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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 25, 2011 6:41 pm 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
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Joined: Mon Jun 01, 2009 1:38 pm
Posts: 150
Location: Madison, WI
Poodlekiller wrote:
MandalMauler wrote:
Cradossk (Bossk father) with SA: Characters with Mercenary who start their activation within 6 squares of this character lose the mercenary movement restriction. (limited range "empathy" for Mercenary)

+1
I like it !
Would the SA be for any mercenary, or only Trandoshan?


Any. There are so few in total and only 1 Trans, that it won't break anything to have them all. No one uses them now, so any use is good.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 25, 2011 7:00 pm 
Intelligence Operative
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Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
Pieces

Separatist

Asajj Ventress, dark side acolyte
25, 110, 18, 12, 20
SA: unique, melee, twin, niman style, mobile attack
Force 2, lightsaber assault 

Asajj Ventress, Unleashed
75, 120, 20, 15, 20
SA: unique, double, melee, twin, greater mobile attack, speed 8, ninman mastery, evade, stealth
Force 2, force renewal 1,
Master speed, sith rage, lightsaber defense

General Grievous, unleashed
75, hp140, def21, atk14, 20
SA: unique, melee attack, quadruple attack, mobile attack, twin attack, ambush, blaster 20,  jedi hunter, advanced evade, advanced parry

Darth Sideous, Separatist Hologram
20, hp20, def20, atk0, dmg0
SA unique
CE allied separatist characters with a force rating gain force renewal 1

Geonosian Queen
50, hp70, def16, atk0, dmg 0
Unique, Emplacement, geonosian reserves (20 points on 5, 10, 15, 20), hive queen (allied geonosians within 6 squares gain protective +20), brain invaders (living enemy characters defeated by geonosians in your squad are now under your control with 10 hp, save 16)
CE
Geonosian allies gain +4 atk  +4 defense and charging assault

Geonosian Brute on Piccodor
25, 90, 16, 11, 30
SA: melee attack, cleave

Droid Worker
10, hp10, def9, atk0, dmg 10
Droid, Melee attack, Industrial repair 20, repair 10

Republic

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, 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, Squad 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

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, 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


There are the rest of my separatist picks as well as the first half of my republic ones.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 25, 2011 9:19 pm 
Imperial Dignitaries
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I would like to see a force power that counters the abilities which extend CE beyond 6 squares. An ability similar to Depa's Stealth counter force power.

I would like to see an ability that counters the satchel charge ability. Example: Disarm (Doors adjacent to this character cannot be the target of satchel charge. Save 11.) Then you could develop a CE ability: Characters with Disarm within 4 squares of this character gain Improved Disarm (Doors adjacent to this character cannot be the target of satchel charge. Save 6.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Feb 27, 2011 6:49 am 
Unnamed Wookiee
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[quote="GeneralGrievous"]Pieces

Separatist

Geonosian Queen
50, hp70, def16, atk0, dmg 0
Unique, Emplacement, geonosian reserves (20 points on 5, 10, 15, 20), hive queen (allied geonosians within 6 squares gain protective +20), brain invaders (living enemy characters defeated by geonosians in your squad are now under your control with 10 hp, save 16)
CE
Geonosian allies gain +4 atk  +4 defense and charging assault

Geonosian Brute on Picador
25, 90, 16, 11, 30
SA: melee attack, cleave

+2 for each
Really like the Queen idea. I thought the brain things were for Geonosian drones and soldiers that had died! And if it is then your drones etc. could restart in your starting area with a save of 11 ( just to stop them being infinite).

Umm...look I'm dyslexic so I know how easy it is to swap words around but how about
Elite Picador on Orray
25, 90, 16, 11, 30.
SA: melee attack, melee reach two (electro staff is pretty long), cleave.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Feb 27, 2011 10:40 am 
Intelligence Operative
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Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
Poodlekiller wrote:
GeneralGrievous wrote:
Pieces

Separatist

Geonosian Queen
50, hp70, def16, atk0, dmg 0
Unique, Emplacement, geonosian reserves (20 points on 5, 10, 15, 20), hive queen (allied geonosians within 6 squares gain protective +20), brain invaders (living enemy characters defeated by geonosians in your squad are now under your control with 10 hp, save 16)
CE
Geonosian allies gain +4 atk  +4 defense and charging assault

Geonosian Brute on Picador
25, 90, 16, 11, 30
SA: melee attack, cleave

+2 for each
Really like the Queen idea. I thought the brain things were for Geonosian drones and soldiers that had died! And if it is then your drones etc. could restart in your starting area with a save of 11 ( just to stop them being infinite).

Umm...look I'm dyslexic so I know how easy it is to swap words around but how about
Elite Picador on Orray
25, 90, 16, 11, 30.
SA: melee attack, melee reach two (electro staff is pretty long), cleave.


Thanks, I think your wording for the picador is much better haha, as for the queen she would be an excellent and interesting piece to make regardless of how they decided to do her. The brain invader bugs affected the dead and the infected living so that special ability could do both or either. It's tricky to make sure that the geonosians are still balanced though, a 2 point warrior piece in swarm is pretty brutal haha


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Mar 01, 2011 9:39 am 
Black Sun Thug
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Now that we have The Citadel episode from The Clone Wars we will of course need Obi-wan, Anakin, Ahsoka, Rex, Cody, Echo, Fives, and a regular clone trooper all in carbonite! :lol:

Republic battle droids could be interesting.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Mar 01, 2011 11:30 pm 
Intelligence Operative
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sheepgoatherder wrote:
Now that we have The Citadel episode from The Clone Wars we will of course need Obi-wan, Anakin, Ahsoka, Rex, Cody, Echo, Fives, and a regular clone trooper all in carbonite! :lol:

Republic battle droids could be interesting.


Nice those would be sweet, how about just:

Fringe
Carbonite
X, hp 0, def 0, ATk 0, damage 0
Normal carbonite except you can only have one carbonite in play per squad. Choose any unique character, cuts their cost by half and sets up in your opponents area. This would make grandmaster skywalker ALOT more playable haha


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Mar 02, 2011 11:44 am 
Black Sun Thug
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Location: Illinois
There you go, that would be really cool! It would be much more flexible.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Mar 02, 2011 2:22 pm 
Intelligence Operative
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Posts: 329
Here's hoping it gets made then


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Mar 22, 2011 8:21 pm 
Unnamed Wookiee
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Here are a few more:

Hutt Repulsor Sled
Fringe
Hit Points: 20
Defense: 14
Attack: 0
Damage: 0
Special Abilities:
huge Base
flight
Vehicle (This character automatically skips its turn at the end of a round unless operated by a driver. Character can transport 1 huge or 1 large or 2 Medium, or 2 Small allies that end their moves adjacent to it. If more than one designate an ally as a driver, Remove these allies from the battle grid; they move simultaneously with this character as though they had flight, and are considered adjacent to it. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)
Speed 7

Kueller (The New Rebellion)
Fringe
Hit Points: 80
Defense: 16
Attack: 10
Damage: 20
Special Abilities:
Unique
Counts as a character named Dolph
Melee attack
Opportunist
Double attack
Master tactician
Droid trap: Replaces turn, any droid character on the board can be selected and is defeated (save 6), all adjacent characters within 3 squares take 20 damage save 11
Force Powers:
Force 3
Commander effects:
Followers within 6 squares gain, Opportunist

Durga the Hutt - Black Sun Vigo
Fringe
Hit Points: 70
Defense: 18
Attack: 6
Damage: 10
Special Abilities:
Large Base
Unique
Speed 3
Cunning attack +20
Cleave
Melee attack
Recon
Commander effects:
Non-unique bounty hunter followers get +10 damage.
Followers named smuggler, pilot, or pirate gain, Cunning Attack

Jiliac the Hutt
Fringe
Hit Points: 110
Defense: 16
Attack: 7
Damage: 10
Special Abilities:
Large Base
Unique
Speed 2
Cunning attack
Cleave
Melee attack
Rapport: Non-unique characters named: pilot, smuggler, thief, pirate, and scoundrel cost -1 point
Commander effects:
Non-unique followers gain, poison

Lord Aruk the Hutt
Fringe
Hit Points: 160
Defense: 15
Attack: 9
Damage: 20
Special Abilities:
Huge Base
Unique
Speed 1
Melee attack
Distraction
Diplomat
Master Coordinator: All non-unique followers gain, Speed 8
Commander effects:
Non-unique followers gain, extra attack

Zorba the Hutt
Fringe
Hit Points: 100
Defense: 17
Attack: 9
Damage: 10
Special Abilities:
Large Base
Unique
Speed 2
Cunning attack +20
Cleave
Melee attack
Distraction
Fringe reserves 20: On an initiative roll of 10, 20 points of non-unique fringe characters may be added to your squad.
Commander effects:
Non-unique followers gain, advantageous cover

Hutt Entrepreneur
Fringe
Hit Points: 70
Defense: 16
Attack: 6
Damage: 10
Special Abilities:
Large Base
Speed 3
Cunning attack
Cleave
Melee attack
Fringe reserves 10: On an initiative roll of 9, 10 points of non-unique fringe characters may be added to your squad.
Commander effects:
Non-unique followers within 6 squares gain, Deceptive

That's all for now...

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Thu Mar 24, 2011 9:01 pm 
Intelligence Operative
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Very hutt heavy, cool though and we definitely need some more named ones. Especially liked the boost for bounty hunters and their scum. No Ziro though?


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Mar 25, 2011 6:40 pm 
Droid Army Commander
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Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.
I just read the RotJ novel again and it got me thinking about minis that could make use of the stuff Peter Lee made up for Dark Times, that really captured the flavour of Star Wars:

:saber:
Luke Skywalker, Conflicted Jedi
Rebel
Cost 36
HP 100
DF 19
AT 12
DM 20
SA
Unique
Melee Attack
Twin Attack
Deadly Attack
Flurry
Djem-So Style
FP 2
Renewal 1
Dark Temptation
LS Block
Force Grip 1

:vader2:
Darth Vader, Dark Lord
Imperial
Cost 62
HP 140
DF 23
AT 16
DM 20
SA
Unique
Melee Attack
Twin Attack
Opportunist 20
Turn to the Darkside
FP 4
FR 1
LS Defense
LS Riposte
Force Grip 4
Master Speed

:emperor:
Palpatine, Galactic Emperor
Imperial
Cost 50
HP 140
DF 22
AT 0
DM 0
Unique
Turn to the Darkside
Betrayal
FP 3
FR 2
Dispassionate Master Force 1: Replaces Attacks; One Allied Character within 6 Squares may make an immediate Attack +4 Attack and +20 Damage. At the end of that turn, make a save of 11. If the save fails, that character is immediately defeated.
FL 2
Illusion
Surprise Move

CE Allied Force Users gain Turn to the Darkside

**EDIT changed Palpy Intuition to Surprise Move***

****EDIT Added Flurry and Deadly to Luke, upped cost****

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Last edited by R5Don4 on Wed Mar 30, 2011 6:28 pm, edited 2 times in total.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Mar 25, 2011 7:25 pm 
Really Cool Alien from a Cantina
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I would like to see a Mando Jango Fett with Mobile and/or Evade to be on par with some of the other shooters out there (like Cad Bane, Das Rendar, etc.).

Lowbacca for NR
Alema Rar (either before or after she went nuts)
Tenel Ka

Master Vrook Lamar (OR)
100 HP, 20 DEF, 12 ATT, 20 DAM, Double, Melee, Niman Style. Force 2, Force Renewal 1, Sever Force, Force Lightning 2

Master Zez Kai Ell (OR)
110 HP, 20 DEF, 14 ATT, 20 DAM, Triple, Melee, Djem So and Niman Style. Force 4, Master Speed, Light Saber Assault, Light Saber Defense

Master Kavar (OR)
120 HP, 20 DEF, 13 ATT, 20 DAM, Twin, Melee, Ataru Style. Force 2, Force Renewal 1, Force Push 3, Force Stun, Lightsaber Deflect

That's all I have for now. Will post if something else crosses my mind.

Sincerely,
Jester007

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Last edited by Jester007 on Sat Apr 02, 2011 12:29 pm, edited 1 time in total.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Mar 25, 2011 7:37 pm 
Droid Army Commander
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Leia & Luke on a Speeder Bike
Leia on Speeder
Luke on Speeder

When they are defeated place either Luke RC, Leia RH in one of the four squares or new versions of these characters released in the same set.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Mar 25, 2011 8:22 pm 
Moff Disra
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R5Don4 wrote:
Leia & Luke on a Speeder Bike
Leia on Speeder
Luke on Speeder

When they are defeated place either Luke RC, Leia RH in one of the four squares or new versions of these characters released in the same set.

I like that game mechanic. When you loose the "speeder version" place the "cheaper" version. That would make the "speeder version" costly. You would get to move fast and then replace it with another figure. Hmmm...

Instead of using "speeders" from RS, it would have to be the swoop bike. That might be a good mini to buy a few extra of for customs.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Mar 25, 2011 8:49 pm 
Droid Army Commander
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Thanks Eric. Score!

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Mar 25, 2011 9:12 pm 
One of The Ones
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Engineer wrote:
R5Don4 wrote:
Leia & Luke on a Speeder Bike
Leia on Speeder
Luke on Speeder

When they are defeated place either Luke RC, Leia RH in one of the four squares or new versions of these characters released in the same set.

I like that game mechanic. When you loose the "speeder version" place the "cheaper" version. That would make the "speeder version" costly. You would get to move fast and then replace it with another figure. Hmmm...

Instead of using "speeders" from RS, it would have to be the swoop bike. That might be a good mini to buy a few extra of for customs.


I remember something like this coming up a good while back, though it was a suggestion for upgrading the old speeders to be worth their cost. Upon defeat, replace the bike with a Scout/Commando/Clone.

It's a neat idea. Don't limit the thinking to just unique characters.

The Scout and Commando bikes don't have stealth, but once those guys are off their bike... they could take cover. 8-)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Mar 26, 2011 9:03 am 
Black Sun Thug
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I hope nobody has suggested these yet. My first suggestion:

Isaru Omin reccomended mini: Senate Guard
Admittedly I never found the comic he was in but he souds like a cool character. He would definitely need "Senate Guard" somwhere on his card so he could benefit from Argyus. He should have Bodyguard, force and some fun non-lightsaber force powers. Perhaps blaser barrage and Force Valor? That way one would be able to choose between twin from argyus or buffing everybody.

And imperial Knights still need some serious attention! And I've got a lot of ideas! Feel free to pick any you like. I don't expect them all to be in the same set.

Roan Fel, Imperial Knight Reccomended Mini: Roan Fel (I really Like this one PLZ make it if nothing else)
Cost 60
Hp: 120
Def: 21
Atk: 12
Dam: 20

SA:
Unique
Imperial Knight
Cartosis Gauntlet 17
Melee Attack
Tripple Attack
Opportunist
Synergy
Blaster 20

FP: Force 2
Force Renewal 1
Master of the Force 2
Lightsaber Block
Lightsaber deflect
Dark Temptation
Force Sense

CA: Adjacent Allies gain Bodyguard. Allied Imperial Knights may reroll failed saves.

"A sith has many ways to kill." -Darth Kruhl
"So do I." -Roan Fel as he shoots Kruhl with a holdout blaster

Ganner Krieg Reccomended Mini: Male Imperial Knight
Cost: 30
Hp: 110
Def: 21
Atk: 10
Dam: 20

Sa:
Unique
Pilot
Imperial Knight
Double Atack
Cartosis Gauntlet 18
Synergy

Force Powers: Force 5
Master of the Force 2
Knight Speed
Lightsaber Block
Lightsaber Assault

"As Imperial Knights we obey the Emperor, but ONLY as long as he serves the light side of the force."

Commander Antares Draco Reccomended mini: Antares Draco
Cost: 20
Hp: 110
Def: 21
Atk: 10
Dam: 20

SA:
Unique
Melee Attack
Pilot
Cartosis Gauntlet 18
Synergy
Imperial Knight
Twin Attack
Charging Assault +10
Praetoria Ishu (This character may use Lightsaber Block against attacks targeting adjacent allies)

Force Powers: Force 5
Master of the Force 2
Force Push 2
Lightsaber Block
Lightsaber Deflect

CA: Allied Imperial Knights gain Praetoria Ishu
(could just give this ability to all imperial knights as a base and let Antares give them Charging Assault +10 but then Unique Imperial Knights would all have; Melee attack, Unique, Synergy, Imperial Knight, Praetoria Ishu, Cartosis Gauntlet x and Lightsaber block by default before we even get to unique abilities.. and thats a lot of default stuff!)

Sigil Dare Recomended Mini: Female Imperial Knight
Cost: 24
Hp 80
Def 19
Atp: 10
Dam: 20

Sa:
Unique
Melee Attack
Imperial Knight
Double Attack
Cartosis Gauntlet 19
Merciless +10
Opportunist

Force Powers:
Force 3
Lightsaber Block
Lightsaber Deflect

"Your skills are impressive my former apprentice-But your manners could be improved." -Treis Sinde

Treis Sinde reccomended mini: ?
Cost: 37
Hp: 100
Def: 20
Atk: 10
Dam: 20

Sa:
Unique
Imperial Knight
Synergy
Double Attack
Cartosis Gauntlet 18

Force Powers: Force 2
Master of the Force 2
Force renewal 1
Force Bubble
Lghtsaber Block

Ca: Allied Imperial Knights gain Force Renewal 1 (It would be nice to have a Force Battery for IKs that isn't Palpatine)

"Our duty is to the force as embodied by our emperor. That's what all you young knights seem to have forgotten."

Elke Vetter Reccomended Mini: female imperial Knight (maybe customized as a blonde)
Cost: 30
Hp 90
Def: 19
Atp: 9
Dam: 20

Abilities:
Unique
Melee Attack
Bodyguard
Synergy
Cartosis Gauntlet 19
Double Attack

Force Powers:
Force 3
Force Spirit 4
Lightsaber Block

Marasiah's personal bodyguard, killed by Darth talon

I have many more ideas I can post later! But for now: sleep.

_________________
"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


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Mar 29, 2011 10:55 pm 
Intelligence Operative
Intelligence Operative

Joined: Thu Aug 26, 2010 5:25 pm
Posts: 329
SenateCommando wrote:

Roan Fel, Imperial Knight Reccomended Mini: Roan Fel (I really Like this one PLZ make it if nothing else)
Cost 60
Hp: 120
Def: 21
Atk: 12
Dam: 20

SA:
Unique
Imperial Knight
Cartosis Gauntlet 17
Melee Attack
Tripple Attack
Opportunist
Synergy
Blaster 20

FP: Force 2
Force Renewal 1
Master of the Force 2
Lightsaber Block
Lightsaber deflect
Dark Temptation
Force Sense

CA: Adjacent Allies gain Bodyguard. Allied Imperial Knights may reroll failed saves.

"A sith has many ways to kill." -Darth Kruhl
"So do I." -Roan Fel as he shoots Kruhl with a holdout blaster

Ganner Krieg Reccomended Mini: Male Imperial Knight
Cost: 30
Hp: 110
Def: 21
Atk: 10
Dam: 20

Sa:
Unique
Pilot
Imperial Knight
Double Atack
Cartosis Gauntlet 18
Synergy

Force Powers: Force 5
Master of the Force 2
Knight Speed
Lightsaber Block
Lightsaber Assault

"As Imperial Knights we obey the Emperor, but ONLY as long as he serves the light side of the force."

Commander Antares Draco Reccomended mini: Antares Draco
Cost: 20
Hp: 110
Def: 21
Atk: 10
Dam: 20

SA:
Unique
Melee Attack
Pilot
Cartosis Gauntlet 18
Synergy
Imperial Knight
Twin Attack
Charging Assault +10
Praetoria Ishu (This character may use Lightsaber Block against attacks targeting adjacent allies)

Force Powers: Force 5
Master of the Force 2
Force Push 2
Lightsaber Block
Lightsaber Deflect

CA: Allied Imperial Knights gain Praetoria Ishu
(could just give this ability to all imperial knights as a base and let Antares give them Charging Assault +10 but then Unique Imperial Knights would all have; Melee attack, Unique, Synergy, Imperial Knight, Praetoria Ishu, Cartosis Gauntlet x and Lightsaber block by default before we even get to unique abilities.. and thats a lot of default stuff!)

Sigil Dare Recomended Mini: Female Imperial Knight
Cost: 24
Hp 80
Def 19
Atp: 10
Dam: 20

Sa:
Unique
Melee Attack
Imperial Knight
Double Attack
Cartosis Gauntlet 19
Merciless +10
Opportunist

Force Powers:
Force 3
Lightsaber Block
Lightsaber Deflect

"Your skills are impressive my former apprentice-But your manners could be improved." -Treis Sinde

Treis Sinde reccomended mini: ?
Cost: 37
Hp: 100
Def: 20
Atk: 10
Dam: 20

Sa:
Unique
Imperial Knight
Synergy
Double Attack
Cartosis Gauntlet 18

Force Powers: Force 2
Master of the Force 2
Force renewal 1
Force Bubble
Lghtsaber Block

Ca: Allied Imperial Knights gain Force Renewal 1 (It would be nice to have a Force Battery for IKs that isn't Palpatine)

"Our duty is to the force as embodied by our emperor. That's what all you young knights seem to have forgotten."

Elke Vetter Reccomended Mini: female imperial Knight (maybe customized as a blonde)
Cost: 30
Hp 90
Def: 19
Atp: 9
Dam: 20

Abilities:
Unique
Melee Attack
Bodyguard
Synergy
Cartosis Gauntlet 19
Double Attack

Force Powers:
Force 3
Force Spirit 4
Lightsaber Block

Marasiah's personal bodyguard, killed by Darth talon

I have many more ideas I can post later! But for now: sleep.


+1 to all of these, especially Fel, Ganner and Draco. Although I think Draco's Ce needs to be reworded a bit to prevent lightsaber block from stopping ranged attacks haha. Also we need a redo on Marasiah Fel herself. Make her more knight like.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Apr 01, 2011 9:12 am 
Unnamed Wookiee
Unnamed Wookiee
User avatar

Joined: Mon Jan 10, 2011 10:48 am
Posts: 48
Location: Central Pennsylvania
Here are a few more:

Delta Source (Thrawn Trilogy)
Imperial
Hit Points: 10
Defense: 6
Attack: 0
Damage: 0
Special Abilities:
large Base
Emplacement
Cloaked
Recon
Doctrine of fear
Eavesdropper: Cancels enemy "Disruptive" and "Never Tell me the odds" special abilities if within 6 squares of this model.
Paranoia: If this model is attacked, the attacker instead attacks the nearest legal ally instead at +4 to hit and +10 damage, save 16.
Commander effects:
Allies gain Deceptive

Shi'ido spy
Fringe
Hit Points: 70
Defense: 16
Attack: 8
Damage: 10
Special Abilities:
Stealth
Cunning attack +20
Melee attack
Fog Mind: Character is considered an ally, is immune to attacks of opportunity, and not a legal target to enemies within 6 squares, save 11.
Disguise: Attacks directed at this character instead hit adjacent allies at +4 to hit and +10 damage, save 6.
Polymorph: Once per activation, this character can modify one aspect of its stats as follows: +2 to defense or +2 to attack or +10 to damage or +2 to movement. These effects last until the end of the round.

Uncle Hoole
Fringe
Hit Points: 80
Defense: 17
Attack: 7
Damage: 10
Special Abilities:
Unique
counts as "Mammon Hoole"
counts as "Shi'ido"
Rapport (Zak Arranda -1, Tash Arranda -1)
Pilot
Bodyguard
Stealth
Cunning attack +20
Melee attack
Fog Mind: Character is considered an ally, is immune to attacks of opportunity, and not a legal target to enemies within 6 squares, save 16.
Disguise: Attack(s) directed at this character instead hit a chosen adjacent ally at +4 to hit and +10 damage, save 11.
Polymorph: Once per activation, this character can modify one aspect of its stats as follows: +2 to defense or +2 to attack or +10 to damage or +2 to movement. These effects last until the end of the round.

Note:
Booming voice is such total "[explicative deleted]" in this game. I wont use Mas Amedda on principal because his game logic has no logic. I just had to suggest this. Did WOTC forget comlinks exist in this galaxy??? General Veers text me for crying out loud!!!


Comm Unit
Fringe
Cost: 5
Hit Points: 10
Defense: 6
Attack: 0
Damage: 0
Special Abilities:
Emplacement
Transmitter: Adjacent allies' commander effects normally limited to 6 squares have unlimited range.

Holonet Terminal
Fringe
Hit Points: 10
Defense: 6
Attack: 0
Damage: 0
Special Abilities:
Emplacement
Recon
Reserves 10
Commander Effects:
Slicing: Adjacent allies whose name contains: Slicer, Spy, Saboteur, or Thief gain: Override.
Adjacent allies who have Override can control two doors in line of sight or one door within 6 squares.

R5 Unit (recarded)
Fringe
Cost: 5
Hit Points: 20
Defense: 16
Attack: 0
Damage: 0
Special Abilities:
Droid
Overide

Mine field (a paper template tile would do for this instead of a model)
Fringe
Hit Points: 30
Defense: 16
Attack: 0
Damage: 0
Special Abilities:
Emplacement
Cloaked
Motion Sensor: Characters who move, climb, or fly within 6 squares of this character take 30 damage. Saving throw to avoid damage is rolled based on the number is squares the opponent character moved in its activation. For example: if an opponent, during its activation, moved 12 squares while moving within 6 squares of this Mine Field, it could avoid damage with a save of 12 and an opponent, during its activation, that only moved 6 squares while moving within 6 squares of this Mine Field, could avoid damage with a save of 6.

That's all for now...

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