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Starcraft: War of the Summoners
I've been working on a custom faction for each of the three Starcraft's race. It just make perfect sense to translate them onto Summoner Wars. This had been some real challenge to me unlike my last custom where I had a friend to help me play test for fun, this time I had to solo the whole thing which slow down the whole process... It been almost a week and I've manage to get down the first two faction, the Terran and the Zerg
Have a look
and as always, these are no where close to being final, many adjustment I need to make as I solo-playtesting them more... I am also working on the graphics and polishing it real nice, stay tuned! kekeke
Last edited by Sauam; 04-28-2011 at 01:37 AM.
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First to be shown is; The Terran. My favorite race to play in the actual Starcraft game. I've always like protection style of play (hence why I liked VG so much) I am trying to get that same feel of building placement going on here as well
Highlight: Terran plays a heavy wall-event game, their bunker and supply depot effectively soak up small amounts of damage but yet you can still counter fire. Due to Command Center's 0 attack value it is essential to lift off and run away when in danger or move in for more wall-defensive game, what CC lacks in attack value comes with it's very useful event Comsat and Nuclear Silo... just like in game, we all know how crazy strong nuclear missile are and it is quite the same here, blasting your opp's side of their formation with constant bombing, fun time!
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Command Center
0 Melee, 7 Life
Lift Off
You may move Command Center up to 1 additional space and may move through other cards you control, but must end it's move on an unoccupied space.
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Jim Raynor
2 Melee, 7 Life, 5 Cost
Spider Mine
During your Event Phase, you may reveal the top card of your Magic Pile, if it's an event card, discard it and add 3 Wound Markers on a chosen Common or Champion Unit on your side of the battlefield.
Tychus Findlay
1 Range, 5 Life, 5 Cost
Reinforced Mech Suit
When Tychus Findlay is being attacked, before adding any Wound Marker for that attack, remove a Wound Marker from Tychus Findlay for each Miss die result from that attack.
Sarah Kerrigan
1 Range, 4 Life, 3 Cost
Psychic Snipe
Instead of attacking normally, for each card in your Magic Pile, Sarah Kerrigan may attack a card within that many spaces.
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Marine
1 Range, 2 Life, 1 Cost
Stim Pack
When there is no Wound Maker on this unit, you may place 1 Wound Marker on this Marine, it may move up to 1 additional spaces during this Movement Phase and it may attacks cards that are up to 4 clear straight spaces away this turn.
Firebat
1 Melee, 2 Life, 1 Cost
Flame Thrower
When an attack from this Firebat inflects 1 or more wounds on a Unit. You may choose a enemy Unit that are adjacent to the attacking target, add 1 Wound Marker on the chosen card.
Siege Tank
2 Range, 4 Life, 4 Cost
Siege Mode
If this Siege Tank did not move this turn nor was summon this turn, it may attack from up to 7 straight line spaces away and may attack through Units.
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Wall (x3)
Heroic Feat (x2)
Comsat: Scanner Sweep (x1)
Play Comsat adjacent to Command Center and treat it as a Wall Card but cannot be use for summoning Unit. Comsat starts with 3 Life Points.
When Comsat is adjacent to Command Center, your opponent reveals each card they draw.
Nuclear Silo: Arm Nuke (x1)
Play Nuclear Silo adjacent to Command Center and treat it as a Wall Card but cannot be use for summoning Unit. Nuclear Silo starts with 3 Life Points.
During your Event Phase, if Nuclear Silo is adjacent to Command Center, you may spend 1 Magic Point to choose a space on the battlefield, remove all die placed by Nuclear Silo then place a die with a result of 3 on the chosen space. At the end of your opponent's turn reduce that die's result by 1. Remove the die when it's result is at 1 and add 3 Wound Markers on all the cards within 2 spaces from the chosen space.
Bunker (x2)
Treat Bunker as a Wall Card but cannot be use for summoning Unit. Bunker starts with 3 Life Points.
When a Unit you control with a 3 or lower Life Value move adjacent to this Bunker, you may place that Unit under this Bunker, up to maximum of 1 card. Unit under Bunker still consider to be on the battlefield but cannot be attacked. If this Bunker is destroyed, place the Unit under this Bunker onto it's space.
Supply Depot (x2)
Treat Supply Depot as a Wall Card but cannot be use for summoning Unit. Supply Depot starts with 3 Life Points.
Units you control may move and attack through Supply Depot you control.
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[_] [_] [_] [_] [_] [_]
[_] [_] [w] [_] [_] [_]
[F] [F] [_] [M] [M] [M]
[_] [_] [S] [_] [_] [_]
W - Wall
S - Summoner
M - Marine
F - Firebat
Last edited by Sauam; 06-16-2011 at 05:38 PM.
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Highlight: Here is the Zergs, unlike the Terran where their event plays like wall (building), Zerg here their Champion plays like building... Their whole theme is about "growing" as you can see, there is also one important difference with Zerg, they dont have walls! Zero walls! Instead they summon via Larvae and I love this mechanic, it is so different but yet feel just like the actual Starcraft game
There is two style to play Zerg (or even both), you can either grow your Champion into infest Kerrigan and try to win game with her and whatever she gain controls, or play an swarming game with Zerling and grow your Hatchery into a Lair, then a Hive for larger summoning radius and more spawning of Larvae
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Hatchery
0 Melee, 4 Life
Creep
Hatchery cannot be move. Larvae cannot be play during Event Phase. At the beginning or your Summon Phase, you may place up to 1 Larvae event card within 2 spaces of the Hatchery this turn.
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Overmind
0 Melee, 6 Life, 6 Cost
The Dark Voice
Overmind cannot be move. At any time, you may spend 6 Magic Points to search your Draw Pile or Discard Pile for Daggoth. Reveal the card, then shuffle your Draw Pile and place the revealed card on the top.
Daggoth
0 Melee, 3 Life, 3 Cost
The Second Coming
Daggoth cannot be move. At any time, you may spend 3 Magic Points to search your Draw Pile or Discard Pile for Infested Kerrigan. Reveal the card, then shuffle your Draw Pile and place the revealed card on the top.
Infested Kerrigan
3 Range, 9 Life, 9 Cost
Ascension
Before Summoning Infested Kerrigan you may destroy both Overmind and Daggoth to reduce Infested Kerrigan's Summon Cost to 0. If Infested Kerrigan was summoned this way, you may choose up to 2 Common units or 1 Champion unit and gain control of the chosen Unit.
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Zergling
1 Melee, 1 Life, 0 Cost
Breeding
When this Zergling is summoned, search you Draw Pile for a Zergling and place it adjacent to this Zergling. Then shuffle your Draw Pile.
Hydralisk
1 Range, 2 Life, 1 Cost
Acid Spines
When this Hydralisk attacking a Unit that are 2 spaces away from it, add 1 to it's Attack Value for that attack.
Ultralisk
1 Melee, 3 Life, 2 Cost
Kaiser Blades
This Ultralisk can only move up to 1 space during your Movement Phase. Add 2 to this Ultralisk's Attack Value when it is attacking a card that has a greater total Life Value then this Ultralisk.
---EVENT
Larvae (x4)
Treat Larvae as a Common Unit Card with 0 Attack Value and 1 Life Value. If this Larvae is destroyed, it is not destroy but are place on top of your Draw Pile instead. During your Summon Phase, you may place this Larvae on top of your Draw Pile to summon a Zerg Unit on it's space.
Lair (x1)
Place this event under Hatchery, then remove up to 1 Wound Markers from it and it gains the following ability:
Greater Creep
At the beginning or your Summon Phase, you may place up to 2 Larvae event card within 3 spaces of the Hatchery this turn.
Hive (x1)
Place this event under Hatchery only if Lair is under it, then remove up to 2 Wound Markers from it and it gains the following ability:
Creep Colonies
At the beginning or your Summon Phase, you may place up to 3 Larvae event card within 4 spaces of the Hatchery this turn.
Burrow (x2)
Choose a Common Unit you control and place this on top of it. The chosen Unit cannot attack or be attacked and may move through other Units. At any time, a player may choose to spend 2 Magic Points to discard this card from off the chosen Unit.
Zerling Rush (x2)
Search every player's Discard Pile for all the Zerling cards and shuffle those cards back in your Draw Pile.
Spawning (x2)
Choose an opponent, if you have more Unit on the Battlefield then opponent does, you may draw 1 card for each unit you have more then the chosen opponent does.
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[_] [_] [_] [_] [_] [_]
[Z] [_] [L] [_] [_] [Z]
[_] [U] [S] [_] [H] [_]
[_] [_] [_] [_] [_] [_]
S - Summoner
L - Larvae (event card)
Z - Zergling
H - Hydralisk
U - Ultralisk
Last edited by Sauam; 05-26-2011 at 02:52 AM.
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I like the feel of the Terran one (especially the bunker idea), but I think too many 'sits on the board' events would needlessly clutter things.
I would hope the zerg to be a more swarming faction like the CG. Maybe have units that move outside of the normal 3 move rule like goblins or lionesses.
I would like to see what you could come up with the Protoss.
But overall nice.
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