SWMGAMERS.com Forums https://www.swmgamers.com/forums/ |
|
V-Set 4 - Minis, SAs, FPs, and CEs You Want to See https://www.swmgamers.com/forums/viewtopic.php?f=183&t=11911 |
Page 4 of 9 |
Author: | GeneralGrievous [ Sun Aug 14, 2011 3:06 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Demosthenes wrote: We need the following: An SA that causes characters within X amount of squares to lose Flight. It should be fringe and cheap. 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) something along those lines? |
Author: | jedispyder [ Sun Aug 14, 2011 3:25 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Sharpshooter [On this character's turn, if it doesn't move, it can attack an enemy in cover even if it's not the nearest enemy and the enemy does not benefit from any bonuses granted from cover] Basically a souped up Accurate Shot. |
Author: | sthlrd2 [ Tue Aug 16, 2011 7:19 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Jacen solo in amphisthaph armor he would be vong or at least have affinty for vong and would have embrace of pain and I could see melée reach 2. And yes I will say it if no one else is. The republic version of c3p0 ready for this 3p0 in battle droid body. How great would that be as a mini |
Author: | TimmerB123 [ Thu Aug 18, 2011 1:29 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
This is all directly from my friend Andy, who doesn't post here. Fenn Shysa 37? mando faction, unique, double, flight, mobile, heal 10?(not married to this one) HP 90 Def 19 Att 10 Dam 20 Limited affinity- may be in a NR squad with a character whose name contains Leia. Gains Protective +20(+10?) (when allied leia is damaged) CA- allied mandos gain flight and possibly ambush Tobbi Dala ? mando faction, unique, double, close quarters,& ambush or disruptive HP 50 D 16 Att 7 Dam 20 Ved Kennede imp faction, unique I can't find my notes on his stats, but his big thing is Master guardsman- any char with the emperor's bodyguard ability, lose the melee ability, and possibly some loophole that would allow him to use the red guards as his bodyguards(not married to this one either, I just remember the one time play tested him, you killed him pretty quickly) Gallandro- No stats, I just want a character to have either Gunslinger= +4 Att & +10Dam against acc shooters, or Quickdraw= Line of sight at init he can make one immediate attack, doesn't count as an activation. Plus he would qualify for the Solo hunter ability. |
Author: | GeneralGrievous [ Fri Aug 19, 2011 1:57 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Imperial Imperial Missionary (RM imperial diplomat) 13, hp 40, def 12, ATk 0, dmg 0 SA Diplomat Heal 20 Medical Supplies Recon ATST Missile Battery Similar stats to at-st but Advanced missiles 40 (save of 16 to avoid) ATST Loader Variant 55, hp 200, def 14, atk 10, dmg 40 SA Damage Reduction 20 Weak Spots 10 Mounted Weapon Double Attack Careful Shot Speed 8 Overwhelming Force Stasis Beam (replaces attacks; move one huge or smaller character within 6 squares to another location within 6 squares. This move does not provoke attacks of oppurtunity. An enemy moved in this fashion takes 40 damage save 11 for half damage) Elite Sandtrooper on Dewback 25, hp 90, def 17, ATk 8, dmg 30 SA Speed 8 Momentum Sure footed Palpatine Reborn/Clone 65, hp 140, def 21, ATk 16, dmg 20 SA Unique Melee Attack Triple Attack Betrayal Corrupted (when this character activates, deal 10 damage to it) Turn to the Dark Side Affinity (a character named Luke Skywalker may be in your squad, this character gains internal strife and force ascetic) Force 3 Force Renewal 2 Master of the Force 2 Transfer Essence Sith Rage Force Possession (force 3, when this character is defeated, immediately defeat one living character within 6 squares, place this character with full hit points in the space of the defeated character. With a save of 11, that character can avoid this effect) CE Imperial characters with a force rating within 6 squares gain Sith Rage 10 Collossal AT-AT Blizzard 1 HP 400, def 13, atk 0, dmg 0 Unique Colossal Damage reduction 30 Weak spots 20 Mounted Weapon Medium blasters Staggered Activations 6 (3 move actions, 1 heavy blasters, 2 medium blasters) Stomp Walk 2 Point defense cannon (this character can make attacks of opportunity on characters that move into or out of an adjacent square using medium blasters. Characters with special abilities that ignore characters while moving are subject to this effect) Overwhelming force Rapport 20 for AT-STs CE AT-STs gain overwhelming force (and finally as a counter part to the snowspeeders) Tie Fighter (RM tie crawler) 25, Hp 50, def 16, ATk 10, dmg 20 SA Damage Reduction 10 Mounted Weapon Twin Attack Penetration 10 Flight Mobile attack Speed 18 Splash 10 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 living 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. Deathtrooper 5, hp 10, def 10, atk 8, 10 SA charging assault savage melee attack swarm blackwing (+10 damage to one living adjacent enemy, save 11. If this character defeats an adjacent living enemy, that character is immediately replaced by a deathtrooper) Aged Deathtrooper 10, hp 10, def 10, atk 8, 10 SA charging assault blaster +4 and 10 damage savage melee attack swarm blackwing (+10 damage to one adjacent living enemy, save 11. If this character defeats an adjacent living enemy, that character is immediately replaced by a deathtrooper) CE characters with savage are affected by this ce, deathtrooper allies within six squares gain momentum and gang Bad Ass Sergeant from deathtroopers 19, hp 80, def 17, ATk 9, 10 SA: unique breath mask greater mobile attack double attack opportunist avoid defeat Combat Training (this character gains +4 to any save it makes) 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 35, 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 Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round) 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 twin attack 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 Rebel 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 4, hp 30, def 10, atk 0, dmg 0 Droid Draw fire distraction Rapport R2D2 Jan Ors 10, hp 40, def 17, atk 7, dmg 10 SA Unique Pilot override Industrial Repair 20 Rapport Kyle Starkiller, unleashed/jedi 135, hp 170, def 22, ATk 15 Unique Twin attack double attack parry Ninman style ataru style force 2 force renewal 3 Force Focus (force 2; usable on this characters turn, damage dealt from lightning, repulse and push is doubled until the end of the round) Lightsaber reflect force push 1 (20 damage, sight) Force Repulse 5 (replaces turn; 50 damage to all enemies within 3 squares) Advanced levitation (force 2; move enemy or allied character from within 6 to within 6, enemy characters moved in this fashion take 10 damage) force lightning 2 advanced jedi mind trick 4 (target enemy character within 6 and adjacent enemy characters are activated; you can move that character up to it's speed, save 11, on a roll of 1 this character joins your team until the end of the round) master of the force 2 Nien nunb 10, hp 30, def 15, atk 7, dmg 10 SA: unique Gregarious pilot 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 Fringe Hunter 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 10 SA: unique Double Attack Lightsaber synergy (+4 and +4 with Luke) Evade Parry Intuition "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 25, hp 80, def 15, ATk 10, dmg 40 SA Heavy Weapon Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight) splash Speed 2 machinery fragile 40 Advanced Turret 40, hp 120, def 14, ATK8, 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) elite Hoth trooper with repeating blaster 30, hp 60, def 19, atk 11, dmg 10 SA Heavy Weapon Speed 4 Triple Attack Twin Attack Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round) |
Author: | TimmerB123 [ Sat Aug 20, 2011 12:59 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
A couple more from my friend Andy: Thought of 2 more v set minis id like to see. High Inquisitor Treymane (sp?) - grants Jedi Hunter. Mirith Sinn - Kir Kanos can be in your squad (NR). possible CR -charging fire RM=Mira. If Mirith makes it into a set, RS Bossk could be her Lt Sish Sadeet |
Author: | GeneralGrievous [ Sun Aug 21, 2011 12:02 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Fringe Viqi Shesh 16, hp 50, def 15, ATk 8, dmg 10 SA Unique Diplomat Peace Brigade Yuuzhan Vong Collaberator Villip/Tizo worm(this character counts as yuuzhan vong for the purpose of commander effects) Vibroblade (counts as a melee attack, +10 damage to one adjacent enemy, ignores shields) CE Peace brigade allies gain Villip/Tizo worm Sebulba, Pod Racer 14, hp 60, def 17, atk 8, dmg 20 SA Unique Melee Attack Pilot Intimidation Sabatoge Jawa Droid Hunter 20, Hp 50, def 18, atk 8, dmg 10 SA Droid hunter (+4 and 10 damage) Ion Gun +20 Arc Cannon (if this characters attack hits, one other character within 3 squares of the target also takes 10 damage) Splash 10 Violent Prisoner 17, hp 60, def 18, ATk 12, dmg 20 SA Melee Attack Double Attack Coward (+4 attack and +10 damage against enemies with a lesser point cost) Bloodthirsty Backlash Human vigilante 19, hp 80, def 20, ATk 10, dmg 20 SA Fringe Hunter Black Sun Hunter Impulsive Shot Accurate Shot Shields 1 Bouncer [from russan] (RM mynock) 15, hp 20, def 20, ATk 0, dmg 0 SA Flight Intuition Lend Strength (replaces turn; transfer one force point from this character to an adjacent ally) Force power 2 Force spirit 2 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 and is under the effects of force corruption 20) 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) Genoharadan Teras kasi master 30, hp 60, def 17, atk 10, dmg 10 Double attack Teras kasi CQC Fighting Cloaked Greater Mobile Attack Dojo (at the start of a skirmish choose one unique follower with melee attack, that character gains Teras kasi as long as it is within 6 squares of this character) CE allied characters with melee attack gain cqc fighting 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. Pilot Allies that activate to combine fire can immediately move two squares after the attack is made. Human Noble 20, hp 50, def 15, ATk 3, dmg 10 SA 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 (adjacent allied commanders cannot have their commander effects suppressed) Exchange agent Advantageous defense balance (+4 atk and +10 damage if opponent has more points then you OR if your opponent won initiative) Gotal Explosive Expert 13, 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 20; 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 (including this character) 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 8, hp 50, def 17, ATk 5, dmg 10 SA Stealth Relay Orders 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. CE Allies gain Relay Orders Dark Hellions Swoop Gang Boss 15, hp 70, def 18, ATk 9, dmg 20 SA Bravado Gang CE Gang characters gain bravado while within 6 squares of this character Lando Calrissian, Cloud City Baron Administrator 15, hp 70, def 17, ATk 8, dmg 10 SA Unique Opportunist +4 and +10 Mobile Attack Rapport Lobot CE Bespin guards gain +4 attack and +4 defense Felucian Chieftan Parry CE Force 2 Renewal 1 Force buff (force 1; allied living characters within 3 squares gain +10 damage until the end of the round) force cure (Force 2, all allied living characters within 6 squares remove 10 damage) force blast Allied felucians gain force renewal 1 and force bubble Duros Scoutmaster CE Allied Duros characters gain intuition |
Author: | Abiwan [ Sun Aug 21, 2011 12:22 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
if possible i would like to see this .... a superstealth to all factions |
Author: | Sithborg [ Thu Aug 25, 2011 8:35 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
(Blank) Appropriations X: Once per round, whenever you would add Reserves to your squad, you may add up to X points of non-unique characters of the listed type to your squad as well. A Reserves booster. Boosts the numbers brought in by any Reserves in your squad, but limited by having to have another Reserves character. Quick Reflexes: +6 Def against attacks of Opportunity and attacks made with Strafe Attack and Gallopping Attack. Yeah, Quick Reactions needed a flip. Surprised it never happened. Anyway, tossed in something else that seemed a bit appropriate right now. Crimelord: While there are only Fringe characters in your squad, Fringe allies gain +2 Atk and +2 Def. Powerful, yes. But I think encouraging Fringe only squads is a great idea, and something like this would be needed to not need to use the great CE's non-Fringe commanders have. |
Author: | swinefeld [ Thu Aug 25, 2011 9:51 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Sithborg wrote: (Blank) Appropriations X: Once per round, whenever you would add Reserves to your squad, you may add up to X points of non-unique characters of the listed type to your squad as well. A Reserves booster. Boosts the numbers brought in by any Reserves in your squad, but limited by having to have another Reserves character. Quick Reflexes: +6 Def against attacks of Opportunity and attacks made with Strafe Attack and Gallopping Attack. Yeah, Quick Reactions needed a flip. Surprised it never happened. Anyway, tossed in something else that seemed a bit appropriate right now. Crimelord: While there are only Fringe characters in your squad, Fringe allies gain +2 Atk and +2 Def. Powerful, yes. But I think encouraging Fringe only squads is a great idea, and something like this would be needed to not need to use the great CE's non-Fringe commanders have. +1, and you just answered 2 questions I had when looking at your custom set. |
Author: | obikenobi1 [ Thu Aug 25, 2011 11:02 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Advantageous Opening: Special abilities that grant bonuses to attacks made against unactivated enemies may grant those bonuses to attacks of opportunity. My line of thought here is to give a nice boost to all the minis with cunning attack against Yobuck and beatsticks that run past and take aoo's that don't really hurt because you don't get cunning attack. This ability would make minis like Jabba the Hutt, Crime Lord very usefull against Yobuck and other beatsticks, as well as the countless other cheap fringe peices with cunning attack that don't see as much play as those with opportunist attack. I was thinking that this ability could be granted as a CE and that it could also be put on new peices with Cunning Attack or Advantageous Attack. A commander that grants this in his CE, IMO, should only be a Fringe commander and grant this ability to only Fringe ally's. |
Author: | Jester007 [ Thu Aug 25, 2011 1:09 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
I would like to see the following characters: Morrigan Corde: Protective +20 for Cade Mobile or Stealth Jagged Fel, Chiss Exile: Besk'gar Gam *Crush Gauntlets - Attacks made by this character against adjacent enemies count as Melee. These attacks or damage from these attacks cannot be prevented or redirected (basically works like Overwhelming Power). Jango Fett, Son of Jaster: Synergy (a character who's name contains Jaster Mereel get +4 Attack and +4 Defense when within 6 squares of this character) Double Evade Son of Mandalore (This character counts as Mandalorian when in a Mandalorian squad) *Saber Dart (replaces attacks: make an attack against a living character ignoring cover for targetting purposes. A living character damaged by this attack takes 20 damage whenever it activates, save 11 to negate damage and stop this effect). Sincerely, Jester007 |
Author: | Raylinthegreat [ Thu Aug 25, 2011 6:42 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
I would kinda like to see high councel editions of the jedis...maybe including yaddle, the female of yoda's species |
Author: | GeneralGrievous [ Wed Aug 31, 2011 10:36 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Sithborg wrote: (Blank) Appropriations X: Once per round, whenever you would add Reserves to your squad, you may add up to X points of non-unique characters of the listed type to your squad as well. A Reserves booster. Boosts the numbers brought in by any Reserves in your squad, but limited by having to have another Reserves character. Quick Reflexes: +6 Def against attacks of Opportunity and attacks made with Strafe Attack and Gallopping Attack. Yeah, Quick Reactions needed a flip. Surprised it never happened. Anyway, tossed in something else that seemed a bit appropriate right now. Crimelord: While there are only Fringe characters in your squad, Fringe allies gain +2 Atk and +2 Def. Powerful, yes. But I think encouraging Fringe only squads is a great idea, and something like this would be needed to not need to use the great CE's non-Fringe commanders have. +1 |
Author: | LukeHatesThrawn [ Wed Aug 31, 2011 2:24 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Unique Mandalorians Bendak Starkiller Mirta Gev Walon Vau And Many more Neo Crusaders |
Author: | obikenobi1 [ Wed Aug 31, 2011 2:34 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
A couple of other things I'd like to see: I would like to see another peice with the force power Force Burst. It has been so long since a peice had that on it, and it is really a very usefull power. I'd also like another peice with Sith lightning. Again, it has been a while since a peice had Sith Lightning and in some ways sith Lightning is really good, as you can lightning a peice adjacent to you not fry yourself. Maybe something like Sith Lightning 4 that repalces attacks, does auto 60 dmg and can activate save 16. I always imagined Sith Lightning as a more powerful, more directed form of Force Lightning. |
Author: | Jedi_Master [ Thu Sep 01, 2011 10:11 am ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Ok, a few things I have wanted to see forever and always wondered why they weren't in the sets. 1) Prototype as an ability. They put out a bunch of prototype droid mini's but instead of make an ability for it they just nerfed a stat to represent it. I was thinking something like Prototype: Whenever this mini takes 40 damage or more from a single attack it is considered activated for the round. 2) We have at-at, at-st, even the at-rt, but no at-pt?!?!? I want an at-pt with DR20 and little else. A good wall basically. 3) A dooku with a force choke that can stun. For cripes sake, he is the only other person in the movies who uses the ability but he never got it? That, and a jedi verson of dooku for the republic (kinda like palp has) would be neat. 4) Give the mando's and the vong some more love. They are 20-25 mini's shy of any other faction. Mando recruit, mando melee expert, mando sergent, whatever. Vong, well, I don't know enough to make mention of them. 5) LITTLE Anikin skywalker!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I have been pushing a lil annie for like 5 years now. Just a little kid with high repair and whatever else you see fit. Like pilot or something. Either way, he was the focus of an entire movie and yet him at that age has yet to be represented. But noooo, lil boba who was on screen for like 5 minutes and already had better fringe versions of himself won. 6) Grievous 2.0. His shell/armor thing was later found and designed as a lightsaber combat droid. I think it would be cool to make into a mini. 7) More naboo, utapaun, and bespin pieces for lando, teon mendon (sp?), and typho to use. 8) Interrogation droid. Need one...imp droid, wants it. 9) a new version of the dwarf spider droid. That poor little rare is just sitting there, waiting for updated stats and abilities. There are a lot of mini's like him, but he needs it most!!! 10) Last thing for now. I want to see a commander effect that grants heal. |
Author: | swinefeld [ Thu Sep 01, 2011 12:13 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
Vong: medium base character with Firespitter - http://starwars.wikia.com/wiki/Fire_Spitter (flavor version of Flamethrower 10?) |
Author: | obikenobi1 [ Thu Sep 01, 2011 12:32 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
swinefeld wrote: Vong: medium base character with Firespitter - http://starwars.wikia.com/wiki/Fire_Spitter (flavor version of Flamethrower 10?) Maybe a flavor version of Flamethrower 10 that doesn't harm the user. I'm pretty sure the Vong weren't flaming themselves when using those creatures as weapons. Or maybe a fire spitter could be a Vong version of Splash 10 that doesn't hurt the the person using it. |
Author: | sthlrd2 [ Thu Sep 01, 2011 1:24 pm ] |
Post subject: | Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See |
I'm thinking something for the vong that grants melée reach 2. Either c.e. or special ability. But those amphistaphs had a little range to them and would like to see them represented somehow and IMO would help the vong out espicially since the vong are never going to have jedi reflexes they need help in a different way. |
Page 4 of 9 | All times are UTC - 6 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |