The Firestorm: A crossover invasion game. Looking for a 40k faction player.

Is this going to turn into gwent, where there's a deck for practically every faction in the world?

EDIT: because by Cabal defender deck would destroy you all. *desperately tries to hide the fact that he has never played a legitimate card game.*

Way ahead of you kid. Made these half a year ago as a joke:





I'd make my own class if I had a solid idea for a Hero Power.
 
@Troglodyte:
Having never yet played a CCG, I'd assume my faction's really broken trait is free summoning, to get around prohibitive deployment costs. The fact that light units automatically return from the Graveyard after a couple of turns wouldn't hurt, though, nor would the fact that the heavies are better than almost anyone else's. (The Grey Widowmakers would have a cruise missile launch ability, incidentally.)
For keywords, I suggest something like:
Onslaught: Unit summons units from the controller's library every turn. Unit may not summon a combined value greater than it's own value -1 per turn.
Optimize: Choose one color. Unit gains +1/+1 regarding all creatures and spells of that color. Further use cancels prior ones, but multiple instances can be activated simultaneously.
Herokiller: Choose up to one ability from each creature this unit has attacked this turn. That ability is suppressed until this unit takes its next turn, or dies.
 
Last edited:
I found that unlikely.
While I might be more aware of AC4 than the average guy I actually didn't play it.
But that alone wouldn't be an issue.
The fact we are too close would be a serious issue. And to be honest I don't wish you to move because I want to interact with your nation.
Alright. I asked you since you seemed to be the most knowledgable of the GMs in regards to Armoured Core For Answer. Well, so far.
 
Onslaught: Unit summons units from the controller's library every turn. Unit may not summon a combined value greater than it's own value -1 per turn.
And that's going to push up the cost of units with this ability. Onslaught works every turn, and lets you play cards from your library for free. Compare this to how I suggest that Formation work, where it triggers once and requires you to have those cards in your hand. Onslaught would probably be an activated ability that requires tapping though, so it won't add that much to the cost of the card.
Optimize: Choose one color. Unit gains +1/+1 regarding all creatures and spells of that color. Further use cancels prior ones, but multiple instances can be activated simultaneously.
Yeah, no. This is going to get horribly complicated.
Herokiller: Choose up to one ability from each creature this unit has attacked this turn. That ability is suppressed until this unit takes its next turn, or dies.
You mean something like {2,T} Target creature cannot use activated abilities this turn?
 
Onslaught would probably be an activated ability that requires tapping though, so it won't add that much to the cost of the card.
It's supposed to be a different paradigm, so no. Onslaught is free.
Yeah, no. This is going to get horribly complicated.
Fair enough. Double attack and defense against one color, instead?
You mean something like {2,T} Target creature cannot use activated abilities this turn?
Not quite. It's supposed to work on passive abilities as well. (Herokiller Units are kind of hax.)
 
Optimized: Coelessence, by default, isn't the best field for any specific action. But it does let you optimize your loadout for anything. Grey Eternity Units are treated as one Tier higher if they have time to prepare and information on their opponent.
(Translation: Overpowered? Probably. Beyond the point of fun? I sure hope not. I put a lot of work into this.)

That strikes me as a bit unfair, especially given that your nation already seems to have knowledge on the entire planet and you're already Tier A, which already includes 40k tier stuff in it.
 
That strikes me as a bit unfair, especially given that your nation already seems to have knowledge on the entire planet and you're already Tier A, which already includes 40k tier stuff in it.
40K is kind of underpowered, planet busters excepted. And I have general knowledge on the world, but I'll still need to scout out specifics, especially on enemies, because the Firestorm has some important differences from the Global Inferno. I'd need a Trait to allow more than that.
What do you mean by motives exactly?
Completely optional roleplaying.
 
Last edited:
40K is kind of underpowered, planet busters excepted. And I have general knowledge on the world, but I'll still need to scout out specifics, especially on enemies, because the Firestorm has some important differences from the Global Inferno. I'd need a Trait to allow more than that.

40k is only really underpowered if you cherry pick away at specific moments and base your assessment off of those. It otherwise presents itself as a setting that could quite reasonably annihilate every player faction in this game depending on what 40k force or individual you happen to stumble upon.
 
You do know what the last word of this subforum's name signifies? It is the centerpiece, and the Grand and Strategy are just modifiers.
Fair enough. I will point out that I didn't say no roleplaying was necessary, though, just that sort.
40k is only really underpowered if you cherry pick away at specific moments and base your assessment off of those. It otherwise presents itself as a setting that could quite reasonably annihilate every player faction in this game depending on what 40k force or individual you happen to stumble upon.
Point conceded, but it's also one of the most Schizo Tech settings around. Which part of 40K were you referring to?
 
It's supposed to be a different paradigm, so no. Onslaught is free.
Then expect your cards with it to cost a very large amount for even a basic 1/1.
Not quite. It's supposed to work on passive abilities as well. (Herokiller Units are kind of hax.)
So "{2,T}Exile target card. When Herokiller leaves the battlefield, return exiled cards to the battlefield under thier owner's control"?
 
40K is kind of underpowered,
Excuse me while I go have a stroke.


But seriously. 40k is anything but underpowered. The auto-guns, arguably the weakest guns in the game could blow a decent sized hole through a modern humver with one bullet. The mass produced clothes could act as modern body armor. One of the most common armaments fires self propelled explosive tipped rockets at full auto.

They have laser pistols that evaporate tanks. 40k tanks.

And that's not even the crazy shit the Mechanicus have. (Not to say samdam is overpowered, but he's certaintly not underpowered.)
 
Pretty much.

The only thing you could call 40k under powered against are outright comic worlds, the factions already on the planet (By that I mean the major ones native to this universe), the likes of the culture/supreme commander, and a good deal of the quests that take place after the emperor dies on this very site, and those are technically 40k too.
 
Last edited:
Pretty much.

The only thing you could call 40k under powered against are outright comic worlds, the factions already on the planet, the likes of the culture/supreme commander, and a good deal of the quests that take place after the emperor dies on this very site, and those are technically 40k too.

And Star Wars. The IoM Logistics train routinely prevents them from concentrating sufficient force in a single area to win outright. Star Wars has that edge on them when all other things are generally equal.
 
And Star Wars. The IoM Logistics train routinely prevents them from concentrating sufficient force in a single area to win outright. Star Wars has that edge on them when all other things are generally equal.
Psykers are generally more powerful than force users, but given that Turbolasers fire gigawatt beams, SW probably edges out the IoM in weapons.
 
Back
Top