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V-Set 3 - Minis, Force Powers and Abilities You want to See https://www.swmgamers.com/forums/viewtopic.php?f=183&t=10008 |
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Author: | Sithborg [ Wed Feb 02, 2011 4:11 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
There was this neat Lego Battle Set that comes with 4 Death Watch Mandos. Be a bit funky, but perfect for more Death Watch, or Mando customs in general. |
Author: | swinefeld [ Wed Feb 02, 2011 9:57 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
glasswalkerx wrote: I mentioned on another thread that i would like to see the Jedi Seer group from Knights of the Old Republic. I would like to see them all get a new ability, i would call it something like Future Sight. Future Sight: This character's activation may count as zero, one or two activations. Immune to the special ability that effects characters activations. It would help to make the group of Seers playable as a theme team, without being a CE and not affecting other characters I must admit I don't get this ability, but the wording is probably throwing me off. As I read it, if I have a bunch of these in my squad, I can activate all of them without them counting towards my 2(1) activations that phase. I'm sure that isn't right. |
Author: | glasswalkerx [ Thu Feb 03, 2011 9:05 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Yeah, bad wording. Goal was to make it where u could activate only one character a go and not need to add a commander giving that ability. I was also thinking about them being able to activate as a third activation and not counting against your two normal activations (guess that is why i said zero). Some activation control for a jedi squad. Hope that is a little clearer. |
Author: | swinefeld [ Thu Feb 03, 2011 10:00 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
glasswalkerx wrote: Yeah, bad wording. Goal was to make it where u could activate only one character a go and not need to add a commander giving that ability. I was also thinking about them being able to activate as a third activation and not counting against your two normal activations (guess that is why i said zero). Some activation control for a jedi squad. Hope that is a little clearer. Ah, yes I get it now. And I like it. |
Author: | lonescout [ Fri Feb 04, 2011 12:33 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
I know we already have many Anakins, but I think it would be great to see "Anakin, The Chosen One" with an ability that matches what he did in SWCWs last episode where he levitated the griffin and gargoyle to him. The ability could either be to pull 1 or 2 enemies to a square adjacent to this mini. We could potentially make it activate the enemy character it pulls in based off of a save of 11 or something like that. I don't know what the range should be, or how many force points we should have it cost, but it could add a fun new force power to the game that will add a new strategy as well. |
Author: | FVBonura [ Mon Feb 07, 2011 9:56 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Here are some of my votes with suggested stats Gallandro (Han Solo Adventures) Fringe HP 70 Def 17 Atk 16 Dmg 10 Special Abilities: Unique Bounty Hunter Double Attack Twin Attack Deadeye Deadly Attack Cunning attack Jessa (Han Solo Adventures) Fringe HP 50 Def 14 Atk 8 Dmg 10 Special Abilities: Unique Pilot Rapport (Han Solo -1) Industrial repair 20 Repair 20 Gunner +10 Xim the Despot's War Robot (Han Solo Adventures) Xim's Empire Faction or Fringe HP 100 Def 17 Atk 7 Dmg 10 Special Abilities: Large Base Droid Mobile Attack Twin Attack Heat Beamer (same as Jolt) Reflective armor (same as Dark Armor) Platt Okeefe (West End Games GMC) Fringe HP 60 Def 15 Atk 7 Dmg 10 Special Abilities: Unique Pilot Mobile attack Twin Attack Stealth Industrial repair Repair Gunner Leesub Sirln - Qiraash (Mos Eisley Cantina and CCG) Fringe HP 70 Def 15 Atk 6 Dmg 10 Special Abilities: Unique Intuition Stealth Mobile Attack Opportunist Force Powers: Force 3 Force Sense Warlord Zsinj (Courtship of Princess Leia) Empire HP 50 Def 16 Atk 9 Dmg 10 Special Abilities: Unique Recon Diplomat Commander Effect: You activate 1 or 2 character(2) each phase. (This includes Droid and Savage characters.) Commanders in your squad gain Advantageous cover Prince Isolder (Courtship of Princess Leia) Hapan Faction or Fringe HP 80 Def 16 Atk 11 Dmg 10 Special Abilities: Unique Pilot Rapport (Leia -1) Cunning Attack +20 Shields 1 Gun of Command (same as Dominate) Mobile attack Commander effects: Non-unique Followers gain Cunning Attack +10 |
Author: | 11MBStarWalker [ Mon Feb 07, 2011 3:20 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
I forgot my two fanboy pieces in the last group that I posted. Luke Skywalker, Jedi Apprentice (Rebel, Luke Dagobah model) cost 28-30 HP 70 DEF 18 ATK +9 DMG 20 melee attack, twin attack, Blaster 20 (sight), Djem So Style Force 2, Force Renewal 1 Force Leap Levitation Lightsaber Block Master Skywalker (New Republic, Luke,JM model) - a more reasonable NR Luke cost 74-75 HP 140 DEF 22 ATK +16 DMG 20 melee attack, triple attack, Djem So Mastery Force 2, Force Renewal 2 *new* Danger Sense (Force 2): enemies within 6 squares get -4 attack until the end of the round. Levitation Lightsaber Defense Master of the Force 2 |
Author: | Ruhk [ Mon Feb 07, 2011 5:19 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
We still want your comments and suggestions, but I'm moving this over to the Community Involvement section to help clean up the number of announcements we have. |
Author: | FVBonura [ Tue Feb 08, 2011 7:36 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Ask and you shall receive... Here are some more suggestions with suggested stats: Shug Ninx (Dark Empire) Fringe HP 50 Def 15 Atk 7 Dmg 10 Special Abilities: Unique Pilot Rapport (Han Solo -1) Industrial repair 20 Repair 20 Rig Mounted weapon (Non-unique Allies with Mounted Weapon within 6 squares [choose one] HP+10, Def+1, Atk+1, Dmg+10, or movement+2) Blaster Upgrade (Non-unique Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack) Armor Upgrade (Non-unique Allies within 6 squares with less than 15 defense gain +1 to defense) Advantageous cover Commander effect: Followers within 6 squares with Industrial repair gain Industrial repair 20 Followers within 6 squares with repair gain repair 20 Salla Zend Fringe HP 60 Def 16 Atk 8 Dmg 10 Special Abilities: Unique Pilot Rapport (Han Solo -1) Gunner+10 Twin attack Crowd Fighting Cunning attack Mobile attack Carnor Jax (Crimson Empire - so Kir Kanos has someone to fight) Empire Hit Points: 120 Defense: 22 Attack: 14 Damage: 20 Special Abilities: Unique Betrayal (If squad contains Kir Kanos and on an attack roll of natural 1 against Kir Kanos, Kir Kanos joins opponent squad until the end of the skirmish) Rapport (Shadow Stormtrooper -1) Melee Attack Palpatine's Bodyguard Twin Attack Force Powers Force 2 Force Sense Armored Rancor with a Dathomir Witch rider (Courtship of Princess Leia) Hit Points: 180 Defense: 22 Attack: 10 Damage: 20 Special Abilities: Huge base Melee Attack Triple Attack Melee Reach 3 Mighty Swing Regeneration 10 Stable Footing Speed 8 Force Powers: Force 3 |
Author: | FVBonura [ Wed Feb 09, 2011 10:53 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Yet more suggestions with suggested stats: Dathomir Nightsister [Nightsister Faction Needed] Hit Points: 50 Defense: 16 Attack: 6 Damage: 10 Special Abilities: Melee Attack Stable Footing Wall Climber Force Powers: Force 2 Dark Aura Force Lightning 1 Force Weapon Force Whirlwind Dathomir Witch [Dathomir Witch Faction Needed] Hit Points: 50 Defense: 17 Attack: 5 Damage: 10 Special Abilities: Melee Attack Stable Footing Wall Climber Force Powers: Force 2 Force Heal 20 Force Lightning 1 Force Weapon Force Whirlwind Stormtrooper Sergeant Empire Hit Points: 30 Defense: 17 Attack: 6 Damage: 20 Special Abilities: Twin attack Mobile Attack Commander effect: Stormtroopers within 6 squares gain Squad Assault Imperial Stormtrooper Transport Empire Hit Points: 80 Defense: 18 Attack: 6 Damage: 30 (turreted heavy laser cannon) Special Abilities: Huge Base Flight Heavy Transport (This character can transport up to 2 Large allies, or 4 Medium, or 4 Small allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, Advantageous Cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. 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.) Mounted Weapon Mobile attack Rigid Speed 7 Chariot LAV Fringe Hit Points: 70 Defense: 17 Attack: 5 Damage: 20 (turreted laser cannon) Special Abilities: Huge Base Flight Heavy Transport (This character can transport up to 2 Large allies, or 4 Medium, or 4 Small allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, Advantageous Cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. 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.) Mounted Weapon Greater Mobile attack Triple attack Rigid Speed 10 AT-PT Fringe Hit Points: 60 Defense: 18 Attack: Use Driver's and/or passengers Attack Score at -2 (Characters with Gunner ability do not get penalty) Damage: 30 Special Abilities: Large Base Stable Footing Vehicle (This character automatically skips its turn at the end of a round unless operated by a driver. Character can transport 2 Medium, or 2 Small allies that end their moves adjacent to it. Designate an ally as a driver, Remove these allies from the battle grid; they move simultaneously with this character as though they had Stable Footing, Advantageous Cover, and are considered adjacent to it. Transported Characters cannot make attacks, while inside the vehicle, but can use the vehicle's weapon(s). 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 16.) Mounted Weapon Greater Mobile attack Double attack Grenades 20 Speed 8 |
Author: | Poodlekiller [ Sun Feb 13, 2011 9:30 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Vong: T'salok (YV Subaltern) Fire Breathers (Giant Centipede, Remorhaz, Enormous Carrion Crawler D&D) Chazrack (Death Slaad, Kuo-Toa hunter, Kuo-Toa whip, Troglodyte thug) Fringe: Bespin Captain (Alderaan Trooper) Moz Graf (Togorian Soldier) Onaconda Farr (Rodian Diplomat) CE: Allied Rodians gain Opportunist. Gand Findsman (Zuckuss/Universe) The Zhug Brothers, Azanti (Duros mercenary) & Dezanti Zhug ( duros scoundrel), other Zhug Brothers a mixture of Duros characters. Falleen black sun thug (Githzerai Monk, D&D Underdark) GOTO, Exchange crime boss (Tie fighter without hexagonal wing things) Unique, droid, flight. CE: HK-50 droids gain fire control +4 attack. Twin Suns (Twi'leck bodyguards) Vossk BH (Trandoshan Merc A&E) Rohlan Dyre (Synergy with Jarael) Camper (Rapport with Jarael) Force Users: Finn Galfridian (Zayne Carrick) Master Thon (Trihorn Behemoth{dehorned}) Thrawn: Chiss Commander CE: Characters with Chiss in their title gain trooper SA's and gain Greater Mobile Attack. I will refine and add to these in the future. |
Author: | Bane77 [ Thu Feb 17, 2011 4:48 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Sorry if any of these have been talked about yet, but I would like to see: Possessed Ahsoka HP: 110 Def: 23 Att: 15 Dam:20 Melee, Twin, Speed 8 Force 4 Sith Rage (force 1) Lightsaber Defense (force 1) I don't have the stats for these characters but I would like to see them. Boba Fett, Exiled Mandolore Hondo Karr Death Trooper Just my thoughts! Thanks guys! |
Author: | Engineer [ Thu Feb 17, 2011 9:55 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Bane77 wrote: Sorry if any of these have been talked about yet ... That really is the issue with threads like this. As a designer, I'm not going to wade through 17 pages of characters. Every once in a while, AdmMotti makes a great summary thread. That summary thread is great for designers to figure out what is the most popular mini (Jania Sword of the Jedi appeared because of this). So, anyone want to make another summary thread? ie character name - how many votes (times mentioned) |
Author: | GeneralGrievous [ Sat Feb 19, 2011 4:21 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
FVBonura wrote: Here are some of my votes with suggested stats Prince Isolder (Courtship of Princess Leia) Hapan Faction or Fringe HP 80 Def 16 Atk 11 Dmg 10 Special Abilities: Unique Pilot Rapport (Leia -1) Cunning Attack +20 Shields 1 Gun of Command (same as Dominate) Mobile attack Commander effects: Non-unique Followers gain Cunning Attack +10 Especially like this one, I was thinking just the other day about possible new factions. The only one that really made sense are the Hapans who have been a consistent force in the galaxy for a long time, there is also enough characters to have a decent start as well: Prince Isolder There are three major Queen mothers including Tenal Ka. Hapan pirates Pilots guards diplomat soldier Plenty of decent pieces for a small fleshed out faction. alternatively if they didn't want to create a new faction, you could have a special ability in a fringe faction called Hapan (this character can only be in a squad with fringe characters) Then you could have Hapans, Chiss, Killiks, Svvi-Ruu (misspelt that one for sure), Dathamori, and I'm sure there are others as well that deserve some specific even mini-faction love. Anyways I have also been working on some ideas which I will unveil over the next bit. There is ALOT and I apologize if they have been suggested before. Separatist Argente Passal (gotal merc) Cost 30 HP 50 Def 13 Atk 4 Dmg 10 SA Unique Evade Project Instinction (Replaces turn: living enemy 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. Characters that fail this save join the opponents squad until the end of the round. Senator Tikkes Cost 20 HP 40 Def 17 Atk 8 Dmg 10 SA Unique Charging Assualt +10 Mon Calamari Hunter (+4 atk and +10 damage against mon calamari enemies) CE Quarrens in your squad gain Charging Assualt +10 and Mon Calamari Hunter Alto Stratus (human bodyguard or sep commando) Cost 25 HP 90 Def 17 Atk 12 Dmg 20 SA Unique Flight Speed 8 Mobile Attack Blade (replaces attacks, +4 attack and +20 damage against an adjacent character, counts as a melee attack) CE Separatist characters with stealth in your squad gain flight and speed 8 General Loathsoam, ground force commander Cost 15 HP 60 Def 16 Atk 8 Dmg 10 SA Unique Rapport 10 for huge droids CE Huge droid followers gain shields 1 and flanking attack Rune Haako Cost 13 HP 30 Def 11 Atk 0 Dmg 0 SA Unique Sep reinforcements 20 Rapport 2 for neomodians CE Neomodians within 6 squares gain bodyguard and gregorious Durge on Speeder Bike Cost 60 HP 150 Def 17 Atk 8 Dmg 20 SA Unique Accelerate Strafe Attack Flight Bounty Hunter Jedi Hunter Resilient Regeneration 20 Count Dooku, Separatist Commander Cost 60 HP 140 Def 21 Atk 15 Dmg 20 SA Unique Lightsaber Duelist Melee Attack Double Attack Makashi Style Mastery Betrayel Force 2 Force Renewal 2 Force Lightning 4 Lightsaber deflect Lightsaber Riposte Master Speed CE Living Separatist commanders gain +4 attack and extra attack Captain Mar Tuk, Tactical Genius Cost 45 HP 40 Def 14 Atk 5 Dmg 10 SA Unique Tactician +4 Separatist reserves 30 CE As long as a droid in your squad has line of sight to an enemy you can choose to activate 1, 2, or 3 characters that turn, this includes droid and savage characters Tri-Droid (octupturra) Same stats as current one but also give: 60 HP Gas Self Destruct (when this character is defeated, all living characters within 6 squares take 20 damage of poison) Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round) Muckrucker Same stats but add: Sure footed Muckrucker (at the end of this characters turn, one enemy within 6 squares is activated this round, save 16) Homing Spider Droid Cost 40 HP 120 Def 13 Atk 13 Dmg 30 SA Droid Damage Reduction 10 Accurate shot Speed 8 Sustained Shot (once per turn, if this character's attack defeats an enemy, you may make another attack) Veteren Vulture Droid Starfighter in Walking mode Cost 50 HP 100 Def 14 Atk 9 Dmg 20 SA Droid Damage Reduction 10 Mounted Weapon Greater Mobile Attack Double Attack Twin Attack Self Destruct 60 Missiles 40 Heavy Hailfire Cost 35 HP 100 Def 15 Atk 10 Dmg 30 SA Droid Mounted Weapon Speed 16 Advanced Missiles 40 (save of 16 to avoid the damage) Damage Reduction 20 Persuader Tank Cost 45 HP 200 Def 16 Atk 10 Dmg 30 SA Droid Double Attack Mounted Weapon Doctrine of Fear Speed 8 Damage Reduction 20 Stap Cost 21 HP 20 Def 15 Atk 5 Dmg 20 SA Droid Strafe Accelerate Twin Attack Cortosis Super Battle Droid Cost 18 HP 50 Def 14 Atk 4 Dmg 20 SA Droid Damage Reduction 10 Cortosis 18 (when this character rolls a 18 or higher with parry, an attacking enemy with a lightsaber has -20 damage for the rest of the skirmish) Super Battle Droid Officer Cost 20 HP 40 Def 15 Atk 8 Dmg 20 SA Droid Charging Assualt Momentum Rapport 2 for Super Battle Droids CE Super Battle Droids in your squad gain squad momentum) Commando Droid Strike Leader Cost 19 HP 60 Def 18 Atk 9 Dmg 10 SA Droid Twin Attack Squad Firepower Squad Defence Squad Assualt CE Commando Droids gain Squad defence and squad assualt Pilot Battle Droid Cost 6 HP 20 Def 9 Atk 1 Dmg 10 SA Droid Pilot Gunner +20 Ground Pilot Tactical Droid (Guard Droid) Cost 16 HP 50 Def 15 Atk 4 Dmg 10 SA Droid Relay Orders Override Tactician +4 CE At the end of this characters turn you may move one follower up to it's speed, this does not count as ativating that character this turn Assassin Droid Cost 35 HP 70 Def 16 Atk 10 Dmg 20 SA Droid Stealth Double attack Programmed Target Spider Swarm (replaces turn, all enemy characters within 6 squares take 10 damage, save 11) Advanced Dwarf Spider Droid Cost 18 HP 50 Def 17 Atk 9 Dmg 30 SA Droid Splash 20 Separatist Commando Cost 10 HP 40 Def 17 Atk 8 Dmg 20 SA Stealth Squad Defense Munn Guard Cost 5 HP 10 Def 13 Atk 4 Dmg 10 SA Bodyguard Geonosian Soldier Cost 14 HP 40 Def 17 Atk 8 Dmg 20 SA Flight Sonic Weapon Mobile Attack Techno Union Scientist Cost 10 HP 30 Def 14 Atk 6 Dmg 10 SA Empathy Cybernetic Upgrades (replaces attacks, touch, one non-unique follower gains cyborg and savage) Cost 70 General Grievous, Unleashed HP 130 Def 18 Atk 14 Dmg 20 SA Unique Melee Attack Charging Assualt +10 Twin Attack Wall Climber Parry Evade Also remakes of Dooku as a sith and Holo sideous as a Separatist |
Author: | MandalMauler [ Sat Feb 19, 2011 5:07 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
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) |
Author: | GeneralGrievous [ Sat Feb 19, 2011 8:07 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Just finished reading the most recent fate of the jedi book as well SPOILER!!!! So some ideas: First the most powerful being in the star wars mythos Abeloth (a fringe piece) Cost 150 HP 200 Def 25 Atk 20 Dmg 30 SA Unique Ancient One (this character cannot be on a squad with any unique characters Melee Attack Quadrouple Attack Twin Attack Melee Reach 6 Greater Mobile Attack Avoid Defeat Regeneration 20 Force 3 Force Renewal 3 Master of the Force 3 Master Illusion (force 1, when hit by an attack, this character takes no damage unless the attacker makes a save of 16) Sith Hunger 3 (Force 3, replaces attacks: range 6: 60 damage to target living enemy, and remove 60 damage from this character, if the target has force points remaining, transfer 2 force points from the target to this character) Force Dominate I know very sick, but you remember how hard she was to take down, repeatedly in the books. Sith Vestara Khai Cost 23 HP 60 Def 17 Atk 8 Dmg 20 SA Unique Melee Attack Oppurtunist Affinity for new republic with Ben Synergy with Ben Shikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy) Force 2 Lightsaber Defense Knight Speed Sarasu Taalon Cost 57 HP 120 Def 21 Atk 14 Dmg 20 SA Unique Melee Attack Double Attack Stealth Lightsaber Duelist Shikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy) Force 5 Lightsaber defence Force Leap Master Speed CE Sith non-unique followers with a force rating gain stealth Keshari Sith Cost 15 HP 90 Def 19 Atk 10 Dmg 20 SA Melee Attack Shikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy) Force 1 Lightsaber block New Republic Natasi Daala, Chief of State Cost 25 HP 40 Def 15 Atk 7 Dmg 10 SA Unique Mandalorian Reinforcements (with a save of 16, 20 points) CE Non-unique characters in your squad gain +4 attack and +10 damage against enemies with a force rating Kenth Hamner Cost 30 HP 100 Def 19 Atk 14 Dmg 20 SA Unique Melee Attack Double Attack Mobile Attack Force 4 Lightsaber Assualt Lightsaber Defense CE Commanders in your squad gain mobile attack Just some thoughts post reading the book |
Author: | Poodlekiller [ Wed Feb 23, 2011 8:00 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
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? |
Author: | RandThye [ Fri Feb 25, 2011 10:15 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
Dude! Gen. Gre. I love the idea of Abeloth and Aestara. I thought Vestara would make a cool mini while I was reading the book. |
Author: | RandThye [ Fri Feb 25, 2011 10:21 am ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
How bout a sergeant or captain or whatever he was, Dessel. Sith Army commanderish kind of character. He would have to have crazy range and accuracy to fit canon. I would also like to see the mando from Fatal Alliance. A generic Hutt would be cool. |
Author: | GeneralGrievous [ Fri Feb 25, 2011 5:01 pm ] |
Post subject: | Re: V-Set 3 - Minis, Force Powers and Abilities You want to See |
RandThye wrote: Dude! Gen. Gre. I love the idea of Abeloth and Aestara. I thought Vestara would make a cool mini while I was reading the book. Thanks, I also thinking exactly the same thing. I loved the book, and after seeing and using Ben Skywalker in the most recent set, am very interested to see how the developers would create these pieces. I hope they make Vestera kind of like this one, she works well with Ben and they complete each other pretty well. |
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