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Author Topic: The Karth  (Read 490 times)
Jatha
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« on: May 19, 2012, 02:46:25 pm »

The Karth are a Cat-like people (Merecats) that are separated into three distienct clans or tribes, each of which have very distinct playstyles. In essence, I tried to capture the feeling that you where using not just one, but three different sub-factions. I also played around with the idea of certain Command Cards giving special bonuses to a specific unit or unit type (in this case, the different clans) as opposed to a generic buff (I'm not against generic buffs, I just wanted to try out a new style of CC).


And now for a bit of fluff.

The Karth are a fabricated race, created by the Arthain Empire ages ago to augment its dwindling labor force and military. Through the use of genetic engineering augmented by magic, the Arthainians crafted three different species of feline to fill these gaps: The Izra, a powerful creature with a weak mind and peaceful nature; The Joto, whose natural dexterity and high birth rates made them well suited to warfare; and the Meni, whose small size, crafty nature, and a vicious streak a mile long made them perfect assassins. Unfortunately, the scientists in charge of the project did their work too well and accidentally granted their test subjects not only intelligence, but also made them sentient beings, a fact kept secret from the Overseers.

In the meantime, the nobility of the Empire made preparations for the eventual shift from local to feline servants. Armor, tools, and weapons were crafted to new specifications, floor plans of new structures were drawn, and even personal crests were changed to reflect the new collection of slaves. However, as the years past and the Empire continued to fall into decay, the high council grew more and more impatient and began to pressure the overseers to approve the Karth for general distribution. Eventually, in order to appease the Council, the Emperor himself gave orders to prepare for a general demonstration of Karth capabilities by pitting the different breeds against each other in a week long gladiator style tournament. Against the Overseers wishes, the Karth were trained in the art of combat in a wide selection of weapons, including several magical spears intended for the Emperor’s personal bodyguard. But in was not to be. On the night before the opening ceremony, a Joto gladiator overpowered his guards and freed his kinsman, who proceeded to arm themselves liberally and storm the palace grounds; slaughtering the Emperor, the High Council, and the Scientists who had gathered to celebrate their work. After avenging themselves upon their captors the Karth fled to the icy regions of the North, where they have lived ever since, shunned by the rest of the world due to their animal ancestry. Here they live in relative peace as migratory tribes, following the herds of Elk and Mammoths, even going so far as to guard them from rival predators.

Lately, however, the clans have been growing restless. The Karth population has grown too large to be sustained with the current herds, forcing the tribes to seek new hunting grounds in foreign territory and clashes with local forces, though common,  as of yet  have been limited to minor skirmishes. Even so, it is only a matter of time before the Karth hunting parties set their sights on the horizon.


Izra-
Standing 8 feet at the shoulder with a powerful jaw that sports two large sets of fangs, the Izra are perhaps the most intimidating of the three clans. What many do not know, however, is that these are also the most docile. Being both strong and easily persuaded, it seems likely that the Arthain Empire intended for the Izra to become common labors, and as such bred out aggression. In this, they were only partly successful. While Izra are known to hesitate on the field before the battle begins in earnest, indecision gives way to single-mindedness once instincts take over and blood lust sets in. It is believed the Izra are derived from Saber Tooth Tigers.

Joto-
While not as impressive as the Izra in either size or strength, a Joto nevertheless poses a formidable threat both on and off the battlefield. Perhaps the most developed of the clans, the Joto to date are the only ones to establish formal contact with civilization. Sporting natural intelligence and high dexterity, they are well known for making shady deals and then stealing back their wares from unsuspecting customers. Amongst their brethren, their prowess in battle knows no equal. It has been observed, however, that while the Joto are capable of incredible feats, they fight more as a collection of independent warriors than a cohesive force, making their units overall very fragile. The Joto are believed to have been derived from snow leopards or panthers.

Meni-   
As the smallest of the clans, clocking in at less than four feet tall standing on their hind legs, the Meni are quite easy to overlook, and in truth that is how they prefer it. Arthain records indicate that the Meni were the most experimental of the clans, and as such they are closer to their original ancestors than the others. Little is known about them beyond this, due to their resolute antisocial attitude towards any and all non-Karth. There are, however, an extraordinary number of rumors among soldiers claiming to have seen Meni foaming at the mouth while in the midst of battle and devouring their defeated foes. The Meni are believed to be derived from Mountain Lions or Bobcats.


Command Cards

Battle Bred (2):
Play on a unit that is not Charging or being Charged. Your unit gains +1/+1. If the unit is Joto, gain an additional +0/+1.

Strength of the Tiger (2)
Play when one of your units attacks. Your unit gains (+0) +0/+2. If the unit is Izra, gain an additional (+1) +0/+0.

Quick Blade (2)
Play when one of your units attacks. Your unit gains (+0) +2/+0. If the unit is Meni, the opponent may not play a command card this attack.

Feast on the Fallen. (2)
Play during the movement and command phase. All Non-large, Non-Colossal units engaged or that become engaged with your unit must take a terror check. Heal one damage. If your unit is Feral, Heal one additional damage.
You may not play Feast on the Fallen multiple times on the same unit in the same turn.

The Thrill of the Chase (2)
Play when an enemy unit routs. You unit gains (+1) +1/+1 on its free attack.
OR
Play during the movement and command phase. Your unit ignores movement penalties this turn.


Fation Abilities

Izra: +2 courage while engaged
Joto: (+1) +0/+0 while engaged with non-large, non-cavalry units
Meni: +1/+0 vs. ranged

Blood Scent: You may spend one command action to mark a unit's Blood Scent checkbox. Units that have this checkbox have +1 courage and final Rush at 5".  If the unit routs, you may erase the mark to rally the unit.

Feral: whenever a Feral unit fails a rout check, before an enemy’s free attack, roll a (3) 7/7 attack against each enemy unit engaged with your feral unit. This attack is not affected by command cards or unit casualties, and does not cause rout checks. After this attack, your unit routs at
-2/-0


UNITS

Cheetah Coalition- 3G/3Y/2R - 199
(5) 5/5   2/1   Rng-   Crg 11   MC  5”
+1/+0 vs. ranged
Once per game during the movement and command phase, you may spend a CA to give Unengaged Cheetah Coalition 10.5” MC, +1 impact hit, and (0) 0/+1 for one turn.
You must discard a card to play a card on this unit.
While not sentient themselves, these predators are in awe of their ascended cousins, and are more than willing to accompany them in their travels.  




Camp Guards: 4G/3Y/3R – Core - 182
(5) 5/5   2/2   Rng-   Crg 11   3.5”
Blood Scent
Equipment: Varies
When it comes to guarding Kit and Kin, every clan has its share of volunteers


Izra Warriors - 4G/4Y/2R - Core - 224
(5) 5/6   1/3   Rng-   Crg 10*   MC 3.5”   
Blood Scent
+2 courage while engaged
Equipment: Various Two Handed Weapons, Hide Armor


Izra Spear Throwers - 4G/4Y/2R - 245
(5) 5/5*   1/3   Rng 7”   Crg 10*   MC 3.5”
Javelin
Blood Scent
(+0) +0/+1 while engaged
+2 courage while engaged
Equipment: Throwing Spears, Hide armor
Sometimes Karth forgo their claws and fangs for weapons with a little more reach.


Joto Hunters-3G/2Y/2R - Core - 230
(4) 5/5   1/2   Rng 14”   Crg 12   MC 3.5”
Blood Scent
(+1) +0/+0 while engaged with non-large, non-cavalry units
(-0) -1/-1 While engaged
Equipment: Bows, Claws, Hide armor


Joto Spearmen- 5G/1Y/3R - Core - 240
(6*) 5/5   2/2   Rng-   Crg 12   MC 3.5”
Blood Scent
(+1) +0/+0 while engaged with non-large, non-cavalry units
(-1) -0/-0 while charging
(+0) +1/+0 vs. Cavalry and/or Large units.
(+0) +0/+2 while Holding vs. Charging Cavalry and/or Charging Large units
Equipment: Spear, Hide armor


Apex Warriors-5G/2Y/1R - Elite - 444
(5*) 6/6   3*/2   Rng -   Crg 12*   MC 3.5”
Blood Scent
+2 courage while engaged
(+1) +0/+0 while engaged with non-large, non-cavalry units
+1/+0 vs. ranged
Equipment: Magic Sword, Hide armor
Top cats use the same weapons of old that slew their would-be masters.


Meni Stalkers - 3G/2Y/3R - 253
(4) 5/4   2*/0   Rng 3.5”   Crg 12   MC 6”
Javelin
Feral
Blood Scent
+1/+0 vs. ranged
(+1) +1/+1 attacking a Flank or Rear
(+2) +0/+0 vs. routing units
Equipment: Throwing Daggers, Loincloth
These Karth have perfected the art of ambushing their prey.


Meni Bow Warriors- 3G/2Y/2R - 247
(3) 6/5   2/1   Rng 10.5”   Crg 12   MC 3.5”
Blood Scent
+1/+0 vs. ranged
(+1) -1/-0 While engaged
Equipment: Yew Bow, Claws, Hide armor


Meni Battleclaws 3G/3Y/2R - Core - 222
(4) 6/5   3/1   Rng -   Crg 12   MC 3.5”
Feral
Blood Scent
+1/+0 vs. ranged
Equipment:Honed Claws, Hide Armor
There are no better weapons then the ones you were born with.


Liger Cavalry- 4G/2Y/1R- Elite - 480
(6) 6/6   2/3   Rng-   Crg 13   MC 5”
Cavalry
(+0) +0/+1 and +1/+0 while charging.
Large
Fearsome
Feral
You must discard a card to play a card on this unit.

« Last Edit: June 25, 2012, 04:39:35 pm by Jatha » Logged
gull2112
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« Reply #1 on: May 19, 2012, 04:49:13 pm »

Excellent faction! It would be fun to play. I think some of the bonuses would change with playtesting, but that is to be expected. Make up some proxies and try it out.
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Jatha
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Posts: 51


« Reply #2 on: May 19, 2012, 07:54:07 pm »

Woops, I goofed. I forgot to add design notes to the OP. Well, better late than never, I suppose.

The Karth are a Cat-like people (let the coarse jokes ensue) that are separated into three distienct clans or tribes, each of which have very distinct playstyles. In essence, I tried to capture the feeling that you where using not just one, but three different sub-factions. I also played around with the idea of certain Command Cards giving special bonuses to a specific unit or unit type (in this case, the different clans) as opposed to a generic buff (I'm not against generic buffs, I just wanted to try out a new style of CC).
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Jatha
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Posts: 51


« Reply #3 on: May 19, 2012, 07:56:56 pm »

Excellent faction! It would be fun to play. I think some of the bonuses would change with playtesting, but that is to be expected. Make up some proxies and try it out.

Can you point out any bonuses in particuler? I tried to keep the abilities fairly balanced, but of course something might be way OP'd without my knowing.
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gull2112
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« Reply #4 on: May 19, 2012, 08:27:47 pm »

Quote
Predatory Instinct: You may spend one command action to mark a units Predatory Instinct checkbox. Before rolling to hit, you may erase the mark to grant the unit +(1) +0/+0, +(0) +1/+0, or (+0) +0/+1 this attack. This counts as playing a command card.

Feral: whenever a Feral unit fails a rout check, before an enemy’s free attack, roll a (3) 7/7 attack against each enemy unit engaged with your feral unit. This attack is not affected by command cards or unit casualties, and does not cause rout checks. After this attack, your unit routs at
-2/-0

Predatory instinct is too putsey IMHO. Pick one bonus and call it good. I would suggest (+0) +1/+0 as it feels most "predatory" as opposed to say frenzied or vicious .

Feral: at least dial it back to (3)6/6 or (X)-1/-1 where X is its normal attack stat - (being in the yellow or red), this makes it an intruiging possibility vs. an out right reward for failure.
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Jatha
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Posts: 51


« Reply #5 on: May 19, 2012, 09:26:45 pm »

Predatory Instinct: You may spend one command action to mark a units Predatory Instinct checkbox. Before rolling to hit, you may erase the mark to grant the unit +(1) +0/+0, +(0) +1/+0, or (+0) +0/+1 this attack. This counts as playing a command card.


Predatory instinct is too putsey IMHO. Pick one bonus and call it good. I would suggest (+0) +1/+0 as it feels most "predatory" as opposed to say frenzied or vicious .

The idea behind this ability to to give the player some adaptability to the situation. While a choice the between all three attack stats may be too much, I think there should still be an either/or mechanic to the ability.

How about changing Predatory instinct to this:

You may spend one command action to mark a units Predatory Instinct checkbox. Before rolling to hit, you may erase the mark to grant the unit +(0) +1/+0 or +(0) +0/+1 this attack. This counts as playing a command card

Feral: whenever a Feral unit fails a rout check, before an enemy’s free attack, roll a (3) 7/7 attack against each enemy unit engaged with your feral unit. This attack is not affected by command cards or unit casualties, and does not cause rout checks. After this attack, your unit routs at -2/-0


Feral: at least dial it back to (3)6/6 or (X)-1/-1 where X is its normal attack stat - (being in the yellow or red), this makes it an intruiging possibility vs. an out right reward for failure.


I would argue that an attack skill/power of 7/7 is balanced, seeing how it doesn't cause rout checks. Granted, having three dice on the attack may be a bit much, but on the other hand, thanks the -2/0 defense skill while routing, the unit is nealy guaranteed to be wiped out, whereas in a normal rout scenario you at least have a chance of recovering the unit.
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gull2112
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« Reply #6 on: May 20, 2012, 02:01:35 pm »

Fair enough, we'd just have to see what playtesting reveals. Smiley
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Jatha
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Posts: 51


« Reply #7 on: May 21, 2012, 10:17:04 pm »

Made a few changes to the faction:

Changed the Checkbox from:

Predatory Instinct: You may spend one command action to mark a units Predatory Instinct checkbox. Before rolling to hit, you may erase the mark to grant the unit +(1) +0/+0, +(0) +1/+0, or (+0) +0/+1 this attack. This counts as playing a command card.
 
To:

Blood Scent: You may spend one command action to mark a unit's Blood Scent checkbox. Units that have this checkbox have +1 courage and final Rush at 5".  If the unit routs, you may erase the mark to rally the unit.

Also

All Meni except Meni Stalkers have had their (+1) +1/+1 bonus attacking Enemy units flanks and rears removed.

« Last Edit: May 21, 2012, 10:26:25 pm by Jatha » Logged
Jatha
Jr. Member
**
Posts: 51


« Reply #8 on: May 22, 2012, 11:55:14 am »

Changelog: Removed Herd Guards

Herd Guards- 4G/2Y/3R
(5) 5/6   1/2   Rng-   Crg 10*   MC 5”
Izra
Blood Scent


Added Camp Guards

Camp Guards: 4G/4Y/4R - Core
(5) 5/5   2/2   Rng-   Crg 11   3.5”
Blood Scent

A Basic Swordsmen unit, this is intended to be the player's primary damage tank. Notice the lack of clan affiliation.


Reduced Irza Units courage.


Added some VERY experimental point values to the units.


If anyone has any feedback concerning unit cost, please let me know. I'm really just spitballing here.

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gull2112
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« Reply #9 on: May 22, 2012, 02:09:14 pm »

Excellent mods! Blood scent FR of 5" is brilliant, I really like the way this provides a different feel to the faction. The Meni stalkers now feel unique and very desirable. excellent adjustments. Proxy ready I'd say. Mainly I say this because the faction has a very unique and cool feel to it without being overburdened with special rules or exagerated bonuses and/or stats.
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"Of course, the Goblin Bombchucker is always a solution."
http://gullsbattleground.blogspot.com/
Jatha
Jr. Member
**
Posts: 51


« Reply #10 on: May 22, 2012, 03:00:53 pm »

Excellent mods! Blood scent FR of 5" is brilliant, I really like the way this provides a different feel to the faction. The Meni stalkers now feel unique and very desirable. excellent adjustments. Proxy ready I'd say. Mainly I say this because the faction has a very unique and cool feel to it without being overburdened with special rules or exagerated bonuses and/or stats.

Thanks! I too am very happy with the adjustments. BTW, thanks for calling me out on Predatory Instinct; you were 100% correct. I ran several one-on-one tests using Joto Spearmen (Spearcats?) vs. Hawk Spearmen, giving each one one command action towards thier respctive abilities (Predatory Instinct, Bravery) with the assumption that both units were charging and had no CC. I discovered that, although the Joto had more dice on the charge and during post-charge combat, the battle was fairly balanced due to the Hawks Bravery, which allowed them to grind down the Joto, with a slight win/loss in the Joto's favor. However, I soon realized that there was little point in saving my Predatory Instinct mark for after the charge when I could just erase the mark and gain an addtional (+0) +1/+0 to Hit/Damage on 4s, which is not how I wanted the ability to feel.
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