anyway.

I see them as falling more into the role of the Izumi Samurai than as an all-around performer. Your opponent won't want to kill them already, so you can use them to tie down some important figures and fill out their points as-is.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

Not a fan of a ranged attack for these guys, but I like the beefier stats. My main concern is more of a thematic one—while I like the idea of putting these guys in Jandar, a vengeful auto-destroy or autowound power seems a bit outside his wheelhouse. I also think them being able to haunt any unique figure on the battlefield is a little much. Here’s my revised version:

Dying Lights
When a Geist is destroyed by an opponent’s attack, instead of removing it from the battlefield normally, you may place it on the army card of any opponent’s figure within 4 clear sight spaces. Whenever an opponent reveals an order marker on an army card with one of your Geist figures, roll the 20-sided die. If you roll a 16 or higher, that player must choose a figure from that card to receive a wound.

Maybe a bit too overcomplicated and conditional, but it addresses my mechanical concerns at least. For thematic ones, I’ll have to think more about how to get these guys to read as Jandar.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

The idea of them being Jandar is because they’re supposed to help guide things into the afterlife, similar to some portrayals of the Grim Reaper or of mythological Valkyrie. Because on Valhalla being guided into death is not a bad thing (since it’s Valhalla), Jandar opens up as a legit option. Or at least, that was my original take on them. :)
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

With stealth flying, that version of dying lights is effectively very similar. They’ll be able to get most anyplace they want to haunt whoever. That said, I think d20 to wound is a valid option, though the theme of the auto-destroy is really good.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

With stealth flying, that version of dying lights is effectively very similar. They’ll be able to get most anyplace they want to haunt whoever. That said, I think d20 to wound is a valid option, though the theme of the auto-destroy is really good.

I'll admit that my design philosophy tends to prefer a more consistent, widely useful version of a power to a more splashy and swingy one, and those are the reasons I prefer the autowound--easier to evaluate and cost, can be effective against any figure, ect. I can't argue that it's strictly the correct direction, though.

EDIT: and at the very least, a range restriction requires them to get in the intended figure's way rather than just any figure. We could also reconfigure it to make them haunt the unit that destroys them, although that might be hitting an unintended vengeful theme.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I don’t know if we can do “the figure that destroyed it” because (from what I’ve seen of the editors) there’s some side cases where re source of any damage is unclear. I’m sure Scytale could say more.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I don’t know if we can do “the figure that destroyed it” because (from what I’ve seen of the editors) there’s some side cases where re source of any damage is unclear. I’m sure Scytale could say more.

We can always have it only work vs Normal Attacks, but again that starts to feel more like vengeance than at least I was intending.

Regarding autohits vs autokills, I was thinking this would be one (if not the only) units that’s similar to NGS. Comparable combat utility paired with a power that might come into play once in a while. It’s fun, swingy, and unique.
 
Re: [AotV] UNIT NAME (Lantern Geists) - Pod 0 - Design

I like the Izumi/NGS analogies and had been thinking along those lines, too: something defensive oriented but with one impactful power (give or take Stealth Flying or whatever). I don't think they should have range or big stats. As a 2-figure Squad, let them be cheap except whatever cost their power drives.
 
Re: [Pod 0] UNIT NAME (Lantern Geists) - Design

What about Levitation from the Sentinels of Grax instead of Stealth Flying?

Sentinels of Grax do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.
 
Re: [Pod 0] UNIT NAME (Lantern Geists) - Design

What about Levitation from the Sentinels of Grax instead of Stealth Flying?

]Sentinels of Grax do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.

Imo, Scape Ghosts should stick to Stealth Flying. Even the Phantom Knights (who clearly look like they should be walking), have Stealth Flying.

Plus it is a core HS power, and learning some of the core powers makes it much easier for new players.
 
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