I really like the power - makes Dund much better. He fried me on our playtest by losing three OMs on Agent Carr.
Sad to see disengage leave.
Digital Domain for the Discussion and Discourse of Dungeons, Dragons, and other Distractions
CRIPPLING GAZE 15
Before moving, you may choose a figure within 5 clear sight spaces of Dund. Roll the 20-sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards).
Derek wrote:On the Tracking power I am still not sure we shouldn't have a final distance limit from the tracker hounds. Maybe
TRACKING
After taking a turn with the Tracker Hounds, you may move 1 Tricky Hunter Hero or 1 Tricky Hunter Squad you control up to 6 spaces. Any figure moved by Tracking must end it's movement within 5 spaces of a Tracker Hound you control.
Original:
TRACKER AMBUSH
When attacking with the Tracker Hounds, if the defending figure has no revealed Order Markers on their Army Card, you may add one attack die for each additional Doggin engaged with the defending figure.
Suggestion:
TRACKER AMBUSH
When figures you control attack an opponent's figure that has no revealed Order Markers on their Army Card, add one attack die if there is at least one Doggin engaged with the defending figure. If the attacking figure is a Doggin, add one automatic skull to whatever is rolled instead.
TRACKER AMBUSH
When a Hunter or Tracker you control attacks an opponent's figure that has no revealed Order Markers on their Army Card and is adjacent to 1 or more Doggin Trackers you control, add one automatic skull to whatever is rolled.
Derek S wrote:TRACKER AMBUSH
When a Hunter or Tracker you control attacks an opponent's figure that has no revealed Order Markers on their Army Card and is adjacent to 1 or more Doggin Trackers you control, add 1 automatic skull to whatever is rolled.
The automatic skull might be a little powerful, although I like it. Maybe we should explore, rolls 1 additional attack die. I'll update the OP and title.
Derek S wrote:I don't think it will be too bad for other hunters/trackers, but with the Doggin themselves and disengage, move 7, 3 attack with 1 auto skull I think could be pretty powerful, especially against bonding heroes and the like.
Derek S wrote:As it reads now, the Doggin would receive an auto skull on anyone they attack that does not have a revealed order marker, so the X would be no good. But I do like it and am willing to give it a go, just a little nervous about what this could do to their points.
TRACKER AMBUSH
When a Hunter or Tracker you control attacks an opponent's figure that has no revealed Order Markers on their Army Card and is adjacent to 1 or more Doggin Trackers you control, add 1 automatic skull to whatever is rolled.
TRACKER AMBUSH
When a Hunter or Tracker you control attacks an opponent's figure that has no revealed Order Markers on their Army Card and is adjacent to 1 or more Doggin Trackers you control, add 1 automatic skull to whatever is rolled.
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