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 Post subject: ARC Trooper Sniper
PostPosted: Tue Dec 15, 2009 7:35 am 
Third Jedi from the Left
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Ok, so here's the ARC Trooper Sniper.

I basically upgraded our Republic Commando - Sev, who functions as a Sniper.

The only really neat item is Head Shot, a special ability I created for this mini. The object of Head Shot is to balance out the overwhelming amount of Evade available in the game at the moment. It's also supposed to make Soresu and LS Deflect rolls much more difficult. I mean, he's a sniper, right?

And please let me know if it looks good or if it needs some tweaking.

You can find our custom cards here:

DARK SIDE's Custom Minis Thread

Some cards have been updated recently after play testing, so check it out.

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 Post subject: Re: ARC Trooper Sniper
PostPosted: Tue Dec 15, 2009 10:37 am 
Third Jedi from the Left
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As you have it worded now, Lightsaber Deflect/Reflect/Defense still would work against your Head Shot; they are Force Powers, and not Special Abilities. Also, it wouldn't work against Dark Armor, Shields, Force Attuned Armor, or Vonduun Crab Armor (they reduce damage by 10). Come to think of it, would he have to make a save 16 to hit something with Molecular Shields or Energy Shields?

Why not go for something simple like:
Head Shot (This character's attacks cannot be prevented or redirected; the target can avoid this effect with a save of 16)

Still, I would really like to see the full smorgasborg of sniper abilities on this one so I still vote for Careful Shot to be added...

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 Post subject: Re: ARC Trooper Sniper
PostPosted: Tue Dec 15, 2009 12:55 pm 
Third Jedi from the Left
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Sithfan wrote:
As you have it worded now, Lightsaber Deflect/Reflect/Defense still would work against your Head Shot; they are Force Powers, and not Special Abilities. Also, it wouldn't work against Dark Armor, Shields, Force Attuned Armor, or Vonduun Crab Armor (they reduce damage by 10). Come to think of it, would he have to make a save 16 to hit something with Molecular Shields or Energy Shields?

Why not go for something simple like:
Head Shot (This character's attacks cannot be prevented or redirected; the target can avoid this effect with a save of 16)

Still, I would really like to see the full smorgasborg of sniper abilities on this one so I still vote for Careful Shot to be added...


You're right! The wording specifies Special Abilities, so it wouldn't affect force powers like LS Deflect.


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 Post subject: Re: ARC Trooper Sniper
PostPosted: Wed Dec 16, 2009 12:17 am 
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Here's a new version of the sniper, this time with a modified version of Head Shot, increased damage, and Careful Shot instead of Deadeye.

I'm thinking maybe 30 points is closer to true. Thoughts?


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 Post subject: Re: ARC Trooper Sniper
PostPosted: Wed Dec 16, 2009 9:41 am 
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Head shot is now too powerful his cost needs to go up quite a bit try this wording.

Head Shot: If you can prevent damage from this attack with a save 11 you now need a Save 16.

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 Post subject: Re: ARC Trooper Sniper
PostPosted: Thu Dec 17, 2009 1:20 am 
Third Jedi from the Left
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Ok, this is getting close to the final version before serious play-testing.

We adjusted Katarn Armor so the save is a 16.

We're going to leave Head Shot as is for now. I like the idea of having a character who can shoot you no matter what. Now we just need to see whether the ability is TOO powerful or just very functional.

We upped his cost to 32. It's a bit pricey, but it could be well worth it.

Let me know what you think!

DC


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 Post subject: Re: ARC Trooper Sniper
PostPosted: Thu Dec 17, 2009 11:09 am 
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I REALLY like the general idea behind the Head Shot ability. I think Jew3's suggestion may be the best one, but playtesting will tell you for sure. Definitely a cool idea!

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 Post subject: Re: ARC Trooper Sniper
PostPosted: Sun Dec 20, 2009 1:57 pm 
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Alright, we think Headshot was too powerful, so we changed it. We also removed Katarn Armor, which we thought added too much defensive value for a character at this level, especially a non-unique. I added Deadeye and lowered his damage to 20; this should make him less useful on a Rex squad.

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 Post subject: Re: ARC Trooper Sniper
PostPosted: Mon Dec 21, 2009 4:17 pm 
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I like it. It works, how did the playtest go? Is that why you lowered his damage?

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 Post subject: Re: ARC Trooper Sniper
PostPosted: Tue Dec 22, 2009 11:15 pm 
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jew3 wrote:
I like it. It works, how did the playtest go? Is that why you lowered his damage?


We didn't get to playtest it much. We came to the conclusion that way the previous version of the ability was worded basically voided the points you opponent spent on characters who either granted or already had damage preventing abilities. The way it is now, there's a 25% chance that the ARC's ability will void another character's ability, which is reasonable and competitive.

I lowered the damage and added Deadeye because it made him less functional on a GMA squad and preserved the qualities of a sniper. It also makes him cooler on a Flobi squad.


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