Posted by
Tony1978 on
Jun 10, 2014; 5:41pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Play-testers-wanted-SC-order-and-equip-cards-tp7580892p7580912.html
Hi Evilgoat.
I saw your cards and some of them are very useful. :)
You're pumping the poor marines!!
But let me ask or note something strange I found.
1) Fall back! - Now marines can act even in the Alien player turn, like the Eldar commander. Maybe this is an ability that should be given only to the speedy eldars.
2) Combined fire - I'm sceptical about giving a bolter the capacity to destroy a Dreadnought. Same doubt for the Eldar card with the same effect.
3) Red thirst - Is a plague an equipment? Well... ok, it can also be discarded during the battle by the Alien player (the commander has survived from his taint :) ). But, the strange thing is another. You're introducing a "like an Order logic" into an equipment card. Also, this strange order card is effective all the time. I used to play with a card called "Black rage" (or similar), but effective only for a turn. In my experience I think that this card should be revised. :)
4) Artificer armour - I like it so much!! But what happens when the Alien player discard this card? Marines must undress themselves? LOL
5) Ammunition packs - Even this card is a sort of perpetual order card, but you've balanced it with drawbacks. But, why call it ammo packs? Maybe you can call it "better ammo feeder" or "mastercrafted weapon" (or similar).
6) Narthecium - You give this card the 100% probability to restore a fallen brother. Maybe the Marine player should roll a die and if he obtain a zero the marine is ready to continue the battle. In my personal rules only the Apothecary can carry the Narthecium.
7) Kraken shells - It's a good idea! In fact marines with bolter are underpowered inside the space hulk. In my games I call them "experimental ammunition" (or similar).
8) Overwatch - Another example of using marines in the Alien player turn. But, do they play in their turn and also in the Alien player one? Or they need to lose their turn (marine turn) for playing into the Alien one?
9) Recon - It's an atipical logic. Usually marines can do the same action (move, fire) twice, not three times in a turn.
10) Iron Halo - I thought that the Iron halo protects only from ranged attack. That's why I assimilate it to the Force field of the Blood Angels commander.
11) Auspex upgraded - I cannot understand it. Maybe, when the Alien Event card "Auto defence system" is played, is it controlled by the Marine player instead of the Alien ?
Great work!!!
PS: did you use the Mortis template for the cards, or another one? And how do placed them exactly side by side?