SWMGAMERS.com Forums
https://www.swmgamers.com/forums/

New Special Abilities you want. Read 1st post before posting
https://www.swmgamers.com/forums/viewtopic.php?f=183&t=8501
Page 5 of 5

Author:  dreadtech [ Thu Jul 15, 2010 7:11 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Grand Admiral, Only one character whose name contains Grand Admiral is allowed in your squad at any one time. Thrawn (Mitth'raw'nuruodo) counts as a grand admiral for this special ability.


This way you can do all of the other 12 grand admirals of the fleet. make them superior commanders, and if done right should not be open to abuse as you only can use one in play at a time/game.


The 13 named grand admirals were as follows if anyone does not know.
Martio Batch
Nial Declann
Octavian Grant, The only one of the 12 to survive ( not counting Thrawn) , after all the other were dead he defected to the new republic.
Josef Grunger
Ishin-Il-Raz
Afsheen Makati
Mitth'raw'nuruodo (core name "Thrawn")
Danetta Pitta
Peccati Syn
Miltin Takel
Osvald Teshik
Rufaan Tigellinus
Demetrius Zaarin

Author:  FlyingArrow [ Tue Jul 20, 2010 7:01 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Wookiee Roar : Replaces attacks - All enemy figures of cost 4 or less are considered activated, save 16.

On a Chewbacca - or any wookiee, really.

Author:  Jordan [ Wed Jul 28, 2010 9:12 am ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Greater Self Destruction - all characters within 3 squares take 20 damage.

Author:  Jester007 [ Thu Jul 29, 2010 5:22 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Covering Fire: When this character Combines Fire with another character, the +4 attack is granted to all attacks made by the attacking character, but must still obey the rules and restrictions for combining fire for each attack as it is declared.

Use this for the snowtrooper w/ e-web, rebel trooper w/ repeater, clone trooper w/ repeater.

Combat Reflexes: This character can make any number of attacksw of opprotunity during a character's activation.

You can use this for anyone really. Kind of a generic SA.

Disguise: This character cannot be targetted by enemy characters until this character causes damage to the opposing squad; at which point this character loses Disguise for the rest of the skirmish. An opposing character can try to remove the disguise if they are within 6 squares (replaces attacks), save 11.

I was thinking you could use Cade Skywalker, Padawan w/ red hair and rename him as Ben Skywalker, GAG Agent. Heck, you could keep the blond hair and say (that's right) Ben..... is in disguise!

Gravity Field: Characters within 6 squares of this character lose Flight.

Use the Gonk Power droid as the figure for this mini.

Sincerely,
Jester007

Author:  GeneralGrievous [ Tue Apr 26, 2011 4:55 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

eMouse wrote:
Transmit Orders (basic version) - Allies' commander effects apply to Droids. (T-Series Tactical Droid)

Transmit Orders (more powerful variant) - Allies' commander effects apply to Droids. Commander Effects normally limited to 6 squares have unlimited range when applied to Droids. (T-Series Tactical Droid)


+1 to both of these. Finally make the separatist commanders useful.


Here is some more:

2 for fringe Abeloth if she were ever to be released:
Corrupt Environment (whenever an enemy character activates, at the end of their turn they take 10 damage, save 6)
Ancient One: this character cannot be on any team with unique characters

escort  (pilots within six squares gain protective +10 for this character) 

For GOTO from KOTOR 2:
weaken enemy (replaces attacks, target enemy within sight has -4 atk and -4 defence until this characters next turn)
stun (replaces attacks, target enemy living character within 6 squares is considered activated this round and cannot make attacks of oppurtunity this round, save 11)

beserk (replaces attacks, make three attacks at +10 damage, this characters defence is reduced by -4 until the next round)

Czerka Shield Dealer
Shield Generator (characters within 6 squares gain shields 10, save 16)
Shield Upgrade (characters with shields or advanced shields may reroll one failed roll per turn)

Something to make the rebel turret emplacement good:
Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight)

wingman (if this character combines fire against a target, the attacker makes one extra attack with +6 atk against the target)

Allana Solo
synergy (+4 defence for each ally named solo within 6 squares) 

darksaber (make an attack at +4 Attack and +20 damage against one adjacent enemy, this counts as a melée attack and ignores damage reduction)

Demagol
experimentation (characters that take damage from this characters homicidal surgery gain savage, Jedi hunter, and no longer provide any commander effects)

Darth Nihilus
force chasm (replaces attacks, remove a force point from one enemy character regardless of line of sight, this character gains one force point)

crush-gaunts (replaces attacks, adjacent enemy is considered activated this round and takes 20 damage, save 16)

Cybernetic Upgrades (non-unique followers gain cyborg and savage)

Assassin spider swarm (replaces turn: all characters within 6 squares take 10 damage save, 11)  

Aquatic (+4 atk, +10 damage, and flight when in low Ground squares containing water)

advanced missiles or grenades 40 (save of 16)

sustained shot (once per turn, if this character's attack defeats an enemy, you may make another ranged attack)   

muckrucker (at the end of this characters turn, target enemy within 6 squares is activated this round, save 16)

suppresive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round) 

Armorer (replaces turn, adjacent ally gains dark armor for the rest of the skirmish)

dark tutor (character gains a force rating/point and force lightning 1)

Jedi Prisoner in Bacta Tank (Kotor finale)
nexus of power (this character can be targeted by allied characters. If a character uses sith drain on this character, this character is immediately defeated and that ally is restored to full hit points and gains 4 force points)

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

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

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

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

Logistics Outfitter
outfit (huge characters gain stable footing)

A noble, criminal, politician, or Tyber Zann:
bribe (replaces attacks, adjacent living fringe enemy joins your team, save 6)

balance (+4 atk and +10 damage if opponent has more points/pieces in play)

 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 without melee attack that deal 30 damage gain twin attack and heavy weapon; 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)

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)

ninman mastery (+4 attack, +4 defense and speed 8 while this character has more then half hit points remaining)

advanced evade 6
advanced parry 6

Geonosian Queen
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)

Infiltrator Droid
bomb(replaces turn, this character and one adjacent infiltrator Droid are immediately defeated, all characters within 6 squares take 100 damage, save 11 for half damage.

Inspire (non-unique followers within 6 squares gain an additional +4 atk)

Natural Leader (non unique followers in your squad count as troopers for the purposes of commander effects)

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)

overwatch (replaces turn, when an enemy moves within line of sight of this character, this character may make one immediate attack, once per round)

advanced emergency life support (two saves of 6)

And finally Flamethrower 60 for the Fire Breather

Author:  Azavander [ Mon May 09, 2011 12:44 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

I have been pondering the whole GMA thing, and I had an idea but not totally sure on it so feel free to flesh it out.

I was thinking of an ability that is like and Instant/Interrupt - that uses snare rifle. Maybe even like a new Zuckuss?

Fringe

Stealth -""
Snare rifle - ""

SA

When an opponent moves into line of sight of this character it may make an immediate attack, this does not count as an activation.



This is situational of course but it could keep down on someone GMA'ing in for the Attack and back out again.

Author:  jedispyder [ Mon May 09, 2011 12:58 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Azavander wrote:
I have been pondering the whole GMA thing, and I had an idea but not totally sure on it so feel free to flesh it out.

I was thinking of an ability that is like and Instant/Interrupt - that uses snare rifle. Maybe even like a new Zuckuss?

Fringe

Stealth -""
Snare rifle - ""

SA

When an opponent moves into line of sight of this character it may make an immediate attack, this does not count as an activation.



This is situational of course but it could keep down on someone GMA'ing in for the Attack and back out again.

Maybe something like:
Readied Action (Replaces turn; Until the beginning of this character's next turn, it may make an attack against any enemy who moves into line of sight of this character. That target still needs to be a legal target.)

Author:  Grand Moff Boris [ Mon May 09, 2011 1:02 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

jedispyder wrote:
Azavander wrote:
I have been pondering the whole GMA thing, and I had an idea but not totally sure on it so feel free to flesh it out.

I was thinking of an ability that is like and Instant/Interrupt - that uses snare rifle. Maybe even like a new Zuckuss?

Fringe

Stealth -""
Snare rifle - ""

SA

When an opponent moves into line of sight of this character it may make an immediate attack, this does not count as an activation.



This is situational of course but it could keep down on someone GMA'ing in for the Attack and back out again.

Maybe something like:
Readied Action (Replaces turn; Until the beginning of this character's next turn, it may make an attack against any enemy who moves into line of sight of this character. That target still needs to be a legal target.)


This has been discussed, actually. It would be incredibly broken. I will never design a piece with this ability, and while I can't speak for the V-Set 3 design team, I honestly can't imagine them doing it, either. Creating something like this does 2 things - it negates the value of other abilities like Jedi Reflexes, Stealth, Cloaked, and Flight, and simultaneously gives existing problem squads that rely on point wins another tool in their arsenal to drag the game out even longer.

Author:  jedispyder [ Mon May 09, 2011 1:04 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

While it may be broken, it would be neat to have on a small scrub with like a +2 attack. Maybe like a 10 point character with 10 HP and a 13 Defense. Something incredibly fragile but a fun piece, similar to the Rodian Raider (not a serious threat but a fun piece to use).

Author:  Azavander [ Mon May 09, 2011 1:12 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

I don't think it negates the value of those but it would make someone think twice about popping around a corner taking shots and hiding again. With the addtion of: has to be a legal target it would not affect characters with Stealth unless within 6 or cloaked unless adjacent. It could be tragic against a lancer who runs by and then gets glued down in mid-strife. I can not speak to the points wins, so that maybe where this loses traction. But if I glued down someone I am bringing up what ever i can to take it out while it's stuck.

Author:  Grand Moff Boris [ Mon May 09, 2011 1:40 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Years ago, in one of the various Warhammer 40K editions (and possibly more than one), there was an ability that basically did this called Overwatch. It was a hated ability and eventually removed from the ruleset for a lot of the reasons I stated above. Basically you just put the fig in the open (or behind cover, whatever) and then wait for the opponent to come out so you can shoot it before it does anything. Basically it would be a board-wide AoO. Umm, no. Just... no. We can come up with a better solution (we being the community). It's sounds good on the surface until you start looking at how it would impact the game. Imagine something like:

Rebel Outpost Patrol Guard 22 pts.
40 Hit Points
15 Defense
+7 Attack
10 Damage

Special Abilities
Advantageous Cover
Overwatch (Repiaces turn: Whenever an enemy character moves into a square that is within line of sight of this character, this character may make an immediate attack against that enemy)
Twin Attack

You could take Twin Attack off but really it wouldn't be worth fooling with if it couldn't do more damage.

Author:  Azavander [ Mon May 09, 2011 2:21 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

I was thinking more Tech then damage output, a way to stick GMA, Lancer, Yobuck, from moving, thats why I used Snaregun as part of the orginal description. Then you would still have to go and attack it with something else. It could still be a 0 damage piece.


Rebel Outpost Patrol Guard 22 pts.
40 Hit Points
15 Defense
+7 Attack
0 Damage

Advanced Snare Rifile: If this character is hit by an attack it may not move until the end of this characters next turn.

Special Abilities
Advantageous Cover
Overwatch (Replaces turn: Whenever an enemy character moves into a square that is within line of sight of this character, this character may make an immediate attack against that enemy. Must be a legal target.)



Granted this still maybe be a bad idea just looking at creative options.

Author:  Grand Moff Boris [ Mon May 09, 2011 2:29 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Azavander wrote:
I was thinking more Tech then damage output, a way to stick GMA, Lancer, Yobuck, from moving, thats why I used Snaregun as part of the orginal description. Then you would still have to go and attack it with something else. It could still be a 0 damage piece.


Rebel Outpost Patrol Guard 22 pts.
40 Hit Points
15 Defense
+7 Attack
0 Damage

Advanced Snare Rifile: If this character is hit by an attack it may not move until the end of this characters next turn.

Special Abilities
Advantageous Cover
Overwatch (Replaces turn: Whenever an enemy character moves into a square that is within line of sight of this character, this character may make an immediate attack against that enemy. Must be a legal target.)



Granted this still maybe be a bad idea just looking at creative options.


Can't speak to point cost but this is pretty close to what something real would look like in terms of stats, and then it becomes a question of playability vs. power creep. I could even see ASR having a range of 6 squares, and the cost being more like 30.

Author:  Azavander [ Mon May 09, 2011 2:37 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

I don't disagree cost is not my speciality, it's alot to pay for tech, but it is pretty agressive ability. I actually like it in Rebels/ NR as opposed to Fringe/Imp/REP becasue this could be very abusive in a swap squad unless he was far more fragile then he is.

Author:  Disturbed1 [ Fri Jun 17, 2011 9:21 am ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

I was looking at Mapmaker's new map design he's got up for critique on the boards, and there was a comment he made about override being very powerful on it, cause of so many doors.

So, what if we had an ability(maybe even commander effect) along the lines of 'Enemy characters with override must be within 12 squares of the targeted door to use override.'

I realize alot of the time the override pieces are already within 12 of whatever they are targetting, but this could help cut down on override abuse, to help balance out the ability with other methods of door control.

Author:  GeneralGrievous [ Fri Jun 17, 2011 4:21 pm ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Disturbed1 wrote:
I was looking at Mapmaker's new map design he's got up for critique on the boards, and there was a comment he made about override being very powerful on it, cause of so many doors.

So, what if we had an ability(maybe even commander effect) along the lines of 'Enemy characters with override must be within 12 squares of the targeted door to use override.'

I realize alot of the time the override pieces are already within 12 of whatever they are targetting, but this could help cut down on override abuse, to help balance out the ability with other methods of door control.


Or Slicer: replaces turn; Override cannot be used this round. Any doors already affected by override are returned to normal.

Author:  obikenobi1 [ Sat Jun 18, 2011 9:52 am ]
Post subject:  Re: New Special Abilities you want. Read 1st post before posting

Combat Reflexes (once per round,when ever an adjacent non-melee character would make an attack against you, you may make an immediate attack of opportunity against that character)

The idea behind this SA is to give it to people with Melee attack. This I think will really shift a lot more power to melee attacks, rather than ranged. I for sure will force people to think twice about attacking melee attackers with Quick Reactions, a very underused ability (with the exception of the Jedi Seer). This ability is basically like Riposte, just this time it is against non-melee attackers. I'm not sure how much more this would change the game competitively, but I think it would add a cool game mechanic. A CE could be made granting Combat Reflexes to followers with melee attack. The ability is total useless against opponents with melee attack, so it has its cons also.

Page 5 of 5 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/