Submission: Melee weapon enhancers
So here is my compromise:
non-unique Melee weapons should be equipped with an additional +1 stealth.
Reason:
In modern times, no one gives a fuck if his neighbor has a sword. It's a fucking joke. Guns require permits or background checks, or you have to get them illegally. But you can go to any flea-market or swap-meet and get a sword.
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If so, this could be fixed with a combat card that fetches a melee weapon (I wonder if I didn't suggest one already). Something like "Combat. Only usable before range is determined. This vampire (more balanced than minion) equips with the first non-unique (for balance) melee weapon he or she can equip from your library (working from the top; cost apply as normal; shuffle afterwards).".Klaital wrote: Main problem is that most weapons are not worth to waste an action to equip, which is why weighted walking stick is the most popular weapon in the game. Also pretty much all gun decks use concealed weapons to get their guns, and .44 magnum just happens to be the best weapon you can conceal out.
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Combat
Only playable at the beginning of a round of combat.
This vampire searches from the top of your library for the first non-unique melee weapon and puts that weapon on this vampire along with this card. At the end of the combat, you must choose to pay the equip cost of this weapon, or shuffle the chosen weapon into your library (even if the weapon is out of play). Burn this card after the combat is over.
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- Juggernaut1981
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Juggernaut1981 wrote: Whatever is Handy
Combat
Only playable at the beginning of a round of combat.
This vampire searches from the top of your library for the first non-unique melee weapon and puts that weapon on this vampire along with this card. At the end of the combat, you must choose to pay the equip cost of this weapon, or shuffle the chosen weapon into your library (even if the weapon is out of play). Burn this card after the combat is over.
Interesting, very horrid reality feeling.
What about:
The Worste of Intentions
Action modified
Only usable during a d action immidiately before combat. This minion equips with a non-unique melee weapon from your hand or ash heap (pay cost as normal).
"Room for flavor text"
So, if you rush or get blocked bleeding or rushing, or whatever else malicious, you get a weapon. More balanced since its not tutored from deck. Most broken part is recurring meat hooks, which isnt really going to break stuff, even in weenie dom meathoom bleed with this. It helps melee, and lets you pitch your stuff early turns or to dreams in order to cycle.
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- ReverendRevolver
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Juggernaut1981 wrote: At the end of the combat, you must choose to pay the equip cost of this weapon, or shuffle the chosen weapon into your library (even if the weapon is out of play). Burn this card after the combat is over.
Corner-case annoyance: burning Garrote is supposed to 'use up' the Garrote, but now it gets shuffled back into the library.
More generally, the "search your library without having to take an equip action for a melee weapon" options make torporization quite a lot easier to access with Wooden Stake and a Target card (or Lucky Blow or whatever). That's potentially a fairly significant power escalation. Similarly for any vampire with a +1 strength special - they now sort of have a claw card.
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- jamesatzephyr
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Kind of Piper for melee weapon
Master. Trifle.
A ready untapped vampire you control equip a non unique melee weapon from your library (requirements apply as normal, shuffle afterwards). This weapon cost -1 pool of blood. This is not an action and cannot be blocked.
Else i have some ideas about archetype on that concept :
Crusader v1
Master: archetype.
Place this card on a vampire you control. This vampire equip a non unique melee weapon from your library (requirements and cost apply as normal, shuffle afterwards). This is not an action and cannot be blocked. Combat cards cannot deny the use of this melee weapon or the strike with this weapon. This vampire may only strike with this weapon. While this vampire is ready, this weapon cannot be transferred, moved or stolen. If this weapon is burned, burn Crusader. A vampire can have only one archetype.
Crusader v2 (less powerfull)
Master: archetype.
Place this card on a vampire you control. This vampire equip a non unique melee weapon from your library (requirements and cost apply as normal, shuffle afterwards). This is not an action and cannot be blocked. Combat cards cannot deny the use of this melee weapon or the strike with this weapon. This vampire may only strike with this weapon. If this weapon is burned, transferred, moved or stolen burn Crusader. A vampire can have only one archetype.
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