Post by Sevventh on Dec 9, 2015 0:42:35 GMT -6
Duck Hunt
Unique Ability: NES Zapper
Duck Hunt has 3 bullet tokens and 3 crosshair markers. They start a game with all 3 bullet tokens. They gain 1 per beat. They can be anted. The 3 crosshair markers start in Duck Hunt's token pool and are placed on the board when a card refers to them. Normally only one crosshair marker is in play at once, and said marker will be referred to as "the crosshair marker" on Duck Hunt's cards. When the opponent is on the same space as a crosshair marker (even if they are moving through the space and not landing on it.), you may spend a bullet token to deal one damage to the opponent.
Duck Hunt also has a duck marker. This marker is placed by his finisher.
Styles
Flying
0 range
-1 power
+2 priority
Move 1-2 spaces before dealing damage.
Shooting
+0-1+X range
+X/2 power
-2 priority
X is the numer of bullet tokens anted.
Place the crosshair marker at the maximum range of this attack even if it missed or if you didn't use the attack.
Targeting
0 range
0 power
+3 priority
Remove the crosshair marker from the board at the beginning of the beat. Place it on any space that the opponent isn't on at the end of the beat.
Biting
0 range
+1 power
+1 priority
Advance up to 1 space before attacking
Strafing
0 range
0 power
+1 priority
Move the crosshair marker 1 to 2 spaces before attacking
Bases
All of the regular bases plus this unique one.
Clay Pigeon Toss
Range 2-4
Power N/A
Priority 0
Pick a range possible for this attack. Place the crosshair marker on the board at that range. (the range you picked) Then place a crosshair marker 1 space to the left of the crosshair marker and place a crosshair marker 1 space to the right of the crosshair marker. This beat, NES Zapper deals 1 more damage than normal when the opponent is on the same space as a crosshair marker.
At the end of the beat remove 2 of the crosshair markers from the board.
Finishers
Duck Hunt
Range 0
Power 4+X
Priority 5
Do not use this finisher. Place a duck marker on either end of the board. Each beat it moves 2 spaces torward the other end of the board. If the opponent or one of their markers lands on the duck marker at the end of the active player's turn or the reactive player's turn, the duck marker uses this finisher. You may discard any number of bullet tokens if the finisher is used, with X equaling the number of bullet tokens discarded. When the duck marker reaches the other end of the board, remove it from the board.
Explosive Shots
Range N/A
Power N/A
Priority N/A
From now on, NES Zapper deals 3 damage instead of 1 when the opponent is on the same space as a crosshair marker.
Credits to Cheawn for these original concepts
Unique Ability: NES Zapper
Duck Hunt has 3 bullet tokens and 3 crosshair markers. They start a game with all 3 bullet tokens. They gain 1 per beat. They can be anted. The 3 crosshair markers start in Duck Hunt's token pool and are placed on the board when a card refers to them. Normally only one crosshair marker is in play at once, and said marker will be referred to as "the crosshair marker" on Duck Hunt's cards. When the opponent is on the same space as a crosshair marker (even if they are moving through the space and not landing on it.), you may spend a bullet token to deal one damage to the opponent.
Duck Hunt also has a duck marker. This marker is placed by his finisher.
Styles
Flying
0 range
-1 power
+2 priority
Move 1-2 spaces before dealing damage.
Shooting
+0-1+X range
+X/2 power
-2 priority
X is the numer of bullet tokens anted.
Place the crosshair marker at the maximum range of this attack even if it missed or if you didn't use the attack.
Targeting
0 range
0 power
+3 priority
Remove the crosshair marker from the board at the beginning of the beat. Place it on any space that the opponent isn't on at the end of the beat.
Biting
0 range
+1 power
+1 priority
Advance up to 1 space before attacking
Strafing
0 range
0 power
+1 priority
Move the crosshair marker 1 to 2 spaces before attacking
Bases
All of the regular bases plus this unique one.
Clay Pigeon Toss
Range 2-4
Power N/A
Priority 0
Pick a range possible for this attack. Place the crosshair marker on the board at that range. (the range you picked) Then place a crosshair marker 1 space to the left of the crosshair marker and place a crosshair marker 1 space to the right of the crosshair marker. This beat, NES Zapper deals 1 more damage than normal when the opponent is on the same space as a crosshair marker.
At the end of the beat remove 2 of the crosshair markers from the board.
Finishers
Duck Hunt
Range 0
Power 4+X
Priority 5
Do not use this finisher. Place a duck marker on either end of the board. Each beat it moves 2 spaces torward the other end of the board. If the opponent or one of their markers lands on the duck marker at the end of the active player's turn or the reactive player's turn, the duck marker uses this finisher. You may discard any number of bullet tokens if the finisher is used, with X equaling the number of bullet tokens discarded. When the duck marker reaches the other end of the board, remove it from the board.
Explosive Shots
Range N/A
Power N/A
Priority N/A
From now on, NES Zapper deals 3 damage instead of 1 when the opponent is on the same space as a crosshair marker.
Credits to Cheawn for these original concepts