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Halo
Oct 1, 2007 1:08:01 GMT -5
Post by Corporal Hicks on Oct 1, 2007 1:08:01 GMT -5
oh okay. most of what i read made it sound like the Hunters sided with the Elites, are there friendly Hunters in H3? friendly Grunts? As to the elite faction, maybe when/if i do a Halo 3 set. this is basically just a halo 1/halo 2 set. And i need to play H3 before i can make a set for it. No. It's Elites all on their lonesome.
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Halo
Oct 1, 2007 22:52:19 GMT -5
Post by Axlotl on Oct 1, 2007 22:52:19 GMT -5
I guess maybe there weren't many Hunters or Grunts that made it away with the Elites then. Perhaps given the choice between death and the covenant, they chose the covenant. Anyways. Got a slight update on spoilers. heres my plan: Each location will have a Subtitle, which is the planet/halo/ship the location is on. for example: Airlock - Pillar of Autumn. Then, each scenarios will call out the appropriate location types. For instance, a boarding scenario based on the start of HALO: CE, would only use Pillar of Autumn locations. I also plan for an "Open Scenario" which allows the use of ALL locations in any deck, just for the sake of the game. Some times you need to sacrifice flavor for function.
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Halo
Oct 1, 2007 22:58:57 GMT -5
Post by Axlotl on Oct 1, 2007 22:58:57 GMT -5
PILLAR OF AUTUMN LOCATIONS Card Name: Airlock – Pillar of Autumn Type: Location Resources: Indoor, Entry, Confined Text: Distinct. Characters cannot enter and leave Airlock during the same turn. Rarity: Common
Card Name: Armory – Pillar of Autumn Type: Location Resources: Indoor, UNSC Weaponry, UNSC Equipment Text: Rotate a Marine here to search your deck for the first UNSC weaponry or UNSC Equipment item. Rarity: Uncommon
Card Name: Boarding Zone – Pillar of Autumn Type: Location Resources: Indoor, Entry, Open, Covenant Weaponry, Covenant Equipment Text: Rotate a Covenant character here to search your deck for the first Covenant Weaponry or Covenant Equipment. Rarity: Uncommon
Card Name: Choke Point – Pillar of Autumn Type: Location Resources: Indoor, Confined Text: No more than 3 characters can be at this location at any time. Every character who enters this location loses 1 movement point. Each character here is –1 defense against long-ranged attacks. Rarity: Rare
Card Name: Corridor – Pillar of Autumn Type: Location Resources: Indoor, Central Text: Distinct. Rarity: Common
Card Name: Cryo Bay – Pillar of Autumn Type: Location Resources: Indoor, Open, Hi-Tech, Computers, Cryonics, Secure Text: Rarity: Common
Card Name: Dark Corridor – Pillar of Autumn Type: Location Resources: Indoor, Central Text: Distinct. Dark. Characters here are +1 defense against attacks from adjacent locations. Rarity: Common
Card Name: Energy Shield Test Station – Pillar of Autumn Type: Location Resources: Indoor, Confined, Hi-Tech Text: Rotate a character here to fully restore all Shields that character owns. Rarity: Rare
Card Name: Fiery Corridor – Pillar of Autumn Type: Location Resources: Indoor, Central, Damaged Text: Distinct. At the end of the movement round, each character here takes 1 environmental Fire damage, this effect occurs even when this location is damaged. Rarity: Uncommon
Card Name: Galley – Pillar of Autumn Type: Location Resources: Indoor, Open, Cover Text: Grunts are –1 to hit here. Rarity: Common
Card Name: Lifeboat Bay – Pillar of Autumn Type: Location Resources: Indoor, Open, Hi-Tech, Central Text: Rotate a character here, and pay 2 combat pool, to move that character to any Alpha Halo location in play. Rarity: Common
Card Name: Maintenance Access Way – Pillar of Autumn Type: Location Resources: Indoor, Confined Text: Dark. When this location comes into play, select a Pillar of Autumn location in play. That location is adjacent to Maintenance Access Way Rarity: Uncommon
Card Name: Stairwell – Pillar of Autumn Type: Location Resources: Indoor, Central, Cover Text: This location is adjacent to all central locations. Rarity: Uncommon
Card Name: The Bridge – Pillar of Autumn Type: Location Resources: Indoor, Cover, Computers, Hi-Tech, Communications Text: Rotate your Leader here to gain 1 combat pool. Rarity: Rare
Card Name: Viewing Windows – Pillar of Autumn Type: Location Resources: Indoor, Open Text: Dark. Rarity: Common
Card Name: Vehicle Bay – Pillar of Autumn Type: Location Resources: Indoor, UNSC Vehicle, UNSC Vehicle Item, Central Text: Rarity: Uncommon
Covenant start locations: Boarding Zone, Lifeboat Bay UNSC Start locations: Cryo Bay, Armory
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Halo
Oct 1, 2007 23:21:31 GMT -5
Post by Axlotl on Oct 1, 2007 23:21:31 GMT -5
Oh, also, I'm planning to limit the amount of items a character can carry. Something like 1 Body-Armor, 1 Shields, 2 Weaponry, 4 Equipment.
And im making it so you can't use the other factions weapons.
This is so that you don't have to run a ton of items in your deck to arm your troops all the time, and that you have a decent chance of your reinforcements just picking up the older weaponry. Conversely, i could attach weapons to character cards. Give every character a default weapon. Like The Arbiter with Energy Sword for example. I kinda like that the more i think about it. what do you guys think?
Also, the way this is turning out, it will not be directly compatable with AVP. I'm sure a scenario could be ironed out to work though, after the game is done, it will just have to meet AVP halfways. I really wish AVP had an "Upkeep" type phase, like i;ve done for Halo.
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Halo
Oct 1, 2007 23:53:46 GMT -5
Post by Axlotl on Oct 1, 2007 23:53:46 GMT -5
Im pretty happy at how this one turned out.
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Halo
Oct 2, 2007 9:15:02 GMT -5
Post by The Ultimate Predator on Oct 2, 2007 9:15:02 GMT -5
Wow, looks superb.
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Halo
Oct 2, 2007 10:09:36 GMT -5
Post by Corporal Hicks on Oct 2, 2007 10:09:36 GMT -5
Looking nice. Also, I like the idea of specific locations with a specific ship. Should make things more interesting.
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Halo
Oct 2, 2007 17:31:42 GMT -5
Post by Axlotl on Oct 2, 2007 17:31:42 GMT -5
My current plan is to play through Halo 1 and 2, playing each part thats in a different location, taking notes, then doing that batch of locations. Pillar of Autumns done, on to Alpha Halo.
I won't be integrating them into the full spoiler. I'm actually going to tear the old one apart and make separate spoilers for each card type, so i don't make redundant or contradictory cards.
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Halo
Oct 2, 2007 23:47:48 GMT -5
Post by Axlotl on Oct 2, 2007 23:47:48 GMT -5
Another thing i might do is add an Armory deck. With more characters per deck than avp, i don't want item density to high. So allow each deck an Armory Deck. Something like 10 cards, only items, that may be searched for at any location as if they where in your hand. This will also reduce the chance of a loss due to bad draws.
Also thinking this for command loss when units die: 2 per unit. (3 if Leader) starting at 30 points. would mean you need 15 kills max to win. While thats a lot, theres also a lot of leaders, and additional command loss effects. this definitely needs testing.
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Halo
Oct 5, 2007 0:27:21 GMT -5
Post by Axlotl on Oct 5, 2007 0:27:21 GMT -5
Going to be playing a test game today. Heres the deck lists: UNSC: Master Chief -MA5B Assault Rifle -Mjolnir Mark 6 Sgt Johnson -M90 Shotgun Marine Sniper Marine Corporal Cryo Bay Armory
LOCATION: 1: Choke Point 2: Corridor 3: Dark Corridor 4: Energy Shield Test Station 5: Galley 6: Maintenance Access Way 7: Fiery Corridor 8: Airlock 9: The Bridge
ARMORY: 1: BR55 Battle Rifle 2: S2 AM Sniper Rifle 3: UNSC Scope 4: UNSC Scope 5: UNSC Overshield 6: Medikit 7: Marine Battle Armor 8: Motion Tracker 9: M9 HE-DP Grenade 10: UNSC Scope
DECK: 3 Battle Planning x3 6 Precision x3 9 Swiftness x3 12 Direct Hit x3 15 Propaganda x3 18 Preparations x3 21 Toughness x3 24 Carpe Diem x3 25 Field Intelligence x1 28 Charismatic Leadership x3 31 Intervene x3 34 Pistol Whip x3 37 Sneak x3 40 Weak Spot x3
COVENANT The Arbiter -The Armor of the Arbiter Elite Zealot Minor Elite
Boarding Zone Lifeboat Bay
Stairwell Corridor Dark Corridor Viewing Windows Maintenance Access Way Fiery Corridor Vehicle Bay Airlock The Bridge
Energy Sword Energy Sword Covenant Carbine Major’s Armor Major’s Armor Active Camouflage Active Camouflage Covenant Overshield Covenant Scope Covenant Overshield
3 Accuracy x3 6 Battle Planning x3 9 Race Pride x3 12 Ravage x3 15 Swiftness x3 18 Direct Hit x3 21 Distrust x3 22 Overwhelm x1 25 Preparations x3 28 Quick Dodge x3 31 Withstand x3 32 Field Intelligence x1 35 Intervene x3 37 Specimen Capture x3 40 Weak Spot x2
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Halo
Oct 5, 2007 0:30:05 GMT -5
Post by Axlotl on Oct 5, 2007 0:30:05 GMT -5
And heres an update to the Items.
COVENANT WEAPONS
Card Name: Brute Shot Type: Item: Covenant Restrictions: Covenant Weaponry Text: Short ranged. Melee. Melee attacks declared with brute shot are treated as having the Bladed resource. Ranged combat attacks with brute Shot are treated as having the Grenade resource. +3 damage in melee. Brute Shot’s ranged combat attacks do 11 damage. Rarity: Uncommon
Card Name: Covenant Carbine Type: Item: Covenant Resources: Rifle Restrictions: Covenant Weaponry Text: Long-Ranged. +1 to hit. 12 Damage. Rarity: Uncommon
Card Name: Energy Sword Type: Item: Covenant Resources: Energy, Bladed Restrictions: Covenant Weaponry Text: Melee. Does +4 damage. If you roll a natural 6 to hit when attacking with this weapon, your target is instantly killed. Rarity: Rare
Card Name: Fist of Rukt Type: Item: Covenant Resources: Blunt Restrictions: Covenant Weaponry Text: Melee. Counts as a gravity hammer. May only be used by Tartarus. Does +4 damage. This character gains Initiative. Rarity: Rare
Card Name: Fuel Rod Gun Type: Item: Covenant Restrictions: Covenant Weaponry Text: Long-Ranged. Does 16 damage. When you declare an attack with this item, roll a D6. You declare attacks on that many targets at any one location. You must declare as many attacks as possible, even on your own units. May not attack the same unit twice. Rotate this weapon when its attacks are declared. Rarity: Rare
Card Name: Needler Type: Item: Covenant Resources: Rifle Restrictions: Covenant Weaponry Text: Long Ranged. Does 8 damage. +1 to hit. Ignores Armor if total Armor is 2 or less. If this character has Tactics, Needler is +2 damage. Rarity: Uncommon
Card Name: Particle Beam Rifle Type: Item: Covenant Resources: Rifle Restrictions: Covenant Weaponry Text: Requires Sniper. Long-Ranged. May target any number of locations away, but is –1 to hit per location, after the first. 13 damage. Rotate this item after its attack is declared. May not use Ammo items. Rarity: Rare
Card Name: Plasma Grenade Type: Item: Covenant Resources: Grenade, Plasma Restrictions: Covenant Weaponry Text: If an attack with Plasma Grenade succeeds, attach Grenade to your target. At the start of the Flood phase, discard Plasma Grenade, and the unit takes 2 environmental Plasma damage, and each unit at the same location takes 1 environmental Plasma damage. Rarity: Uncommon
Card Name: Plasma Pistol Type: Item: Covenant Resources: Plasma, Pistol Restrictions: Covenant Weaponry Text: Short Ranged. Does 7 damage. In place of damage, may pay 2 Combat Pool, and rotate this weapon, to remove all Shield Counters from your target. May not use Ammo items. Rarity: Common
Card Name: Plasma Rifle Type: Item: Covenant Resources: Plasma, Rifle Restrictions: Covenant Weaponry Text: Long Ranged. Does 8 damage. Removes 2 shield counters for each damage instead of one. Whenever you declare an attack with this item, it gains 1 Heat counter. During the upkeep, remove 1 Heat counter. When this item has 4 Heat counters on it, it cannot be used in attacks. You may pay 2 CP to declare a 2nd ranged attack during combat. May not use Ammo items. Rarity: Uncommon
Card Name: Shade Stationary Gun Type: Item: Covenant Restrictions: Covenant Weaponry Text: Mounted Weaponry. Long-Ranged. Shade may be carried by a Vehicle. It counts as 1 passenger. Rotate owner to place Shade on a location. Characters using Shade are –2 defense. Attacks declared using Shade are +1 to hit for 13 damage. (Or +2 to hit for 15 damage if fired by a Grunt.) Rarity: Rare
UNSC WEAPONS
Card Name: BR55 Battle Rifle Type: Item: UNSC Resources: Rifle Restrictions: UNSC Weaponry Text: Long ranged. +1 to hit. 12 damage. Rarity: Uncommon
Card Name: M247 GP Machine Gun Turret Type: Item: UNSC Restrictions: UNSC Weaponry Text: Mounted Weaponry. Long-Ranged. Turret may be carried by a Vehicle. It counts as 1 passenger. Rotate owner to place Turret on a location. Characters using Turret are –2 defense. When you declare an attack, you may declare a 2nd attack at the same time. Attacks declared using Turret do 11 damage, and are +1 to hit if fired by a Marksman or Veteran. Rarity: Rare
Card Name: M6C Magnum Pistol Type: Item: UNSC Resources: Pistol Restrictions: UNSC Weaponry Text: Short-ranged. 7 Damage. +1 to hit if owner has Marksman and Tactics. Rarity: Common
Card Name: M6D Pistol Type: Item: UNSC Resources: Pistol Restrictions: UNSC Weaponry Text: Short-ranged. 7 damage. You may pay 1 combat pool to give this item Long-Ranged until the end of combat. Comes into play with any usable Attachment or Ammo item. Rarity: Uncommon
Card Name: M7057/Defoliant Projector Type: Item: UNSC Resources: Flamethrower Restrictions: UNSC Weaponry Text: Short-Ranged. +1 to hit. Deals 4 environmental Fire damage to targets with out shields. Rarity: Rare
Card Name: M7/Caseless Submachine Gun Type: Item: UNSC Resources: SMG Restrictions: UNSC Weaponry Text: Short Range. 9 damage. You may declare a 2nd attack during combat with M7/Caseless Sub Machine Gun, but all your attacks with this item this round are –1 to hit. Rarity: Uncommon
Card Name: M9 HE-DP Grenade Type: Item: UNSC Resources: Grenade Restrictions: Weaponry Text: Long-ranged. Deals 2 environmental Fire damage. Each character at the same location as your target takes 1 environmental Fire damage. Discard after use. Rarity: Uncommon
Card Name: M19 SSM Rocket Launcher Type: Item: UNSC Resources Rockets Restrictions: UNSC Weaponry Text: Long-ranged. Does 16 damage. All targets at the location M19 SSM Rocket Launcher is fired at take 1 environmental Fire damage. Rotate this item after its attack is declared. Rarity: Rare
Card Name: M90 Shotgun Type: Item: UNSC Resources: Shotgun Restrictions: UNSC Weaponry Text: Short-Ranged. +2 to hit. Does 8 damage. Rarity: Uncommon
Card Name: MA5B Assault Rifle Type: Item: UNSC Resources: Rifle Restrictions: UNSC Weaponry Text: Long-Ranged. 11 damage. Ignores X armor, where X is your roll to hit, before adding + to hit and other modifiers. +1 to hit if owner is Spartan. Rarity: Rare
Card Name: S2 AM Sniper Rifle Type: Item: UNSC Resources: Rifle Restrictions: UNSC Weaponry Text: Requires Sniper. Long-ranged. Does 14 damage. You may declare attacks with S2 AM Sniper Rifle at targets up to 2 locations away. Rotate this item after its attack is declared. Rarity: Rare.
COVENANT BODY ARMOR
Card Name: Major’s Armor Type: Item: Covenant Resources: Body-Armor Restrictions: Covenant Equipment Text: Armor: 2. Shields: 3. Restore 1 shield counter during the upkeep. Rarity: Uncommon
Card Name: Minor’s Armor Type: Item: Covenant Resources: Body-Armor Restrictions: Covenant Equipment Text: Armor: 2 Rarity: Common
Card Name: The Armor of the Arbiter Type: Item: Covenant Resources: Body-Armor, Camouflage Restrictions: Covenant Equipment Text: Unique. Require The Arbiter. Armor: 3. Shields: 6. During the upkeep, restore 1 Shield counter. Owner can use hidden movement with 2 hidden movement markers. Rarity: Rare
UNSC BODY ARMOR
Card Name: Marine Battle Armor Type: Item: UNSC Resources: Body-Armor Restrictions: UNSC Equipment Text: Requires Marine. Armor: 2. Rarity: Common
Card Name: Mjolnir Mark 5 Type: Item: UNSC Resources: Body-Armor Restrictions: UNSC Equipment Text: Requires Spartan. Provides 3 Armor. Shields: 6 During the upkeep, restore 1 shield counter. Rarity: Uncommon
Card Name: Mjolnir Mark 6 Type: Item: Human Resources: Body-Armor Restrictions: UNSC Equipment Text: Requires Spartan. Provides 3 Armor. Shields: 5. During the Upkeep, restore 2 Shield Counters. Rarity: Rare
COVENANT OTHER
Card Name: Active Camouflage Type: Item: Covenant Resources: Camouflage Restrictions: Covenant Equipment Text: Character can use Hidden Movement with 3 hidden movement markers. Rarity: Rare
Card Name: Bayonet Type: Item: Covenant Resources: Attachment Restrictions: Covenant Equipment Text: Requires Rifle. This Item does +2 damage in melee. This item gains the Bladed resource when used for melee attacks. Rarity: Common
Card Name: Covenant Overshield Type: Item: Covenant Resources: Attachment Restrictions: Covenant Equipment Text: Requires Body-Armor with Shields. Covenant Overshield comes into play with 5 counters on it. If the character that owns Covenant Overshield has any Shields, then whenever that character’s shields would take damage, instead remove a counter from Covenant Overshield. Rarity: Rare
Card Name: Covenant Scope Type: Item: Covenant Resources: Attachment Restrictions: Covenant Equipment Text: Requires Rifle. +1 to hit. Rarity: Common
Card Name: Jackal Energy Shield Type: Item: Covenant Resources: Energy Restrictions: Covenant Equipment Text: Requires Jackal. Shields: 4 Rarity: Uncommon
Card Name: Metal Alloy Shield Type: Item: Covenant Restrictions: Covenant Equipment Text: Requires Hunter. +1 Armor. +1 damage in melee. Rarity: Uncommon
UNSC OTHER
Card Name: Ammo Cartridge Type: Item: UNSC Resources: Ammo Restrictions: UNSC Equipment Text: Whenever this item would be declared empty, you may instead discard this item. Rarity: Common
Card Name: Medikit Type: Item: UNSC Restrictions: UNSC Equipment Text: Rotate a character with Medikit during the search round to remove 3 damage counters from a character present. If owned by a Medic, remove all damage instead. Rarity: Uncommon
Card Name: Motion Tracker Type: Item: UNSC Restrictions: UNSC Equipment Text: Rotate this item and roll a D6. Reveal that many hidden movement markers at connected locations. You may pay 2 combat pool to ready Motion Tracker. Rarity: Rare
Card Name: Semi Armor Piercing Rounds Type: Item: UNSC Resources: Ammo Restrictions: UNSC Equipment Text: Requires Pistol. Your attacks ignore 2 armor. Rarity: Uncommon
Card Name: UNSC Scope Type: Item: UNSC Resources: Attachment Restrictions: UNSC Equipment Text: Requires Rifle. +1 to hit. Rarity: Common
Card Name: UNSC Overshield Type: Item: UNSC Resources: Attachment Restrictions: UNSC Equipment Text: Requires Body-Armor with Shields. UNSC Overshield comes into play with 5 counters on it. If the character that owns UNSC Overshield has any Shields, then whenever that character’s shields would take damage, instead remove a counter from UNSC Overshield. Rarity: Rare
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Halo
Oct 5, 2007 0:33:08 GMT -5
Post by Axlotl on Oct 5, 2007 0:33:08 GMT -5
Heres the current list of characters, this is unfinished.
COVENANT:
Card Name: Brute Type: Main Character: Covenant Speed: 4 Power: 7 Resources: Covenant, Brute, Lethal, Brave Text: Generic. +2 damage in melee. +1 to hit with a Brute Shot. Command: 7 Rarity: Uncommon
Card Name: Drone Type: Main Character: Covenant Speed: 4 Power: 3 Resources: Covenant, Drone, Marksman Text: Generic. Flight. Command: 4 Rarity: Common
Card Name: Elite Zealot Type: Main Character: Covenant Speed: 5 Power: 7 Resources: Covenant, Elite, Brave, Marksman, Lethal, Scout, Veteran, Pilot Text: Generic. Initiative. Armor: +2. +1 to hit with an Energy Sword. May attack during the movement round with an Energy Sword. If the roll to hit is a 6, and the target is killed, ready Elite Zealot. Command: 11 Rarity: Rare
Card Name: Engineer Type: Main Character: Covenant Speed: 1 Power: 2 Resources: Covenant, Engineer, Mechanic Text: Generic. Flight. Rotate to repair any damaged location or item. Rotate to remove 3 damage from a vehicle at this location. Command: 4 Rarity: Uncommon
Card Name: Grunt Type: Main Character: Covenant Speed: 2 Power: 4 Resources: Covenant, Grunt, Coward Text: Generic. Swarm +1. Loses Coward as long as you have any Elite at Grunt’s location. Command: 3 Rarity: Common
Card Name: Honor Guard Brute Type: Main Character: Covenant Speed: 4 Power: 7 Resources: Covenant, Brute, Guard, Lethal, Veteran Text: Generic. Armor: 2. +2 Melee damage. May take damage in place of another character you control at the same location. Command: 7 Rarity: Uncommon
Card Name: Honor Guard Captain Type: Main Character: Covenant Speed: 4 Power: 8 Resources: Covenant, Brute, Guard, Brave, Marksman, Lethal, Veteran Text: Generic. Leader. Armor: 3. +1 to hit. +3 damage in Melee. Other Guard Brutes you control are +2 damage in melee. Command: 9 Rarity: Rare
Card Name: Honor Guard Elite Type: Main Character: Covenant Speed: 4 Power: 6 Resources: Covenant, Elite, Guard, Lethal, Veteran, Marksman Text: Generic. Armor: 3. May take damage in place of another character you control at the same location. Command: 7 Rarity: Uncommon
Card Name: Honor Guard Ultra Type: Main Character: Covenant Speed: 5 Power: 7 Resources: Covenant, Elite, Guard, Brave, Marksman, Lethal, Veteran Text: Generic. Leader. Armor: 3. +1 to hit. Other Guard Elites you control are +1 to hit. Command: 9 Rarity: Rare
Card Name: Hunter Type: Main Character: Covenant Speed: 3 Power: 9 Resources: Covenant, Hunter, Lethal Text: Generic. Armor: 2. Swarm +2. +1 to hit and +3 damage in melee. Your Squad can only contain an even number of character cards with the Hunter resource. When this character dies, all other Hunters you have in play may make a free melee attack. Begins play with a Fuel Rod Gun and Metal Alloy Shield. Command: 11 Rarity: Rare
Card Name: Jackal Type: Main Character: Covenant Speed: 3 Power: 3 Resources: Covenant, Jackal, Marksman, Scout, Sniper Text: +1 to hit in ranged combat. Begins play with a Jackal Energy Shield. Command: 5 Rarity: Uncommon
Card Name: Major Elite Type: Main Character: Covenant Speed: 4 Power: 6 Resources: Covenant, Elite, Brave, Marksman, Lethal, Scout Text: Generic. Armor: 1. +1 to hit with an Energy Sword. Command: 7 Rarity: Uncommon
Card Name: Minor Elite Type: Main Character: Covenant Speed: 4 Power: 6 Resources: Covenant, Elite, Marksman, Scout Text: Generic. Armor: 1. Command: 5 Rarity: Common
Card Name: Rtas ‘Vadumee Type: Main Character: Covenant Speed: 5 Power: 7 Resources: Covenant, Elite, Marksman, Brave, Lethal, Veteran, Scout, Tactics Text: Leader. Armor: +2. +1 to hit. Other Generic Elites and Generic Grunts at Rtas’ location are +1 Defense. Command: 9 Rarity: Rare
Card Name: Tartarus, Brute Chieftain Type: Main Character: Covenant Speed: 5 Power: 8 Resources: Covenant, Brute, Lethal, Veteran, Brave Text: Leader. +1 to hit and +2 damage in melee. +1 Armor. Swarm +2. All your other Brutes are power +1. Starts with Fist of Rukt. Command: 11 Rarity: Rare
Card Name: The Arbiter Type: Main Character: Covenant Speed: 5 Power: 7 Resources: Covenant, Elite, Brave, Lethal, Marksman, Scout, Veteran, Pilot Text: Leader. Initiative. +1 to hit with an Energy Sword. +1 Armor. Whenever the Arbiter kills a character with an Energy Sword, he makes a free attack with that Energy Sword. When using Hidden Movement, The Arbiter gets 1 extra Decoy marker. Begins play with The Armor of the Arbiter. Command: 13 Rarity: Rare
Card Name: Ultra Elite Type: Main Character: Covenant Speed: 4 Power: 7 Resources: Covenant, Elite, Brave, Marksman, Lethal, Scout, Veteran, Pilot Text: Generic. Armor: 2. +1 to hit with an Energy Sword. When using Hidden Movement, Ultra Elite gains 1 additional decoy marker. Command: 8 Rarity: Uncommon
Card Name: Ultra Grunt Type: Main Character: Covenant Speed: 2 Power: 4 Resources: Covenant, Grunt, Lethal, Veteran Text: Generic. Armor: 2. +1 to hit with Plasma items. Command: 4 Rarity: Uncommon
UNSC:
Card Name: Capt. Jacob Keyes Type: Main Character: UNSC Speed: 3 Power: 4 Resources: Human, Marine, Brave, Veteran, Pilot Text: Leader. +1 Armor. Vehicles with Flight Jacob Keyes locks down are +2 defense. Command 6 Rarity: Rare
Card Name: Commander Miranda Keyes Type: Main Character: Speed: 3 Power: 3 Resources: Human, Marine, Brave, Pilot Text: Leader. Command: 4 Rarity: Rare
Card Name: Marine Corporal Type: Main Character: UNSC Speed: 2 Power: 4 Resources: Human, Marine, Marksman, Brave, Veteran Text: Generic. Armor: 2. +1 to hit with Rifles. Command: 4 Rarity: Uncommon
Card Name: Marine Pilot Type: Main Character: UNSC Speed: 2 Power: 3 Resources: Human, Marine, Pilot, Brave Text: Generic. Vehicles driven by Marine Pilot are +1 defense versus short-ranged attacks. Command: 3 Rarity: Common
Card Name: Marine Private Type: Main Character: UNSC Speed: 2 Power: 4 Resources: Human, Marine, Marksman, Brave Text: Generic. Armor: 1 Command: 3 Rarity: Common
Card Name: Marine Sergeant Type: Main Character: UNSC Speed: 3 Power: 4 Resources: Human, Marine, Marksman, Brave, Veteran Text: Generic. Armor: +2. +1 to hit in Ranged combat. Marine Privates at this location are +1 to hit in Ranged combat. Command: 6 Rarity: Rare
Card Name: Marine Sniper Type: Main Character: UNSC Speed: 3 Power: 3 Resources: Human, Marine, Marksman, Brave, Scout, Sniper Text: Generic. +1 to hit with Long-Ranged items. Command: 5 Rarity: Uncommon
Card Name: Master Chief Type: Main Character: UNSC Speed: 5 Power: 7 Resources: Human, Spartan, Brave, Veteran, Marksman, Lethal, Pilot, Tactics Text: Initiative. +2 Armor. +1 to hit. When Master Chief dies, you lose 2 additional Command. May use any Covenant Weaponry he picks up. All other Humans at Master Chief’s location are +2 Resistance. Begins with any Rifle and Mjolnir Mark 5 or Mjolnir Mark 6. Command 12 Rarity: Rare
Card Name: Military Mechanic Type: Main Character: UNSC Speed: 2 Power: 3 Resources: Human, Marine, Mechanic Text: Generic. Rotate to repair any damaged location or item. Rotate to remove 3 damage from a vehicle at this location. Command: 4 Rarity: Uncommon
Card Name: Sgt. Johnson Type: Main Character: UNSC Speed: 3 Power: 4 Resources: Human, Marine, Brave, Veteran, Marksman Text: Leader. +1 Armor. +1 to hit. Whenever Sgt. Johnson would take enough damage to kill him, instead roll a D6. If you roll a 6, he ignores the damage. Starts with M90 Shotgun. Command 7 Rarity: Rare
Card Name: Spartan Type: Main Character: UNSC Speed: 4 Power: 6 Resources: Human, Spartan, Marksman, Lethal, Pilot, Tactics Text: Generic. Armor: 1. +1 to hit. Command: 6 Rarity: Uncommon
Card Name: UNSC Medic Type: Main Character: UNSC Speed: 2 Power: 3 Resources: Human, Marine, Medic Text: Generic. Rotate UNSC Medic to remove 3 damage counters from one of your characters at Medic’s location. Pay 1 combat pool and rotate UNSC Medic to remove 5 damage counters from one of your character’s at UNSC Medic’s location. Command: 4 Rarity: Uncommon
FLOOD:
Card Name: Brain Form Type: Main Character: Flood Speed: Power: Resources: Flood, Tactics Text: Develops from 3 Combat Forms. Command: Rarity: Rare
Card Name: Brute Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Brute, Lethal Text: Develops from Infected Brute. Command: Rarity: Uncommon
Card Name: Carrier Form Type: Main Character: Flood Speed: Power: Resources: Flood Text: Develops from Infected Grunt. Feral. Command: Rarity: Rare
Card Name: Drone Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Drone, Lethal, Marksman Text: Develops from Infected Drone. Flight. Command: Rarity: Common
Card Name: Feral Brute Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Brute, Lethal Text: Develops from Infected Brute. Feral. Command: Rarity: Uncommon
Card Name: Feral Elite Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Elite, Lethal, Marksman Text: Develops from Infected Elite. Feral. Command: Rarity: Uncommon
Card Name: Feral Spartan Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Human, Spartan, Lethal, Marksman Text: Develops from Infected Spartan. Feral. Command: Rarity: Rare
Card Name: Flood Juggernaut Type: Main Character: Flood Speed: Power: Resources: Flood, Lethal Text: Develops from 3 Combat Forms. Feral. Command: Rarity: Rare
Card Name: Elite Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Elite, Lethal, Marksman Text: Develops from Infected Elite. Command: Rarity: Uncommon
Card Name: Gravemind Type: Main Character: Flood Speed: Power: Resources: Flood, Lethal, Tactics Text: Develops from 2 Brain Forms. Leader. All Flood are +1 Speed and +1 Power. Command: Rarity: Rare
Card Name: Human Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Human, Lethal Text: Develops from infected Human. Command: Rarity: Common
Card Name: Infection Form Type: Main Character: Flood Speed: Power: Resources: Flood Text: Feral. Command: Rarity: Common
Card Name: Infection Form Mob Type: Main Character: Flood Speed: Power: Resources: Flood Text: Feral. Command: Rarity: Rare
Card Name: Jackal Combat Form Type: Main Character: Flood Speed: Power: Resources: Flood, Jackal, Lethal, Marksman, Sniper Text: Develops from Infected Jackal. Command: Rarity: Uncommon
Card Name: Marine Combat Form Type: Main Character: Speed: Power: Resources: Flood, Human, Marine, Lethal, Marksman Text: Develops from Infected Marine. Command: Rarity: Uncommon
Card Name: Spartan Combat Form Type: Main Character: Speed: Power: Resources: Flood, Human, Spartan, Marksman, Lethal Text: Develops from infected Spartan. Command: Rarity: Rare
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Halo
Oct 5, 2007 4:46:46 GMT -5
Post by The Ultimate Predator on Oct 5, 2007 4:46:46 GMT -5
Excellent. I'm really looking forward to all this.
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Halo
Oct 6, 2007 4:47:21 GMT -5
Post by Corporal Hicks on Oct 6, 2007 4:47:21 GMT -5
Out of interest, how do you game test a game with no cards?
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Halo
Oct 6, 2007 10:48:19 GMT -5
Post by Axlotl on Oct 6, 2007 10:48:19 GMT -5
I wrote up proxies. I just wrote what the cards do on a slip of paper and slipped it into a card sleeve along with a MTG card.
As for the test run, t was rather informative. I'm pretty content with the weapons, but shields need adjusting. Mjolnir or Aribter's Armor with an Overshield was pretty unfair.
And the low end characters are so worthless. 3 Elites made fast work of Sgt. Johnson and the other Marines. I think i need to divide the factions into sub-factions. UNSC into Spartans (1-2 Spartans) and Marines (about 4 guys like avp) Divide the Covenant into a group consisting of the more powerful races (Hunter Pair, 1-2 Elites/Brutes) and the weaker races (Grunts, Drones, Jackals about 4 characters also).
maybe some mixes as well, like 1 elite and some grunts. Might make some various conditions that define these special starting configurations.
I think I'll cut the command part of it, Takes to long, and i'll reduce the Armory size most likely. Still a lot to think about.
Elite Zealot was insane as well. Sometimes i don't think these cads out. Rotate to attack during movement round every turn for free and Covenant goes after UNSC? oops.... thats really fucked. He attacks then runs. You can't catch the bastard. I could have killed the entire UNSC starting force eventualy with just him. =P
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