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[Pod 1] UKUSHISA PRIDE (Blazing Firecats) - Editing

Scytale

Thanksgiving Custom Contest Champion
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The Book of Ukushia Pride

Arena of the Valkyrie Master Set

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UTGAR
UKUSHISA PRIDE
Ukushisa
Unique Squad
Hunters
Wild
LARGE 4

LIFE 1
MOVE 7
RANGE 1
ATTACK 3
DEFENSE 5

POINTS 90

COMBINED HEAT
When attacking with an Ukushisa Prowler, roll one additional die for each Ukushisa Prowler you control adjacent to the attacking Prowler.

LAVA RESISTANT
Ukushisa Prowlers never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

Editing: Complete

Playtesting (old version)
Test 1 (The Long Eared Bat)
Test 2 (The Long Eared Bat)
Test 3 (The Long Eared Bat)

Test 4 (All Your Pie)
Test 5 (kevindola)

(New version)


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

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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).
 
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.
 
Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

Small idea - it was brought up by long eared bat that they could be Moltarns.
 
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.
 
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.
 
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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.
 
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.
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:
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.
 
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.
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.

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.

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:
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.
 
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.
 
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.
 
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.
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.
 
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 .
 
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.
 
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.
Who has these figures so we can see a size comparison?
 
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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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.
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.
 
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.
 
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
 
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.
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.

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).
 
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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.
 
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.
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.

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.

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:
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.
 
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.
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
 
Re: [Pod 1] UNIT NAME (Blazing Firecats) - Design

I like the idea of calling them Blazing Hell Cats if naming them is one of the things we're talking about.


I like the idea of markers to start the game however I believe those markers should be decision points, and should not be lost or gained through any action other than the decision to use them. I believe we should balance the marker buff around it being a set number of uses. To that end, I'm wondering if we should limit their use to once per turn and buff each cat when using one? If so is +1 move and +1 attach good enough?
 
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