Hi everybody, i've created 5 new factions with leaderships cards a while ago but did not post them up because i wanted to photoshop them first. Unfortunately, i've been very busy with school so i never really had time to get around to it. If any of you are interested in the factions and their leadership cards, here they are. Please don’t steal these and claim them as your own either.
I tried to make them as relevent as possible to their personality and their role in the video game, i hope they turned out well. I only added 1 new terran faction since FFG already made the UED Faction Leadership cards. I also added 3 new installations. Tell me what you think of them, positive and negative feedback is welcomed. If you see any mistakes, anyway I can improve the effects, or if something seems unclear, feel free to tell me. I tried to make the wording of the effects as simple and straight forward as possible at the same time trying to limit the amount of text i used. And I apologize in advance for the long and sloppy post. anyways the new factions are:
Alexei Stukov (Terran)
Artanis and Raszagal (Protoss)
Infested Duran and Cerebrate Zasz (Zerg)
Artanis Leadership Cards:
Youthful Leadership
Stage I: Special Victory
–
You immediately win the game during a Stage III Regrouping Phase if the following occurs:
You destroy an opponent’s base during the “Destroy bases, installations and transports” step of the Regrouping Phase and you control every area on that planet during the current turn.
Starting Units: 1 Zealot, 1 Reaver, 1 Transport, 8 Workers
Swift Expansion
Stage I:
During each of your Build Orders, you may build one additional building or module.
At the start of each Regrouping Phase, gain 1 resource token corresponding to each of your
resource cards that have no Workers on them (maximum of 3 per Regrouping Phase).
Starting Units: 2 Zealot, 2 Transport, 9 Workers
Warp-In
Stage I:
At the start of the game, place 1 of your unused units on this card. At the end of each Regrouping Phase, you can place 1 of your unused units on this card.
During the first step of each of your Build Orders, you can build up to 2 of the units on this card at a discount of 1 resource per unit and then place the unit(s) on the active planet in a friendly or empty area (all other conditions to build the unit must still be met).
Starting Units: 3 Zealot, 1 High Templar, 1 Transport, 7 Workers
Artanis
Stage II: Hero
– Place a Scout with a hero token underneath it in any friendly area.
When this hero is a front-line unit, gain +1 health in the skirmish. If this hero is a front-line unit, gain +1 attack vs. a flying unit. Once per Action Phase, you may
Recharge
a Standard Combat card this unit used during the Battle.
Miscalculation
Stage II:
The “Gain Conquest Points” step of this Regrouping Phase is skipped.
Fury of the Xel’Naga
Stage III:
You gain 1 conquest point equal to the number of your in play opponents. Then each of your opponents (starting with the first player) can destroy up to 2 of their own units. Total up the number of units your opponents destroyed and then you lose 1 conquest point for every 2 units that were destroyed.
Buying More Time
Stage III
: Each player (starting with the first player) randomly selects one of their Stage III event cards that they drew during this turn and place it face-down in front of them. Then, each player (starting with the first player) places the rest of the Stage III cards they have drawn during this turn on top of the Event Deck. Afterwards, the Event Deck is shuffled.
Infested Duran Leadership Cards:
Overrun
Stage I: Special Victory
–
You immediately win the game during a Stage III Regrouping Phase if the following occurs:
You control at least 3 or more units on the board than the opponent who has the most units on the board.
Starting Units:1 Infested Terran, 3 Hydralisks, 1 Transport, 7 Workers
Infestation
Stage I:
Place in your play area.
After you place starting units, place your Infested Command Center token in any friendly area. At the end of each Regrouping Phase, you may build 1 Infested Terran unit in the same area as 1 of your Infested Command Center. All of your front-line Infested Terran units gain
Ground Splash Damage
in their skirmishes.
Starting Units: 2 Zerglings, 1 Hydralisk, 2 Infested Terran, 1 Transport, 8 Workers
Underground Geyser
Stage I:
Place this card underneath your Faction Sheet and add the following to your permanent
resources. (2 Vespene Gas)
Starting Units: 5 Zerglings, 1 Transport, 9 Workers
Kukulza
Stage II: Hero
– Place a Guardian with a hero token underneath it in any friendly area. When this hero is a front-line unit, gain +1 health in the skirmish.
At the start of a battle: If Kukulza is present, your opponent must remove all guard tokens from the area (your opponent does not gain the guard token’s effect). In that case, gain +1 attack and Collateral Damage in each skirmish.
Corruption
Stage II:
Each of your opponents discards all Combat Cards in their hand (no cards can be Recharged this way). Then, each opponent (starting with the first player) draws Combat Cards from their Combat Deck until they reach their hand limit.
Ulterior Plan
Stage III:
Choose 1 of your opponent’s in play Stage I Leadership Cards that has the
Special Victory
keyword. Then
place this card in your area
and this card gains the same text and effect as the chosen card.
Hindering Tactic
Stage III:
During the next Action Phase, all of your opponents’ special (gold) Orders lose their additional effects (they are still placed in the Special Order Pool after their activation).
Alexei Stukov Leadership Cards:
Winning By Losing
Stage I: Special Victory
–
You immediately win the game during a Stage III Regrouping Phase if the following occurs:
If you did not voluntarily destroyed any of your units or bases this turn, there are no enemies controlling any area of a planet where you have a base or unit(s) and you have the least amount of units, bases, conquest points, and have the least amount of resource cards than any of your opponents.
Starting Units: 2 Marines, 1 Firebat, 2 Medics, 1 Transport, 8 Workers
Power Generator
Stage I:
Place in your play area.
After you place starting units, place 1 Power Generator token in any friendly area. While the token is in play, during the start of each Planning Phase, you may build 1 module for free. If you do, at the start of each Regrouping Phase you must remove that module from your Faction Sheet.
Starting Units: 2 Firebats, 1 Medic, 1 Transport, 9 Workers
Experimental Procedure
Stage I:
Place in your play area.
During the “Pass the First Player Token” step of the Regrouping Phase, the First Player Token is passed to the player on the right (counter-clockwise) instead of to the player on the left.
During the end of the “Pass the First Player Token” step of the Regrouping Phase, if you now have the First Player Token, you can move 1 of your Workers from your Worker Pool to your Unavailable Workers to pass the First Player Token to the player on your right (as long as that player did not have it during the current turn).
Starting Units: 2 Firebats, 1 Medic, 1 Ghost, 1 Transport, 7 Workers
Alexei Stukov
Stage II: Hero
– Place a Ghost with a hero token underneath it in any friendly area. When this hero is a front-line unit, gain +1 health in the skirmish. Once per Action Phase, when the “Nuke” Combat Card would be placed back into your Technology Deck after this unit used it, you can place that card into your hand instead by paying for its cost.
Psi-Disruptor
Stage II:
Play in your play area.
Place your Psi-Disruptor token in any friendly area.
Each of your opponents may only place 1 order on the planet with the token. In addition, if the Psi-Disruptor token is on the same planet as your Power Generator token, then at the start of each Planning Phase, you may place 1 free order on the planet with the tokens. This order does not count towards your limit of 4 orders per Planning Phase.
Advance Preparations
Stage III:
During the next Planning Phase, you can place orders on any planet, even if they are not adjacent to a planet where you have a unit or base. In addition, as long as you have the Psi- Disruptor token and Power Generator token on one planet, you can
place this card in your area
and use its effect during each Planning Phase.
Legacy
Stage III: Play in your play area.
If Alexei Stukov is destroyed as the result of a battle during any turn before or after this card is played, you may use the following effects: At the start and end of each Planning Phase, you may place free 1 order. These two orders do not count towards your limit of 4 orders per Planning Phase. Additionally, all of your front-line units in any skirmish gain +1 attack.
Raszagal Leadership Cards:
Constructing a New Empire
Stage I: Special Victory
–
You immediately win the game during a Stage III Regrouping Phase if
the following occurs:
You control more resource cards than each individual opponent.
Starting Units: 2 Zealot, 1 Dark Templar, 1 Transport, 7 Workers
Leader of the Dark Templar
Stage I: Place in your play area.
Each time you reveal a Build Order or special (gold) Build Order, you may immediately build a Dark Templar on the active planet (even if you do not have a Level 3 Gateway). This unit count towards your build limit.
Once per Action Phase, you may
Recharge
a Standard Combat card your Dark Templar used during the Battle.
Starting Units: 2 Dark Templar, 1 Transport, 8 Workers
Exile
Stage I:
After each player places their starting units, choose 1 planet that has no units, bases, and installations on it. Then place this card on that planet. As long as this card remains on the planet, no player may place or activate any orders on the planet. During the end of the second Regrouping Phase of the game, remove this card from the planet.
Starting Units: 1 Dragoon, 1 Dark Templar, 9 Workers
Raszagal
Stage II: Hero
– Place a Dark Templar with a hero token underneath it in any friendly area. When this hero is a front-line unit, gain +1 health in the skirmish.
During combat when this unit is the front-line unit, the opposing unit in the skirmish uses the minor health value printed on its Combat Card.
Nerazim Devotee
Stage II: Play in your play area.
At the end of each Planning Phase, you may choose an order stack. Take the top order from that stack and place it on the bottom.
Activation of the Xel’Naga Temple
Stage III:
Choose 1 area on a planet where you have a base. Then destroy all transports on any navigation route connected to the planet and destroy all units, bases, and installations on all areas on the planet, except for the area with your base.
Cosmic Intervention
Stage III:
Collect all event cards that were drawn during this turn from all players and then shuffle those event cards together (do not shuffle with the event deck). Afterwards (starting with the first player), place 1 event card face-down in each player’s play area (going clockwise) until all of the collected event cards have been distributed.
Cerebrate Zasz Leadership Cards:
Prized Possession
Stage I: Special Victory
– After you place starting units, place 1 Mature Chrysalis token in any friendly area. Your opponents may not transport units across navigation routes (from another planet) directly into an area containing the token. This effect cannot be ignored by a player’s Offensive Module. Your Mature Chrysalis cannot be destroyed by
Collateral Damage
.
You immediately win the game during a Stage III Regrouping Phase if the following occurs:
You
control a Mature Chrysalis token and control every area on the planet that has the token on it.
Starting Units: 1 Zergling, 3 Hydralisk, 1 Transport, 7 Workers
Surveillance
Stage I: Place in your play area.
Twice during each Planning Phase, when a player places an order on a planet, you may immediately look at the face of the order (without showing the face of the order to any other player). Then place the order face-down back onto the top of the order stack of that planet.
Starting Units: 1 Hydralisk , 1 Ultralisk, 1 Transport, 8 Workers
Garm Brood
Stage I:
At the start of the first Planning Phase, immediately activate a build order on any planet. When executing this order, your unit build limit is six and you can build an additional building and module. Then, take all of your workers from resource cards and permanent resources and place them into your worker pool.
Starting Units: 9 Workers
Devouring One
Stage II: Hero
– Place a Zergling with a hero token underneath it in any friendly area.
If this hero is a front-line unit, gain +3 attack in the skirmish. This hero cannot be destroyed in a skirmish if this hero has sufficient strength to destroy the opposing unit (even if this hero cannot attack the opposing unit).
Surprise Assault
Stage II:
Play in your play area.
Place 4 Zerglings or 2 Scourges on an empty area. If that area contains conquest points, you immediately gain 1 conquest point. If that area provides resources, you immediately gain 2 resource tokens corresponding to the resource provided by that area.
Dead Draw
Stage III:
During the “Play Event Cards” step of this turn, whenever an opponent discards any of their unused Event Cards, that player loses 1 conquest point for each one of those cards. A player cannot lose more than 3 conquest points this way.
Strength of the Garm Brood
Stage III:
Choose 1 planet. Place 1 Ultralisk and 1 Devourer in any friendly and/or empty areas on that planet. Then immediately activate a Mobilize order on that planet. All of your ground units gain
Collateral Damage
during this order.
so, what do you guys think? Thanks.