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    W1 Sylvan Animae - Complete

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    Nomad

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    W1 Sylvan Animae - Complete

    Post  Nomad on Mon Jul 22, 2013 5:06 pm

    Sylvan Animae
    NWHC Wave 1 – The Fallen and the Faithful – Gore and Glade



    PDF DOWNLOAD, front
    PDF DOWNLOAD, back

    Figure: Confrontation, Wolfen of Yilla, Sylvan Animae Unit Box (6 figures)

    General: Aquilla
    Planet: Eberron

    Species: Elementar
    Common Squad
    Class: Guard
    Personality: Wild
    Medium 4

    Life: 1
    Move: 5
    Range: 1
    Attack: 2
    Defense: 4
    40 Points

    JUNGLE TRANSFORMATION
    When a small, medium, or large friendly figure adjacent to 1 or more Sylvan Animae is defending against a non-adjacent attack, the defending figure receives 1 additional defense die. Sylvan Animae cannot be targeted or attacked by special powers that destroy them in one attack. Opponent's figures may not move through a space occupied by a Sylvan Animae.

    HUNTER MOVEMENT ENHANCEMENT
    All Hunters you control that begin their movement adjacent to 1 or more Sylvan Animae can move 2 additional spaces.


    Character Bio:
    A creation of the Primordial Magus of the Forest, Tawarthion (ta-WAR-thee-on), the Sylvan Animae are a combination of druidic and fey magic. The Animae appear in several forms but most commonly their mystical nature is disguised in various plant forms – from evergreen trees, to jungle bushes, to palm trees, and even a tangle of vines or shrubbery. These plant forms are mere husks or constructed ‘bodies’ to house a fragment of a fey spirit. The fey spirit is fused to the husk through a ritual performed by the Primordial mage and once the spells are complete the fey can transform into other plantlife and move with surprising speed and agility.

    The husks are incredibly resilient and even when burned or cut have quick regenerative properties. As part of their magic, the fey can cast minor illusions to further disguise their form. Often the fey will appear as a man or woman emerging from the tree to confuse their target (when in actuality razor-sharp thorns and vines are what is lashing out to attack). Because of these illusions and their toughness of their husks, the Sylvan Animae are a challenging foe to defeat.

    A favorite tactic of these elementars is also to provide cover and camouflage for their allies. Using their metamorphing abilities and their illusions, the Sylvans can confuse opponents who are trying to attack nearby comrades. These concealment powers have been used by great effect for Aquilla’s armies, providing valuable cover no matter the terrain that her warriors are engaged upon.

    Since arriving on Valhalla, the Sylvan Animae have made quick allies with the Quasatch Hunters, who find that the Sylvans can mimic the jungle trees of the ‘Hunters home forest.


    - Rulings and Clarifications -

    Q: "Sylvan Animae cannot be targeted or attacked by special powers that destroy them in one attack." What does that cover, exactly? I think it protects them from Chomp or other auto-destroy powers (Braxas' PAB etc) but you have "attack" in there, and I don't know if that means a special attack, but couldn't all SAs destroy them with one attack, if they roll no shields?

    The Portable Tree concept is really where they started. The destroyed in one attack is actually language adapted from Destructible Objects "Fortress Door." The word "Destroyed" must be part of the language of the Special Power/Attack to be included as one the Animae are immune to. Here is the wording for the Fortress Door:

    Page 5: Fortress Rule Book:
    Attacking and Defending: The Door may be attack by a normal attack, a special attack, or by special powers that only cause wounds. The Door cannot be targeted or attacked by special powers that may destroy it in one attack.

    The concept was that you cannot target and destroy a jungle bush or palm tree ... and since the Sylvan Animae transform into trees - they can gain that limited indestructibility. And they are "constructed" so they can't be poisoned or lethal stung by Retchets.

    - Combinations and Synergies -

    Synergy Benefits Offered

    -Hunter figures: Hunter Movement Enhancement
    All Hunters you control that start adjacent to a Sylvan Animae may move 2 additional spaces. Hunter figures include: Arktos, Death Chasers of Thesk, Dund, Dzu-Teh, Feral Troll, Gladiatrons, Grok Riders, Marden Hounds, Marro Drudge, Master of the Hunt, Quasatch Hunters, Van Nessing, Varkaanan Darkclaws, Varkaanan Quickspears, Varkaanan Greyspears, Varkaanan Swiftfangs, Wolves of Badru, Shadow Slayers of Kresnik, BloodHunter Harpies, Anubian Alpha.

    -Small, Medium, or Large figures: Jungle Transformation
    Friendly small, medium, or large figures adjacent to a Sylvan Animae receive 1 additional defensive die when defending against a non-adjacent attack.

    Synergy Benefits Received

    -Warden 816: Guard Leadership
    As Guards, the Sylvan Animae may benefit from Warden 816’s GUARD LEADERSHIP movement bonus.

    Synergy Imposed

    -Special Powers that destroy: Jungle Transformation
    Sylvan Animae cannot be Targeted by Special Powers that may destroy them in one attack. Figures with Special Powers that can destroy in attack include: Atlaga the Kyrie Warrior, Braxas, Deadeye Dan, Grimnak, Retchets of Bogdan, Runa, Sudema.


    Last edited by Nomad on Sat Feb 07, 2015 2:08 pm; edited 6 times in total (Reason for editing : Updated OP)
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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Mon Jul 22, 2013 5:31 pm

    Way good. Thanks for the card work Damon!
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Wed Jul 24, 2013 4:00 am

    Thanks, Derek.

    I still prefer these guys over the C3V design.

    Kai, let me know if this revised card meets your approval.
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Wed Jul 24, 2013 9:35 am


    Yeah, totally rocks! Approved.
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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Wed Jul 24, 2013 11:37 am

    Just noticed the last m in the 2nd power is capitalized  Move should be move, I think. Is Hunters supposed to be capitalized (I think so).
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Wed Jul 24, 2013 1:25 pm

    Yes - Hunters and Move should be capitalized.

    We could reword it to " . . . can move 2 additional spaces" or ". . . can add 2 to their move number."
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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Wed Jul 24, 2013 1:39 pm

    If Move is supposed to be capitalized then all is good. Funny I never realized that before.
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Wed Jul 24, 2013 2:18 pm

    Quastach is move 2 additional spaces.

    http://www.heroscapers.com/community/showthread.php?t=27520
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Wed Jul 24, 2013 4:38 pm

    Sylvan Animae's card has been updated to reflect the wording that is similar to the Quasatch.
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Thu Aug 01, 2013 4:06 am


    We added the Sylvan Animae to the new C3V "WOLF" unique squads tonight ... which all happen to be Hunters. It was a killer boost of speed!!! ... maybe too good ... but these tree spirits are finding a nice home in the start zone for Demon Hunters and now Wolfen squads.

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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Fri Aug 02, 2013 10:24 am

    In reading the Sylvan Animae's fist power, I assume they cannot be attacked by Rechets . . .

    Rechet's Card wrote:Lethal Sting

    When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die, the defending figure cannot roll any defense dice and is immediately destroyed.

    Or, can they still be attacked by Rechets but still get to roll defense even if three skulls are rolled in the attack?

    Powers that do not work against Sylvan include:

    Poisonous Acid Breath (Braxas)
    Stare of Stone (Sudema)
    Trample Stomp (Tor-Kul-Na)
    Helm of Mintonsoul Aura (Runa)
    Chomp (Grimnak)
    Venom Ray Special Attack, if a 20 is rolled (Estivara)
    Sharpshooter (Dead Eye Dan)
    Ullar’s Bolt of the Witherwood (Atlaga)
    Poison Sting Special Attack, if a 20 is rolled (Sujoah)

    Others?
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Fri Aug 02, 2013 11:43 am


    Thanks for the list, Nomad.

    Yes - that is correct. I took that power from the description of Destructible Objects. None of those powers work on Destructible Objects either.

    The theme here is that the transformation into Jungle Trees temporarily makes them Destructible Objects.
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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Fri Aug 02, 2013 11:50 am

    Don't know if I like that, if the retchets can't attack them. Maybe we change it to 20-sided powers that they can't be targeted by. Or can they be attacked but still get to roll defensive die?
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Fri Aug 02, 2013 1:09 pm

    The Rechets can attack them with a normal attack .. they just can't use Lethal Sting.

    But YES - Braxas can NOT use Acid Breath on the Sylvan Animae.  Nor could Braxas or Runa or Sudema use their 'destroy' powers on a Fortress Door.

    Powers that "inflict wounds" WILL work on them .. so Dragon Swoop for example.
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Fri Aug 02, 2013 10:24 pm

    OK, I did some research on destructible objects . . . if the word "destroy" is even mentioned in the power, then it can't be used against the Sylvan.

    Yes, Rechets can attack, but if three skulls are rolled the Sylvan can still defend.

    We may need to add this to a clarifications section when we release.
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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Fri Aug 02, 2013 11:41 pm

    Sounds perfect. I just did not want them to not be able to attack.
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Thu Nov 21, 2013 1:38 am

    Could you please change the Homeworld of the Sylvans to Eberron?

    I don't think we need to reprint cards or anything but I'm going to make them from Eberron since they'll work with the Primordial of Wood/Forest.

    Bio:

    Sylvan Animae
    A creation of the Primordial Magus of the Forest, Tawarthion (ta-WAR-thee-on), the Sylvan Animae are a combination of druidic and fey magic.  The Animae appear in several forms but most commonly their mystical nature is disguised in various plant forms – from evergreen trees, to jungle bushes, to palm trees, and even a tangle of vines or shrubbery.  These plant forms are mere husks or constructed ‘bodies’ to house a fragment of a fey spirit.  The fey spirit is fused to the husk through a ritual performed by the Primordial mage and once the spells are complete the fey can transform into other plantlife and move with surprising speed and agility.  

    The husks are incredibly resilient and even when burned or cut have quick regenerative properties.  As part of their magic, the fey can cast minor illusions to further disguise their form.  Often the fey will appear as a man or woman emerging from the tree to confuse their target (when in actuality razor-sharp thorns and vines are what is lashing out to attack).  Because of these illusions and their toughness of their husks, the Sylvan Animae are a challenging foe to defeat.

    A favorite tactic of these elementars is also to provide cover and camouflage for their allies.  Using their metamorphing abilities and their illusions, the Sylvans can confuse opponents who are trying to attack nearby comrades.  These concealment powers have been used by great effect for Aquilla’s armies, providing valuable cover no matter the terrain that her warriors are engaged upon.  

    Since arriving on Valhalla, the Sylvan Animae have made quick allies with the Quasatch Hunters, who find that the Sylvans can mimic the jungle trees of the ‘Hunters home forest.
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Mon Nov 25, 2013 10:15 pm

    Change to Eberron completed.

    Bio looks good. I have added the Sylvan Animae and Zaiken to HS.
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    Lord Kai

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    Re: W1 Sylvan Animae - Complete

    Post  Lord Kai on Fri Dec 06, 2013 2:43 am

    This was an interesting list posted on Heroscapers:

    Hunter(s)
    Arktos
    Death Chasers of Thesk
    Dund
    Dzu-Teh
    Feral Troll
    Gladiatrons
    Grok Riders
    Marrden Hounds
    Marro Drudge
    Master of the Hunt
    Quasatch Hunters
    Van Nessing
    Varkaanan Darkclaws
    Varkaanan Greyspears
    Varkaanan Quickblades
    Varkaanan Swiftfangs
    Wolves of Badru

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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Tue Dec 10, 2013 12:45 am

    Definitely some units there that would make the 40 pt. investment of the Sylvan worthwhile. These guys are pretty good.
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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Thu Feb 20, 2014 5:08 pm

    The Book of Sylvan Animae

    NWHC Wave 1 – The Faithful and the Fallen –Gore and Glade


    - Rulings and Clarifications -
    _______________________________________


    - Combinations and Synergies -

    Synergy Benefits Offered
    -Hunter figures: Hunter Movement Enhancement

    All Hunters you control that start adjacent to a Sylvan Animae may move 2 additional spaces.  Hunter figures include: Arktos, Death Chasers of Thesk, Dund, Dzu-Teh, Feral Troll, Gladiatrons, Grok Riders, Marden Hounds, Marro Drudge, Master of the Hunt, Quasatch Hunters, Van Nessing, Varkaanan Darkclaws, Varkaanan Quickspears, Varkaanan Greyspears, Varkaanan Swiftfangs, Wolves of Badru, Shadow Slayers of Kresnik, BloodHunter Harpies, Anubian Alpha.
    -Small, Medium, or Large figures: Jungle Transformation
    Friendly small, medium, or large figures adjacent to a Sylvan Animae receive 1 additional defensive die when defending against a non-adjacent attack.

    Synergy Benefits Received
    -Warden 816: Guard Leadership

    As Guards, the Sylvan Animae may benefit from Warden 816’s GUARD LEADERSHIP movement bonus.

    Synergy Imposed
    -Special Powers that destroy: Jungle Transformation

    Sylvan Animae cannot be Targeted by Special Powers that may destroy them in one attack.  Figures with Special Powers that can destroy in attack include: Atlaga the Kyrie Warrior, Braxas, Deadeye Dan, Grimnak, Retchets of Bogdan, Runa, Sudema.

    Not sure if the Black Wyrmling, Cyprien, should be included as your not destroying the figure, you are dolling out wounds.  A few others not listed might be in question here as well.


    Last edited by Derek S on Tue Feb 03, 2015 1:03 pm; edited 2 times in total
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Thu Feb 27, 2014 9:12 pm

    My opinion:

    Synergy Imposed
    -Special Powers that destroy: Jungle Transformation

    Black Wyrmling - not included - it wounds, not destroys.
    Braxas - included, it destroys.
    Cyprien - not included, he wounds, not destroys.
    Deadeye Dan - included, Sharpshooter power destroys.
    Grimnak - included, chomp destroys squaddies.
    Rechets - included, lethal sting destroys.
    Runa - included, helm of mit. destroys.
    Sudema - included, stare destroys.
    Wo-Sa-Ga - moot point . . . her coil crush only works on heroes, so I wouldn't include her.



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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Thu Feb 27, 2014 10:58 pm

    fixed, thanks.
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    Nomad

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    Re: W1 Sylvan Animae - Complete

    Post  Nomad on Sun Feb 01, 2015 11:12 pm

    new and improved card . . .



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    Derek S

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    Re: W1 Sylvan Animae - Complete

    Post  Derek S on Tue Feb 03, 2015 1:03 pm

    updated books with
    added anubian alpha to hunter list.

    The Book of Sylvan Animae

    NWHC Wave 1 – The Faithful and the Fallen –Gore and Glade


    - Rulings and Clarifications -
    _______________________________________


    - Combinations and Synergies -

    Synergy Benefits Offered
    -Hunter figures: Hunter Movement Enhancement

    All Hunters you control that start adjacent to a Sylvan Animae may move 2 additional spaces. Hunter figures include: Arktos, Death Chasers of Thesk, Dund, Dzu-Teh, Feral Troll, Gladiatrons, Grok Riders, Marden Hounds, Marro Drudge, Master of the Hunt, Quasatch Hunters, Van Nessing, Varkaanan Darkclaws, Varkaanan Quickspears, Varkaanan Greyspears, Varkaanan Swiftfangs, Wolves of Badru, Shadow Slayers of Kresnik, BloodHunter Harpies, Anubian Alpha.
    -Small, Medium, or Large figures: Jungle Transformation
    Friendly small, medium, or large figures adjacent to a Sylvan Animae receive 1 additional defensive die when defending against a non-adjacent attack.

    Synergy Benefits Received
    -Warden 816: Guard Leadership

    As Guards, the Sylvan Animae may benefit from Warden 816’s GUARD LEADERSHIP movement bonus.

    Synergy Imposed
    -Special Powers that destroy: Jungle Transformation

    Sylvan Animae cannot be Targeted by Special Powers that may destroy them in one attack. Figures with Special Powers that can destroy in attack include: Atlaga the Kyrie Warrior, Braxas, Deadeye Dan, Grimnak, Retchets of Bogdan, Runa, Sudema.

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