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 Post subject: Knight Errant Mini Set
PostPosted: Mon Apr 11, 2011 8:00 pm 
Death Star Designers
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Old Republic
Jedi Advance Scout
Kerra Holt
Vanner Treece

Sith
Arkadianate Citizen Guard
Corrector
Daimanate Trooper
Dyarchy Thrall
Lord Arkadia
Lord Daiman
Lord Dromika
Lord Odion
Lord Quillan
Narsk
Novitiate
Odianate Thunder Guard
Unifier

Fringe
Artillery Specialist
Beadle Luboon
Mercenary Trooper
Jarrow Rusher

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Mon Apr 11, 2011 9:37 pm 
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Lord Odian
Sith
Cost: 40
HP: 110 Def: 20 Atk: +11 Dam: 20
SA: Unique, Melee Attack, Double Attack, Sith Hunter, Bloodthirsty, Flight, Indiscriminate
Embrace the Void (Whenever an ally is defeated, this character culmatively gains +2 Atk on this characters next turn)
Sith Warlord (may not be in a squad with a Unique Sith commander or whose printed cost is equal to or greater than his own)
FP: Force 2, Force Renewal 1, Overwhelming Force, Lightsaber Riposte,
Push Into the Void (Force 2, usable only on this characters turn. Until the start of this character's next turn, other non-Droid characters within 6 gain Savage. Enemy characters with a Force Rating can resist this effect at the start of their turn with a successful save 6)
CE: Savage characters are subject to this commander effect. Non-unique followers within 6 gain Bloodthirsty. Savage characters who end their movement within 6 may make 1 immediate attack against an adjacent enemy at the end of their turn.

Novitiate
Sith
Cost: 28
HP: 90 Def: 18 Atk: +13 Dam: 20
SA: Melee Attack, Double Attack, Longshot 10, Rapport (costs 1 less when in the same squad as Lord Odion), Indiscriminate, Odionate (This character is -2 Def and -2 Atk while no allied Lord Odion is on the table)
FP: Force 3, Lightsaber Riposte

Odianate Lightning Guard
Sith
Cost: 15
HP: 40 Def: 17 Atk: +9 Dam: 20
SA: Flight, Rapport (costs 1 less when in the same squad as Lord Odion), Bravado, Odionate (This character is -2 Def and -2 Atk while there is no allied Lord Odion on the table), Synergy (+4 Atk and +4 Def when within 6 of Lord Odion)

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Sat Apr 16, 2011 8:39 pm 
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Artillery Specialist
Fringe
Cost: 11
HP: 50 Def: 14 Atk: +0 Dam: 10
SA: Gunner +20, Synchronized Fire (Mounted Weapon), Unload the Artillery (replaces attacks, you may place an allied figure with Emplacement, Mounted Weapon, or Machinery within 2 squares adjacent to another legal space adjacent to this figure, even if they could not normally be relocated.)

Beadle Luboon
Fringe
Cost: 12
HP: 40 Def: 14 Atk: +2 Dam: 10
SA: Unique, Rookiee, Distraction, Clumsy (when this character is targetted by an attack, roll a save 11. On a success, this character takes no damage and the attacker takes 10 Dam. On a failure, this character takes 10 dam)

Mercenary Trooper
Fringe
Cost: 10
HP: 30 Dam: 15 Atk: +5 Dam: 20
SA: Mercenary, Careful Shot +6, Close Quarters Fighting

Jarrow Rusher
Fringe
Cost: 26
HP: 90 Def: 17 Atk: +10 Dam: 20
SA: Unique, Gunner +30, Rapport (characters with Mounted Weapon cost 1 less),
CE: Allies with with Mounted Weapon gain Accuarate Shot. Allies with Mercenary gain Gunner +10. Once per game, you may place allies with Emplacement in another legal location within 6 of their original location.

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Sat Apr 16, 2011 9:08 pm 
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Lord Arkadia
Sith
Cost: 40
HP: 90 Def: 19 Atk: +8 Dam: 20
SA: Unique, Melee Attack, Triple Attack, Sith Hunter, Tactician +4, Sith Warlord
Reassignment (At the start of this character's turn, roll a d20. On a result of 1-5, allies are -2 Def and +2 Atk. On a result of 6-10, allies are +2 Atk and -2 Def. On a result of 11-15, allies are -4 Atk and +10 Dam. On a result of 16-20, allies are -4 Def and +10 Dam. This result lasts until the start of her next turn)
FP: Force 2, Force Renewal 1, Lightsaber Defense, Force Sense, Force Repulse 3
CE: At the end of this character's turn, you may choose one follower within LOS to gain Twin Attack, and you may choose one different follower within LOS to gain Extra Attack.

Arkadinate Citizen Guard
Sith
Cost: 18
HP: 70 Def: 17 Atk: +9 Dam: 20
SA: Stable Footing, Advantageous Attack, Rapport (Costs 1 less when in the same squad as a character whose name contains Lord Arkadia)
Arkadianate (If you rolled an even number for initiative, this character is +2 Def until the end of the round. On an odd number, this character is +2 Atk instead.)

Narsk
Sith
Cost: 27
HP: 90 Def: 16 Atk: +8 Dam: 20
SA: Unique, Loner, Cunning Attack, Deceptive, Cloaked, Satchel Charge, Grenades 40

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Mon Apr 18, 2011 8:49 pm 
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Lord Quillan
Sith
Cost: 30
HP: 80 Def: 18 Atk: 0 Dam: 0
SA: Unique, Melee Attack, Betrayal, Dominate, Speed 2, Dyarchy Twin (At the end of this characters turn, an adjacent ally whose name contains Dromika may take an immediate turn)
FP: Force 2, Force Renewal 2, Force Push 2, Unleash the Force, Force Dominate, Force Alter, Force Sense, Force Seer (Force 3, usable on this character's turn. This character gains Master Tactician until the start of his next turn), Master of the Force 2
CE: Allies adjacent to this character or Lord Dromika gain Bodyguard.

Lord Dromika
Sith
Cost: 30
HP: 80 Def: 18 Atk: 0 Dam: 0
SA: Unique, Melee Attack, Dominate, Dyarchy Twin (At the end of this character's turn, an adjacent ally whose nome contains Quillan may take an immediate turn)
FP: Force 2, Force Renewal 1, Force Push 4, Force Dominate, Force Stun, Levitate 1, Unleash the Force
CE: Allies gain +4 Atk and +10 when within 6 of an injured character named Lord Dromika or Lord Quillan.

Unifier
Sith
Cost: 20
HP: 90 Def: 19 Atk: +11 Dam: 20
SA: Melee Attack, Double Attack, Dyarchy Thrall (This character automatically fails saves)
FP: Force 4, Force Dominate, Force Stun
CE: Adjacent characters who take an immediate turn may move if not normally allowed to.

Dyarchy Thrall
Sith
Cost: 5
HP: 10 Def: 18 Atk: +1 Dam: 10
SA: Melee Attack, Dyarchy Thrall, Swarm +2 (name contains Dyarchy), Swarm Attack (When this character attacks an adjacent enemy, you may activate any number of allies who have the same name adjacent to the target. Add each activated allies' Atk and Dam rating to this character's attack)

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Fri Apr 22, 2011 11:09 am 
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Jedi Advance Scout
OR
Cost: 26
HP: 90 Def: 19 Atk: +10 Dam: 20
SA: Melee Attack, Double Attack, Advantageous Attack, Pathfinder
FP: Force 3, Lightsaber Deflect, Anticipation

Vannar Treece
OR
Cost: 42
HP: 110 Def: 20 Atk: +12 Dam: 20
SA: Unique, Melee Attack, Double Attack, Intuition
FP: Force 5, Lightsaber Defense
CE: When this character ends his move, you may place an Old Republic follower within 6 adjacent to this character.

Kerra Holt
OR
Cost: 40
HP: 110 Def: 20 Atk: +10 Dam: 20
SA: Unique, Melee Attack, Double Attack, Sith Hunter, Loner, Stealth, Impulsive Sweep
Knight Errant (While no other allied Old Republic characters are on the table, this character gains +2 Atk, +2 Def, and the following Commander Effect: Fringe followers may move 2 squares at the end of their turn)
FP: Force 2, Force Renewal 1, Lightsaber Defense, Surprise Move, Force Leap, Knight Speed

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Tue Apr 26, 2011 6:57 am 
Intelligence Operative
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Great ideas, hope this actually gets made, or something similar, Kerra is such an interesting character from a unique time.


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 Post subject: Re: Knight Errant Mini Set
PostPosted: Tue Apr 26, 2011 2:42 pm 
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Lord Daimon
Sith
Cost: 40
HP: 110 Def: 20 Atk: +11 Dam: 20
SA: Unique, Melee Attack, Double Attack, Sith Hunter, Sith Warlord
Creator of the Universe (Whenever an enemy without a Force Rating attacks or targets this character, they must first make a save 16. If failed, the action is cancelled. If made, the action continues as normal, and that character "exists" for the rest of the skirmish. Characters that "exists" ignores this ability)
Created for My Amusement (This character cannot attack or target characters unless they "exist". Enemies with a Force Rating "exist". May replace this characters turn to make make one enemy within 6 "exist", this doesn't follow normal targetting rules)
FP: Force 2, Force Renewal 1, Force Lightning 2, Force Lightning 4, Lightsaber Block, Force Sense
CE: Allies gain +4 Atk and +10 Dam against enemies who don't "exist".

Corrector
Sith
Cost: 25
HP: 80 Def: 18 Atk: +12 Dam: 20
SA: Melee Attack, Double Attack, Daimonate (this character is -2 Atk and -2 Def while an ally whose name contains Daiman are on the table)
FP: Force 3, Lightsaber Defense, Lightsaber Asault

Daimonate Trooper
Sith
Cost: 15
HP: 50 Def: 16 Atk: +8 Dam: 20
SA: Squad Assault, Squad Firepower, Synergy (+4 Atk and +4 Def when within 6 of an ally whose name contains Daimon)

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Sun May 01, 2011 12:42 pm 
Droid Army Commander
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Not that I wanted to take away from your set list, but I was working on a Kerra Holt while reading the "Knight Errant" novel.

But, I was wondering how this looks as a representation of Kerra Holt:
Image


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 Post subject: Re: Knight Errant Mini Set
PostPosted: Sun May 01, 2011 1:46 pm 
Really Cool Alien from a Cantina
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Nice pic Markedman! How did you repaint the crusader's lightsaber? Or if you used a different one; which character's saber did you use? That has a unique color to it it seems.


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 Post subject: Re: Knight Errant Mini Set
PostPosted: Sun May 01, 2011 2:00 pm 
Droid Army Commander
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Different lightsaber. The pictures from the small snippet in the book was inconsistent in color and such. One panel it's green, the next it's dark green with blue pants. And my camera isn't taking all of color into effect. The green is far more turquoise then it is in reality.

Lightsaber has been modified after refresher of the character. Added a green one from the original yellow one I had added. Head is of human engineer with small paint for side-burns. And yes, the Jedi Crusader is a repaint but had to trim away the front of the skirt (darn thing is very thick for skirt but be a cortosis weave) to give it the opening. Right now, that's a prototype. I may go and add some green stuff to the shoulders and back for the capelet.

Main reason I posted this here is since Sithborg statted them, I wanted some feedback as to whether or not, it's a good representation before I fully complete it.

Edit: I just added a green lightsaber as of right now so that mistake has been corrected.


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 Post subject: Re: Knight Errant Mini Set
PostPosted: Mon May 02, 2011 7:04 am 
Intelligence Operative
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Markedman247 wrote:
Different lightsaber. The pictures from the small snippet in the book was inconsistent in color and such. One panel it's green, the next it's dark green with blue pants. And my camera isn't taking all of color into effect. The green is far more turquoise then it is in reality.

Lightsaber has been modified after refresher of the character. Added a green one from the original yellow one I had added. Head is of human engineer with small paint for side-burns. And yes, the Jedi Crusader is a repaint but had to trim away the front of the skirt (darn thing is very thick for skirt but be a cortosis weave) to give it the opening. Right now, that's a prototype. I may go and add some green stuff to the shoulders and back for the capelet.

Main reason I posted this here is since Sithborg statted them, I wanted some feedback as to whether or not, it's a good representation before I fully complete it.

Edit: I just added a green lightsaber as of right now so that mistake has been corrected.


Looks great! I think we can almost expect her to come out in the set post R&R. She seems to be the main EU focus of 2011.


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 Post subject: Re: Knight Errant Mini Set
PostPosted: Tue May 03, 2011 10:53 am 
Black Sun Thug
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Markedman247 wrote:
Not that I wanted to take away from your set list, but I was working on a Kerra Holt while reading the "Knight Errant" novel.

But, I was wondering how this looks as a representation of Kerra Holt:
Image


Sweet! Nice job Markedman, excellent work. :)

:Boba:

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 Post subject: Re: Knight Errant Mini Set
PostPosted: Fri May 06, 2011 2:04 pm 
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After finishing the book, I am now looking back at the stats.

Lord Quillan:
For his functionaries, wouldn't just a Protective 20 (If an injured Lord Quillan is within 6 of these character(s), this character(s) get +20 damage?)

Lord Arkadia
Her and her followers abilities might be a bit too confusing. Any chance of something like "At the start of the skirmish, choose "Squad Attack, Squad Firepower, or Squad Cover" for characters who have Arkadianate special ability." Then give something similiar to Commander Gree's commander affect for Arkadianate commanders?

Just observations.

I do love Narsk. And anyone that makes Mounted Weapons (outside of speeders) playable is something worth doing.


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 Post subject: Re: Knight Errant Mini Set
PostPosted: Sun May 08, 2011 7:45 pm 
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Yeah, it is confusing, no doubt. Could definately make it simpler, probably cut down Reassignment to two modifiers, on an even and an odd. Still, I like the lots of chaos as you don't know what your stats will be next turn.

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