logo

All times are UTC - 6 hours

Mark forums read


Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 316 posts ]  Go to page Previous  1 ... 12, 13, 14, 15, 16

Author Message
Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Apr 02, 2011 10:46 pm 
Unnamed Wookiee
Unnamed Wookiee
User avatar

Joined: Mon Jan 10, 2011 10:48 am
Posts: 48
Location: Central Pennsylvania
The good ideas keep flowing so here are a few more:

Crystal Gravfield Trap (Thrawn Trilogy)
Imperial
Hit Points: 10
Defense: 6
Attack: 0
Damage: 0
Special Abilities:
Huge Base
Emplacement
Gravimetric Analysis: Any enemy Character with Stealth, Cloaked, or Invisibility that moves during its activation looses Stealth, Cloak, or Invisibility respectively for the rest of the round, save 16.
Commander effects:
Allies Gain Recon

Revwien Tyia Adept
Fringe
Hit Points: 50
Defense: 16
Attack: 4
Damage: 10
Special Abilities:
Intuition
Its a trap
Radical Senses: Not affected by abilities or Force powers whose name contains Ambush, Advantageous, Cunning, Stealth, Cloaked, or Invisibility.
Heal 10
Force Powers:
Force 3
Levitate
Force Sense

Jan Orrs
Rebel
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10
Special Abilities:
Unique
Affinity: can also be in a New Republic Squad
Rapport: Costs 1 less when in the same squad as a character named Kyle Katarn
Pilot
Gunner +10
Advantageous Attack
Twin attack
Recon

Red Terror Droid (The New Rebellion)
Fringe
Hit Points: 100
Defense: 20
Attack: 7
Damage: 20
Special Abilities:
Droid
Large Base
Bodyguard
Twin attack
Double Attack
Squad assault
Ion Gun 10
Splash 10

Vima-Da-Boda
New Republic
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10
Special Abilities:
Unique
Cloaked
Heal 10
Melee Attack
Lightsaber
Lightsaber Gift: One Unique Ally with a, force rating, gains Lightsaber for the rest of the skirmish. This power can counter the negative effects of the Cortosis Gauntlet.
Force Powers:
Force 3
Force Renewal 1
Absorb Energy
Sense Force
Levitate
Battle Meditation

That's all for now...

_________________


Last edited by FVBonura on Sun Apr 03, 2011 10:15 am, edited 2 times in total.

Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Apr 03, 2011 6:51 am 
Droid Army Commander
Droid Army Commander
User avatar

Joined: Sun Sep 02, 2007 2:05 pm
Posts: 1276
Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.
Fringe Han needs a Fringe Chewie partner. If he happens to be riding a squirrel, so be it.

_________________
ImageImage


Image


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon May 02, 2011 10:50 pm 
One of the Sith on Malgus' Shuttle
One of the Sith on Malgus' Shuttle
User avatar

Joined: Sat Feb 09, 2008 11:31 pm
Posts: 3575
Location: Cincinnati, OH
Alright, so we've a Tusken Jedi (sorta in the way of A'sharad Hett) and then we're getting a Wookiee Jedi in V-Set 2. So for V-Set 3? Jawa Jedi and Ewok Jedi! The Jawa Jedi named Akial was created for the Living Force RPG. Then there was an unnamed Ewok Jedi drawn into the Star Wars Roleplaying Game: Geonosis and the Outer Rim Worlds. Obviously I'm not looking for huge beatstick Jedi, or even really awesome Jedi. I'm just thinking more towards small cost minis in the range that we don't really have anything in.

Akial, Jawa Jedi
Cost 18
HP 50
DEF 16
ATK 7
DAM 20

Special Abilities
Unique. Melee Attack
Repair 10
Stealth

Force Powers
Force 3

------------------

[Name], Ewok Jedi
Cost 15
HP 40
DEF 15
ATK 6

Special Abilities
Unique. Melee; Double Attack
Swarm

Force Powers
Force 3


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed May 04, 2011 1:10 am 
Black Sun Thug
Black Sun Thug

Joined: Thu Sep 13, 2007 10:59 am
Posts: 69
Location: Sweden
My wish list:

Republic C-3PO
Separatist Darth Sidious Hologram
New Republic R2-D2
Sith (Quarren) with Commander Effect for Stormtroopers in Sith squads
Fringe non-unique T3-droid


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat May 21, 2011 2:43 am 
Third Jedi from the Left
Third Jedi from the Left

Joined: Sun May 17, 2009 10:24 pm
Posts: 100
Location: Victoria, Australia
The Devaronian Assassin has given me a few ideas:

- Assassin Guild Master: Followers whose name contains Assassin gain Assassin and Careful Shot/Deadeye/Stealth/Cunning Attack

- Bounty Hunter Guild Master: Bounty Hunter followers gain Jolt/Paralysis and Programmed Target

- Malkite Poisoner: Virulent Poison +20, Assassin


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat May 21, 2011 7:42 am 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
User avatar

Joined: Mon Jun 01, 2009 1:38 pm
Posts: 150
Location: Madison, WI
Anti-mouse wall character:

Flamer Fringer
cost 8-12
HP=20
Def=12-14 (only a grunt)
A=0-5 (almost never used)
D=10 (just so it can combine fire)

Flamerthrower, Advanced: Replaces attacks, flamethrower 2 times (Like Tarpul's CE)

Flame Suit: When this character would take damage from a flamethrower, this character takes no damage, save 6 (can get adjacent to target and may not take any damage).

Cloaked by Enemy: If this character is afforded cover by any enemy characters while being targeted, this character gains cloaked (mouse walls hide this character: bring your shooter closer to the action).


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed May 25, 2011 10:44 am 
Intelligence Operative
Intelligence Operative

Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
Some final pieces I thought of:
Vong
World Brain (mustafarIan Flea Rider)
60, hp 80, def 11, ATk 0, dmg 0
SA
Unique, melee attack, emplacement, force immunity, dominate, alter environment (replaces turn, enemy characters gain speed 4 until the end of the round, save 6)
Corrupt Environment (whenever an enemy character activates, at the end of their turn they take 10 damage, save 6)
CE
Yuuzhan Vong allies gain Recon and synergy (+4 attack within 6 squares of an allied yuuzhan Vong) 

Gretchin
20, hp 70, def 18, ATk 10, dmg 10
SA
Force immunity, flight, speed 10, demolish, Droid hunter, mounted weapon hunter 

Vongerella
20, hp 80, def 16, ATk 8, dmg 20
SA
Unique, affinity sith, melee attack, thud bug, embrace of pain
Force 3
Lightsaber Deflect

Vongspawn
5, hp 10, def 12, atk 5, dmg 20
SA: melee attack, savage


NEW REPUBLIC

Saba sebatyne
35, hp 140, def 17, atk 13, dmg 20
SA
Unique, melee attack, double attack, Ninman Style, Savage Hunter (+4 attack and +10 damage against savage characters)
Force 4
Lightsaber Deflect 1
Force Sense 1
Force Valor: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power gains the following commander effect for the rest of the skirmish: Followers within 6 squares get a +2 bonus to Attack, +2 bonus to Defense)

Pash Cracken
15, hp 50, def 16, atk 8, dmg 10
SA
Unique, Pilot, affinity Rebel Pilot, 
CE
At the end of this characters turn, two Pilot followers within 6 squares may switch positions 

Droma
15, hp 40, def 14, ATk 7, dmg 10
SA
Unique, Pilot, stealth, gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get programmed target against this enemy for the remainder of the round)

Jaden korr
30, hp 110, def 18, Atk 12, dmg 20
SA unique, pilot, melee attack, double attack, blaster 10, grenades 40
Force 5
Master Speed
Force lightning 1 (20 damage within 6)
Lightsaber Defense

Tahiri veila
25, hp 90, def 18, atk 11, dmg 20
SA: unique, melee attack, double attack, synergy (+4 attack for each ally named solo within 6 squares), twin blaster 10
Force, force 3 lightsaber sweep

Elegos, a'kla (RM camassi)
5, hp 10, def 12, atk 0, dmg 0
Diplomat, recon

MANDALORIAN

Jango Fett, Mandalore
40, hp 130, def 20, ATk 13, dmg 20
SA
Unique, twin, bounty hunter +4, affinity Separatist, flight, sniper, rapport 1 mandalorian
CE
Mandalorian Allies gain Sniper

cassus fett (yellow painted trooper as RM)
30, hp 90, def 17, atk 11, dmg 20
SA unique, intuition, Fire Support Mission: (replaces turn, this character can target an enemy within line of sight, ignoring cover. The target and all characters within 2 squares of it [enemies and allies alike] take 60 damage. Each character can reduce the damage to 10 with a save of 6), Mandalorian Conscription
CE 
At the end of this characters turn you may immediately move one ally within line of sight up to six squares

Mandalorian Huntmaster 
20, hp 60, def 16, atk 9, 20
SA melee attack, double attack, parry, speed 8, 
CE: mandalorian allies with melee attack gain speed 8

"A mandalorian needs to be as fast as the prey he hunts"

Mandalorian Academy Student
4, hp 10, def 16, ATk 8, 10
SA melee attack

Demegol 
Cost 21, hp 50, def 17, atk 8, dmg10
Sa unique, homicidal surgery 30, Jedi hunter, experimentation (characters that take damage from this characters homicidal surgery gain savage, Jedi hunter, and no longer provide any commander effects)
CE Savage characters are affected by this CE. Characters in your squad with savage gain cleave

IMPERIAL

lord nyax
60, hp 200, def 17, atk 10, dmg 20
SA
Unique, Triple Attack, twin attack, avoid defeat
Force 4
Force sense, force fear (force 1; all enemy characters within 6 squares have -4 attack and -4 defense), force grip 1 (20 damage, sight)

ysanne isard
20, hp 70, def 18, atk 11, dmg 20
SA
Unique, CQC fighting, mobile attack, gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get  programmed target against this enemy for the remainder of the round)
CE
At the end of this characters turn you may activate one other adjacent Imperial Character, this does not count as one of your activations this phase.

Imperial Knight Apprentice
10, hp 50, def 16, ATk 6, 20
SA: melee attack, synergy imperial knight, cortosis gauntlet 19, force 1, lightsaber block

Marisah Fel, Imperial Knight
30, hp90, def18, Atk 10, 20
SA: unique, melee attack, double attack, Imperial knight, cortosis gauntlet 17, force 4, lightsaber block, stun, knight speed

Antares Draco, head of the Imperial Knights
40, hp 120, def 20, atk12, 20
SA: unique, melee attack, twin attack, charging assault, protective +20 for Marisah Fel, imperial knight, cortosis gauntlet 17, force 5, lightsaber block, lightsaber assault, force bubble
CE 
Imperial Knights within 6 squares gain charging assault 

Nk1 necrosis 
30, hp 80, def 18, atk 12, Dmg 20
(droid, stealth, double attack, melee attack, twin attack, mobile attack, blaster 20, parry, evade) 

E-web
25, hp 50, def 16, atk 9, dmg 20
SA: heavy weapon, triple attack, suppresive fire, advantageous cover, speed 2

Jagged fel, head of state
30, hp 60, def 18, ATK 12, dmg 10
SA: unique, twin attack, affinity for new republic, pilot, evade, crush-gaunts (replaces attacks, adjacent enemy is considered activated this round and takes 20 damage, save 16) synergy with Jaina
CE Pilot followers gain evade  

Kueller (RM imperial sentinel)
30, hp 100, def 19, atk 13, dmg 20
SA
Unique, melee attack, double attack, doctrine of fear, Detonator (replaces attacks; one ally within line of sight with self destruct is immediately defeated)
Force 4
Force Heal 20
Lightsaber deflect
CE
Droid characters in your squad gain self destruct 10

Brakiss
20, hp 90, def 18, ATk 11, dmg 20
SA
Unique, melee attack, double attack, betrayal, dark tutor (character gains a force rating/point and force lightning 1)
Force 4
Force lightning 2, (30 damage within 6 and two characters adjacent to target)
Lightsaber Block
CE
Characters in your squad with a force rating start with an additional force point


Gavin darklighter
15, hp 70, def 18, ATk 11, dmg 10
SA
Unique, pilot, synergy (+4 attack if an allied pilot is within 6 squares)
CE
Pilots in your squad gain synergy (+4 attack if an allied pilot is within 6 squares)

Mon Mothma
25, hp 30, def 13, atk 0, dmg 0
SA unique, Inspire (non-unique followers within 6 squares gain an additional +4 atk)
CE
Whenever a non-unique follower within 6 squares is defeated it may immediately make an attack at +4 attack.

C3po 
3, hp 30, def 10, atk 0, dmg 0
Droid, Draw fire, distraction, Rapport R2D2

Kyle katarn
30, hp 80, def 18, atk 12, dmg 20
SA: unique, disruptive, grenades 40, accurate shot, stealth, mobile attack, rapport for Jan Ors
Force 2

Jan Ors
10, hp 40, def 17, atk 7, dmg 10
SA
Unique, Pilot, override, rapport Kyle

Starkiller, unleashed/jedi
75, 
Twin attack, double attack, parry, ninman, ataru, force 1, force renewal 2, lightsaber reflect, force push sight, levitation, force lightning 5, advanced jedi mind trick (characters are activated and you can move that character up to it's speed, save 11, on a roll of 1 this character joins your team), master of the force 2,

Nien nunb
10, hp 30, def 15, atk 7, dmg 10
SA: unique, pilot, gregorious, evade

Admiral ackbar
25, hp 50, def 16, atk 8, dmg 10
SA: unique, it's a trap
CE: At the end of this character's turn one ally may move up to it's speed and then attack.

Brie, shira
20, hp 50, def 18, atk 11, dmg 10
SA: unique, stealth, double attack, ambush, red hand trooper(counts as one), synergy Han 
CE: red hand trooper followers within six squares gain ambush

Callista
23, hp90, def 19, atk 13, dmg 20
SA: unique, synergy with Luke, evade, parry
"she had to learn to rely on things other then the force"  

Luke Skywalker, Red Two
16, hp 40, def 16, atk 8, dmg 10
SA: unique, wingman (if this character combines fire against a target, the attacker makes one extra attack with +6 atk against the target)

Force powers
Force 1
Use the force

CE: pilots in your squad gain wingman

Hoth trooper with atgar cannon, splash, machinery, fragile 40, 40 dmg

Rebel pilot commander 
CE
Rebel Pilots gain spotter +20

Advanced Turret
40, hp 120, def 14, ATK10, dmg 30
SA: Damage reduction 20, Splash 20, Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight)

Sev'Rance Taan
33, hp 120, def 20, Atk 14, dmg 20
SA
Unique, double attack, tactician +4, Taunt (usable on this characters turn, when this character activates, you may choose one living enemy character within 6 squares. That character must immediately move adjacent to this character if it can, and has -2 defense and -2 attack until the end of the round, save 11), Affinity for Decimator
Force 3
Lightsaber Defense
Sith Rage
CE
Droids are subject to this effect.
Separatist droids in your squad can receive commander effects. Droids gain Syncronized Fire.

Asajj Ventress, dark side acolyte
25, 110, 18, 12, 20
SA: unique, melee, twin, niman style, mobile attack, Taunt (usable on this characters turn, when this character activates, you may choose one living enemy character within 6 squares. That character must immediately move adjacent to this character if it can, and has -2 defense and -2 attack until the end of the round, save 11)
Force 2, sith rage

Argente Passal (gotal merc)
Cost 30
HP 50
Def 13
Atk 4
Dmg 10
SA
Unique
Evade
Project Instinction (Replaces turn: living characters within 12 squares gain savage and -4 defence until the end of the round, they can avoid this effect with a save of 6. Enemy characters that fail this save join the your squad until the end of the round.

Assassin Droid [use crab droid] 
Cost 40, hp 70, atk 10, dmg 20
Sa: double attack, stealth, programmed target, spider swarm (replaces turn: all characters within 6 squares take 10 damage save, 11)    

Ahsoka Tano, unleashed
50, 110, 18, 10, 20
SA: unique, melee attack, synergy with ani +4 +4 and twin), mobile attack
Force 1, force renewal 1, Levitation, force push 4, lightsaber defense, lightsaber sweep

Aayla Secura, Operative
20, hp100, def19, atk12, 20
SA melee attack, double attack
Force 4: force cloak, surprise move

Commander Bly
20, hp60, def18, atk9, 10
SA: unique, order 66
CE: at the end of this characters turn, up to three  characters with order 66 can immediately move 2 squares. This movement does not count as activating those characters.

Clone Trooper Lieutenant
15, hp40, def15, atk7, dmg10
SA: order 66, Inspire (non-unique followers within 6 squares gain an additional +4 atk)

Clone Trooper Sergeant Major
25, hp50, def16, atk10, 10
SA: order 66, Natural Leader (non unique followers in your squad count as troopers for the purposes of commander effects)
CE: trooper followers that combine fire against an enemy gain suppressive fire (a living enemy hit by this characters attack has -4 defense and can not move until the end of the round, save 11)

Clone Inferno Trooper
15, hp10, def 15, atk 6, 10
Order 66, flamethrower 20

Clone Trooper Sniper
18, def 16, atk 10, 10
SA: order 66, careful shot, deadeye +20, accurate shot, advantageous defense

Clone Trooper Quartermaster
20, hp 50, def 15, ATK 9, 10
SA: order 66, blaster rifle upgrade, blaster pistol upgrade
CE characters with order 66 and grenades 10 gain grenades 30 and ion grenades

Clone Trooper Medic
8, hp 30, def 13, atk 4, 10
SA: order 66, heal 10, emergency life support

Clone Trooper rocketeer
18, hp 50,  def14, atk4, 10
SA: missiles 30, order 66

Clone Jumptrooper 
25, hp 50, def 18, atk 10, 20
SA: order 66, flight, evade, splash 10, blast cannon, micro-vision

Assassin Clone
25, hp 70, def 19, atk 11, 20
SA: order 66, melee attack, lightsaber resistance, jedi hunter, cloaked, blaster 10

Decimator Tank (RM Rebel Transport, telosian tank Droid)
50, hp 200, def 15, ATk 10, dmg 60
SA
Mounted Weapon, heavy weapon, splash 40, shields 2, troop transport for 4 medium or two large.

Republic Intelligence
18, hp 40, def 15, atk8, 10
SA: order 66, cloaked, recon, gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get  programmed target against this enemy for the remainder of the round)
CE
order 66 Characters in your squad with stealth within 6 squares gain deceptive

Clone Heavy Weapons Trooper
30, hp80, def16, atk8, 20
SA: order 66, affinity imperial, triple attack, heavy weapon, overwatch (replaces turn, when an enemy moves within line of sight of this character, this character may make one immediate attack, once per round)

Clone Explosive Ordinance Disposal 
19, hp40, def14, ATk 5, 10
SA: order 66, affinity imperials, damage reduction 10, satchel charge, demolition charge, bomb disposal (adjacent enemy characters lose self-destruct)

Clone Mechanic 
10, hp 10, def 11, atk 3, 10
SA: order 66, affinity imperial, industrial repair 20, repair 10

Master Yoda, Hero of the Republic
100, hp140, def22, atk18, 20
SA: unique, melee attack, triple attack, greater mobile attack, ataru style mastery?, rapport for characters with a force rating,  force 2, force renewal 3, 
Master of the force 2, master speed, master lightsaber reflect, master lightsaber block
CE allied characters with a force rating gain 2 additional force points and may spend this characters force points. 

Jedi Master (may be old rep)
30, hp 100, def 19 Atk 13, 20
SA melee attack, double attack, mettle, force 5, lightsaber defense, force push 2, master speed, 

Jedi librarian chick
15, hp 60, def 16, ATk 9, 20
SA unique, melee attack, force 3, force alter, jedi mind trick
CE followers in your squad with a force rating gain advantageous defense

Jedi Consular
20, hp 60, def 17, ATk 7, 20
SA: melee attack, force 2, force renewal 1,  force push 4, force whirlwind (activate enemies one), force bubble

Jedi Guardian (OR)
20, hp 80, def 19, atk 11, 20
SA: double attack, force 3, lightsaber assault, lightsaber defense

Jedi sentinel (OR)
20, hp 70, def 18, atk 9, 10
SA lightsaber, mobile attack, door gimmick
Force 4, lightsaber deflect, stun

Jedi agriculture corps(OR)
4, hp 10, def 12, atk 5, 20
SA melee attack, force 1 

Polis Massa Surgeon
20, Hp 40, def 12, ATK 0, 0
SA: rapport 1 for polis massa medic, heal 20, advanced emergency life support (two saves of 6)
CE polis massa medics within 6 squares gain heal 20

Senator Bail Organa
35, hp 60, def 15, ATk 9, 10
SA: unique, mobile attack, republic reinforcements 20, rapport 2 for alderman troopers, Inspire (non-unique followers within 6 squares gain an additional +4 attack)
CE
Alderaan troopers within six square gain bodyguard

Jax Pavan, Jedi Investigator
25, hp 80, def 17, ATk 9, 10
SA: unique, affinity rebel, lightsaber, stealth, force 4, force sense, force withdrawal, force cloak

Mace Windu, Legacy of the Jedi
100, hp170, def22, ATk18, 20
SA: unique, vapaad, triple attack, intuition, lightsaber duelist, twin attack, force 2, force renewal 2, master of the force 2, master lightsaber defense, master speed, surprise move, shatterpoint, force grip 30
CE
Allied characters with a force rating gain surprise move

Pantoran (chiss trooper)
SA fringe hunter (+4 attack and +10 damage against fringe enemies)

Adi Gallia 
pilot, reflexes
force lightning, force sense
CE pilots gain reflexes within 6

Rhys Dallows (pilot, naboo, mobile attack, evade
Pilot allied gain evade

Etain (princess leia Jedi knight)
Cost 20, hp 80, def 17, atk 7, dmg 20
SA: unique, order 66 bodyguard, affinity for Mandalorian, Force 3, lightsaber deflect

Cin Drillig? (jwm)
30, hp110, def 20, atk 10, dmg 20
SA: unique, melée Attack, double attack, lightsaber duelist, A LIGHTSABER style. Force 4, lightsaber defense, riposte
CE allied characters with a force rating within 6 squares gain lightsaber duelist

Shaak Ti, clone Instructor
CE +2 atk +2 defense for order 66 

ISP swamp speeder
Damage reduction 20, splash

Clone on barc
More damage, twin

Commander Bly
CE squad defense for order 66

Commander Fox
CE Gregorious for order 66

Commander Appo
CE flurry attack for order 66

Stass Allie
Heal 30, force renewal 2

Saesee tinn
Cheaper, Djem Jo, stealth, cunning +20  

Agen kolar
Lightsaber defence, recovery, high stats, force burst, force thrust 

Even piell
Rapport/synergy with jax pavan, a group fighter, sweep, mettle

Captain Antilles
Alderaan troopers gain spotter 20.

Captain typho
Bodyguard for padme, impulsive shot

Treetower (Ugnaught Boss)
12, hp 50, def 16, ATk 6, dmg 20
SA
Unique, melee attack
Force 2
Lightsaber deflect
****read clone wars adventure comic volume 6****
CE
Ugnaught allies gain speed 8

Cham Syndulla
CE
Twileks gain advantageous attack

Chewbacca 
charging assualt, momentum, cqc fighting, trandoshan hunter

Naboo soldiers, sniper
Sniper, accurate shot, bravado

Mon calamari warrior 
SA Aquatic, this character gains +4 atk, twin attack and speed 10 while in water low ground

Onaconda farr
Diplomat, unique, override

Bounty hunter training sergeant 
CE order 66 gain bloodthirsty 

Republic Battle Droid/r2 d2 with affinity for battle droids

SITH

Darth Vectivus
25, hp 50, def 15, atk 10, dmg 20
SA melee attack
Force 4
Force Phantom (Force 2; replaces turn, attack one enemy with a force rating regardless of line of sight, this attack counts as adjacent and ignores cover)

Sith Armourer
18, hp 40, def 17, ATk 5, 20
SA melee attack, dark armour, Armorer (replaces turn, adjacent ally gains dark armor for the rest of the skirmish) force 1 

Massassi Sith Master
35, hp 100, def 18, atk 12, 20
SA Melee attack, momentum, cleave
Force 2, master speed
CE
Characters with Savage can receive this commander effect. Allies with melee attack gain bloodthirsty

Sith Master
30, hp 80, def 17, ATk 0, 0
SA: melee attack, betrayel, dark tutor (character gains a force rating/point and force lightning 1) force 1, force renewal 1, force grip 4, force lightning 2, force bubble
CE characters in your squad with a force rating may spend this characters force points, a character still cannot spend force points more then once a turn

Sith Combat Instructor
20, hp 50, def 19, atk 8, 20
SA: melee attack,  soresu style, lightsaber duelist, force 3, lightsaber block, lightsaber riposte
CE sith allies within 6 squares gain lightsaber duelist

Sith Assassin Sect Leader
28, hp80, def17, atk 12, 20
SA: melee attack, deadly attack, vicious attack, force 5 force cloak, force withdrawal, jedi mind trick
CE: sith assassins in your squad gain deadly attack and vicious attack

Sith Warrior
25, hp 80, def15, atk11, dmg20
SA: melee attack,  Beserk (replaces attacks, make three attacks, this character has -4 defense until the end of the round), 
force 2, knight speed, lightsaber block

Sith Marauder
30, hp 100, def 17, atk 13, 20
SA: melee attack, double attack, 
force 4, lightsaber deflect, lightsaber riposte

Terentatek (RM Rancor)
45, HP 200, Def 15, Atk 10, Dmg 20
SA
Savage, twin attack, speed 8, Beserk (replaces attacks, make three attacks, this character has -4 defense until the end of the round), speed 12, damage reduction 10, Parry, Jedi Hunter
Force 3
Force Sense

Sith Trooper Sergeant
12, hp 30, def 15, atk 8, 10
SA: 
CE at the end of this characters turn one sith trooper follower may immediately move 4 squares, this does not count as activating that character.

Jedi Prisoner in Bacta Tank
20, hp 60, def 8, atk 0, 0
SA emplacement, damage reduction 10, nexus of power (this character can be targeted by allied characters. If an allied character uses sith drain on this character, this character is immediately defeated and that ally is restored to full hit points and gains 4 force points)

Sith Assassin Droid
40, hp 100, def 15, atk 14, 20
SA: droid, shields 2, stealth, twin, programmed target 

Sith crowd control Droid
20, hp 40, def 16, atk 9, 10
SA droid, shields 2, stun, flamethrower 20

Sith Intelligence Agent
23, hp 40, def17, atk9, 20
SA: cloaked, accurate shot, careful shot, override

Massassi Slave
6, hp 10, def 14, ATk 6, 10
SA: savage, melee attack/:

Sith Temptress/seducer/infiltrator
28, hp 40, def 19, atk 4, 10
SA melee attack, diplomat, pheremones, force 4, sith sorcery, illusion

Sith Apprentice
5, hp 10, def 13, atk 6, 20
SA melee attack, internal strife, force 1, knight speed

Regent Morlish Veed
Cost 49, HP 50, def17, atk11, dmg10
Affinity to bring in nyna calixte
Imperial reserves 30 for non-unique imperial troopers, imperial reinforcments 6, CE if a trooper follower in your squad has line of sight to an enemy at the beginning of a phase, you may choose to activate 2 or 3 characters that turn.

Admiral Saul Karath
Cost22,HP60, def 17, atk 10, dmg 10
Sa unique, affinity for old republic, rapport 1 for troopers, 
CE  Troopers gain advantageous cover

Darth Krayt, Reborn
Cost 75, hp150,def20, atk 15, dmg20
Sa vondumm crab 6, unique, triple, betrayel, avoid defeat, force 2, force renewal 2 force lightning 2, lightsaber defence, force recovery 20, suprise move  CE allied sith commanders with a force rating gain suprise move

Darth nihilus, consumer of worlds (unleashed)
Cost50, hp130, def19, atk13, dmg20
Sa unique, melée attack, force chasm (replaces attacks, remove a force point from one enemy character regardless of line of sight, this character gains one force point)
Force 6, drain force 2, eternal hunger 4 (all characters within 6 squares take 30 damage, remove damage off this character equal to the damage delt. If a character damaged has a force rating it loses one force point) 

Vestara khai
23, hp 60, def 17, atk 8, dmg 20
SA: unique, melée attack, mobile attack, oppurtunist, affinity to be new republic with Ben, synergy with Ben, Shakar? Knife (once per skirmish, when this character makes a melee attack,  it deals +30 damage on a living enemy)
Force Power: Force 2, lightsaber defense, knight speed
  
Sarasu taalon, sith lord
57, hp 120, def 21, atk 14, dmg 20  
SA: Unique, melee attack, stealth, double attack, lightsaber duelist, Shakar? Knife (once per skirmish, when this character makes a melee attack,  it deals +30 damage on a living enemy)
Force Power: Force 5, lightsaber defence, force leap, master speed
CE: sith non-unique follwers with a force rating gain stealth

Keshari sith 
15, hp 90, def 19, atk 10, dmg 20
SA: melee attack, Shakar? Knife (once per skirmish, when this character makes a melee attack,  it deals +30 damage on a living enemy) force power: force 1, lightsaber block 

OLD REPUBLIC

Disciple
Cost24, hp80, def17, atk11, dmg20
SA: unique, rapport for exile, synergy with exile, double attack, force 4, force alter, force recovery

Trask Aldo (old republic commander)
Cost20, hp60, def16, atk9, dmg10
SA: unique, squad firepower, old republic soldier, vibroblade
CE, charcters in your squad named old republic soldier gain squad firepower

"for the republic!"  

jori daragon
15, hp 40, def 17, atk 4, dmg 10
SA
Unique, pathfinder, pilot, Synergy Gav, lightsaber
Force 1
Lightsaber Assualt

gav daragon
15, hp 40, def 15, atk 6, dmg 10
SA
Unique, pathfinder, pilot, synergy Jori, intuition
Force 1
Illusion 

Master Vandar? That yoda guy
Cost55, hp90, def17, atk 11, dmg 20
SA: unique, double attack, old republic reserves 30
Force powers: force 5, lightsaber deflect, stun
CE characters in your squad with a force rating gain lightsaber deflect

Jedi Council Master
35, hp 90, def 20, atk 13, 20
SA: affinity for republic, melee attack, charging assualt, force 1, force renewal 1, lightsaber defense, force stun, force heal 20
CE
Allied characters with melee attack and a force rating gain charging assault 

Jedi Master
25, hp 100, def19, ATk11, 20
SA melee attack, double attack, rapport 1 for Padawan, light tutor, force 1, force renewal 1, lightsaber deflect, master speed
CE non-unique old republic characters with a force rating can spend this characters force points, a character still cannot spend force points more then once a turn

Bith Bartender
SA Juma Juice (replaces attacks, adjacent living allied character gains +10 damage, damage reduction 10 and speed 4 until the end of its next turn)

Rodian Spice Dealer
SA Deathsticks (replaces attacks, adjacent allied character gains twin attack and charging assault until the end of the round, at the end of the round that character takes 20 damage, save 11 for half damage)

Twilek Stimpack Dealer
Cost 25
SA strength Stimpack( replaces turn, adjacent living allied character gains might swing and momentum) for the rest of the skirmish
Dexterity Stimpack (replaces turn, adjacent living allied character gains speed 8 and +2 defense for the remainder of the skirmish)
Endurance Stimpack (replaces turn, adjacent living allied character gains damage reduction  10 and avoid defeat for the rest of the skirmish)

Or for simplicity's sake just turn it into: 
Stimpack (replaces turn, adjacent living allied character gains +4 defense, momentum and avoid defeat for the rest of the skirmish)

Human Teras kasi master
CE at the end of this characters turn, choose one ally with melee attack within line of sight, that ally gains close quarters fighting, parry, and evade until the end of the round
OR
allied characters with melee attack gain cqc fighting 

Human/Twilek BladeMaster
SA: deadly attack, vicious attack
CE allied characters with melee attack within six squares gain deadly attack and vicious attack

Duros Planetary Defense Controller
SA pilot
CE characters in your squad with pilot count as having the same name for purposes of commander effects. Allied pilots gain squad firepower and can move two extra squares at the  end of their activation, this includes activating for attacks if oppurtunuty

Logistics Outfitter
Cost 5
SA outfit (huge characters gain stable footing)

Human Noble
20
diplomat, bribe (replaces attacks, adjacent living fringe enemy joins your team, save 6)

Chiss Commander
CE chiss followers gain bloodthirsty and indiscriminate 

Genoharadan Contractor
Order counter disruptive 

Exchange agent 
Advantageous defense, balance (+4 atk and +10 damage if opponent has more points/pieces in play)

Gotal Explosive Expert
15, hp 30, def 16, atk 4, 10
SA: satchel charge, bomb disposal (adjacent enemy characters lose self-destruct)

Human Trader
Night Vision supplies (replaces turn, adjacent ally gains accurate shot for the rest of the skirmish)
Jetpack Supplies (replaces turn, adjacent ally gains flight for the rest of the skirmish)

Twilek Trader
Cloaking supplies (replaces turn, adjacent ally gains stealth for the rest of the skirmish)
Poison supplies (replaces turn, adjacent ally gains poison 10 for the rest of the skirmish)

Czerka heavy Arms Dealer
Heavy Repeater upgrade (allies with heavy weapon gain twin attack and splash 10; while 
within six squares of this character)
Mounted Weapon upgrade (allies without melee attack that deal 40 damage gain splash 20; while 
within six squares of this character)

Corsec riot control officer
Vibrostaff upgrade (replaces turn, adjacent ally with melee attack gains vibrostaff for the rest of the skirmish)
Blaster rifle upgrade (20 damage nonmelee gain jolt while within 6 squares)

Bith Bombmaker
Cost 15, hp 10, def 13, atk 2, dmg 10
SA Rig Explosives (replaces turn: adjacent ally gains self destruct 10)
Detonator (replaces attacks; one ally within line of sight with self destruct is immediately defeated)

Trandoshan Slaver
20, hp 60, def 18, atk 6, dmg 20
SA regeneration 10, double claw attack, rend +20, net Gun 16, Wookie Hunter

Trandoshan Huntmaster
30, hp 80, def 16, atk 6, dmg 20
SA regeneration 10, double claw attack, rend +20, net Gun 16, bloodthirsty
CE
Trandoshan allies may use abilities that replaces attacks twice per turn
Trandoshan allies gain Net Gun

Anzati Assassin
18, hp 50, def 17, ATk 7, dmg 10
SA
Proboscis 
Stealth
Bounty hunter
Assassin

Ewok Chieftain
advantageous cover advantageous attack
CE
Allied Ewoks gain advantageous cover and advantageous attack

Gammorean Boss
18, hp 70, def 14, atk 8, dmg 20
Melee attack
Momentum
CE
Allied Gammoreans that end their move within 6 squares of this chracter gain Momentum

Rodian Gang Leader
CE
Allied Rodians gain careful shot
At the end of this characters turn, one rodian follower may immediately move 2 squarers

Aing-Tii Flow-Walker
50, hp 80, def 16, atk 8, dmg 30
SA: melee attack, hardened scales, double attack, Penetration 10, shockstaff
Force 6
Aing-Tii Flow-Walking: (Force; 3 Force points) After initiative is determined, a character can immediately use this Force power to take an immediate turn before any other character activates. (This does not count as an activation, and this character can activate again later in the round.) 
Force Teleport (force 3, replaces turn; touch, move one adjacent character to any empty square, that character counts as activated this turn. This move does not provoke attacks of opportunity)

Saarai-kaar
30, hp 90, def 20, ATk 13, dmg 20
SA
Unique, rapport 5 for Jensaarai, Melee attack, Force Armor, Dark Armor
Force 2
Force renewal 1
Lightsaber defense
CE
Allied Jennesari gain dark armor and force renewal 1

Itochki Signaller/communications operator
15, hp 50, def 17, ATk 5, dmg 10
SA Stealth, Relay Orders

Shared Hett
CE
Allied Tuskens gain charging Assualt 

Jorj Car'das
40, hp 80, def 17, ATk 10, dmg 10
SA
Unique, double attack, relay orders
Force 3
Force Teleport (force 3, replaces turn; touch, move one adjacent character to any empty square, that character counts as activated this turn. This move does not provoke attacks of opportunity.
Allies gain Relay Orders

Dark Hellions Swoop Gang Boss
CE
Gang characters gain bravado while within 6 squares of this character

Lando Calrissian, Cloud City Baron Administrator
Rapport Lobot
CE
Bespin guards gain +4 attack and +4 defense 

Felucian Chieftan
Parry 
CE
Force 2
Renewal 1
Force buff, force cure, force blast
Allied felucians gain force renewal 1 and force bubble

Duros Scoutmaster
CE
Allied Duros characters gain intuition


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri May 27, 2011 7:20 am 
One of The Ones
One of The Ones
User avatar

Joined: Fri Sep 05, 2008 11:00 pm
Posts: 7568
Location: Southern IL
Commander Effect:

Allies with Grenades [X] gain Self-Destruct [X].


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jun 06, 2011 7:42 am 
Black Sun Thug
Black Sun Thug
User avatar

Joined: Thu Mar 24, 2011 5:19 am
Posts: 61
Location: California, United States
Communications Trooper 10 points (reccomended mini: Old Republic Recruit)
Fringe
hp 20
def 14
atk 6
Dam 10

SA:
Squad Coordinator: Non-unique Allies' commander effects normally limited to 6 squares have unlimited range.



I think this may open up options for a number of currently ignored commander effects and could lead to some fun new squads.

_________________
"We serve with honor and if we are asked to sacrifice our honor as our duty, then we are betrayed."
―Ganner Krieg to Antares Draco


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Jun 07, 2011 3:49 pm 
Intelligence Operative
Intelligence Operative

Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
SenateCommando wrote:
Communications Trooper 10 points (reccomended mini: Old Republic Recruit)
Fringe
hp 20
def 14
atk 6
Dam 10

SA:
Squad Coordinator: Non-unique Allies' commander effects normally limited to 6 squares have unlimited range.



I think this may open up options for a number of currently ignored commander effects and could lead to some fun new squads.


Cool idea, first read through i missed the non-unique part, but reading it now I completely agree.

Some fringe counters to those annoying lancer/strafe teams
Bith Scientist 
Cost 14, HP 10, def 13, ATk 2, dmg 10
SA
Mass Generator (replaces turn; enemy characters lose flight for the remainder of the round)

Human Pilot Trainer
Cost 15, hp 40, def 14, ATk 5, dmg 10
SA
Pilot
Pilot reflexes (this character can make attacks of opportunity against enemy characters with flight)
CE
Allied Pilots gain Pilot Reflexes 

Nightsister 
Cost 20, hp 80, def 17, atk 11, dmg 10
SA 
Melee attack
Coven (this character gains force renewal 2 while within 6 squares of 3 other Nightsisters)
Stable Footed
Force 4
Debris Field (force 1; replaces attacks; this character gains mines 30 until the end of her next turn)
Force Net (force 2; this power affects characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character)


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Thu Jun 09, 2011 8:05 am 
Sith Apprentice
Sith Apprentice

Joined: Sun Sep 02, 2007 10:43 pm
Posts: 224
I'd like to see some more tactically oriented abilities

I.e.
Dodge +_(As long as this character remains unactivated it gains +_ Defense)

a Combo I've been playing around with
Preperations (If this character activates first in a round it gains Opportunist)
Return Fire (If this character is hit by an attack from a nonadjacent enemy, it can make an immediate attack against the attacker)


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Jun 12, 2011 11:37 pm 
Intelligence Operative
Intelligence Operative

Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
Lord_Ball wrote:
I'd like to see some more tactically oriented abilities

I.e.
Dodge +_(As long as this character remains unactivated it gains +_ Defense)

a Combo I've been playing around with
Preperations (If this character activates first in a round it gains Opportunist)
Return Fire (If this character is hit by an attack from a nonadjacent enemy, it can make an immediate attack against the attacker)


Very cool abilities, Seconded.

I posted one on another thread here:
Dodge (if this character makes it's evade save, it may immediately move two squares)


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jun 15, 2011 12:26 pm 
Unnamed Stormtrooper
Unnamed Stormtrooper
User avatar

Joined: Tue Feb 15, 2011 1:06 pm
Posts: 14
This is crazy I know but I'm going to throw it out just to see what ideas might surface. This would probably fit in an epic set. Not for competitive play but for a ton of fun. Pick a map and give it stats. Senoma Zekot. Maybe use tiles that could be moved instead of figures. The environment becomes the squad. Every new idea has some crazy in it. This was mine. Thoughts?


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jun 15, 2011 12:35 pm 
Unnamed Stormtrooper
Unnamed Stormtrooper
User avatar

Joined: Tue Feb 15, 2011 1:06 pm
Posts: 14
Another thought. and one piece that could represent the external consciousness of the planet. So the squad is made up of one map, one piece and two stat cards.


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jun 18, 2011 9:36 am 
Death Star Designers
Death Star Designers
User avatar

Joined: Thu Oct 16, 2008 11:57 am
Posts: 2063
Location: Morris, MN
Here is a rather simple request: I want to see a Han Solo and a Chewbacca with the Pilot SA. I kinda find it surprising that the two characters who fly the fastest hunk of junk in the galaxy don't have the pilot SA. With all the new stuff in R&R and Pilots recieving a boost, I think its about time we gave the two most famous pilots in Star Wars, the special ability Pilot.

:Falcon: :VaderTIE: :DSBoom:

_________________
Image

Aliit ori'shya tal'din ("Family is more than Blood")
To learn Mandalorian, go to http://www.karentraviss.com/html/mando.htm.

Image


Top
 Profile  
 

Offline
 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jun 18, 2011 10:15 am 
One of the Sith on Malgus' Shuttle
One of the Sith on Malgus' Shuttle
User avatar

Joined: Sat Feb 09, 2008 11:31 pm
Posts: 3575
Location: Cincinnati, OH
Since the Designers are starting to work on V-Set 3 now, we're more in need of ideas for V-Set 4. I started a new thread to post your new ideas in.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 316 posts ]  Go to page Previous  1 ... 12, 13, 14, 15, 16

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield