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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Feb 02, 2011 4:11 pm 
Death Star Designers
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There was this neat Lego Battle Set that comes with 4 Death Watch Mandos. Be a bit funky, but perfect for more Death Watch, or Mando customs in general.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Feb 02, 2011 9:57 pm 
Master of the Order
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glasswalkerx wrote:
I mentioned on another thread that i would like to see the Jedi Seer group from Knights of the Old Republic. I would like to see them all get a new ability, i would call it something like Future Sight.

Future Sight: This character's activation may count as zero, one or two activations. Immune to the special ability that
effects characters activations.

It would help to make the group of Seers playable as a theme team, without being a CE and not affecting other characters


I must admit I don't get this ability, but the wording is probably throwing me off. As I read it, if I have a bunch of these in my squad, I can activate all of them without them counting towards my 2(1) activations that phase.

I'm sure that isn't right. :P


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Thu Feb 03, 2011 9:05 pm 
Black Sun Thug
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Yeah, bad wording. Goal was to make it where u could activate only one character a go and not need to add a commander giving that ability. I was also thinking about them being able to activate as a third activation and not counting against your two normal activations (guess that is why i said zero). Some activation control for a jedi squad. Hope that is a little clearer.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Thu Feb 03, 2011 10:00 pm 
Master of the Order
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glasswalkerx wrote:
Yeah, bad wording. Goal was to make it where u could activate only one character a go and not need to add a commander giving that ability. I was also thinking about them being able to activate as a third activation and not counting against your two normal activations (guess that is why i said zero). Some activation control for a jedi squad. Hope that is a little clearer.


Ah, yes I get it now. And I like it. :)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 04, 2011 12:33 am 
Sith Apprentice
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I know we already have many Anakins, but I think it would be great to see "Anakin, The Chosen One" with an ability that matches what he did in SWCWs last episode where he levitated the griffin and gargoyle to him.

The ability could either be to pull 1 or 2 enemies to a square adjacent to this mini. We could potentially make it activate the enemy character it pulls in based off of a save of 11 or something like that. I don't know what the range should be, or how many force points we should have it cost, but it could add a fun new force power to the game that will add a new strategy as well.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Feb 07, 2011 9:56 am 
Unnamed Wookiee
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Here are some of my votes with suggested stats

Gallandro (Han Solo Adventures)
Fringe
HP 70
Def 17
Atk 16
Dmg 10
Special Abilities:
Unique
Bounty Hunter
Double Attack
Twin Attack
Deadeye
Deadly Attack
Cunning attack

Jessa (Han Solo Adventures)
Fringe
HP 50
Def 14
Atk 8
Dmg 10
Special Abilities:
Unique
Pilot
Rapport (Han Solo -1)
Industrial repair 20
Repair 20
Gunner +10

Xim the Despot's War Robot (Han Solo Adventures)
Xim's Empire Faction or Fringe
HP 100
Def 17
Atk 7
Dmg 10
Special Abilities:
Large Base
Droid
Mobile Attack
Twin Attack
Heat Beamer (same as Jolt)
Reflective armor (same as Dark Armor)

Platt Okeefe (West End Games GMC)
Fringe
HP 60
Def 15
Atk 7
Dmg 10
Special Abilities:
Unique
Pilot
Mobile attack
Twin Attack
Stealth
Industrial repair
Repair
Gunner

Leesub Sirln - Qiraash (Mos Eisley Cantina and CCG)
Fringe
HP 70
Def 15
Atk 6
Dmg 10
Special Abilities:
Unique
Intuition
Stealth
Mobile Attack
Opportunist
Force Powers:
Force 3
Force Sense

Warlord Zsinj (Courtship of Princess Leia)
Empire
HP 50
Def 16
Atk 9
Dmg 10
Special Abilities:
Unique
Recon
Diplomat
Commander Effect:
You activate 1 or 2 character(2) each phase. (This includes Droid and Savage characters.)
Commanders in your squad gain Advantageous cover

Prince Isolder (Courtship of Princess Leia)
Hapan Faction or Fringe
HP 80
Def 16
Atk 11
Dmg 10
Special Abilities:
Unique
Pilot
Rapport (Leia -1)
Cunning Attack +20
Shields 1
Gun of Command (same as Dominate)
Mobile attack
Commander effects:
Non-unique Followers gain Cunning Attack +10

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Feb 07, 2011 3:20 pm 
Unnamed Wookiee
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I forgot my two fanboy pieces in the last group that I posted.

Luke Skywalker, Jedi Apprentice (Rebel, Luke Dagobah model)
cost 28-30
HP 70
DEF 18
ATK +9
DMG 20

melee attack, twin attack, Blaster 20 (sight), Djem So Style
Force 2, Force Renewal 1

Force Leap
Levitation
Lightsaber Block


Master Skywalker (New Republic, Luke,JM model) - a more reasonable NR Luke
cost 74-75
HP 140
DEF 22
ATK +16
DMG 20

melee attack, triple attack, Djem So Mastery

Force 2, Force Renewal 2

*new* Danger Sense (Force 2): enemies within 6 squares get -4 attack until the end of the round.

Levitation
Lightsaber Defense
Master of the Force 2


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Mon Feb 07, 2011 5:19 pm 
Jedi Battlemaster
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We still want your comments and suggestions, but I'm moving this over to the Community Involvement section to help clean up the number of announcements we have.

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Tue Feb 08, 2011 7:36 am 
Unnamed Wookiee
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Ask and you shall receive...

Here are some more suggestions with suggested stats:

Shug Ninx (Dark Empire)
Fringe
HP 50
Def 15
Atk 7
Dmg 10
Special Abilities:
Unique
Pilot
Rapport (Han Solo -1)
Industrial repair 20
Repair 20
Rig Mounted weapon (Non-unique Allies with Mounted Weapon within 6 squares [choose one] HP+10, Def+1, Atk+1, Dmg+10, or movement+2)
Blaster Upgrade (Non-unique Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack)
Armor Upgrade (Non-unique Allies within 6 squares with less than 15 defense gain +1 to defense)
Advantageous cover
Commander effect:
Followers within 6 squares with Industrial repair gain Industrial repair 20
Followers within 6 squares with repair gain repair 20

Salla Zend
Fringe
HP 60
Def 16
Atk 8
Dmg 10
Special Abilities:
Unique
Pilot
Rapport (Han Solo -1)
Gunner+10
Twin attack
Crowd Fighting
Cunning attack
Mobile attack

Carnor Jax (Crimson Empire - so Kir Kanos has someone to fight)
Empire
Hit Points: 120
Defense: 22
Attack: 14
Damage: 20
Special Abilities:
Unique
Betrayal (If squad contains Kir Kanos and on an attack roll of natural 1 against Kir Kanos, Kir Kanos joins opponent squad until the end of the skirmish)
Rapport (Shadow Stormtrooper -1)
Melee Attack
Palpatine's Bodyguard
Twin Attack
Force Powers
Force 2
Force Sense

Armored Rancor with a Dathomir Witch rider (Courtship of Princess Leia)
Hit Points: 180
Defense: 22
Attack: 10
Damage: 20
Special Abilities:
Huge base
Melee Attack
Triple Attack
Melee Reach 3
Mighty Swing
Regeneration 10
Stable Footing
Speed 8
Force Powers:
Force 3

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Feb 09, 2011 10:53 am 
Unnamed Wookiee
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Yet more suggestions with suggested stats:

Dathomir Nightsister
[Nightsister Faction Needed]
Hit Points: 50
Defense: 16
Attack: 6
Damage: 10
Special Abilities:
Melee Attack
Stable Footing
Wall Climber
Force Powers:
Force 2
Dark Aura
Force Lightning 1
Force Weapon
Force Whirlwind

Dathomir Witch
[Dathomir Witch Faction Needed]
Hit Points: 50
Defense: 17
Attack: 5
Damage: 10
Special Abilities:
Melee Attack
Stable Footing
Wall Climber
Force Powers:
Force 2
Force Heal 20
Force Lightning 1
Force Weapon
Force Whirlwind

Stormtrooper Sergeant
Empire
Hit Points: 30
Defense: 17
Attack: 6
Damage: 20
Special Abilities:
Twin attack
Mobile Attack
Commander effect:
Stormtroopers within 6 squares gain Squad Assault

Imperial Stormtrooper Transport
Empire
Hit Points: 80
Defense: 18
Attack: 6
Damage: 30 (turreted heavy laser cannon)
Special Abilities:
Huge Base
Flight
Heavy Transport (This character can transport up to 2 Large allies, or 4 Medium, or 4 Small allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, Advantageous Cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)
Mounted Weapon
Mobile attack
Rigid
Speed 7

Chariot LAV
Fringe
Hit Points: 70
Defense: 17
Attack: 5
Damage: 20 (turreted laser cannon)
Special Abilities:
Huge Base
Flight
Heavy Transport (This character can transport up to 2 Large allies, or 4 Medium, or 4 Small allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, Advantageous Cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)
Mounted Weapon
Greater Mobile attack
Triple attack
Rigid
Speed 10

AT-PT
Fringe
Hit Points: 60
Defense: 18
Attack: Use Driver's and/or passengers Attack Score at -2 (Characters with Gunner ability do not get penalty)
Damage: 30
Special Abilities:
Large Base
Stable Footing
Vehicle (This character automatically skips its turn at the end of a round unless operated by a driver. Character can transport 2 Medium, or 2 Small allies that end their moves adjacent to it. Designate an ally as a driver, Remove these allies from the battle grid; they move simultaneously with this character as though they had Stable Footing, Advantageous Cover, and are considered adjacent to it. Transported Characters cannot make attacks, while inside the vehicle, but can use the vehicle's weapon(s). A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 16.)
Mounted Weapon
Greater Mobile attack
Double attack
Grenades 20
Speed 8

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sun Feb 13, 2011 9:30 am 
Unnamed Wookiee
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Joined: Thu Nov 25, 2010 8:59 pm
Posts: 44
Location: Adelaide, South Australia
Vong:
T'salok (YV Subaltern)
Fire Breathers (Giant Centipede, Remorhaz, Enormous Carrion Crawler D&D)
Chazrack (Death Slaad, Kuo-Toa hunter, Kuo-Toa whip, Troglodyte thug)

Fringe:
Bespin Captain (Alderaan Trooper)
Moz Graf (Togorian Soldier)
Onaconda Farr (Rodian Diplomat)
CE: Allied Rodians gain Opportunist.

Gand Findsman (Zuckuss/Universe)
The Zhug Brothers, Azanti (Duros mercenary) & Dezanti Zhug ( duros scoundrel), other Zhug Brothers a mixture of Duros characters.
Falleen black sun thug (Githzerai Monk, D&D Underdark)

GOTO, Exchange crime boss (Tie fighter without hexagonal wing things)
Unique, droid, flight.
CE: HK-50 droids gain fire control +4 attack.

Twin Suns (Twi'leck bodyguards)
Vossk BH (Trandoshan Merc A&E)

Rohlan Dyre (Synergy with Jarael)
Camper (Rapport with Jarael)

Force Users:
Finn Galfridian (Zayne Carrick)
Master Thon (Trihorn Behemoth{dehorned})

Thrawn: Chiss Commander
CE: Characters with Chiss in their title gain trooper SA's and gain Greater Mobile Attack.

I will refine and add to these in the future.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Thu Feb 17, 2011 4:48 pm 
Unnamed Wookiee
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Sorry if any of these have been talked about yet, but I would like to see:

Possessed Ahsoka
HP: 110
Def: 23
Att: 15
Dam:20

Melee, Twin, Speed 8
Force 4
Sith Rage (force 1)
Lightsaber Defense (force 1)


I don't have the stats for these characters but I would like to see them.

Boba Fett, Exiled Mandolore
Hondo Karr
Death Trooper

Just my thoughts! Thanks guys! :Boba:

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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Thu Feb 17, 2011 9:55 pm 
Moff Disra
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Posts: 1359
Location: Kalamazoo, MI
Bane77 wrote:
Sorry if any of these have been talked about yet ...

That really is the issue with threads like this. As a designer, I'm not going to wade through 17 pages of characters. Every once in a while, AdmMotti makes a great summary thread. That summary thread is great for designers to figure out what is the most popular mini (Jania Sword of the Jedi appeared because of this).

So, anyone want to make another summary thread?

ie
character name - how many votes (times mentioned)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Feb 19, 2011 4:21 pm 
Intelligence Operative
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Posts: 322
FVBonura wrote:
Here are some of my votes with suggested stats


Prince Isolder (Courtship of Princess Leia)
Hapan Faction or Fringe
HP 80
Def 16
Atk 11
Dmg 10
Special Abilities:
Unique
Pilot
Rapport (Leia -1)
Cunning Attack +20
Shields 1
Gun of Command (same as Dominate)
Mobile attack
Commander effects:
Non-unique Followers gain Cunning Attack +10


Especially like this one, I was thinking just the other day about possible new factions. The only one that really made sense are the Hapans who have been a consistent force in the galaxy for a long time, there is also enough characters to have a decent start as well:
Prince Isolder
There are three major Queen mothers including Tenal Ka.
Hapan pirates
Pilots
guards
diplomat
soldier
Plenty of decent pieces for a small fleshed out faction. alternatively if they didn't want to create a new faction, you could have a special ability in a fringe faction called Hapan (this character can only be in a squad with fringe characters)
Then you could have Hapans, Chiss, Killiks, Svvi-Ruu (misspelt that one for sure), Dathamori, and I'm sure there are others as well that deserve some specific even mini-faction love.

Anyways I have also been working on some ideas which I will unveil over the next bit. There is ALOT and I apologize if they have been suggested before.

Separatist

Argente Passal (gotal merc)
Cost 30
HP 50
Def 13
Atk 4
Dmg 10
SA
Unique
Evade
Project Instinction (Replaces turn: living enemy characters within 12 squares gain savage and -4 defence until the end of the round, they can avoid this effect with a save of 6. Characters that fail this save join the opponents squad until the end of the round.

Senator Tikkes
Cost 20
HP 40
Def 17
Atk 8
Dmg 10
SA
Unique
Charging Assualt +10
Mon Calamari Hunter (+4 atk and +10 damage against mon calamari enemies)
CE
Quarrens in your squad gain Charging Assualt +10 and Mon Calamari Hunter

Alto Stratus (human bodyguard or sep commando)
Cost 25
HP 90
Def 17
Atk 12
Dmg 20
SA
Unique
Flight
Speed 8
Mobile Attack
Blade (replaces attacks, +4 attack and +20 damage against an adjacent character, counts as a melee attack)
CE
Separatist characters with stealth in your squad gain flight and speed 8

General Loathsoam, ground force commander
Cost 15
HP 60
Def 16
Atk 8
Dmg 10
SA
Unique
Rapport 10 for huge droids
CE
Huge droid followers gain shields 1 and flanking attack

Rune Haako
Cost 13
HP 30
Def 11
Atk 0
Dmg 0
SA
Unique
Sep reinforcements 20
Rapport 2 for neomodians
CE
Neomodians within 6 squares gain bodyguard and gregorious

Durge on Speeder Bike
Cost 60
HP 150
Def 17
Atk 8
Dmg 20
SA
Unique
Accelerate
Strafe Attack
Flight
Bounty Hunter
Jedi Hunter
Resilient
Regeneration 20

Count Dooku, Separatist Commander
Cost 60
HP 140
Def 21
Atk 15
Dmg 20
SA
Unique
Lightsaber Duelist
Melee Attack
Double Attack
Makashi Style Mastery
Betrayel
Force 2
Force Renewal 2
Force Lightning 4
Lightsaber deflect
Lightsaber Riposte
Master Speed
CE
Living Separatist commanders gain +4 attack and extra attack

Captain Mar Tuk, Tactical Genius
Cost 45
HP 40
Def 14
Atk 5
Dmg 10
SA
Unique
Tactician +4
Separatist reserves 30
CE
As long as a droid in your squad has line of sight to an enemy you can choose to activate 1, 2, or 3 characters that turn, this includes droid and savage characters

Tri-Droid (octupturra)
Same stats as current one but also give:
60 HP
Gas Self Destruct (when this character is defeated, all living characters within 6 squares take 20 damage of poison)
Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round)

Muckrucker
Same stats but add:
Sure footed
Muckrucker (at the end of this characters turn, one enemy within 6 squares is activated this round, save 16)

Homing Spider Droid
Cost 40
HP 120
Def 13
Atk 13
Dmg 30
SA
Droid
Damage Reduction 10
Accurate shot
Speed 8
Sustained Shot (once per turn, if this character's attack defeats an enemy, you may make another attack)

Veteren Vulture Droid Starfighter in Walking mode
Cost 50
HP 100
Def 14
Atk 9
Dmg 20
SA
Droid
Damage Reduction 10
Mounted Weapon
Greater Mobile Attack
Double Attack
Twin Attack
Self Destruct 60
Missiles 40

Heavy Hailfire
Cost 35
HP 100
Def 15
Atk 10
Dmg 30
SA
Droid
Mounted Weapon
Speed 16
Advanced Missiles 40 (save of 16 to avoid the damage)
Damage Reduction 20

Persuader Tank
Cost 45
HP 200
Def 16
Atk 10
Dmg 30
SA
Droid
Double Attack
Mounted Weapon
Doctrine of Fear
Speed 8
Damage Reduction 20

Stap
Cost 21
HP 20
Def 15
Atk 5
Dmg 20
SA
Droid
Strafe
Accelerate
Twin Attack

Cortosis Super Battle Droid
Cost 18
HP 50
Def 14
Atk 4
Dmg 20
SA
Droid
Damage Reduction 10
Cortosis 18 (when this character rolls a 18 or higher with parry, an attacking enemy with a lightsaber has -20 damage for the rest of the skirmish)

Super Battle Droid Officer
Cost 20
HP 40
Def 15
Atk 8
Dmg 20
SA
Droid
Charging Assualt
Momentum
Rapport 2 for Super Battle Droids
CE
Super Battle Droids in your squad gain squad momentum)

Commando Droid Strike Leader
Cost 19
HP 60
Def 18
Atk 9
Dmg 10
SA
Droid
Twin Attack
Squad Firepower
Squad Defence
Squad Assualt
CE
Commando Droids gain Squad defence and squad assualt

Pilot Battle Droid
Cost 6
HP 20
Def 9
Atk 1
Dmg 10
SA
Droid
Pilot
Gunner +20
Ground Pilot

Tactical Droid (Guard Droid)
Cost 16
HP 50
Def 15
Atk 4
Dmg 10
SA
Droid
Relay Orders
Override
Tactician +4
CE
At the end of this characters turn you may move one follower up to it's speed, this does not count as ativating that character this turn

Assassin Droid
Cost 35
HP 70
Def 16
Atk 10
Dmg 20
SA
Droid
Stealth
Double attack
Programmed Target
Spider Swarm (replaces turn, all enemy characters within 6 squares take 10 damage, save 11)

Advanced Dwarf Spider Droid
Cost 18
HP 50
Def 17
Atk 9
Dmg 30
SA
Droid
Splash 20

Separatist Commando
Cost 10
HP 40
Def 17
Atk 8
Dmg 20
SA
Stealth
Squad Defense

Munn Guard
Cost 5
HP 10
Def 13
Atk 4
Dmg 10
SA
Bodyguard

Geonosian Soldier
Cost 14
HP 40
Def 17
Atk 8
Dmg 20
SA
Flight
Sonic Weapon
Mobile Attack

Techno Union Scientist
Cost 10
HP 30
Def 14
Atk 6
Dmg 10
SA
Empathy
Cybernetic Upgrades (replaces attacks, touch, one non-unique follower gains cyborg and savage)

Cost 70
General Grievous, Unleashed
HP 130
Def 18
Atk 14
Dmg 20
SA
Unique
Melee Attack
Charging Assualt +10
Twin Attack
Wall Climber
Parry
Evade

Also remakes of Dooku as a sith and Holo sideous as a Separatist


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Feb 19, 2011 5:07 pm 
Really Cool Alien from a Cantina
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Cradossk (Bossk father) with SA: Characters with Mercenary who start their activation within 6 squares of this character lose the mercenary movement restriction. (limited range "empathy" for Mercenary)


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Sat Feb 19, 2011 8:07 pm 
Intelligence Operative
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Posts: 322
Just finished reading the most recent fate of the jedi book as well

SPOILER!!!!



















So some ideas:
First the most powerful being in the star wars mythos
Abeloth (a fringe piece)
Cost 150
HP 200
Def 25
Atk 20
Dmg 30
SA
Unique
Ancient One (this character cannot be on a squad with any unique characters
Melee Attack
Quadrouple Attack
Twin Attack
Melee Reach 6
Greater Mobile Attack
Avoid Defeat
Regeneration 20
Force 3
Force Renewal 3
Master of the Force 3
Master Illusion (force 1, when hit by an attack, this character takes no damage unless the attacker makes a save of 16)
Sith Hunger 3 (Force 3, replaces attacks: range 6: 60 damage to target living enemy, and remove 60 damage from this character, if the target has force points remaining, transfer 2 force points from the target to this character)
Force Dominate

I know very sick, but you remember how hard she was to take down, repeatedly in the books.

Sith
Vestara Khai
Cost 23
HP 60
Def 17
Atk 8
Dmg 20
SA
Unique
Melee Attack
Oppurtunist
Affinity for new republic with Ben
Synergy with Ben
Shikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy)
Force 2
Lightsaber Defense
Knight Speed

Sarasu Taalon
Cost 57
HP 120
Def 21
Atk 14
Dmg 20
SA
Unique
Melee Attack
Double Attack
Stealth
Lightsaber Duelist
Shikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy)
Force 5
Lightsaber defence
Force Leap
Master Speed
CE
Sith non-unique followers with a force rating gain stealth

Keshari Sith
Cost 15
HP 90
Def 19
Atk 10
Dmg 20
SA
Melee Attack
Shikkar (once per skirmish, when this character makes a melee attack, it deals +30 damage on a living enemy)
Force 1
Lightsaber block


New Republic

Natasi Daala, Chief of State
Cost 25
HP 40
Def 15
Atk 7
Dmg 10
SA
Unique
Mandalorian Reinforcements (with a save of 16, 20 points)
CE
Non-unique characters in your squad gain +4 attack and +10 damage against enemies with a force rating

Kenth Hamner
Cost 30
HP 100
Def 19
Atk 14
Dmg 20
SA
Unique
Melee Attack
Double Attack
Mobile Attack
Force 4
Lightsaber Assualt
Lightsaber Defense
CE
Commanders in your squad gain mobile attack



Just some thoughts post reading the book


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Wed Feb 23, 2011 8:00 pm 
Unnamed Wookiee
Unnamed Wookiee

Joined: Thu Nov 25, 2010 8:59 pm
Posts: 44
Location: Adelaide, South Australia
MandalMauler wrote:
Cradossk (Bossk father) with SA: Characters with Mercenary who start their activation within 6 squares of this character lose the mercenary movement restriction. (limited range "empathy" for Mercenary)

+1
I like it !
Would the SA be for any mercenary, or only Trandoshan?


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 25, 2011 10:15 am 
Unnamed Stormtrooper
Unnamed Stormtrooper
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Joined: Tue Feb 15, 2011 1:06 pm
Posts: 14
Dude! Gen. Gre. I love the idea of Abeloth and Aestara. I thought Vestara would make a cool mini while I was reading the book.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 25, 2011 10:21 am 
Unnamed Stormtrooper
Unnamed Stormtrooper
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Posts: 14
How bout a sergeant or captain or whatever he was, Dessel. Sith Army commanderish kind of character. He would have to have crazy range and accuracy to fit canon. I would also like to see the mando from Fatal Alliance. A generic Hutt would be cool.


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 Post subject: Re: V-Set 3 - Minis, Force Powers and Abilities You want to See
PostPosted: Fri Feb 25, 2011 5:01 pm 
Intelligence Operative
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Joined: Thu Aug 26, 2010 5:25 pm
Posts: 322
RandThye wrote:
Dude! Gen. Gre. I love the idea of Abeloth and Aestara. I thought Vestara would make a cool mini while I was reading the book.


Thanks, I also thinking exactly the same thing. I loved the book, and after seeing and using Ben Skywalker in the most recent set, am very interested to see how the developers would create these pieces. I hope they make Vestera kind of like this one, she works well with Ben and they complete each other pretty well.


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