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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Jan 09, 2011 4:07 pm 
Really Cool Alien from a Cantina
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Non-unique Gen'dais.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Jan 09, 2011 7:10 pm 
Jedi Knight
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kamikaze13 wrote:
Non-unique Gen'dais.



regeneration on low cost and prolly low HP characters? thats the first thing I think anyway. Sounds kinda neat but I dunno.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 10, 2011 1:54 am 
Warmaster
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on that note a fringe Durge, to represent him before the Clone Wars.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 10, 2011 11:25 am 
Unnamed Wookiee
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Please delete post.

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 Post subject: Re: Ideas
PostPosted: Tue Jan 11, 2011 12:09 am 
Unnamed Wookiee
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GeneralGrievous wrote:
Jan Ors with an old republic recruit

+1 Vote for Jan. It should be easy enough to make her some cool goggles.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Jan 11, 2011 12:11 pm 
Unnamed Wookiee
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Joined: Wed Oct 06, 2010 9:35 am
Posts: 35
Not sure if any of these have been mentioned but here's my list
Walon Vau
Kal Skirata,
Delta Squad, with each member complementing each other, like squad assault and squad cover
Null commandos, better than arc
Darth Bane with orbalisk armor, a sith beatstick with some defensive capabilities.
Darth Zannah, sith sorcery
Set Harth, transfer essence, maybe fringe?
Montross
Githany
Kas'im Sith Blademaster
Kaan Dark Lord of the Sith
Tor Vizsla, death watch commander
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: Tue Jan 11, 2011 2:28 pm 
Really Cool Alien from a Cantina
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DarthJawa wrote:
on that note a fringe Durge, to represent him before the Clone Wars.

+1 from me.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Jan 12, 2011 12:03 pm 
Unnamed Wookiee
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Several new pieces and updates to past pieces that I'd like to see:

Galactic Alliance Guard - Cost 21, faction New Republic (Storm Commando model)

HP 50
DEF 18
ATK +7
DMG 20

Special Abilities: (considered Galactic Alliance Trooper), Stealth, Satchel Charge, Double Attack, Cunning Attack 10, *new* Stun Grenades (replaces attacks, range 6: target & characters adjacent to target take 10 DMG & are considered activated this round, save 11)

Galactic Alliance Guard Commander - cost 27, faction New Republic (Imperial Officer model)

HP 60
DEF 19
ATK +8
DMG 20

Special Abilities:

Stealth, It's A Trap, *new* Stun Grenades

Commander Effect --> Followers with the words "Galactic Alliance" in their name gain Squad Assault.

Starkiller - cost 60, faction Fringe (VAU model)
HP 140
DEF 21
ATK +14
DMG 20

Special Abilities: Unique, melee attack, Twin Attack, Lightsaber Duelist, *new* Juyo Style (after scoring a critical hit, can make an immediate attack at +4 ATK and +10 DMG)

Force Powers: Force 2, Force Renewal 2; Force Lightning 2, Lightsaber Assault, Lightsaber Defense, Levitation, Master of the Force 2

*new ability* Juyo Style Mastery (scores a critical hit on a roll of 18, 19, or 20. After scoring a critical hit, can make an immediate attack at +4 ATK and +10 DMG)

*new ability* Jar'Kai Style (Twin Attack when character is adjacent to at least 2 enemies)
*new ability* Jar'Kai Style Mastery (+20 DMG and Twin Attack when character is adjacent to at least 2 enemies).

Luke Skywalker, Jedi Trainee - Cost 30, Rebel faction (Luke of Dagobah model)

HP 70
DEF 18
ATK +9
DMG 20

Special Abilities: unique, melee attack, Twin Attack, Blaster 20 (+12 ATK for 20 DMG, sight), Opportunist 10

Force Powers: Force 2, Force Renewal 1; Force Leap, Levitation, Lightsaber Assault

Colonel Jacen Solo - cost 60, faction New Republic (uses Darth Caedus model)

HP 130
DEF 21
ATK +15
DMG 20

Special Abilities: unique, melee attack, Double Attack, Greater Mobile Attack, Master Tactician, *new* Body Armor (whenever this character takes damage, a save of 11 reduces the damage dealt by 10), Blaster 20 (replaces attacks: +15 ATK, 20 DMG, sight)

Force Powers: Force 2, Force Renewal 2; Force Sense, *new* Implode Door (Force 1: replaces attacks; target door is considered open for the remainder of the skirmish), Lightsaber Assault, Lightsaber Defense, Master of the Force 2

Commander Effect --> Followers gain Gregarious.

Darth Caedus, Sith Lord - cost 60, Sith Faction (Darth Caedus model)

HP 130
DEF 21
ATK +16
DMG 20

Special Abilities:unique (counts as Jacen Solo), melee attack, Double Attack, Greater Mobile Attack, Master Tactician, *new*Body Armor (save 11, reduces damage dealt by 10), Djem So Style Mastery (When hit by a melee attack, make save 11. On a success, this character can make an immediate attack against that attacker at +10 DMG.)

Force Powers: Force 2, Force Renewal 2; Advanced Battle Meditation, Force Lightning 2, Lightsaber Assualt, Lightsaber Deflect, Master of the Force 2

Commander Effect --> Followers gain Gregarious

Dooku, Jedi Master - cost 56, Republic faction (Count Dooku model)

HP 130
DEF 21
ATK +16
DMG 20

Special Abilities: unique, melee attack, Triple Attack, Makashi Style Mastery

Force Powers: Force 2, Force Renewal 1; Lightsaber Assault, Lightsaber Deflect, Lightsaber Precision, Lightsaber Riposte, Master of the Force 2

Commander Effect --> Characters in your squad with Lightsabers gain the Force Power Lightsaber Precision


Tahari Veila - cost 25, Fringe faction (Young Jedi Knight model)

HP 80
DEF17
ATK +8
DMG 20

Special Abilities: unique, melee attack, Double Attack, Blaster 20 (+12 ATk for 20 DMG, sight), Synergy (+4 ATK & +4 DEF when Anakin Solo or Jacen Solo are within 6 squares)

Force Powers: Force 4; Knight Speed, Lightsaber Defense, Sith Rage


Han Solo, Rebel - cost 33, Rebel Faction (Han Solo, Rogue model)
HP 80
DEF 17
ATK +8
DEF 20

Special Abilities: unique, Twin Attack, Accurate Shot, Cunning Attack 10, Never Tell Me the Odds


Darth Maul, Sith Lord - cost 55, Separatist faction (use Darth Maul model)
HP 140
DEF 21
ATK +14
DMG 20

Special Abilities: unique, Triple Attack, Juyo Style Mastery (scores critical hit on 18, 19, or 20. After scoring a critical hit, may make an immediate attack at +4 ATK & +10 DMG), Rolling Cleave

Force Powers: Force 2, Force Renewal 1; Lightsaber Assault, Lightsaber Defense, Master Speed, Sith Rage, Master of the Force 2

Just some various customs and other ideas that I've had for quite some time. I like the Galactic Alliance Guard & commander pieces and their use w/ Colonel Solo in the New Republic faction. I desperately hope that there would be an improvement upon Luke Skywalker of Dagobah. I'm rather fond of the Luke Skywalker, Trainee piece sketch.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Jan 14, 2011 1:06 am 
Black Sun Thug
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Clone Cadet 'Lucky', Separatist Infiltrator

Separatist
Cost: 28 (Boba Fett, Young Mercenary/RotS)

Hit Points: 60
Defense: 18
Attack: 12
Damage: 10

Unique (Counts as Boba Fett)
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Impulsive Jedi Hunter (If a Unique allied character is defeated, for the remainder of the skirmish this character has Jedi Hunter)
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Death Trap (Replaces turn: 80 damage to target and to each character adjacent to that target within 12 squares regardless of line sight; must make 2 saves of 6 to negate.)
Clone Cadet Imposter (Clone Cadet 'Lucky' is not considered a legal target for enemies in the Republic faction until he has made an attack or used abilities that replace turn or attacks during a skirmish. This character does not provoke attacks of opportunity against enemies in the Republic faction; this is negated with a save of 11.)

Flavor Text:
"A young Boba Fett infiltrated the ranks of the Grand Army of the Republic, posing as a clone cadet, in order to get close enough to exact his revenge upon Mace Windu; the Jedi who killed his father."


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Jan 14, 2011 7:15 pm 
Really Cool Alien from a Cantina
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HanSolo79 wrote:
Clone Cadet 'Lucky'
+1

GenoHaradan Elite Assassin
GenoHaradan Disbatcher
GenoHaradan Infiltrator
GenoHaradan Operative
GenoHaradan Recruiter

Galactic Alliance Commando
Galactic Alliance Guard
Galactic Alliance Sniper
Galactic Alliance Munitions Expert
New Republic Trooper with Repeating Blaster
New Republic Spy
Veteran Antarian Ranger

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Jan 14, 2011 10:19 pm 
Black Sun Thug
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Would like to see the Jedi Covenant:

Remake of Lucien Draay- 40pts.
Feln (using Nym)- 35pts.
Q'Anilia (using Visas)- 30pts.
Raana Tey (using Shaak Ti)- 35pts.
Xamar (using Quarren Assassin)- 30pts.
Krynda Draay (using a female jedi)- 30pts.

All having Jedi Reflexes and Quick Reactions. All subtitled, Jedi Covenant. Krynda with CE giving all Jedi Covenant allies Evade and reduced cost -5pts. That lets u make a team plus some extra points for activations, to give yourself a chance. Intuition, light saber deflect and block all fits the group well, with them being Jedi Seers.

Lucien should be all around good, fighting and force abilities
Feln should be a real beatstick
Q'Anilia should have shatterpoint and intuition
Raana should have Indiscriminate Rage
Xamar should have Tatician +4 or +8
Krynda should have evade, parry, intuition, light saber deflect and average stats.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 15, 2011 8:35 am 
Black Sun Thug
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kamikaze13 wrote:

Galactic Alliance Commando
Galactic Alliance Guard
Galactic Alliance Sniper
Galactic Alliance Munitions Expert
New Republic Trooper with Repeating Blaster
New Republic Spy
Veteran Antarian Ranger

+1

Clone trooper with flamethrower

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 15, 2011 3:55 pm 
Droid Army Commander
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Well I'm glad Squirrelbacca was such a huge gangbuster hit and has been confirmed.
You will of course have to offer a direct counter to this new power piece.
May I suggest Scout on Chipmunk or Chipmunktrooper:

Image

Depending on how the Meta shakes out you may need to include a direct-counter-counter in a futer set:

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Keep watching for my step by step photo tutorial on creating these as custom minis!

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 15, 2011 6:10 pm 
Third Jedi from the Left
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Just thought of a couple of extras:

An Old Republic Training Sergeant to make Old Republic Recruits slightly more usable - Rapport for Old Republic Recruits and a CE giving Old Republic Recruits Rookiee and letting them count as Old Republic Soldiers?

An Old Republic Recruiter with Old Republic Conscription (All characters in your squad are considered Old Republic for the rest of the skirmish).

A Sith Empire Recruiter, same as above but for the Sith.

A Sith Academy Student, intended to be the weakest version of the various non-unique Sith Force users, perhaps with Rookiee as well?

A Sith Academy Instructor, similar to the Jedi Instructor but giving a bonus of some kind to Sith Force users (perhaps with an added benefit to Sith Academy Students?)

A Sith Master, intended to be the strongest version of the various non-unique Sith Force users - what Jedi Academy's generic Sith Lord should have been, effectively.

A new, improved version of Darth Sion, perhaps also with a CE benefiting Sith Assassins?

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 Post subject: Re: V-Set 2 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Jan 15, 2011 8:14 pm 
Really Cool Alien from a Cantina
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Wedge772 wrote:
- Slave Leia!

+1

And a Trianii Ranger (Link)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Jan 16, 2011 11:31 am 
Third Jedi from the Left
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Sorry, just thought of another...

An Old Republic Scout Leader to make Old Republic Scouts more playable - perhaps Rapport and a CE giving them Superstealth and Spotter +20, for synergy with their Flanking Support?

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Jan 16, 2011 2:45 pm 
Imperial Dignitaries
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R5Don4 wrote:
Well I'm glad Squirrelbacca was such a huge gangbuster hit and has been confirmed.
You will of course have to offer a direct counter to this new power piece.
May I suggest Scout on Chipmunk or Chipmunktrooper:


Or Chippendale troopers

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Jan 16, 2011 6:32 pm 
Droid Army Commander
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:P

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 17, 2011 5:21 pm 
Droid Army Commander
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Force Power:
Needs better wording but basically the jist is she's shooting blaster bolts with her blaster bolts.
Blaster Intercept: (Force 2; Save 11; On a successful roll this character or any ally within line of sight of this character take no damage from non-adjacent attacks.)
Model: Laranth Tarak (Coruscant Nights series with Jax Pavan)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Jan 17, 2011 5:43 pm 
Jedi Knight
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Beast Rider of Onderon (from tales of the jedi comics)


Tamed Animal (At the start of the game, choose an allied character with Savage. For the rest of the skirmish that character loses Savage and gains Momentum)


or some sort of ability like that, seems like a cool idea for some possible combos.

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