I am really liking the look of Warhammer: Invasion. I didn't mind Warcry but this seems to be really doing justice to a Warhammer card game. I also love the system of balancing the various zones.
Anyway my main problem with Warcry was there were only two Lizardmen units ever made and they were rather mediocre promo cards. With the advent of W:I I'm hopeful they'll get a proper treatment eventually. Unfortunately I doubt it'll be any time soon so I figured I'd have a crack at making up some possible cards for Lizardmen (My main army since I started playing Warhammer over eleven years ago). I realise this is rather early seeing as the game isn't officially out yet but I figured with the rulebook and the spoiler list it could be possible to come up with some reasonable balanced cards.
Feedback would be greatly appreciated. At the moment it's just units but I hope to add support, tactics and a quest card eventually. For now I think this is more than enough for people to wade through.
New Keyword: Poison - Toughness may not be used in a combat by enemy units where a unit with this keyword is participating.
(Designer's Note: Originally I intended this that only poison units would ignore toughness but I realised that would not be in keeping with FFG's style of combat as well forcing special 'poison' damage to be handled outside of standard damage. Another possible interpratation was for it to be dealt in addition to normal damage but in order to balance that Skinks would need to increase in cost (Not practical.) or have 0 power (Very impractical). So this is the best compromise I could come up with.
It may turn out FFG make poison for Skaven units. If that happens I'll use what they have.)
Units
Name: Skink Cohort
Faction: Lizardmen
Type: Unit
Cost: 1
Loyalty: L
Hit Points: 1
Power: 1
Traits: Skink, Warrior
Card Text: Battlefield Only
(Designer's Note: Nothing really to say here. I figured ranked up skinks would be the best idea for a cheap throwaway unit that every deck seems to have so far.)
Name: Skink Skirmishers
Faction: Lizardmen
Type: Unit
Cost: 2
Loyalty: L
Hit Points: 1
Power: 1
Traits: Skink.
Card Text: Poison
(Designer's Note: First poison unit. Reasonable cost and just represents your stereotypical skink unit like on the tabletop game.)
Name: Priest
Faction: Lizardmen
Type: Unit
Cost: 2
Loyalty: LL
Hit Points: 1
Power: 1
Traits: Skink. Priest.
Card Text: Kingdom. Action: Spend 2 resources to deal 1 damage to one target unit.
(Designer's Note: In the background Skink Priests attend to the Slann. I figured that restricting them to their best in the kingdom zone best represented their natural inclination to stick close to home.)
Name: Chameleon Cohort
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: L
Hit Points: 2
Power: 1
Traits: Skink. Ranger.
Card Text: Scout. Poison.
(Designer's Note: I thought about representing their chamleon abilities but in the end I just opted to give them the scout rule instead as well as poison.)
Name: Saurus Cohort
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: L
Hit Points: 3
Power: 2
Traits: Saurus. Warrior
Card Text: Battlefield Only
(Designer's Note: Seemed appropriate to restrict Saurus to the battlefield in return for a slight discount in cost.
)
Name: Temple Guard
Faction: Lizardmen
Type: Unit
Cost: 4
Loyalty: LLL
Hit Points: 4
Power: 3
Traits: Saurus. Warrior. Elite.
Card Text: Forced: The first point of damage directed to a unit with the Slann trait in the same zone is assigned to this unit instead.
(Designer's Note: Their forced ability seemed the best way to represent their loyalty to a Slann. Literally throwing themselves in front of shots directed at their charges. I also realise this makes Lord Mazdamundi an absolute tank but beyond his efficiency at destroying anything but units he's not really that powerful on the attack so it seems fair.)
Name: Terradons
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: LL
Hit Points: 1
Power: 2
Traits: Skink. Ranger.
Card Text: Poison. Scout. Action: Spend 3 resources to move this unit from its current zone to another of your zones. Deal 1 indirect poisoned damage to each player's corresponding zone the unit moved from.
(Designer's Note: Their Action seemed the best way to represent their mobility, poison as well as their hit-and-run tactics. I think this unit could be fun to use.)
Name: Kroxigor
Faction: Lizardmen
Type: Unit
Cost: 4
Loyalty: LL
Hit Points: 2
Power: 5
Traits: Kroxigor.
Card Text: Toughness 1. All damage assigned to this unit (before Toughness) is redirected to a unit with the Skink trait if present in the same zone, else damage is dealt as normal.
(Designer's Note: Figured this would be a nice way to represent the idea of combined Skink and Kroxigor formations as well as counteracting their rather low HP for their cost.)
Name: Stegadon
Faction: Lizardmen
Type: Unit
Cost: 6
Loyalty: LLLL
Hit Points: 8
Power: 4
Traits: Monster.
Card Text: Toughness 1. Action: Spend 3 resources to deal 2 damage to target unit or capital.
(Designer's Note: An utter tank but you pay for it.)
Name: Cold One Riders
Faction: Lizardmen
Type: Unit
Cost: 3
Loyalty: LL
Hit Points: 4
Power: 3
Traits: Saurus. Cavalry.
Card Text: Counterstrike 1.
(Designer's Note: Standard heavy cavalry.)
Name: (F) Gor-Rok
Faction: Lizardmen
Type: Unit
Cost: 4
Loyalty: LLL
Hit Points: 2
Power: 3
Traits: Hero. Saurus. Warrior.
Card Text: One hero unit per zone. Counterstrike 1. Toughness 1. Enemy units may not use Counterstrike in any combat Gor-Rok participates in.
(Designer's Note: The ultimate bodyguard. It seemed appropriate to make him very good at striking down foes before they can hit him back as well as soaking up the damage that might be dealt to the one he is protecting.)
Name: (F) Lord Mazdamundi
Faction: Lizardmen
Type: Unit
Cost: 6
Loyalty: LLLLL
Hit Points: 8
Power: 1
Traits: Hero. Slann. Mage. Priest. Monster.
Card Text: One hero unit per zone. Toughness 2. Action: Spend 2 Resource to destroy target development or support card.
(Designer's Note: Seems appropriate that a Slann mounted on a Stegadon with the Shield of the Old Ones should be very very hard to kill. His mastery of gemomancy is represented by the ease he can remove an opponents developments and supports. Unlike Grimgor he can do it any time rather than when he comes into play making him much more flexible.)
That's it all for the units. I'd really appreciate feedback on them, especially from those who have had a chance to play the game for real. If people think these are viable I'll have a go at making up the other cards for a Lizardmen deck. (I already have an idea for Salamanders as attachments inspired by the Warmaster Lizardmen army.)