swinefeld wrote:
I really like the last two:
Fallen Comrades
Nute Gunray, DAF
good stuff
Also +1 to each of these, really good ideas that I hope get made.
Some of my own:
-a really easy way to create a slew of new commander effects while maintaining simplicity is to start handing out the hunters. It's already started but keep going, ces to give out to allies:
Haraar, captain rex, bao dur- droid hunter
Aurra Sing, pretty much any mandalorian- jedi hunter
Dooku- dathamori hunter
Senator tikkes- mon calamari hunter
Bossk- wookie hunter
Anikan- tusken hunter (hahaha)
Reven- mando hunter
Darth Vader- ewok hunter (also hahaha)
Darth Maul/ dash render- black sun hunter (would be an excellent counter to the black sun)
Kyle Katarn - imperial hunter
Darth Vader- rebel hunter
Nas Choka -new republic hunter also mobile...
Kyp Durron- vong hunter
Nexu -mouse droid hunter for savages (haha alright I'm not really taking this serious anymore but you get the idea)
Thrawn/chiss commander - allied chiss gain xenophobia(+4 attack and twin attack against any species other then chiss/droid)
Sith Sergeant E at the end of this characters turn one sith trooper follower may immediately move 4 squares, this does not count as activating that character.
Sith assassin sect leader- sith assassins in your squad gain deadly attack and vicious attack
That sith that trained Bane- sith allies within 6 squares gain lightsaber duelist
Ziro the hutt- followers in your squad count as fringe characters for the purposes of commander effects
Sideous hologram for the seps- allied separatist characters with a force rating gain force renewal 1
Geonosian queen- Geonosian allies gain +4 atk +4 defense and charging assault
Commander Bly- 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 sergeant major- 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)
Republic intelligence- order 66 Characters in your squad with stealth within 6 squares gain deceptive
New grandmaster yoda- allied characters with a force rating gain 2 additional force points and may spend this characters force points.
Jedi librarian woman- followers in your squad with a force rating gain advantageous defense (it makes sense she is teaching them new things to help them survive)
Polis massa surgeon- polis massa medics within 6 squares gain heal 20
Mace windu, hero- Allied characters with a force rating gain surprise move
Antares Draco, captain of the guard- Imperial Knights within 6 gain charging assault
General rom moc- droids are subject to this effect. Dark trooper followers gain damage reduction. Phase one troopers gain charging assault and momentum. Phase two gain mobile attack and speed 8, phase three gain advanced missiles 40 (need a save of 16 to avoid)
Baron Fel- (side note give him pilot!) allied characters with pilot gain wingman (if this character combines fire with another character with pilot, it gains +6 attack and twin attack for it's turn)
Regent Morlish Veed- as long as a follower has line of sight to an enemy, you may activate 1, 2, or 3 characters that turn.
Mandolorian Kal Skirita- squad assault/firepower to order 66 commandos and null arcs
Jerec (as mace Windu)- unique characters with a force rating gain force renewal 2
Dessan (trandoshian)- reborn gain force renewal 1 and reflect
Dooku, separatist leader - allied sep commanders gain extra attack and +4 atk
General Loathsoam, ground force commander- huge droid followers gain advanced shields 1 and flanking attack
General Grievous, Enemy of the Jedi- droids gain jedi hunter
Sev'rance Tann- (debastator fire support) droids are subject to this effect. Separatist followers gain jolt and advantageous defense
Super Battle droid commander- super battle droids gain momentum
Mar Tukk, tactical genious- as long as a droid in your squad has line of sight to an enemy you can activate 1, 2, or 3 characters that turn, this includes droid and savage characters. Also maybe: droids gain self destruct 10
Tactical droid- (tactician+4) at the end of this characters turn, one separatist ally can immedietly move up to it's speed, this does not count as activating that character this round.
Alto Stratus- separatist commandos gain flight, speed 8, and mobile attack
These are just a start and I think the biggest thing when it comes to commander effects is to keep the faction flavors. Example, only the rebel, republic and new republic should ever have evade and mobile for the masses.
Old republic is the strong force users, lots of force powers.
Sith is alot of damage if they don't move, advantageous, deadeye, double attack, careful shot as well as support for the unique force users.
Mandalorian can have everything but they pay more for it.
Separatist should have the swarm armies with no fancy abilities.
Imperials should be trooper heavy with a touch of counter to jedi.
Vong are melee through and through and should be reflected as such.
Also another possibility whether it be by special abilities or ces is to upgrade the save abilities. Missiles and grenades save 16 to avoid. Save with master deflect and master block saves of 6 to make it. S
w