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New Commander Effects you want - Read 1st post please
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Author:  LESHIPPY [ Wed Feb 10, 2010 12:30 am ]
Post subject:  New Commander Effects you want - Read 1st post please

OK SWM fans you have been asking for it. Now you get it.
You chance to be heard. Many of you have been asking about community involvement in creating any virtual set that might come out. Here is one place to have your voice heard. Like the New Character thread this isn't a place for discussion. This is a place where everyone can post their ideas instead of having several threads trying to do the same thing. The designer will be looking in from time to time to see what you all have came up with. Below is the format I would everyone to follow.

Commander Effects
Name of effect if needed - Description - Character that you have in mind

Example
Confusion - Enemy character within 10 squares of this character have their speed changed to Speed 2, and gain -2 Attack and -10 Damage. New version of Thrawn.

Thanks you for contributing to the future of the game.

Author:  Darth Muerte [ Wed Feb 10, 2010 2:45 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Name:NA - Droid are subject to this commander effect -Imperial Droids are subject to this effects: Droid are subject to commander effects. -General Rom Mohc

Squad Leader - Special abilities whose name contains Squad only need 1 ally instead of 3. -storm trooper squad leader.

Author:  Draconarius [ Wed Feb 10, 2010 4:34 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Each follower [within 6 squares] may reroll each missed attack or failed save with a +4 bonus. If the result of the reroll is a miss or fail, that follower takes 10 damage. - a new commander Anakin.

Characters in your squad do not activate when they combine fire, but may only combire fire once per round. - new Thrawn, Garm, maybe a Traest Kre'fey?

Author:  AdmiralMotti89 [ Wed Feb 10, 2010 12:40 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Savage Characters are subject to these effects: Allies with Savage may ignore enemies' Diplomat Special Ability. When an ally with Savage hits two or more attacks on one enemy in the same turn, that enemy is considered activated this round, save 11.

Author:  Tirade [ Wed Feb 10, 2010 5:19 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

CE
Unique Old Republic Allies with the Melee Special Ability gain Parry and Force Attuned Armor. - Vodo Siosk Baas

Probably not the most creative CE, but I think most OR Uniques (especially Melee) could use the boost. Nomi, Bastila, Visas, Lucien, Squint, and the Jedi Exile would all benefit. I don't think that would be too overpowering if you consider Vodo would probably cost at least 30.

CE
Tusken Raider allies gain Close Quarters fighting and Parry. - A'Sharad Hett, Tusken Chieftan

I'm not a huge fan of Hett's CE (from Dark Times). Evade and the +4 Attack boost are nice, but they aren't enough. The Tuskens could already gain Evade through Rieekan or Wedge. On top of that, the +4 attack bonus won't stack with other straight up bonuses. I don't like that.

Author:  Weaver [ Thu Feb 11, 2010 7:03 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

At the beginning of each round, choose one of this character's abilities (aside from Unique.) Until the next round, non-Unique characters in your squad have that ability.

The idea was to put it with a midrange commander, like Crix Madine or something; one with a medley of abilities so you could adapt to different situations on a round-by-round basis. Dunno who it would go on, though.

Author:  armoredgear7 [ Thu Feb 11, 2010 9:14 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Allies are unaffected by enemy abilities that modify damage based on activation status.
(Cunning Attack, Opportunist, Advantageous, Deceptive to name a few. Could be for a new Thrawn/Garm/Ackbar)

Allies within 6 cannot be activated by force powers, commander effects or special abilities.
(prevents all forms of stun/paralysis.)

Author:  caledre [ Thu Feb 11, 2010 10:18 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

For C3PO Ewok Deity-

Adjacent Ewok followers gain Litter Bearer (if adjacent to C3PO Ewok Deity, can move in unison with that character at Speed 4).

Ewok followers within six squares return to starting area with full HP with a save of 11.

Author:  Ruhk [ Fri Feb 12, 2010 4:18 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

CE
Old Republic Allies gain Force Renewal 1 and Force Push 4.

~on some kind of OR Jedi master..Vrook, Vondar, etc

CE
Special Abilities that affect allies with a range of 6 have unlimited range

~Yammosk

Author:  jedispyder [ Sun Feb 14, 2010 1:40 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Trandoshan Slave Master
Trandoshan Allies gain Wookiee Hunter (+4 Attack and +10 Damage against Wookiee enemies)

Author:  Tirade [ Wed Feb 17, 2010 5:44 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

CE
Yuuzhan Vong allies within 6 gain Jedi Hunter.

- Shimrra?

Not as knowledgeable about Vong, but a Jedi Hunter granting CE makes sense to me.

Author:  swinefeld [ Wed Feb 17, 2010 7:06 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

CE
Affects droids
Allied Mouse Droids gain Self-Destruct 10
- Imperial security guy

Author:  R5Don4 [ Wed Feb 17, 2010 8:34 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Unshakable Command or Unshakable Resolve

armoredgear7 wrote:
Allies are unaffected by enemy abilities that modify damage based on activation status.
(Cunning Attack, Opportunist, Advantageous, Deceptive to name a few. Could be for a new Thrawn/Garm/Ackbar) [/quote/\]

I've got a bad feeling about this or Activation Immunity

armoredgear7 wrote:
Allies within 6 cannot be activated by force powers, commander effects or special abilities.
(prevents all forms of stun/paralysis.)


Either of these would make good SA's as well.

Author:  exiledgamer [ Sun Feb 21, 2010 5:43 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Whenever an allied character within 6 squares of this character gets a natural 1 on any roll, you may choose to defeat this character. If you do, all other allies get +2 Attack. (These bonuses stack.) - Any unique Mandalorian Commander

Author:  gwek [ Tue Feb 23, 2010 1:26 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

I would like to see more characters with commander effects like Merumeru and Uliq Qel-Droma, designed to broaden the options of the "lesser" factions. For example:

OLD REPUBLIC EXPANSION: Your squad may include non-Unique Republic characters without Order 66. (Tarsus Valorum or a generic Old Republic Senator; it would have to be a cheap enough character to allow the faction to take advantage)

SITH EXPANSION: Your squad may include non-Unique Imperial characters with a Force rating. (Again, should be a cheap character, although I'm not sure who would be a good fit. Maybe a dark side spirit or a holocron)

MANDALORIAN EXPANSION: Your squad may include non-Unique Republic followers with Order 66. These characters lose Order 66 and are considered Mandalorian until the end of the skirmish. (Kal Skirata; if you look at the pieces this will allow into the Mando faction, it fills up the "lower" portion of the faction. The ARCs and Commandos are comparable to similarly-priced Mandalorian pieces, and the majority of the cheaper pieces fill the often-requested "Mando recruit" or "Mando fodder" niche)

VONG EXPANSION: Savage characters are subject to these commander effects. Until the end of the skirmish, Savage allies lose Savage, gain Vonduun Crab Armor 6 and are considered Vuuzhan Vong. (This could be a unique Shaper, or a new non-Unique Shaper-type.)

Obviously, most of these commander effects work best when they're part of a "compound" commander effect. For example, nice that the Old Republic CE recruits more characters in, but there should ideally also be a second part that gives those characters a benefit.

Besides these "expansion" commander effects, here's one that I feel could be a real game-changer for the Sith:

"AT LAST, WE WILL REVEAL OURSELVES": Allies with a Force rating gain Ambush and Cloaked. (Could be any number of Sith masters. As a custom, I've tried putting it on both Darth Maladi and Darth Zannah)

Author:  SpaceJawa [ Tue Mar 02, 2010 6:25 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

N/A - Non-Unique Droid Allies gain +3 Attack and +3 Defense so long as they have a Non-Unique Droid Ally within 6 squares.
>Tactical Droid/OOM-9/Other Droid Commander Variant

Anti-Faction Abilities - Grant bonuses against opposing Factions; For example:
*Seperatist followers within 6 squares of this gain +4 Defense and Seperatist Fervor (This character gets +4 Attack and +10 Damage against enemies who aren’t Seperatist or Fringe Characters.)
*Imperial followers gain Imperial Unity (This character gains +4 attack and +4 defense against enemies that are not Imperial or Fringe characters.)
>Unique commanders that encourage strong loyalty to their team, such as Daala.

N/A - Trooper Allies with Order 66 within 6 squares gain +4 Attack.
>A version of Darth Vader

Author:  DarkDracul [ Tue Mar 09, 2010 12:38 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Sith Super-Stealth -
Sith followers gain Stealth. Characters in your squad with Stealth
and who have cover cannot be targeted by nonadjacent enemies.
Darth Ruin, Sly Moore or Umbaran shadow spy
http://starwars.wikia.com/wiki/Umbaran


Great Jedi Purge -
Sith followers with the Melee Attack special ability
within 6 squares gain Jedi Hunter and Furious Assault.
Darth Vader, Dark Lord of the Sith

Author:  Weeks [ Tue Mar 09, 2010 12:27 pm ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

Old Republic CE on maybe a new carth or something. Non-unique characters gain +2 Attack each time they defeat an enemy character (max +6). Could be a fun one to do JBMs would be really nasty they can just off some uggies and be unreal. It being non-unique should make it fun too.

Old Republic CE: Characters in your squad whose name contains jedi gain +4 to attack.
Your squad may contain non-unique characters whose name contains "jedi" from any faction.
Maybe on a nomi piece that would work like right before she fought exar kun with that huge army of jedi i think that fits well.

Author:  Cerous Mutor [ Mon Mar 22, 2010 2:06 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

So the Vong is the most under loved faction of the game, now it is fact.
Unless the Far Outsider has a board wide CE, or an ability that will allow the vong better play.
I know they can work, there a squads out there that prove it BUT lets give them some REAL love!
I opt for a 'V' set vong CE for Vong unique

Commander Effect
If this character has direct line of sight on an enemy character he gains Booming Voice


Or something like that.
Anyone else got any good ones?

Author:  Cerous Mutor [ Tue Mar 23, 2010 7:44 am ]
Post subject:  Re: New Commander Effects you want - Read 1st post please

An alternate battle meditation idea.
Force power
Influenced by the Force(Force 4: At the start of a round select upto 2 non-unique living allies. For the rest of that round those allies gain the following; +2 Attack and Furious Assualt)

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