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 Post subject: New previews - Rancor and Bel Iblis
PostPosted: Sat Nov 03, 2007 11:30 am 
Black Sun Thug
Black Sun Thug

Joined: Wed Oct 24, 2007 3:43 pm
Posts: 67
I decided to show you both of them..
I think that both of them, especially Rancor, are very playable.. enjoy ;)

GARM BEL IBLIS
cost : 45
HP : 70
defense : 16
atack : +9
dmg : 10
Special Abilities
Unique
Affinity (May be in a Rebel squad)
New Republic/Rebel Reinforcements 30
(During setup, after seeing your opponent’s
squad, you can add up to 30 points of
non-Unique New Republic or Rebel
characters to your squad)
Commander Effect
Each follower can move up to half its Speed
and still use Force powers and special
abilities that grant extra attacks.


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PostPosted: Sat Nov 03, 2007 11:31 am 
Black Sun Thug
Black Sun Thug

Joined: Wed Oct 24, 2007 3:43 pm
Posts: 67
FELUCIAN WARRIOR ON RANCOR
cost : 52
hp : 140
defense : 20
atack : +11
dmg : 20
Special Abilities
Melee Attack; Triple Attack
Melee Reach 2 (When attacking, this
character treats enemies up to 2 squares
away as adjacent)
Parry (When hit by a melee attack, this
character takes no damage with a save of 11)
Penetration 10 (Enemies’ Damage Reduction is
reduced by 10 against this character’s attacks)
Regeneration 10 (If this character doesn’t
move on its turn, remove 10 damage from it
at the end of that turn)
Speed 8 (Can move up to 8 squares and
attack, or 16 squares without attacking)
Force Powers
Force 2 !!!!!!!!!!!!!!!!!!!!!


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PostPosted: Sat Nov 03, 2007 11:36 am 
Imperial Dignitaries
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Posts: 437
Damn!

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PostPosted: Sat Nov 03, 2007 12:09 pm 
Sith Apprentice
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Posts: 211
This set just keeps getting better. Sculpts look great, now fun stats left and right. Thanks for the info.

I'm glad the Rancor is not savage, was hoping so since it has a rider. Now, he might be able to take advantage of the regen ability. So, can Garm add Rebel reinforcements to a NR squad and vice versa? Another one to check in the glossary.


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PostPosted: Sat Nov 03, 2007 12:11 pm 
Third Jedi from the Left
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I'd say Luke, HoY's gonna be Garm's best buddy.

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 Post subject: Re: New previews - Rancor and Bel Iblis
PostPosted: Sat Nov 03, 2007 12:13 pm 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
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Joined: Fri Oct 12, 2007 6:11 am
Posts: 162
Location: Texas
kangoor wrote:
I decided to show you both of them..
I think that both of them, especially Rancor, are very playable.. enjoy ;)

GARM BEL IBLIS
cost : 45
HP : 70
defense : 16
atack : +9
dmg : 10
Special Abilities
Unique
Affinity (May be in a Rebel squad)
New Republic/Rebel Reinforcements 30
(During setup, after seeing your opponent’s
squad, you can add up to 30 points of
non-Unique New Republic or Rebel
characters to your squad)
Commander Effect
Each follower can move up to half its Speed
and still use Force powers and special
abilities that grant extra attacks.


Yippie-kie-yay muther hubbard!

I like him lots. Half it's spead means they can move 3 and double, right (assuming regular speed of 6)?


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PostPosted: Sat Nov 03, 2007 12:14 pm 
Warmaster
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Joined: Sun Sep 02, 2007 10:08 pm
Posts: 599
Location: LFP, WA
Holy #&$*

The Felucian on Rancor in a squad with Garm Bel-Iblis would own.

Garm is going to be really gun to play with.


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PostPosted: Sat Nov 03, 2007 12:17 pm 
Black Sun Thug
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Posts: 65
Location: St. Peters, MO
Love Garm, and the Rancor will be fun. I would say this is probably the best Huge set from what I have seen so far (though that is not saying much).

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PostPosted: Sat Nov 03, 2007 12:18 pm 
Unnamed Wookiee
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Location: Horsham, West Sussex, England
Garm will be good to play for Rebels or Old Republic. A very good addition.


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 Post subject: Re: New previews - Rancor and Bel Iblis
PostPosted: Sat Nov 03, 2007 12:20 pm 
General
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Posts: 480
Comicsaurus wrote:
Yippie-kie-yay muther hubbard!


That's Mr Falcon.

What Force power grants extra attacks that does not allow movement?


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PostPosted: Sat Nov 03, 2007 12:27 pm 
Hall of Fame Member
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Posts: 1163
Location: Fremont, CA
Whirlwind Attack!

(But I doubt it applies in context. Perhaps they are preparing for something in the future.)


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PostPosted: Sat Nov 03, 2007 12:37 pm 
Grand Admiral
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Gotta say I like Garm's CE. Gives new life to double attackers (psuedo-twin attack of sorts).


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PostPosted: Sat Nov 03, 2007 12:41 pm 
Black Sun Thug
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Joined: Sun Oct 14, 2007 8:57 am
Posts: 53
This would have been so much better if LJM could have used this effect as well. 9 squares(assuming I can also use Master Speed) + Triple attack.

So let's see. From the NR, this helps out, Jacen, Jaina, Corran.......

So unless there's some Nonunique Rebel character with Double, this isn't really that useful. At least not yet.


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PostPosted: Sat Nov 03, 2007 1:30 pm 
Black Sun Thug
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Location: Lexington KY
So will Garm's Reinforcements let you bring non-unique rebels into the NR? Or will you only be able to add pieces from the faction you are playing?


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PostPosted: Sat Nov 03, 2007 1:36 pm 
Imperial Dignitaries
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Joined: Wed Oct 10, 2007 5:04 pm
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kangoor wrote:
FELUCIAN WARRIOR ON RANCOR
cost : 52
hp : 140
defense : 20
atack : +11
dmg : 20

Special Abilities
Melee Attack
Triple Attack
Melee Reach 2 (When attacking, this
character treats enemies up to 2 squares
away as adjacent)
Parry (When hit by a melee attack, this
character takes no damage with a save of 11)
Penetration 10 (Enemies’ Damage Reduction is
reduced by 10 against this character’s attacks)
Regeneration 10 (If this character doesn’t
move on its turn, remove 10 damage from it
at the end of that turn)
Speed 8 (Can move up to 8 squares and
attack, or 16 squares without attacking)

Force Powers
Force 2 !!!!!!!!!!!!!!!!!!!!!


Well, I expected it to have Force Powers, considering the Rider is Force-sensitive, and expected no savage.

Parry, though, is a pleasant suprise. Penetration 10 is another suprise.

Danke!


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PostPosted: Sat Nov 03, 2007 1:45 pm 
Death Star Designers
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Garm will be fun. So will the Rancor.

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PostPosted: Sat Nov 03, 2007 1:56 pm 
Really Cool Alien from a Cantina
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I LOVE THIS SET!!!


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PostPosted: Sat Nov 03, 2007 2:23 pm 
Death Star Designers
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Joined: Sun Sep 02, 2007 2:07 pm
Posts: 602
Two things -

1) I'm liken Garm - Rebel Vanguard are just what the NR needs. How would his CE interact with Mobile Attack (say from Lando, Hot)?

2) What is that stuff below this question? When I hit "Reply" this stuff popped up in the Message Body box-

end of my original writing - below is what was already in the box:






KRespond to the following questions after reading the article "Abusive Churches" by Pat Zukeran.1. Have you ever experienced the kind of spiritual abuse described in the article? If so, then describe it.2. Which of the warning signs have you witnessed in churches that you have attended? How did leaders in the church appear to abuse their positions of influence?3. How did the church respond to the spiritual abuse?4. If you found yourself in the situation described in the article as either a church member or staff member, how would you deal with it?5. Do any passages in Scripture come to mind when you think about this issue?


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PostPosted: Sat Nov 03, 2007 2:38 pm 
Sith Apprentice
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XP|Raider wrote:
This would have been so much better if LJM could have used this effect as well. 9 squares(assuming I can also use Master Speed) + Triple attack.

So let's see. From the NR, this helps out, Jacen, Jaina, Corran.......

So unless there's some Nonunique Rebel character with Double, this isn't really that useful. At least not yet.


His commander effect is just for followers, not non-uniques. So, if he is in a Rebel squad through Affinity, he can benefit most Rebel Lukes, Obi Wan, Chewie-3PO, Biggs (and any I missed) as well. The non-unique part is only for his reserves.


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PostPosted: Sat Nov 03, 2007 2:41 pm 
Death Star Designers
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Garm will be sick with the new Fett.

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