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    W1 Saar Whisper Scout - Released

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    Lord Kai

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    W1 Saar Whisper Scout - Released

    Post  Lord Kai on Thu Jul 04, 2013 2:22 pm

    Continuing my intense boredom now that work has slowed down ....

    I picked up 3 of this Scout figure from Star Wars.  The mini is pretty cool, and not too expensive $2 - $3 each.

    I was thinking of a Unique Hero at first, but maybe Uncommon Hero since they are reasonably priced.





    Update:  10/20/2103

    Unit Name: (SAAR)    WHISPER SCOUT

    General: Aquilla
    Species: Saar
    Type: Uncommon Hero
    Class: Scout
    Personality: Precise
    Size: Medium 5

    Points: 55

    Stats
    Life = 3
    Range = 8
    Move = 5
    Attack = 2
    Defense = 3

    Special Powers
    ADVANCED SPOTTER
    When a Scout figure you control attacks a non-adjacent figure with a normal attack, you may add 1 attack die if there is at least one unengaged Whisper Scout you control within 6 clear sight spaces of the targeted figure.  When a Sniper you control rolls the 20-sided die for a special power, you may add 1 to your roll if the figure chosen for the special power is within 6 clear sight spaces of a friendly Whisper Scout.

    RECON TEAM BONDING
    After revealing an Order Marker on this Army Card, after taking a turn with this Whisper Scout, if this Whisper Scout did not destroy a figure, you may immediately take a turn with one other Scout or Sniper Hero you control.


    Bio:
    The Saar are a race of feline humanoids from the planet Na’bora that have evolved with uncanny mental abilities.  The Saar have developed powerful empathic senses that allowed them to attune to the wildlife and plant-life of their homeland.  

    Throughout their history, the Saar homeworld has been attacked by more technologically advanced species.  However the intense psychic connection of the Saar to each other and their native habitat, and their nature strength and fighting prowess, has allowed to defeat these invaders.  The Saar have adapted what technology has remained and have found that their psychic abilities allow them to intuitively learn even from machines and devices.

    In recent times, an advanced team of Saar rangers came under attack when scouting out a new enemy force.  The felines were quickly overrun by Soulborgs and the strange hybrid of “man-and-machine” played haywire with the Saar’s empathy.  As the valiant defenders tried to pull the wounded to safety, they were pulled across space and time to Valhalla by Aquilla.

    The Arch-Kyrie General tended to the wounded and found a common bond with the people of Na’bora.  The Saar learned of the great battle raging on Valhalla and that the villainous generals were targeting their world as well.

    The first to join Aquilla’s army were the “Whisper Scouts,” so named by the Mohican River Tribe, because the Saar are both incredibly stealthy but also, they do not speak - only "whispering into the minds" of their allies.  These silent warriors are a highly skilled scouts and marksmen.  Their rifles have advanced optical sights and fire a deadly pulse of energy plasma that produces little sound or muzzle flash.  The Whisper Scouts are best when coordinating in groups and they have adapted their telepathic abilities to send images and messages to their allies on the battlefield.  This allows them to assist other marksmen to coordinate attacks on enemy positions and to relay vulnerabilities in defenses.




    http://www.ebay.com/itm/Trianii-Scout-Star-Wars-Mini-037-The-Dark-Times-Star-Wars-Miniature-SWM-CMG-/370822343953?pt=Games_US&hash=item5656bbed11


    Last edited by Lord Kai on Sun Jan 12, 2014 2:52 pm; edited 11 times in total
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Mon Jul 08, 2013 2:52 am

    Figures: Star Wars
    Name: Trianii Scout

    HEROSCAPE CUSTOM STATS

    Unit Name: NA'BORA SAAR SNIPER


    General: Aquilla
    Species:  Saar (Cat-Person)
    Type: Uncommon Hero
    Class: Scout
    Personality: Precise
    Size: Medium 5
    Points: 40
    Stats
    Life:         3
    Move:      6
    Range:     8
    Attack:     2
    Defense:  4

    Special Powers
    RECONNAISSANCE COORDINATION
    Before a Scout figure you control attacks a non-adjacent figure with a normal attack, you may add 1 attack die if there is at least one Na'bora Saar Sniper you control within 6 clear sight spaces of the targeted figure.  

    CROSSFIRE
    After revealing an order marker on this army card, and after taking a turn with this Na'bora Saar Sniper, if this Na'bora Saar Sniper did not destroy a figure, choose another Scout or Sniper hero you control.  You may take a turn with that Scout or Sniper.  


    (Need some wordsmithing on Recon Coordination)

    --
    Synergies:
    1.  Scouts with Range:  Zetacron, Mohican River Tribe, Na'bora Saar Sniper, Kira Jax
    2.  Sniper Heroes with Range:  Deadeye Dan
    3.  Scout Heroes with Range:  Zetacron, Na'bora Saar Sniper
    4. Scout Heroes Range 1: Theracus

    --
    Notes:  could probably use a better name that Trianii Sniper
    == EDIT:  new name = Na'bora Saar Sniper;  Updated powers - allowing additional turn with Scout or Sniper hero without "X" order marker.  Reducing Attack to 2, increasing Defense to 4.


    Last edited by Lord Kai on Fri Aug 02, 2013 11:50 pm; edited 6 times in total
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Wed Jul 17, 2013 2:53 am

    * bump *
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    Nomad

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    Re: W1 Saar Whisper Scout - Released

    Post  Nomad on Wed Jul 17, 2013 10:08 am

    Nice design! Other than a little tweaking with the wording I propose we move to play test. He looks to add a nice benefit to the Mohicans!

    Do we want to copy Star Wars lore by including the specific race of Trianii? I would prefer it if we kept it tied to current HS lore or created a new planet of our own featuring figures that evolved with feline characteristics.

    Kira Jax would also receive a benefit as a ranged scout - but she could use a little help as well.
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Wed Jul 17, 2013 12:26 pm

    Nomad wrote:Nice design! Other than a little tweaking with the wording I propose we move to play test. He looks to add a nice benefit to the Mohicans!

    Do we want to copy Star Wars lore by including the specific race of Trianii? I would prefer it if we kept it tied to current HS lore or created a new planet of our own featuring figures that evolved with feline characteristics.

    Kira Jax would also receive a benefit as a ranged scout - but she could use a little help as well.


    Forgot about Kira Jax. I was using an old Excel file for quick searching and sorting, and it doesn't have the C3V figures in it. I'm glad this figure would boost her : )

    And given time I would be happy to write up a quick Bio for this Trianii Sniper - and I don't know anything about the current Star Wars universe to blend his official backstory in .. so I'll just make it up.
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    Derek S

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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Wed Jul 17, 2013 7:11 pm

    I'd prefer sticking to heroscape lore over Star Wars. Maybe this guy can be from the new planet C3V made.
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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Mon Jul 22, 2013 1:13 pm

    I'd like to avoid using Trianii in the name unless we want to include Star wars in our customs.
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    Nomad

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    Re: W1 Saar Whisper Scout - Released

    Post  Nomad on Wed Jul 24, 2013 3:47 am

    Thoughts on previous posts?

    I would love to move this to play-testing after the questions are addressed.

    Great design!
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Wed Jul 24, 2013 11:12 am

    Updated with new name: Na'bora Saar Sniper

    I will write up a Bio after playtesting. Na'bora is the world that this race of cat-people come from (the race = Saar).

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    Derek S

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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Wed Jul 24, 2013 12:08 pm

    Kai wrote:
    I will write up a Bio after playtesting. Na'bora is the world that this race of cat-people come from (the race = Saar).

    Is Na'bora from Star Wars? Or something else?
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Wed Jul 24, 2013 12:09 pm


    I made it up.
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    Derek S

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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Wed Jul 24, 2013 12:26 pm

    Cool. Arctorus is the planet Siiv is from who is of a lizard species. I could see a cat species hailing from the same planet if we wanted to keep with heroscape/c3v lore. I am good either way though.
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    Nomad

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    Re: W1 Saar Whisper Scout - Released

    Post  Nomad on Wed Jul 24, 2013 1:28 pm

    Na'bora sounds good. I like the name change!
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Tue Jul 30, 2013 4:17 pm

    Updated OP with new stats.  Reduced points to 40, and removed "X" order marker mechanic.

    Potential Army builds:

    Brave Arrow ... 50
    Mohican River Tribe x3 ... 210
    Na'bora Saar Sniper x2 ... 80
    Dead-Eye Dan (or Zetacron) ... 60
    Sylvarris or Krav Maga Agents ... 100
    = 500 points

    (lacks a special attack)


    Brave Arrow ... 50
    Mohican River Tribe x4 ... 280
    Na'bora Saar Sniper x3 ... 120
    Dead-Eye Dan (or Zetacron) ... 60
    = 510 points
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    Nomad

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    Re: W1 Saar Whisper Scout - Released

    Post  Nomad on Tue Jul 30, 2013 6:14 pm

    Looks really good to me!

    Other Scout Unique Heroes that could take a turn include Kira Jax and Theracus (which could be really cool).
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Tue Jul 30, 2013 10:34 pm


    Dude, that would be awesome to move Theracus!!! TAXI!

    Totally forgot about him (her, it). Send the Scout over the hill to see if the coast is clear, and then bring on the Air-Power!

    And go Kira Jax! more Aquilla synergy. I'm liking it.
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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Thu Aug 01, 2013 12:08 am

    Liking what you did here. A little concerned about a 40 point character that does this much, but playtesting can work that out. Seems on par with Syvarris in a lot of ways. With the Crossfire power, thematically I think it should be a figure within so many spaces, or must attack the same figure to be able to take a turn (this would help with my point cost concerns), or choose a different name for the power.
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Thu Aug 01, 2013 3:48 am


    I imagine a pair of Snipers working together, so for 2 heroes of 40 points - they are similar to Wyrmlings or a 2-person squad.

    OM is reveal on Na'bora Sniper # 1, and he moves up to use Recon to provide other scouts with an attack bonus. He can then attack, and if he does destroy a figure - no other moves or attacks happen. He could chose to not attack, giving another Sniper or Scout hero a chance to move & attack. Another option is the Sniper attacks a Hero - one that he might not be able to destroy - so another Scout or Sniper gets to move up.

    At most, you're getting 2 attacks for one OM .. which is pretty weak in Heroscape. Now, it could be powerful to have a Na'bora Sniper provide a boost to Zetacron .. but even then Zeta' is only getting in one attack.

    With the Mohican River tribe .. I envision two Na'bora Saar Snipers flanking the enemy so that a Squad of Mohican's can have +1 attack at range in varying fields of fire. That makes the 'Snipers in the cheerleader category.

    They are costed about higher than Kira Jax but have more Range and better powers. They might be closer to 50 points, based on powers, but with the limits of who they are boosting (the Mohicans), I don't know how to rank them.

    Definitely need testing though : )

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Sat Aug 03, 2013 2:48 am

    I ran a quick play-test with the Na'bora Saar Sniper tonight. Need to bring down there points a bit.

    Army # 1:

    Na'bora Saar Sniper x 2 ... 80 points
    Mohican River Tribe x 3 ... 210 points
    Brave Arrow ... 50 points
    Kira Jax .. 30 points
    Sylvarris .. 100 points
    Isamu .. 10 points
    = 500 points

    versus

    Swiftfangs .. 80 points
    Quickblades .. 100 points
    Greyspears ... 110 points
    Darkclaws ... 120 points
    Heirloom .. 90 points
    = 500 points

    --

    The Wolfen moved up fast, as expected ... leading out with Swiftfangs and Greyspears to bring the range into play.

    The Na'bora Saar Snipers split so they had both sides of the board covered. They survived a volley from the Wolfen and then the Mohican's were my OM 2 & 3. The + 1 attack from the Na'bora Saar Snipers gave the Mohicans a few attacks of 4 at range (with height). That cleared the board of the Wolfen fairly quickly and the puppies were on their heels.

    Round 2 was another push by the Mohicans and they did okay. Brave Arrow even got a free activation to take out a Swiftfang. The Wolfen had moved up the Darkclaws and luckily for the Mohicans there were a few choke points on the board ~ so only limited Dual Wield attacks by the Darkclaws. But the Mohicans are just a weak-defensive unit ~ so they started to fall quickly with a mix of Darkclaws and Greyspears attacking.

    By Round 3, there were heavy losses on both sides - with one Saar Sniper down but each of the Wolfen squads missing 1 or 2 figures. The Wolf Pack bonding is great and it helps keep the # of moves and # of attacks fairly consistent (about 3 per OM) but eventually one squad gets thin.

    The game came down to Sylvarris picking off a few Wolves a turn while the remaining Mohicans and Brave Arrow acted as a screen. A lucky 2 shield defense roll saved Sylvarris, and left him at 1 life to barely finish off the Darkclaws.

    Heirloom was moving up, and the last Saar Sniper was finally freed up - and took a shot at the Warforged Hero. Heirloom shrugged it off, letting me move up Kira Jax. She took two wounds off Heirloom who couldn't use Warforged Resolve for an auto-shield. Heirloom won initiative and took out the Sniper but then the 1 Life Sylvarris snuck in a 4 skull attack to finish him off.

    Overall the Mohicans were aided by the + 1 ranged attack. If the Wolfen weren't such a fast army, they Mohicans could have sat back and enjoyed the bonus to ranged attack. Still it was pretty close with Sylvarris at 1 Life, Kira Jax, Brave Arrow and Isamu left.

    --
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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Sat Aug 03, 2013 2:50 am

    I really enjoyed getting Kira Jax into the fray!!  What an awesome figure for 30 points.

    But the Na'bora Saar Snipers at 40-points were pretty strong cheerleaders.  Their Defense 4 and 3 Life is a bit much, so here's my thoughts on changing them up:


    Unit Name: NA'BORA SAAR SNIPER


    General: Aquilla
    Species:  Saar (Cat-Person)
    Type: Uncommon Hero
    Class: Scout
    Personality: Precise
    Size: Medium 5
    Points: 40
    Stats

    Life = 3
    Range = 8
    Move = 5
    Attack = 2
    Defense = 3

    Special Powers
    RECONNAISSANCE COORDINATION
    Before a Scout figure you control attacks a non-adjacent figure with a normal attack, you may add 1 attack die if there is at least one unengaged Na'bora Saar Sniper you control within 6 clear sight spaces of the targeted figure.  When a Sniper you control rolls the 20-sided die against an opponent's figure that is within 6 clear sight spaces of a Na'bora Saar Sniper you control, add 1 to your roll.


    CROSSFIRE
    After revealing an order marker on this army card, and after taking a turn with this Na'bora Saar Sniper, if this Na'bora Saar Sniper did not destroy a figure, choose another Scout or Sniper hero you control.  You may take a turn with that Scout or Sniper.



    Last edited by Lord Kai on Sat Aug 03, 2013 4:52 pm; edited 1 time in total
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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Sat Aug 03, 2013 4:09 am

    Second play-test and the Wolfen totally ROLLED the Mohicans. A few lucky Defense rolls early by the Greyspears was probably the difference, but in the end - the Wolfen had about 250 points remaining. Again the Darkclaws were pretty awesome with their Dual Wield.

    For the Na'bora Saar Snipers ~ losing their Recon + 1 bonus when they are engaged is a nice balance to the power but it certainly would have been nice for the Mohicans to have that back up. No bonding with Brave Arrow the entire game. The Mohicans mostly went down to Greyspears with Range ... that Defense 1 really sucks, and there is little probably of making the Concealment roll (around 16+ in most cases).

    I can't believe that are Ranked B+. That ranks them above the unique Tagawa Samurai squad and MicroCorp. Weird. They've always performed at around a C in my games '_'


    I'm going to run another test or two.





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    Derek S

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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Sat Aug 03, 2013 11:58 pm

    Nice playtests. I still don't think it makes thematic sense for Crossfire to let you take a turn with any scout or sniper hero you control without restrictions. Either change the name of the power or the mechanics (which I like). I understand what you vision, but that isn't crossfire- which is surrounding a certain opponent(s).
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    Derek S

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    Re: W1 Saar Whisper Scout - Released

    Post  Derek S on Sun Aug 04, 2013 11:23 am

    How about

    Scout Signals or Reconnaissance Communication
    After revealing an order marker on this army card, and after taking a turn with this Na'bora Saar Sniper, if this Na'bora Saar Sniper did not destroy a figure, choose another Scout or Sniper hero you control. You may take a turn with that Scout or Sniper.

    or
    Crossfire
    After revealing an order marker on this army card, and after taking a turn with this Na'bor Saar Sniper, if this Na'bora Saar Sniper did not destroy a figure, choose another Scout or Sniper hero you control. You may take a turn with that Scout or Sniper. If the chosen Scout or Sniper attacks it must target a figure within 6 clear site spaces of the figure originally attacked.

    Also, if the figure is named Na'bora Saar Sniper, should his class be scout, or should it be sniper? I kind of liked it to not include the unengaged part, I am curious to see how that plays out both ways.
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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Sun Aug 04, 2013 11:40 am

    I am borrowing pretty heavily from the SHIELD Spotter from C3G - but didn't want to totally steal all of their Power Names : P
    Spoiler:




    SNIPER TEAM BONDING
    After revealing an order marker on this army card, and after taking a turn with this Na'bora Saar Sniper, if this Na'bora Saar Sniper did not destroy a figure, choose another Scout or Sniper hero you control.  You may take a turn with that Scout or Sniper.

    --
    And yes, the Na'bora Saar can be either a Scout or Sniper Class. If they are Scouts, they can get a boost from Brave Arrow (adjacent attack bonus) or Venoc Warlord. There are more modifiers for Scouts - so if I was going to choose between the two, I'd probably keep them Scouts.

    For "Crossfire" or "Sniper Team Bonding" - regardless of the name, I'd like both Dead-Eye and Zetacron to be able to benefit from the Na'bora Saar. Since those Unique Heroes are Snipers - I'll go with Sniper Team bonding for now. That might mean making the Saar "Snipers" as well since they can bond with each other.

    --
    I would also prefer to keep the Recon bonus when the Na'bora Saar was engaged (the SHIELD spotter doesn't have that limitation) but it made sense being in hand-to-hand combat would be enough of a distraction to cancel the bonus.

    But I've got to play-test it both ways.


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    Lord Kai

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    Re: W1 Saar Whisper Scout - Released

    Post  Lord Kai on Mon Aug 05, 2013 1:21 am


    So I got in another play-test match:

    Brave Arrow
    Mohican River Tribe x3
    Sylvarris
    Kira Jax
    Na'bora Saar Sniper x2
    Isamu

    versus

    Marcus Decimus
    Roman Legion x2
    10th Regiment x3
    Martial LaHire


    This ended up being an incredibly close game, with Martial LaHire having only 1 Life remaining. CrAzY.

    For the Na'bora Saar Snipers .. they did what they were supposed to do ~ provide a Range Attack boost for the Mohicans. They did a pretty good job actually, and some lucky Concealment rolls by the Mohicans let them over-take the 10th Regiment in trading Kill for Kill. Eventually the Romans moved up, and after some OM mistakes on my part, the Legion actually made some head-way to penetrate the Mohican screen. But the screen did its job, and Sylvarris took up position and dropped elfish arrows of death into the Roman ranks.

    But as fate would have it, enough Romans and Marcus himself stayed alive long enough for Martial LaHire to get to the battle front. He got shots full of holes by the Na'bora Saar Sniper and Sylvarris ~ having only 1 life remaining before he butchered the Sniper. The Einar team finally starting winning initiative and LaHire took out Sylarris after some great defense rolls. Isamu was next and he missed his first vanish roll. Which sucked because I had an OM on him, which gave LaHire a chance to close on Kira Jax ~ the last remaining figure.

    LaHire survived two full attacks of 4 .. then won initiative and finished her off in two hits. Weird.

    --
    But overall the Snipers were a little ... boring. They stroll out onto the battlefield and provide some bonuses for the Mohicans. And if they survive and there are enemy heroes on the battlefield, they can take a shot and then move up another Sniper or say Kira Jax. They'd certainly be more deadly helping Zetacron.

    The question of whether they give their bonus if they are engaged didn't come up - but I was screen with Mohicans to protect my +1 ranged attack.

    So .. they do what I intended them to do .. but I am wondering how "exciting" they are to play. The Mohicans certainly NEED the help, and it is cool to see Kira Jax get out of the start zone and pop off some laser-blasts : )



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