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Cryptic Alliance

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    W4 - Obsidian Wyldfire - ready for final

    Lord Kai
    Lord Kai


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    Post  Lord Kai Fri Jun 10, 2016 8:41 pm

    Okay, I am thinking that Deathstorm needs something extra and instead of going with a 4th power - I decided to make a Unique Squad that can support him : )

    W4 - Obsidian Wyldfire - ready for final Obsidian%20Spark

    First pass at powers for them:


    Name: OBSIDIAN WYLDFIRE

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 3
    Defense: 3
    60 points

    FIRE SHIELD
    If an opponent's figure moves adjacent to an Obsidian Wyldfire, roll the 20-sided die.  Add 3 to the roll if the Obsidian Wyldfire is on a lava space.  If you roll a 15 or higher, the opponent's figure receives a wound.  Figures may be targeted only as they move into engagement with an Obsidian Wyldfire.  Figures with Lava Resistance are not affected by Fire Shield.

    LAVA MASTERY
    When an Obsidian Wyldfire is on a molten lava space, add 2 to its Range, Attack and Defense.  When an Obsidian Wyldfire is on a lava field space, add 1 to its Attack and Defense.

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.    

    --

    Then I need to update Deathstorm to likely give him bonding with them.

    Note:  Making them Moltarn species instead of Elementals so that Kurrok cannot re-birth them.


    Update:  found these at Troll & Toad for $1 each so I went ahead and ordered enough to own 6 squads - as I am considering going with them as a common squad.  I'll pass along a full squad to the Schafte Brothers.

    Spoiler:


    Last edited by Lord Kai on Fri Dec 30, 2016 3:31 am; edited 1 time in total
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sat Jun 11, 2016 1:52 am

    Ran a playtest with the Obsidian Wyldfire tonight and it was (finally) a victory for Deathstorm : P

    VYDAR:
    Nakita Agents ... 120
    Gorillas x2 ... 300
    Agent Carr ... 400
    Agent Skahen ... 520

    UTGAR
    Deathstorm ... 100
    Obsidian Wyldfire x4 ... 340
    Shurrak ... 500


    I am continuing to use Rigid as the board since it has some lava field and molten lava.  The lava fields were good spots for the Obsidian Wyldfire as they sort of act like the Water Elemental boost +1/+1.  With Deathstorm they jump to Range 7 but the board had a good fork in it so Wyldfires flanked and we're in the Aura for Range boost but they were close enough to the opponent that it didn't matter.

    The game started rough for the Obsidians as the Nakitas made the 4/5 on Smoke Powder for several turns.  Shurrak tried to get in the fray but he got cut down by two 4/4 attacks by Nakitas on height.  The big fire giant only took out two Gorillas.  One Nakita took a knockback but otherwise the goliath found his davids too quickly. Agent Carr went down to some ranged height attacks from Deathstorm and Wyldfires before the initiative switch. Agent Skahen did some damage with her double ranged attacks and then at the end game, some great defense by Wyldfires (3/3 shields vs 3/3 skulls twice) made a difference.

    Deathstorm survived the battle.  He used Promethean Fire three times (his only wounds) to bring back 3 Wyldfire.  That is about right - 3 life would be 60 of his points.  I didn't get to abuse taking wounds on Shurrak for more re-births but it played well.

    The Wyldwire are pointed like a combination of Stingers and Catharspearmen.  Both of those units are A rated so they Wyldfire might be undercosted.  They need a boost from lava to get really strong but otherwise they played well.  I certainly like them more than the Obsidian Guards : )

    http://www.heroscapers.com/community/showthread.php?t=33822
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sat Jun 11, 2016 10:30 am

    Trying to develop a power that makes the Wyldfires more "Wild" .. fire is a difficult element to tame and trying to reflect their personality.  Trying this combination of Stinger Drain and Self-Destruct/Pelloth.

    WYLDFIRE ERUPTION
    After moving before attacking, you may roll the 20-sided die.  If you roll a 1 - 3, you cannot attack this turn.  If you roll a 4 - 8, add 0 to the attack value of this card.  If you roll a 9 - 15, add 1 to the attack value of this card.  If you roll a 16 - 20, add 2 to the attack value of this card, and then chose one Obsidian Wyldfire you control.  Destroy the chosen figure and each adjacent figure receives 1 wound unless it is Lava Resistant.

    Adjusting some stats to reflect this new power:


    Name: OBSIDIAN WYLDFIRE

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 2
    Defense: 3
    60 points

    LAVA MASTERY
    When an Obsidian Wyldfire is on a lava field or molten lava space, add 1 to its Range, Attack and Defense.  

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.    

    WYLDFIRE ERUPTION
    After moving before attacking, you may roll the 20-sided die.  If you roll a 1 - 3, you cannot attack this turn.  If you roll a 4 - 8, add 0 to the attack value of this card.  If you roll a 9 - 15, add 1 to the attack value of this card.  If you roll a 16 - 20, add 1 to the attack value of this card, and then chose one Obsidian Wyldfire you control.  Destroy the chosen figure and each adjacent figure receives 1 wound unless it is Lava Resistant.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Mon Jun 13, 2016 1:20 am

    Ran a play-test with the Wyldfires tonight.

    UTGAR
    Deathstorm ... 100
    Obsidian Wyldfire x4 ... 340
    Shurrak ... 500

    vs

    JANDAR
    Knights of Weston x3 ... 210
    4th Mass Line x2 ... 350
    Finn ... 430
    Thorgrimm ... 510


    I got to abuse the Promethean Fire power to put 2 wounds on Shurrak to bring back 2 Wyldfires and later used 2 more wounds on Deathstorm. Brought back 4 Wyldfires but sort of needed the help against the Knights. Shurrak continued to struggle to earn his points. He rolled 4 skulls on one special attack, destroying a Knights but only putting 1 wound on Finn. Another knight was destroyed but otherwise Shurrak just had trouble lining up this special. If it was Wild Swing like Jotun he'd be 10-times better : P

    The Wyldfires rolled one 1 - losing 3 attacks from height at a critical stage and I rolled 3 big eruptions (17, 20, 20) which destroyed a total of 3 Obsidians. Only one of those denotations destroyed a figure. I had Wyldfires in critical positions and decided to nuke one in the start zone instead of give up attack advantage. I rolled the Wyldfire Eruption power every round even though it was optional to test the limits of the power. It seemed to work out though losing 3 figures to the explosion was rough. Teamed with Deathstorm, they could at least be re-birthed but that is wounds off of him.

    All in all, I liked play-testing the Obsidian Wyldfires. The lava board really helps them so they can get the +1 Range/Attack/Defense but that only happened a few times. The +3 range from Deathstorm helped a lot to attack behind the Knights who were screening for 4th Mass.

    Not sure how the Wyldfires would do on a non-lava board. They'd be fairly competitive with Deathstorm's Range Aura boost but only super-competitive.



    Lord Kai
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    Post  Lord Kai Tue Jun 14, 2016 1:37 am

    Tried something a little different ... planning to drop the 4th "Bonding" power from Deathstorm and moving over to the Wyldfire.  That would give them 4 powers so I dropped Lava Mastery.

    Name: OBSIDIAN WYLDFIRE

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 2
    Defense: 3
    60 points

    FIRELORD BONDING
    After revealing an order marker on the Obsidian Wyldfire, before taking a turn with them, you may first take a turn with a Unique Hero you control that has the Lava Resistant special power.

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.    

    WYLD FIRESTORM
    Before moving, you may roll the 20-sided die.  Add 1 to your roll for each Obsidian Wyldire you control on a lava space.  If you roll a 1 - 3, chose an Obsidian Wyldfire you control. After moving the chosen Wyldfire destroy it and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.  If you roll a 4 - 8, add 0 to the attack value of this card.  If you roll a 9 - 15, add 1 to the attack value of this card.  If you roll a 16 - 20, add 1 to the attack value of this card, and an Obsidian Wyldfire may attack any or all figures adjacent to it.  Roll each attack separately.

    --

    The Wyldfires got a chance to bond with Shurrak which certainly enhanced his value!  Then they grabbed the Attack glyph and it was sort of a one-side match after that.  I was about 50/50 with the Stinger-drain style Attack Boost to get them to 4 Range/3 Attack and the Attack glyph bumped them to 4 attack which was able to sear its way through the Knights after a few strong defense rolls.  Deathstorm brought back 2 Wyldfire later in the game (as I lead out with Shurrak to try him with Bonding).

    I sort of like this version .. especially with low-rolls causing the "detonation" of the Wyldfires (much like Anubian Wolves) and then the high end rolls are sort of like a Whirlwind attack.

    As a Range 4, Attack 2, Defense 3 bonding squad they have less Range/Attack than Stingers but they do get an extra attack with Bonding.  They'll likely bond with Deathstorm and they could be powerful with Moltenclaw or Brunak (especially if Brunak is using 'Carry' to bring the Range boosting aura of Deathstorm along).  They also bond with Iron Golems, which could be fun!!  

    Maybe they should be 70 points?
    Lord Kai
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    Post  Lord Kai Tue Jun 14, 2016 5:03 pm

    Brainstorming some notes:

    WYLD FIRESTORM
    Before moving, you may roll the 20-sided die. Add 1 to your roll for each Obsidian Wyldire you control on a lava space.

    * If you roll a 1 - 3, chose an Obsidian Wyldfire you control. After moving the chosen Wyldfire destroy it and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.
    * If you roll a 4 - 9, add 0 to the attack value of this card.
    * If you roll a 10 - 17, add 1 to the attack value of this card.
    * If you roll a 18 - 20, add 2 to the attack value of this card, and an Obsidian Wyldfire may attack any or all figures adjacent to it. Roll each attack separately.


    Points: 75

    Roll: 4 - 9 ... they are Range 4, Attack 2
    Roll: 10 - 17 ... they are Range 4, Attack 3
    Roll: 18 - 20 ... they are Range 4, Attack 4, whirlwind attack
    Nomad
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    Post  Nomad Wed Jun 15, 2016 7:24 pm

    I like all of the developments from your play-testing. I really like the ability to bond with any Lava Resistant figure.
    Lord Kai
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    Post  Lord Kai Thu Jun 16, 2016 2:12 am

    Nomad wrote:I like all of the developments from your play-testing. I really like the ability to bond with any Lava Resistant figure.

    Thanks, I feel like I have totally given up on the Obsidian Guards ... they are just too over-priced.

    I was considering a Competitive Unit Congress update/modification of sorts dropping them to 75 points. I think that's where they'd belong. Then you could mix-and-match Guards with Wyldfires and keep Deathstorm in the mix.

    It would be really unofficial but might be worth a try.

    Thanks for reading.
    Lord Kai
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    Post  Lord Kai Fri Jun 17, 2016 1:51 am

    Thinking about the d20 mechanic to represent the "wild" unpredictable nature of these Elementals.

    Should the d20 be a Range Boost .. or an Attack Boost? I was thinking today if it was a Range boost then it makes more sense to draft Deathstorm - since he'll guarantee some range for them.

    Option 1: Attack boost
    Range 4, Attack 2, Defense 3 to start as previously posted.


    Option 2: Range boost
    Range 1, Attack 3, Defense 3 to start

    d20 boost goes something like:

    WYLD FIRESTORM
    Before moving, you may roll the 20-sided die. Add 1 to your roll for each Obsidian Wyldire you control on a lava space.

    * If you roll a 1 - 3, chose an Obsidian Wyldfire you control. After moving the chosen Wyldfire destroy it and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.
    * If you roll a 4 - 9, add 0 to the Range value of this card.
    * If you roll a 10 - 17, add 3 to the Range value of this card.
    * If you roll a 18 - 20, add 4 to the Range value of this card, and consider any attack from a Wyldfire this turn as a Special Attack.

    With Deathstorm, the Option 2 above would give the Wyldfire a base Range 1 then boosted to 4.

    Lord Kai
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    Post  Lord Kai Fri Jun 17, 2016 7:33 pm

    Figures have arrived : )

    Spoiler:
    Derek S
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    Post  Derek S Sat Jun 18, 2016 1:17 am

    Will look at more closely when have time. Like the figurines
    Lord Kai
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    Post  Lord Kai Sat Jun 25, 2016 11:51 pm

    We ran this version with Deathstorm and Shurrak and it was very effective against the Deepwyrm Drow.  Shurrak actually was very effective (especially after he picked up a Disengage Treasure).

    The Wyldfire's are definitely under-priced.  Probably need a bump to 80 points.

    Name: OBSIDIAN WYLDFIRE

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 2
    Defense: 3
    60 points

    FIRELORD BONDING
    After revealing an order marker on the Obsidian Wyldfire, before taking a turn with them, you may first take a turn with a Unique Hero you control that has the Lava Resistant special power.

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.    

    WYLD FIRESTORM
    Before moving, you may roll the 20-sided die.  Add 1 to your roll for each Obsidian Wyldire you control on a lava space.  If you roll a 1 - 3, chose an Obsidian Wyldfire you control. After moving the chosen Wyldfire destroy it and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.  If you roll a 4 - 8, add 0 to the attack value of this card.  If you roll a 9 - 15, add 1 to the attack value of this card.  If you roll a 16 - 20, add 1 to the attack value of this card, and an Obsidian Wyldfire may attack any or all figures adjacent to it.  Roll each attack separately.

    ==

    Considering change to Firestorm:

    WYLD FIRESTORM
    After moving before attacking, you may roll the 20-sided die.  Add 1 to your roll for each Obsidian Wyldire you control on a lava space.  If you roll a 1 - 3, you must destroy an Obsidian Wyldfire you control and you cannot attack this turn.  If you roll a 4 - 10, add 0 to the attack value of this card.  If you roll a 11 - 18, add 1 to the attack value of this card.  If you roll a 19 - 20, add 1 to the attack value of this card and before attacking you may choose one Obsidian Wyldfire you control.  Destroy the chosen figure and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.
    Lord Kai
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    Post  Lord Kai Sat Sep 17, 2016 2:25 am

    9/16/2016: Suggesting this version for next play-test:


    Name: OBSIDIAN WYLDFIRE

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 2
    Defense: 3
    70 points

    FIRELORD BONDING
    After revealing an order marker on the Obsidian Wyldfire, before taking a turn with them, you may first take a turn with a Unique Hero you control that has the Lava Resistant special power.

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.    

    WYLD FIRESTORM
    After moving before attacking, you may roll the 20-sided die.  Add 1 to your roll for each Obsidian Wyldire you control on a lava space.  If you roll a 1 - 3, you must destroy an Obsidian Wyldfire you control and you cannot attack this turn.  If you roll a 4 - 10, add 0 to the attack value of this card.  If you roll a 11 - 18, add 1 to the attack value of this card.  If you roll a 19 - 20, add 1 to the attack value of this card and before attacking you may choose one Obsidian Wyldfire you control.  Destroy the chosen figure and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.
    Lord Kai
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    Post  Lord Kai Sun Oct 23, 2016 1:58 pm

    Here are some pics of the figures.  Two options for each.

    Spoiler:


    Last edited by Lord Kai on Sun Oct 23, 2016 6:14 pm; edited 1 time in total
    Lord Kai
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    Post  Lord Kai Sun Oct 23, 2016 5:10 pm

    Lord Kai wrote:9/16/2016:  Suggesting this version for next play-test:


    Name: OBSIDIAN WYLDFIRE

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 2
    Defense: 3
    70 points

    FIRELORD BONDING
    After revealing an order marker on the Obsidian Wyldfire, before taking a turn with them, you may first take a turn with a Unique Hero you control that has the Lava Resistant special power.

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.    

    WYLD FIRESTORM
    After moving before attacking, you may roll the 20-sided die.  Add 1 to your roll for each Obsidian Wyldire you control on a lava space.  If you roll a 1 - 3, you must destroy an Obsidian Wyldfire you control and you cannot attack this turn.  If you roll a 4 - 10, add 0 to the attack value of this card.  If you roll a 11 - 18, add 1 to the attack value of this card.  If you roll a 19 - 20, add 1 to the attack value of this card and before attacking you may choose one Obsidian Wyldfire you control.  Destroy the chosen figure and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.

    I think we're ready to finalize the Wyldfire. I ran a playtest today with Moltenclaw in the Army. It was pretty solid and I can see that as a good build. Deathstorm wasn't much of a factor except for range boosting.

    Deathstorm ... 110
    Moltenclaw ... 280
    Wyldfire x3 ... 490
    Isamu ... 500

    Nomad
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    Post  Nomad Sun Oct 23, 2016 5:45 pm

    I agree - final!

    I will start working on the card.
    Nomad
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    Post  Nomad Sun Oct 23, 2016 7:16 pm

    I have taken the liberty to fix the spacing (only one space after a period), and to reword a bit. Let me know what you think.

    FIRELORD BONDING
    Before taking a turn with the Obsidian Wyldfire, you may first take a turn with any Unique Hero you control that has the Lava Resistant special power.

    WYLD FIRESTORM
    After moving and before attacking, you may roll the 20-sided die. Add 1 to your roll for each Obsidian Wyldire you control on a lava space. If you roll a 1-3, you must destroy an Obsidian Wyldfire you control and you cannot attack this turn. If you roll a 4-10, add 0 to the attack value of this card. If you roll a 11-18, add 1 to the attack value of this card. If you roll a 19-20, add 1 to the attack value of this card and before attacking you may choose one Obsidian Wyldfire you control. Destroy the chosen figure and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.

    LAVA RESISTANT
    Obsidian Wyldfires never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.
    Nomad
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    Post  Nomad Sun Oct 23, 2016 7:30 pm

    first attempt at the card.

    W4 - Obsidian Wyldfire - ready for final ObsidianWyldfire.3.NWHC

    W4 - Obsidian Wyldfire - ready for final ObsidianWyldfire.Basic.3.NWHC
    Lord Kai
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    Post  Lord Kai Mon Oct 24, 2016 1:17 am

    The Squaddie in the back blends in pretty well. Do you want a better (darker) picture?
    Nomad
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    Post  Nomad Mon Oct 24, 2016 9:00 pm

    Yes - another pic of that figure would be good. I even darkened that figure by 50%. I liked the lighter versions, but they blended into the background too much, so I went with the darker ones.
    Lord Kai
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    Post  Lord Kai Mon Oct 24, 2016 9:25 pm

    Here you go:

    W4 - Obsidian Wyldfire - ready for final DSCN2307_1

    W4 - Obsidian Wyldfire - ready for final DSCN2310_2
    Nomad
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    Post  Nomad Fri Oct 28, 2016 8:42 pm

    Obsidian Wyldfire
    NWHC Wave 4 - Fields of Wildfire - Fire and Sorrow

    W4 - Obsidian Wyldfire - ready for final ObsidianWyldfire.3R.NWHC
    W4 - Obsidian Wyldfire - ready for final ObsidianWyldfire.Basic.3.NWHC

    Figures:
    Fragment Colossus #R103 Avengers Vs X-Men Op Kit Marvel: Avengers vs. X-Men Storyline
    Fragment Cyclops #R101 Avengers Vs X-Men Op Kit, Marvel: Avengers vs. X-Men Storyline
    Fragment Emma Frost #S104 Avengers Vs X-Men Op Kit, Marvel: Avengers vs. X-Men Storyline

    General: Utgar
    Planet: Valhalla

    General:  Utgar
    Common Squad
    Species: Moltarn
    Class: Guards
    Personality: Wild
    Medium 5

    Life: 1
    Move: 5
    Range: 4
    Attack: 2
    Defense: 3
    70 points

    FIRELORD BONDING
    Before taking a turn with the Obsidian Wyldfire, you may first take a turn with any Unique Hero you control that has the Lava Resistant special power.

    WYLD FIRESTORM
    After moving and before attacking, you may roll the 20-sided die. Add 1 to your roll for each Obsidian Wyldire you control on a lava space. If you roll a 1-3, you must destroy an Obsidian Wyldfire you control and you cannot attack this turn. If you roll a 4-10, add 0 to the attack value of this card. If you roll a 11-18, add 1 to the attack value of this card. If you roll a 19-20, add 1 to the attack value of this card and before attacking you may choose one Obsidian Wyldfire you control. Destroy the chosen figure and each figure adjacent to the chosen Wyldfire receives 1 wound unless it is Lava Resistant.

    LAVA RESISTANT
    Obsidian Wyldfire never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.


    Character Bio:
    Vadik Hollesturm was impressed with the Arch-Kyrie and the world of Valhalla. He could sense that his new leader was much like Anzunden, and therefore dangerous but also a source of knowledge. Utgar granted Vadik lands in Volcarren to do with has he saw fit. In return, Vadik would guard the Searing Pass and also seek the sacred Lava Stone of Volcarren to appease the Moltarns.

    The primitive and superstitious Moltarns embraced the arrival of Vadik. His halo of fire and his immunity to the harsh environment marked him as a sacred spirit. Amongst them, Vadik found a new homeland and purpose. Deciphering their shamantic rites, and combined with his own alchemical rituals, he created a process to transmute a Moltarn into a new form. After being encased in magically forged stone and immersed in their sacred lava pool, a chrysalis would occur that transformed the Moltarn into a pure elemental form. This new “Wyldfire” Moltarn retained its sentience and was truly a Living Flame.

    Many Moltarns volunteered to go through the sacramental transmutation from Obsidian Guard to Obsidian Wyldfire. Though not as strong, the new bodies of the Obsidians could unleash their fire as jets of flame. With practice, the Wyldfire guards could launch those flames a great distance but, as the ritual is still experimental, sometimes a Wyldfire loses control and tears free from its form.

    With Vadik as their new spiritual and military leader, the Moltarns have rejoined the armies of Utgar. Others have assembled in Volcarren now – with Brunak and Shurrak and even Moltenclaw joining with Vadik Hollesturm. The Fields of Fire have been reinforced.


    - Rulings and Clarifications -

    - N/A

    - Combinations and Synergies -

    Synergy Benefits Offered

    - LAVA RESISTANT FIGURES: Firelord Bonding
    Unique heroes with the Lava Resistant special power may benefit from the Firelord Bonding synergy. Lava resistant figures include Vadik Hollesturm, Brunak, Iron Golem, Moltenclaw, and Shurrak.

    Synergy Benefits Received

    - WARDEN 816: Guard Leadership
    As Guards, Obsidian Wyldfire may benefit from Warden 816's GUARD LEADERSHIP movement bonus.

    Synergy Imposed

    - N/A


    Last edited by Nomad on Sat Feb 04, 2017 1:31 pm; edited 4 times in total
    Lord Kai
    Lord Kai


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    Join date : 2013-05-26
    Location : Seattle

    W4 - Obsidian Wyldfire - ready for final Empty Re: W4 - Obsidian Wyldfire - ready for final

    Post  Lord Kai Fri Oct 28, 2016 11:41 pm

    Excellent!!

    Thank you!
    Nomad
    Nomad


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    W4 - Obsidian Wyldfire - ready for final Empty Re: W4 - Obsidian Wyldfire - ready for final

    Post  Nomad Sun Nov 27, 2016 10:28 pm

    Book is done a couple of posts above. Let me know if you see anything missing.
    Derek S
    Derek S


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    W4 - Obsidian Wyldfire - ready for final Empty Re: W4 - Obsidian Wyldfire - ready for final

    Post  Derek S Thu Dec 08, 2016 11:34 am

    golly We do good work! Embarassed

    Sponsored content


    W4 - Obsidian Wyldfire - ready for final Empty Re: W4 - Obsidian Wyldfire - ready for final

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