SD x NAS Upgrade Deck 4: Elemental Shrine
Super Dungeon x Ninja All-Stars Upgrade Deck 4
As part of Upgrade Deck 4, we are also including Ninja Spawning Points for Super Dungeon, now available in previously unreleased new colors, representing the Water, Void and Spirit Shrines!
The Elemental Shrine is a paired spawning point with several unique abilities. The Elemental Affinity chosen for the shrine applies to all of the ninja spawned from that shrine. Using the different colored shrine ninja or clan ninja to identify the element chosen keeps it nice and easy to identify ninja on the dungeon map.
Hidden allows ninja to spawn anywhere in the same tile as the spawning point, not only within 2 squares! This is excellent when facing an area effect Hero party or just getting your ninja closer to the action.
Stealth reduces the range of all attacks against the shrine by three squares, to a minimum of one. We’re going to see a lot of Stealth in this article!
Kaiken are the base level ninja. These minion ninja come in with relatively normal attributes for a minion. A STR of 3 blue and ARM of 1 star are solid, and Stealth grants them an extra measure of protection.
It’s important to note that in addition to their Melee Attack they also have a Missile Attack with a range of three squares. A solid DEX of 3 blue makes this attack nice and deadly, and it effectively extends their threat radius to nine squares.
Back Strike adds some punch to the Kaiken’s STR when it picks on Hero’s that did not activate in the previous turn.
Yajiri are ranged ninja and pepper there foes with arrows with a Missile Attack range of 6 squares, using their DEX of 3 blue. Their ARM is, well, non-existent, but thanks to Stealth and their natural inclination to stay at range, they can be surprisingly tough to destroy.
Wind of Blades allows the Yajiri to make a second basic Missile Attack offensive action if they do not move at all during their activation. Neat!
Kunoichi are fast. Really fast. With eight movement points and their offensive action Wind in the Forest giving them Pounce for five more squares of movement Kunoichi can cross a dungeon tile in a single activation.
While their STR is average, their DEX of 2 red can be used for defense rolls making them extremely tough. Kunoichi excel at isolating weaker Heroes and making them pay.
While they pack a solid punch with a range 6 Magic Attack and WILL of 2 red, Madoushi really excel at support.
Their Poisoned Weapons support action aura gives every ninja within 3 squares the ability Poison, which when layered with Elemental Affinity bonuses can become crippling to an ill prepared party.
Wind Walk is pure utility, allowing the Madoushi to pick up and move all the affected ninja 3 squares. This ability is incredible to watch in action as the Madoushi repositions a large group of ninja ruining Hero’s plans.
The Chunin is a straight up combat beast. Three action points combined with a STR of 2 blue and 1 red is excellent for a spawning point monster. A Hero level ARM of 3 blue and 3 Hearts keeps the Chunin swinging.
Precision Strike inflicts Knockdown on every enemy within 2 squares. We like to imagine it like a classic movie scene where the ninja is surrounded and then in a flurry of strikes disables every attacker and they lie groaning in agony on the ground!
The Elemental Master allows the Chunin to pick any element and its corresponding ability that fits the Chunin’s needs. This support action takes a bit of forethought, since the new affinity will only be used to its fullest during the Chunin’s next activation, but is incredible when used wisely,
The Oni is a beast of a mini-boss and brutal even before an Elemental Affinity is selected. A STR of 3 red with a Melee Attack range of 2 squares lets the Oni hit hard. While an ARM of 2 red and 6 Hearts keeps it standing against even the fiercest attack.
The Oni has a wide variety of unique actions that provide it with a versatility rarely seen in a mini-boss.
Disaster is a bit of a wild card, using all of the Oni's action points but hitting every Hero within 3 squares. Naturally, this ability is more efficient against a large party, but even against a party of three it can be worthwhile thanks to its unique status effect dealing potential. To choose effects randomly we just put the tokens in a pile, close our eyes and pick one! Like the Mystic's Monkey technique, Water or Fire Affinity turns this into a two status effect dealing attack. Ouch!
If the Oni begins to get beat up using Devour provides an extra red die to the Oni's STR and has the chance to heal. Borrowing a page from the Infiltrator's Fox technique, Deceive allows the Oni to reposition Heroes and provide board control assistance.
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