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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Sun Aug 14, 2011 3:06 pm 
Intelligence Operative
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Posts: 322
Demosthenes wrote:
We need the following:
An SA that causes characters within X amount of squares to lose Flight. It should be fringe and cheap.


Some fringe counters to those annoying lancer/strafe teams
Bith Scientist 
Cost 14, HP 10, def 13, ATk 2, dmg 10
SA
Mass Generator (replaces turn; enemy characters lose flight for the remainder of the round)

Human Pilot Trainer
Cost 15, hp 40, def 14, ATk 5, dmg 10
SA
Pilot
Pilot reflexes (this character can make attacks of opportunity against enemy characters with flight)
CE
Allied Pilots gain Pilot Reflexes 

Nightsister 
Cost 20, hp 80, def 17, atk 11, dmg 10
SA 
Melee attack
Coven (this character gains force renewal 2 while within 6 squares of 3 other Nightsisters)
Stable Footed
Force 4
Debris Field (force 1; replaces attacks; this character gains mines 30 until the end of her next turn)
Force Net (force 2; this power affects characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character)

something along those lines?


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Sun Aug 14, 2011 3:25 pm 
One of the Sith on Malgus' Shuttle
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Sharpshooter [On this character's turn, if it doesn't move, it can attack an enemy in cover even if it's not the nearest enemy and the enemy does not benefit from any bonuses granted from cover]

Basically a souped up Accurate Shot.


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Tue Aug 16, 2011 7:19 pm 
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Jacen solo in amphisthaph armor
he would be vong or at least have affinty for vong and would have embrace of pain and I could see melée reach 2.

And yes I will say it if no one else is. The republic version of c3p0
ready for this

3p0 in battle droid body.

How great would that be as a mini

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Aug 18, 2011 1:29 pm 
Master of the Order
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This is all directly from my friend Andy, who doesn't post here.


Fenn Shysa 37?
mando faction, unique, double, flight, mobile, heal 10?(not married to this one)
HP 90
Def 19
Att 10
Dam 20
Limited affinity- may be in a NR squad with a character whose name contains Leia. Gains Protective +20(+10?) (when allied leia is damaged)
CA- allied mandos gain flight and possibly ambush

Tobbi Dala ?
mando faction, unique, double, close quarters,& ambush or disruptive
HP 50
D 16
Att 7
Dam 20

Ved Kennede
imp faction, unique I can't find my notes on his stats, but his big thing is Master guardsman- any char with the emperor's bodyguard ability, lose the melee ability, and possibly some loophole that would allow him to use the red guards as his bodyguards(not married to this one either, I just remember the one time play tested him, you killed him pretty quickly)

Gallandro- No stats, I just want a character to have either Gunslinger= +4 Att & +10Dam against acc shooters, or Quickdraw= Line of sight at init he can make one immediate attack, doesn't count as an activation. Plus he would qualify for the Solo hunter ability.


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Fri Aug 19, 2011 1:57 am 
Intelligence Operative
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Imperial

Imperial Missionary (RM imperial diplomat)
13, hp 40, def 12, ATk 0, dmg 0
SA
Diplomat
Heal 20
Medical Supplies
Recon

ATST Missile Battery
Similar stats to at-st but
Advanced missiles 40 (save of 16 to avoid)


ATST Loader Variant
55, hp 200, def 14, atk 10, dmg 40
SA
Damage Reduction 20
Weak Spots 10
Mounted Weapon
Double Attack
Careful Shot
Speed 8
Overwhelming Force
Stasis Beam (replaces attacks; move one huge or smaller character within 6 squares to another location within 6 squares. This move does not provoke attacks of oppurtunity. An enemy moved in this fashion takes 40 damage save 11 for half damage)

Elite Sandtrooper on Dewback
25, hp 90, def 17, ATk 8, dmg 30
SA
Speed 8
Momentum
Sure footed

Palpatine Reborn/Clone
65, hp 140, def 21, ATk 16, dmg 20
SA
Unique
Melee Attack
Triple Attack
Betrayal
Corrupted (when this character activates, deal 10 damage to it)
Turn to the Dark Side
Affinity (a character named Luke Skywalker may be in your squad, this character gains internal strife and force ascetic)
Force 3
Force Renewal 2
Master of the Force 2
Transfer Essence
Sith Rage
Force Possession (force 3, when this character is defeated, immediately defeat one living character within 6 squares, place this character with full hit points in the space of the defeated character. With a save of 11, that character can avoid this effect)

CE
Imperial characters with a force rating within 6 squares gain Sith Rage 10

Collossal
AT-AT Blizzard 1
HP 400, def 13, atk 0, dmg 0
Unique
Colossal
Damage reduction 30
Weak spots 20
Mounted Weapon
Medium blasters
Staggered Activations 6 (3 move actions,  1 heavy blasters, 2 medium blasters)
Stomp
Walk 2
Point defense cannon (this character can make attacks of opportunity on characters that move into or out of an adjacent square using medium blasters. Characters with special abilities that ignore characters while moving are subject to this effect)
Overwhelming force
Rapport 20 for AT-STs
CE
AT-STs gain overwhelming force

(and finally as a counter part to the snowspeeders)
Tie Fighter (RM tie crawler)
25, Hp 50, def 16, ATk 10, dmg 20
SA
Damage Reduction 10
Mounted Weapon
Twin Attack
Penetration 10
Flight 
Mobile attack
Speed 18
Splash 10

lord nyax
60, hp 200, def 17, atk 10, dmg 20
SA
Unique, Triple Attack, twin attack, avoid defeat
Force 4
Force sense, force fear (force 1; all living enemy characters within 6 squares have -4 attack and -4 defense)
force grip 1 (20 damage, sight)

ysanne isard
20, hp 70, def 18, atk 11, dmg 20
SA
Unique
CQC fighting
mobile attack
gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get  programmed target against this enemy for the remainder of the round)
CE
At the end of this characters turn you may activate one other adjacent Imperial Character, this does not count as one of your activations this phase.

Deathtrooper
5, hp 10, def 10, atk 8, 10
SA 
charging assault
savage
melee attack
swarm
blackwing (+10 damage to one living adjacent enemy, save 11. If this character defeats an adjacent living enemy, that character is immediately replaced by a deathtrooper)

Aged Deathtrooper
10, hp 10, def 10, atk 8, 10
SA 
charging assault
blaster +4 and 10 damage
savage
melee attack
swarm
blackwing (+10 damage to one adjacent living enemy, save 11. If this character defeats an adjacent living enemy, that character is immediately replaced by a deathtrooper)
CE characters with savage are affected by this ce, deathtrooper allies within six squares gain momentum and gang

Bad Ass Sergeant from deathtroopers
19, hp 80, def 17, ATk 9, 10
SA: unique
breath mask
greater mobile attack
double attack
opportunist
avoid defeat
Combat Training (this character gains +4 to any save it makes)

Imperial Knight Apprentice
10, hp 50, def 16, ATk 6, 20
SA: melee attack
synergy imperial knight
cortosis gauntlet 19
force 1
lightsaber block

Marisah Fel, Imperial Knight
30, hp90, def18, Atk 10, 20
SA: unique
melee attack
double attack
Imperial knight
Cortosis gauntlet 17
force 4
Lightsaber block
stun
knight speed

Antares Draco, head of the Imperial Knights
40, hp 120, def 20, atk12, 20
SA: unique
melee attack
twin attack
charging assault, protective +20 for Marisah Fel
imperial knight
cortosis gauntlet 17
force 5
lightsaber block
lightsaber assault
force bubble
CE 
Imperial Knights within 6 squares gain charging assault 

Nk1 necrosis 
35, hp 80, def 18, atk 12, Dmg 20
droid
stealth
double attack
melee attack
twin attack
mobile attack
blaster 20
parry
evade

E-web
25, hp 50, def 16, atk 9, dmg 20
SA: heavy weapon
triple attack
Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round) 
advantageous cover
speed 2

Jagged fel, head of state
30, hp 60, def 18, ATK 12, dmg 10
SA: unique
twin attack
affinity for new republic, pilot
evade
crush-gaunts (replaces attacks, adjacent enemy is considered activated this round and takes 20 damage, save 16)
synergy with Jaina
CE Pilot followers gain twin attack  

Kueller (RM imperial sentinel)
30, hp 100, def 19, atk 13, dmg 20
SA
Unique
melee attack
double attack
doctrine of fear
Detonator (replaces attacks; one ally within line of sight with self destruct is immediately defeated)
Force 4
Force Heal 20
Lightsaber deflect
CE
Droid characters in your squad gain self destruct 10

Brakiss
20, hp 90, def 18, ATk 11, dmg 20
SA
Unique
melee attack
double attack
betrayal
dark tutor (character gains a force rating/point and force lightning 1)
Force 4
Force lightning 2, (30 damage within 6 and two characters adjacent to target)
Lightsaber Block
CE
Characters in your squad with a force rating start with an additional force point

Rebel

Gavin darklighter
15, hp 70, def 18, ATk 11, dmg 10
SA
Unique
pilot
synergy (+4 attack if an allied pilot is within 6 squares)
CE
Pilots in your squad gain synergy (+4 attack if an allied pilot is within 6 squares)

Mon Mothma
25, hp 30, def 13, atk 0, dmg 0
SA unique
Inspire (non-unique followers within 6 squares gain an additional +4 atk)
CE
Whenever a non-unique follower within 6 squares is defeated it may immediately make an attack at +4 attack.

C3po 
4, hp 30, def 10, atk 0, dmg 0
Droid
Draw fire
distraction
Rapport R2D2

Jan Ors
10, hp 40, def 17, atk 7, dmg 10
SA
Unique
Pilot
override
Industrial Repair 20
Rapport Kyle

Starkiller, unleashed/jedi
135, hp 170, def 22, ATk 15
Unique
Twin attack
double attack
parry
Ninman style
ataru style
force 2
force renewal 3
Force Focus (force 2; usable on this characters turn, damage dealt from lightning, repulse and push is doubled until the end of the round)
Lightsaber reflect
force push 1 (20 damage, sight)
Force Repulse 5 (replaces turn; 50 damage to all enemies within 3 squares)
Advanced levitation (force 2; move enemy or allied character from within 6 to within 6, enemy characters moved in this fashion take 10 damage)
force lightning 2
advanced jedi mind trick 4 (target enemy character within 6 and adjacent enemy characters are activated; you can move that character up to it's speed, save 11, on a roll of 1 this character joins your team until the end of the round)
master of the force 2

Nien nunb
10, hp 30, def 15, atk 7, dmg 10
SA: 
unique
Gregarious
pilot
evade

Admiral ackbar
25, hp 50, def 16, atk 8, dmg 10
SA: unique
it's a trap
CE: At the end of this character's turn one ally may move up to it's speed and then attack.

Brie, shira
20, hp 50, def 18, atk 11, dmg 10
SA: 
unique
stealth
double attack
ambush
Fringe Hunter
red hand trooper(counts as one)
synergy Han 
CE: red hand trooper followers within six squares gain ambush

Callista
23, hp90, def 19, atk 13, dmg 10
SA: unique
Double Attack
Lightsaber
synergy (+4 and +4 with Luke)
Evade
Parry
Intuition
"she had to learn to rely on things other then the force"  

Luke Skywalker, Red Two
16, hp 40, def 16, atk 8, dmg 10
SA: unique
wingman (if this character combines fire against a target, the attacker makes one extra attack with +6 atk against the target)
Force powers
Force 1
Use the force
CE
pilots in your squad gain wingman

Hoth trooper with atgar cannon
25, hp 80, def 15, ATk 10, dmg 40
SA
Heavy Weapon
Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight)
splash
Speed 2
machinery
fragile 40

Advanced Turret
40, hp 120, def 14, ATK8, dmg 30
SA: Damage reduction 20, Splash 20, Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight)

elite Hoth trooper with repeating blaster
30, hp 60, def 19, atk 11, dmg 10
SA
Heavy Weapon
Speed 4
Triple Attack
Twin Attack
Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round) 


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Sat Aug 20, 2011 12:59 pm 
Master of the Order
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A couple more from my friend Andy:

Thought of 2 more v set minis id like to see. High Inquisitor Treymane (sp?) - grants Jedi Hunter. Mirith Sinn - Kir Kanos can be in your squad (NR). possible CR -charging fire RM=Mira. If Mirith makes it into a set, RS Bossk could be her Lt Sish Sadeet


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Sun Aug 21, 2011 12:02 am 
Intelligence Operative
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Fringe

Viqi Shesh
16, hp 50, def 15, ATk 8, dmg 10
SA
Unique
Diplomat
Peace Brigade
Yuuzhan Vong Collaberator
Villip/Tizo worm(this character counts as yuuzhan vong for the purpose of commander effects)
Vibroblade (counts as a melee attack, +10 damage to one adjacent enemy, ignores shields)
CE
Peace brigade allies gain Villip/Tizo worm

Sebulba, Pod Racer
14, hp 60, def 17, atk 8, dmg 20
SA
Unique
Melee Attack
Pilot
Intimidation
Sabatoge

Jawa Droid Hunter
20, Hp 50, def 18, atk 8, dmg 10
SA
Droid hunter (+4 and 10 damage)
Ion Gun +20
Arc Cannon (if this characters attack hits, one other character within 3 squares of the target also takes 10 damage)
Splash 10

Violent Prisoner
17, hp 60, def 18, ATk 12, dmg 20
SA
Melee Attack
Double Attack
Coward (+4 attack and +10 damage against enemies with a lesser point cost)
Bloodthirsty
Backlash

Human vigilante
19, hp 80, def 20, ATk 10, dmg 20
SA
Fringe Hunter
Black Sun Hunter
Impulsive Shot
Accurate Shot
Shields 1

Bouncer [from russan] (RM mynock) 
15, hp 20, def 20, ATk 0, dmg 0
SA
Flight
Intuition
Lend Strength (replaces turn; transfer one force point from this character to an adjacent ally)
Force power 2
Force spirit 2 

Bith Bartender
SA Juma Juice (replaces attacks, adjacent living allied character gains +10 damage, damage reduction 10 and speed 4 until the end of its next turn)

Rodian Spice Dealer
SA Deathsticks (replaces attacks, adjacent allied character gains twin attack and charging assault until the end of the round, at the end of the round that character takes 20 damage and is under the effects of force corruption 20)

Twilek Stimpack Dealer
Cost 25
SA strength Stimpack( replaces turn, adjacent living allied character gains might swing and momentum) for the rest of the skirmish
Dexterity Stimpack (replaces turn, adjacent living allied character gains speed 8 and +2 defense for the remainder of the skirmish)
Endurance Stimpack (replaces turn, adjacent living allied character gains damage reduction  10 and avoid defeat for the rest of the skirmish)

Or for simplicity's sake just turn it into: 
Stimpack (replaces turn, adjacent living allied character gains +4 defense, momentum and avoid defeat for the rest of the skirmish)

Genoharadan Teras kasi master
30, hp 60, def 17, atk 10, dmg 10
Double attack
Teras kasi 
CQC Fighting
Cloaked
Greater Mobile Attack
Dojo (at the start of a skirmish choose one unique follower with melee attack, that character gains Teras kasi as long as it is within 6 squares of this character)
CE
allied characters with melee attack gain cqc fighting 

Duros Planetary Defense Controller
SA pilot
CE characters in your squad with pilot count as having the same name for purposes of commander effects. Allied pilots gain squad firepower.

Pilot Allies that activate to combine fire can immediately move two squares after the attack is made. 

Human Noble
20, hp 50, def 15, ATk 3, dmg 10
SA
diplomat
bribe (replaces attacks, adjacent living fringe enemy joins your team, save 6)

Chiss Commander
CE chiss followers gain bloodthirsty and indiscriminate 

Genoharadan Contractor 
Order (adjacent allied commanders cannot have
their commander effects suppressed)

Exchange agent 
Advantageous defense
balance (+4 atk and +10 damage if opponent has more points then you OR if your opponent won initiative)

Gotal Explosive Expert
13, hp 30, def 16, atk 4, 10
SA: 
satchel charge
bomb disposal (adjacent enemy characters lose self-destruct)

Human Trader
Night Vision supplies (replaces turn, adjacent ally gains accurate shot for the rest of the skirmish)
Jetpack Supplies (replaces turn, adjacent ally gains flight for the rest of the skirmish)

Twilek Trader
Cloaking supplies (replaces turn, adjacent ally gains stealth for the rest of the skirmish)
Poison supplies (replaces turn, adjacent ally gains poison 10 for the rest of the skirmish)

Czerka heavy Arms Dealer
Heavy Repeater upgrade (allies with heavy weapon gain twin attack and splash 20; while 
within six squares of this character)
Mounted Weapon upgrade (allies without melee attack that deal 40 damage gain splash 20; while 
within six squares of this character)

Corsec riot control officer
Vibrostaff upgrade (replaces turn, adjacent ally with melee attack gains vibrostaff for the rest of the skirmish)
Blaster rifle upgrade (20 damage nonmelee gain jolt while within 6 squares)

Bith Bombmaker
Cost 15, hp 10, def 13, atk 2, dmg 10
SA Rig Explosives (replaces turn: adjacent ally gains self destruct 10)
Detonator (replaces attacks; one ally within line of sight with self destruct is immediately defeated)

Trandoshan Slaver
20, hp 60, def 18, atk 6, dmg 20
SA 
regeneration 10
double claw attack
rend +20
net Gun 16
Wookie Hunter

Trandoshan Huntmaster
30, hp 80, def 16, atk 6, dmg 20
SA regeneration 10
double claw attack
rend +20
net Gun 16
bloodthirsty
CE
Trandoshan allies (including this character) may use abilities that replaces attacks twice per turn
Trandoshan allies gain Net Gun

Anzati Assassin
18, hp 50, def 17, ATk 7, dmg 10
SA
Proboscis 
Stealth
Bounty hunter
Assassin

Ewok Chieftain
advantageous cover
 advantageous attack
CE
Allied Ewoks gain advantageous cover and advantageous attack

Gammorean Boss
18, hp 70, def 14, atk 8, dmg 20
Melee attack
Momentum
CE
Allied Gammoreans that end their move within 6 squares of this chracter gain Momentum

Rodian Gang Leader
CE
Allied Rodians gain careful shot
At the end of this characters turn, one rodian follower may immediately move 2 squarers

Aing-Tii Flow-Walker
50, hp 80, def 16, atk 8, dmg 30
SA: melee attack
hardened scales
double attack
Penetration 10
Shockstaff
Force 6
Aing-Tii Flow-Walking: (Force; 3 Force points) After initiative is determined, a character can immediately use this Force power to take an immediate turn before any other character activates. (This does not count as an activation, and this character can activate again later in the round.) 
Force Teleport (force 3, replaces turn; touch, move one adjacent character to any empty square, that character counts as activated this turn. This move does not provoke attacks of opportunity)

Saarai-kaar
30, hp 90, def 20, ATk 13, dmg 20
SA
Unique
rapport 5 for Jensaarai
Melee attack
Force Armor
Dark Armor
Force 2 Force renewal 1
Lightsaber defense
CE
Allied Jennesari gain dark armor and force renewal 1

Itochki Signaller/communications operator
8, hp 50, def 17, ATk 5, dmg 10
SA Stealth
Relay Orders

Jorj Car'das
40, hp 80, def 17, ATk 10, dmg 10
SA
Unique
double attack
relay orders
Force 3
Force Teleport (force 3, replaces turn; touch, move one adjacent character to any empty square, that character counts as activated this turn. This move does not provoke attacks of opportunity.
CE
Allies gain Relay Orders

Dark Hellions Swoop Gang Boss
15, hp 70, def 18, ATk 9, dmg 20
SA
Bravado
Gang
CE
Gang characters gain bravado while within 6 squares of this character

Lando Calrissian, Cloud City Baron Administrator
15, hp 70, def 17, ATk 8, dmg 10
SA
Unique
Opportunist +4 and +10
Mobile Attack
Rapport Lobot
CE
Bespin guards gain +4 attack and +4 defense 

Felucian Chieftan
Parry 
CE
Force 2
Renewal 1
Force buff (force 1; allied living characters within 3 squares gain +10 damage until the end of the round)
force cure (Force 2, all allied living characters within 6 squares remove 10 damage)
force blast
Allied felucians gain force renewal 1 and force bubble

Duros Scoutmaster
CE
Allied Duros characters gain intuition


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Sun Aug 21, 2011 12:22 pm 
Black Sun Thug
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if possible i would like to see this .... a superstealth to all factions


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Aug 25, 2011 8:35 am 
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(Blank) Appropriations X: Once per round, whenever you would add Reserves to your squad, you may add up to X points of non-unique characters of the listed type to your squad as well.
A Reserves booster. Boosts the numbers brought in by any Reserves in your squad, but limited by having to have another Reserves character.

Quick Reflexes: +6 Def against attacks of Opportunity and attacks made with Strafe Attack and Gallopping Attack.
Yeah, Quick Reactions needed a flip. Surprised it never happened. Anyway, tossed in something else that seemed a bit appropriate right now.

Crimelord: While there are only Fringe characters in your squad, Fringe allies gain +2 Atk and +2 Def.
Powerful, yes. But I think encouraging Fringe only squads is a great idea, and something like this would be needed to not need to use the great CE's non-Fringe commanders have.

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Aug 25, 2011 9:51 am 
Master of the Order
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Sithborg wrote:
(Blank) Appropriations X: Once per round, whenever you would add Reserves to your squad, you may add up to X points of non-unique characters of the listed type to your squad as well.
A Reserves booster. Boosts the numbers brought in by any Reserves in your squad, but limited by having to have another Reserves character.

Quick Reflexes: +6 Def against attacks of Opportunity and attacks made with Strafe Attack and Gallopping Attack.
Yeah, Quick Reactions needed a flip. Surprised it never happened. Anyway, tossed in something else that seemed a bit appropriate right now.

Crimelord: While there are only Fringe characters in your squad, Fringe allies gain +2 Atk and +2 Def.
Powerful, yes. But I think encouraging Fringe only squads is a great idea, and something like this would be needed to not need to use the great CE's non-Fringe commanders have.


+1, and you just answered 2 questions I had when looking at your custom set.

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Aug 25, 2011 11:02 am 
Droid Army Commander
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Advantageous Opening: Special abilities that grant bonuses to attacks made against unactivated enemies may grant those bonuses to attacks of opportunity.

My line of thought here is to give a nice boost to all the minis with cunning attack against Yobuck and beatsticks that run past and take aoo's that don't really hurt because you don't get cunning attack. This ability would make minis like Jabba the Hutt, Crime Lord very usefull against Yobuck and other beatsticks, as well as the countless other cheap fringe peices with cunning attack that don't see as much play as those with opportunist attack. I was thinking that this ability could be granted as a CE and that it could also be put on new peices with Cunning Attack or Advantageous Attack. A commander that grants this in his CE, IMO, should only be a Fringe commander and grant this ability to only Fringe ally's.

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Last edited by obikenobi1 on Thu Aug 25, 2011 1:13 pm, edited 1 time in total.

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Aug 25, 2011 1:09 pm 
Really Cool Alien from a Cantina
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I would like to see the following characters:

Morrigan Corde:
Protective +20 for Cade
Mobile or Stealth

Jagged Fel, Chiss Exile:
Besk'gar Gam
*Crush Gauntlets - Attacks made by this character against adjacent enemies count as Melee. These attacks or damage from these attacks cannot be prevented or redirected (basically works like Overwhelming Power).

Jango Fett, Son of Jaster:
Synergy (a character who's name contains Jaster Mereel get +4 Attack and +4 Defense when within 6 squares of this character)
Double
Evade
Son of Mandalore (This character counts as Mandalorian when in a Mandalorian squad)
*Saber Dart (replaces attacks: make an attack against a living character ignoring cover for targetting purposes. A living character damaged by this attack takes 20 damage whenever it activates, save 11 to negate damage and stop this effect).

Sincerely,
Jester007

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Aug 25, 2011 6:42 pm 
Sith Apprentice
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I would kinda like to see high councel editions of the jedis...maybe including yaddle, the female of yoda's species


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Wed Aug 31, 2011 10:36 am 
Intelligence Operative
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Sithborg wrote:
(Blank) Appropriations X: Once per round, whenever you would add Reserves to your squad, you may add up to X points of non-unique characters of the listed type to your squad as well.
A Reserves booster. Boosts the numbers brought in by any Reserves in your squad, but limited by having to have another Reserves character.

Quick Reflexes: +6 Def against attacks of Opportunity and attacks made with Strafe Attack and Gallopping Attack.
Yeah, Quick Reactions needed a flip. Surprised it never happened. Anyway, tossed in something else that seemed a bit appropriate right now.

Crimelord: While there are only Fringe characters in your squad, Fringe allies gain +2 Atk and +2 Def.
Powerful, yes. But I think encouraging Fringe only squads is a great idea, and something like this would be needed to not need to use the great CE's non-Fringe commanders have.


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Wed Aug 31, 2011 2:24 pm 
Unnamed Wookiee
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Unique Mandalorians

Bendak Starkiller
Mirta Gev
Walon Vau

And Many more Neo Crusaders

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Wed Aug 31, 2011 2:34 pm 
Droid Army Commander
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A couple of other things I'd like to see:

I would like to see another peice with the force power Force Burst. It has been so long since a peice had that on it, and it is really a very usefull power.

I'd also like another peice with Sith lightning. Again, it has been a while since a peice had Sith Lightning and in some ways sith Lightning is really good, as you can lightning a peice adjacent to you not fry yourself. Maybe something like Sith Lightning 4 that repalces attacks, does auto 60 dmg and can activate save 16. I always imagined Sith Lightning as a more powerful, more directed form of Force Lightning.

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Sep 01, 2011 10:11 am 
Warmaster
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Ok, a few things I have wanted to see forever and always wondered why they weren't in the sets.

1) Prototype as an ability. They put out a bunch of prototype droid mini's but instead of make an ability for it they just nerfed a stat to represent it. I was thinking something like Prototype: Whenever this mini takes 40 damage or more from a single attack it is considered activated for the round.

2) We have at-at, at-st, even the at-rt, but no at-pt?!?!? I want an at-pt with DR20 and little else. A good wall basically.

3) A dooku with a force choke that can stun. For cripes sake, he is the only other person in the movies who uses the ability but he never got it? That, and a jedi verson of dooku for the republic (kinda like palp has) would be neat.

4) Give the mando's and the vong some more love. They are 20-25 mini's shy of any other faction. Mando recruit, mando melee expert, mando sergent, whatever. Vong, well, I don't know enough to make mention of them.

5) LITTLE Anikin skywalker!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I have been pushing a lil annie for like 5 years now. Just a little kid with high repair and whatever else you see fit. Like pilot or something. Either way, he was the focus of an entire movie and yet him at that age has yet to be represented. But noooo, lil boba who was on screen for like 5 minutes and already had better fringe versions of himself won.

6) Grievous 2.0. His shell/armor thing was later found and designed as a lightsaber combat droid. I think it would be cool to make into a mini.

7) More naboo, utapaun, and bespin pieces for lando, teon mendon (sp?), and typho to use.

8) Interrogation droid. Need one...imp droid, wants it.

9) a new version of the dwarf spider droid. That poor little rare is just sitting there, waiting for updated stats and abilities. There are a lot of mini's like him, but he needs it most!!!

10) Last thing for now. I want to see a commander effect that grants heal.

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Sep 01, 2011 12:13 pm 
Master of the Order
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Vong:
medium base character with Firespitter - http://starwars.wikia.com/wiki/Fire_Spitter

(flavor version of Flamethrower 10?)


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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Sep 01, 2011 12:32 pm 
Droid Army Commander
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swinefeld wrote:
Vong:
medium base character with Firespitter - http://starwars.wikia.com/wiki/Fire_Spitter

(flavor version of Flamethrower 10?)


Maybe a flavor version of Flamethrower 10 that doesn't harm the user. I'm pretty sure the Vong weren't flaming themselves when using those creatures as weapons. Or maybe a fire spitter could be a Vong version of Splash 10 that doesn't hurt the the person using it.

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 Post subject: Re: V-Set 4 - Minis, SAs, FPs, and CEs You Want to See
PostPosted: Thu Sep 01, 2011 1:24 pm 
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I'm thinking something for the vong that grants melée reach 2.
Either c.e. or special ability. But those amphistaphs had a little range to them and would like to see them represented somehow and IMO would help the vong out espicially since the vong are never going to have jedi reflexes they need help in a different way.

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