LESHIPPY -
moved to rebels instead of mandos
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TimmerB123
Just for faction distribution alone, I like her in Mandos with affinity for rebels - but it can be discussed as we learn more.
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LESHIPPY
Working on set order a bit. Do we think she will be a mando with affinity with rebels or vice versa?
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TimmerB123
Quote:
LESHIPPY wrote:
Working on set order a bit. Do we think she will be a mando with affinity with rebels or vice versa?
We have learned she is actually from Mandalore, (She was in the academy there when something horrible happened).
Since this is really the dawn (or very early on) of the rebel faction, they are all sort of finding their way there.
For Sabine I think there is justification for either, but I personally feel like it's more interesting to have her be a Mando that is working with the rebels.
But if others want to go the opposite way - it's not a big deal
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LESHIPPY
I am good with her being Mando with afinity
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The_Celestial_Warrior
Is that what she said? Remember I have horrible hearing but I took it that she was at the Imperial Academy when the Empire attacked Mandalore or something.
Edit: Turns out that its a mixture of the two. She is Mandalorian and did train at the Imperial Academy.
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fingersandteeth
9/9
Sabine Wren
Mandalorian
Cost 24
HP 70
Def 19
Att +9
Dam 10
Special Abilities
Unique. Twin Attack
Affinity (Rebels)
Cunning Attack +10 (+4 Attack and +10 Damage against an enemy who has not activated this round)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Mines (An enemy that moves adjacent to this character takes 20 damage; save 11)
Proximity Mines 40 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 40 damage, save 11 for 20 damage.)
Rigged Detonators (Characters in or adjacent to a square with low objects automatically fail saves against this character's attacks and abilities)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
“This is gonna be fun. Very fun.”
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TimmerB123
She's pretty damn good. My first gut instinct is that she'd need to either be toned down slightly or points raised. That's just a first reaction though.
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LESHIPPY
I agree might be alot for 24. Pretty low damage output as just a straight up shooter.
I am wondering how Rigged Detonator and Proximity Mines 40 interact. Will the character automatically fail saves when next or adjacent to low objects even though it is not on Sabine's turn?
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swinefeld
I vaguely recall a similar question coming up from something in a previous set. As I recall, the ongoing effect on later turns is no longer tied to the enemy that caused it. I'll see if I can find it to confirm.
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LESHIPPY
thanks
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swinefeld
Quote:
sithborg wrote:
No. Similar to Force Corruption, the status of being mined is not dependent on the "mining" character.
No interaction between Rigged Detonators and Proximity Mines. Just Grenades and normal Mines.
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fingersandteeth
Well that takes the certainty of big hit away (proximity mines and rigged detonators) and she's a pretty squishy chick.
70 hp and a need to be close to get her sure thing grenades off is kind of dangerous for her. Stealth and mines are her defense. She can stand on cover and be assured that she will give out at least 20 dmg but most melee pieces would be willing to take that for the chance to off her. Guns will take her out pretty quick.
Max damage of 40 from any source isn't really much to be concerned with.
She's a secondary character/support piece. Other than her mines/stealth/rigged detonator combo I don't really see much to concern me at that cost.
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TimmerB123
So if she were super stealthed, she'd be indestructable to swarms (20 hp or less).
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fingersandteeth
well there is a lot of dependables in that statement.
being superstealthed would require a faction that can give it. Mando's don't and rebels can only give it to commando's (IIRC) unless there is something recent i have over looked (a possibility, especially if people have plans for this kind of thing this set).
One thing that has been a source of contention of late are the rampant use of swarms, so in effect she is poised to counteract that except that the shooter swarms can get close enough to shoot her without troubling themselves with mines.
She would have to sit on cover for the mines to be a sure thing, not difficult, but not always possible.
Superstealth is usually granted by CE and that means disruptive, ABM and to a lesser extent disctraction turn it off.
A vong SS bomb swarm would welcome facing her. Run adjacent and her mines work against her. 4 workers that run at her while she is in cover and she's dead.
So in answer to your question I think it depends on the swarm and what she comes with. But clearly, i've designed her with certain NPE's in mind.
I'm actually thinking of simplifying her, removing proximity mines and just giving her grenades 40 but i think the rigged detonators and mines should stay for theme and game mechanics.
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LESHIPPY
Grenade launcher might help her out. Just thinking.
Stun Mortar sort fits and helps with range.
What if we created a new grenade? Flash Bang Grenade - (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11. Each character that takes damage is considered activated.)
Could lower damage to 10 if needed.
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urbanshmi2
I think we have a lot of new abilities in this set already.
Simplifying is good, but she should be a explosives beast.
I like the idea of damage 10--in all reality, if she's rolling the dice, you're probably playing her wrong
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TimmerB123
I sort of think she should be all about the explosives.
Right now she seems like she'll mostly be used for mobile twin shots.
What about dropping twin and adding overload?
Also - why GMA vs plain mobile? There is no way to give her double, is there?
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fingersandteeth
The show had an episode where she used a pair of pistols along with mines to kill a load of little creatures that wouldn't step in the sun.
With that as influence I was kind of building her as a gunslinger with grenades and mines. I had her with double greater mobile before but then she would be balanced more towards shooty, i changed it to twin and forgot to change greater mobile back to mobile.
i think i'll just get rid of twin and cunning and add double and over load. That'll make her a weak scout at range but nasty bombs up close.
interestingly, proximity mines is not boosted much by overload, you can hit two targets but hitting the same one twice that curbs her max damage at 60 without investing a lot into boosting her shooting. (Han RH and czerka)
Quote:
fingersandteeth wrote:
Quote:
9/9
Sabine Wren
Mandalorian
Cost 24
HP 70
Def 19
Att +9
Dam 10
Special Abilities
Unique. Double Attack
Affinity (Rebels)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Mines (An enemy that moves adjacent to this character takes 20 damage; save 11)
OverloadCan use 2 abilities that replace attacks instead of 1 on its turn
Proximity Mines 40 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 40 damage, save 11 for 20 damage.)
Rigged Detonators (Characters in or adjacent to a square with low objects automatically fail saves against this character's attacks and abilities)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
“This is gonna be fun. Very fun.”
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TimmerB123
D'oah.
I thought her stats were starting to look similar. My fault for encouraging to go in this direction. I'm afraid it might be too similar. . .
35/45 Mira of Nar Shaddaa 28pts
(VR) Fringe
HP: 70
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique. Mandalorian
Mobile Attack; Twin Attack
Agile [This character can move 2 spaces at the end of her turn]
Bounty Hunter +4 [+4 Attack against Unique enemies]
Explosives Expert [+4 to this character’s save rolls against abilities whose names contain Grenades, Mines, or Missiles]
Grenades 20 [Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11]
Overload [Can use 2 abilities that replace attacks instead of 1 on her turn]
Rigged Detonators [Characters in or adjacent to a square with low objects automatically fail saves against this character's attacks and abilities]
Satchel Charge [Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed]
Force Powers
Force 3
Force Sense [Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round]
So - a Fringe/Mando and a Mando/Rebel.
Cost 28 vs Cost 24
Both 70 hp
10 attack vs 9 attack
17 def vs 19 def
20 dam vs 10 dam
Mobile Twin vs Double GMA
Both have Grenades 20
Both have Overload
Both have Rigged Detonators
Mira has Explosives Expert (which Sabine should have BTW)
Then Mira has Agile, BH +4, Satchel Charge and Force Sense
Sabine (currently) has proximity mines 40, mines and stealth.
So - where do we go with this? I think Sabine is better overall, but 4 pts less. Granted Fringe vs Rebel/mando does make a difference.
They are different, but do we strive to make them MORE different?
Clearly Sabine is REALLY all about the bombs, and has better defense (stealth and mines). Mira can actually be a second/third attacker from afar before her bomb stuff even kicks in, and force sense and BH makes her more of an offensive threat.
But I can't help be see a heap of similarities