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 Post subject: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 12:22 am 
Imperial Dignitaries
Imperial Dignitaries

Joined: Mon Sep 03, 2007 12:17 pm
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OK SWM fans you have been asking for it. Now you get it.
Your chance to be heard. Many of you have been asking about community involvement in creating any virtual set that might come out. Here is one place to have your voice heard. Like the New Character thread this isn't a place for discussion. This is a place where everyone can post their ideas instead of having several threads trying to do the same thing. The designer will be looking in from time to time to see what everyone has came up with. Below is the format I would like everyone to follow.

Special ability
Name of ability - Description - Character that you have in mind

Example
Stun Rocket - This ability can be used with accurate shot. Replaces attacks Target is considered activated save 16. New Version of Boba Fett

Thanks you for contributing to the future of the game.

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 3:02 am 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
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Sith Spirit-This character is an insubstantial spirit of pure Force. It ignores all terrain, but it cannot end its turn in a wall, another character, or solid object. It cannot open doors nor hold them open. It cannot attack or be damaged, and does not count as a legal target. It does not provide cover. This character cannot score victory points for occupying specified areas in scenarios that include such victory conditions.

This character can move through enemy characters, and enemy characters can move through it, as long as no character ends its move in the same space as another character. This character does not count as the nearest enemy, and does not count as adjacent to other characters. This character is not affected by commander effects.

During setup, choose an allied character with a Force rating. That ally gains Force Renewal 1(or increase the character force renewal by 1) and Master of the force 2 as long as it is within 6 squares of this character. This character is defeated if the chosen ally is defeated. Instead of making its normal attack or attacks, an enemy within 6 squares can spend 1 Force point to defeat this character. This character can avoid this effect with a save of 11. -Freedon Nadd, Sith Spirit


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 4:15 am 
Jedi Knight
Jedi Knight
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'That was too close' - Replaces attacks, remove 10HP from this character and deal triple damage on his next attack - for some form of Lando, General Lando or something.

SA - Characters within 6 squares lose Droid - For Gha Nackt or someone like that.


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 7:43 am 
General
General

Joined: Sun Sep 02, 2007 2:22 pm
Posts: 453
A list of stuff from one of my custom sets, and other stuff I've been working on:


Advanced Targeting: (target enemy gains Defence -4 and loses Evade for remainder of round)

- Mon Calamari Bridge Officer (Mon Calamari Mercenary figure?)


Anticipated Tactics: (allies within 6 squares gain Defence +2 against attacks from opponents under influence from a Commander Effect)

- Star Destroyer Bridge Officer, any admiral type figure

Dark Meditation (replaces turn; remove this figure from the game, and replace it with another character whose name contains Vader with a lower cost. Damage and Force Points are transferred to the new figure)

- new Vader (a "swiss army knife Vader" who can let you bring in any other cheaper Vader).

Door Jam: (Doors within 3 squares may not be affected by Override)

- generic Tech Specialist

Driver (when an adjacent ally with Mounted Weapon begins its move, you may relocate this character adjacent to that ally at the end of its move)

- any gunner/driver/passenger types (AT-AT Driver, Snowspeeder Pilot, etc). Meant to allow figures to make better use of the Gunner ability


I’m Here To Rescue You: (+4 attack and +10 damage while an ally has Frozen in Carbonite. During setup, you choose to set up allies with Frozen in Carbonite on opponent's half of map)

- Luke in Stormtrooper Armour, Leia, Jabba's Palace Infiltrator.

Imposter: (while this character has line of sight to another character whose name contains Boba Fett, both characters gain Attack -3 and Defence -3)

- Jodo Kast

Monitor Transmission (allies within 6 squares gain Attack +1 against enemies benefitting from opponent’s Commander Effect; cumulative)

- on a cheap Tech Specialist/communications specialist.

No Blasters!: (all characters within 3 squares, both allies and enemies, without Melee Attack gain Damage -10)

- generic Bar Tender type


Wookiee Life Debt: (if a character whose name contains Han, Luke or Leia is an adjacent ally and would take damage from an attack, this character can take the damage instead. When you use this ability, this character may also make an immediate attack against the attacker ignoring cover; save 11)

- new Chewbacca


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 8:03 am 
Unnamed Wookiee
Unnamed Wookiee

Joined: Fri Nov 14, 2008 1:00 pm
Posts: 21
Rule of Two (Only one force user can be in the same squad as this character).

Orbalisk armor (Whenever this character takes damage, make a save of 11. If successful, reduce the damage by 20. If unsuccessful reduce the damage by 10. This ability does not apply to abilities that contain lightning).

Undead (Whenever this character is defeated, on a save roll of 6, it returns to full health).

Jedi Diplomat (This character cannot be targeted by nonadjacent characters).

Jedi Hunter +20 (+4 attack and +20 damage against enemies with a force rating).

Poison Gas (Whenever this character is defeated, all living characters within 6 squares take 10 damage).

War Coordinator (Commander effects have no distance requirement).

Body Modification (Replaces turn, touch. Adjacent character gains Vonduun Crab Armor 11).

Last of the Jedi (Characters with a force rating cannot be in the same squad as this character).

So Uncivilized (When hit by a nonmelee attack, make a save of 11. If successful, this character can make an immediate nonmelee attack against the enemy character at +4 attack and +10 damage).

Parasitic Infection (Replaces turn; all enemy characters within 6 squares are infected and become part of this character’s squad; save 6).

Viral Infection (Characters hit by this character, are considered infected. Every time the character activates they must roll a save of 6, if the save fails, they are defeated and join the opponent’s squad at full health).

Bounty Contract (At the beginning of the skirmish, choose one unique enemy character. For the duration of the skirmish, this character gains +4 attack and +10 damage against the chosen enemy).

Precision Missiles: (Replaces turn, sight, and 30 damage to target character).

Sith Talisman (If an attacker with a force rating defeats this character, they must make a save of 11. If unsuccessful, that character is possessed and joins the opponent’s squad for the rest of the skirmish. A failed save cannot be rerolled).


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 12:54 pm 
Death Star Designers
Death Star Designers
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-Bounty: After setup, choose 1 enemy Unique Character. Fringe Allies get +4 attack against that character.
(Jabba the Hutt (Alternate))

-Rope Trap: Allies within 6 squares may not be attacked by enemies using Strafe Attack or Galloping Attack.
(Ewok Scout (Alternate))

Or another text idea for Rope Trap: Whenever an enemy using Strafe Attack or Galloping Attack attacks an ally within 6 squares, that enemy must make a save of 11 or it is defeated (after attack is resolved).


Last edited by AdmiralMotti89 on Wed Feb 10, 2010 1:21 pm, edited 2 times in total.

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 1:04 pm 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
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Location: Madison, WI
AdmiralMotti89 wrote:
-Rope Trap: Allies within 6 squares may not be attacked by enemies using Strafe Attack or Galloping Attack.
(Ewok Scout (Alternate))


GREAT ability. Bring back my swarms....


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 1:06 pm 
Really Cool Alien from a Cantina
Really Cool Alien from a Cantina
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wannabemexican wrote:
SA - Characters within 6 squares lose Droid - For Gha Nackt or someone like that.


Do you want that or something like:

SA - Droid characters within 6 squares are subject to all Commander Effects.


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 1:10 pm 
Third Jedi from the Left
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Assassin(+10 damage againstUnique enemies)

Ruthless(This character ignores the Diplomat SA)

Impulsive Speed(When a Unique ally is defeated this character gains +2 to his/her speed, this SA stacks)

Hover(This character ignores difficult terrian when moving)

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 5:37 pm 
Droid Army Commander
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Force Disrupt: "Enemy within 6 of this unit must spend 1 additional force point to activate a force power, Save 11" - The Huntress (see custom) from the Darth Bane final novel: Dynasty of Evil (Suggestion: Iktochi Tech Specialist)

Force Resistance: "Force powers may not target this character, save 11"- Deshade species

Knock-out blow: "If this character rolls a 20 on a melee attack against a living enemy, the enemy is considered activated."--Shock Boxer (Species doesn't matter)

Incapacitate: "If this character's attack is successful, the target may not use any special abilities or force powers to prevent damage for the remainder of the round." Twi'lek Assassin UC

Knock Back: "If this character's attack is successful, the target may be moved 1 square away from this character." Heavy Weapon User

Jammer: "Sight; Until the end of the round, target enemy is not affected by commander effects." Mon Calimari Tech Specialist (Possibly an Elite version)


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 5:45 pm 
Grand Admiral
Grand Admiral
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Joined: Sat Nov 03, 2007 12:34 pm
Posts: 898
Location: Tracy, CA
Imitation - If Boba Fett is in the opposing squad, this character gains -2 Attack and must make a save of 11 every time he targets Boba Fett. If the save fails, this character's turn is lost. - Jodo Kast

Gunslinger - This character gains +4 Attack if he has at least 3 legal targets. - Boba Fett, Mandalorians

Gambler's Luck - If you win initiative, this character gains +3 Attack and +3 Defense. - Han, Lando

Fringe Hunter - +4 Attack and +10 Damage against Fringe enemies. - RotS Captain Antilles, Admiral Piett

"We Shall Double Our Efforts!" - Multiply the base attack of Trooper allies by 2. - Moff Jerjerrod

Special Bond - If a character whose name contains Jarael is within 6, this character gains Protective +20 and Avoid Defeat. Should Jarael be defeated, this character gains Dark Temptation.

- Zayne Carrick, Anakin (protecting Padme). The Avoid Defeat reflects the character not giving up. The Protective +20 and Avoid Defeat are only active while Jarael (or other designated character) is still in play.

Jedi Reflexes - When making attacks of opportunity, this character may attack the opposing character twice. - Jedi, Force Users

Yoda's Pupil - (This character can spend his own Force points once per turn and spend Force points from a character whose name contains Yoda once per turn.)

Similar to Hand of the Emperor. Luke would be the ideal candidate. However, could work for Younglings too, I suppose.

Rancor Keeper - Allies with Savage gain Damage Reduction 10 and Stable Footing. Characters whose name contains Rancor gain Ambush. This character gives Empathy unlimited range - Malakili

I'm hoping a Fringe character like this would give players more reason to use Savage pieces. However, I did not want to invalidate Empathy in the process. I would probably exclude Empathy from Malakili. That would give you incentive to run him with a Varactyl Wrangler or the Jedi Exile. If you are worried about abuse, you could limit the SA to non-Unique allies. That way K'Kruhk, Kyp, Quinlan or Chewbacca EW would be excluded.


Last edited by Tirade on Thu Feb 11, 2010 3:54 pm, edited 10 times in total.

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Wed Feb 10, 2010 6:33 pm 
Black Sun Thug
Black Sun Thug

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Posts: 74
Location: Omaha Ne
Sith Tactician- You must remove one other character from your squad at the beginning of each round, opponent's commander effect's and special abilities that affect activations and initiative are suppressed. The removal for this piece's effect can be considered the same removal required for the Tactic Broker's Effect. This should be on some sort of Sith general, and used as a way to level the activation issue for a lesser faction in a Sithy fun way. The second part of the ability is their because it seems to tie in thematically with the sacrificing part, also it gives them int control, but it could be left out.

Jedi Calm-This character's commander effects aren't subject to the Disruptive special ability.-Usefully on any good, high level jedi commander, ie Yoda, showing how they never seem flustered or not able to lead.

Reconnect with an old friend - Choose one allied character with a force rating, they gain force spirit[x], where x is their starting amount of force points. For a new Yoda. This is to represent when he was taking with Obi about meeting up with Qui-Gon's ghost. The name could be changed, as I'm unsure exactly what he said to Obi, and it could be changed to fit on a Qui-Gon force ghost too. Also last thing about it is, I'm unsure how to represent force renewal figures, as this doesn't give them as much credit for their force abilities as those that don't have it, so if like maybe add a line saying that for figures with renewal, they gain force spirit[x] for how much force they have when they die? If not this could be used as an incentive to get out some of the older jedi, like mace.


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Thu Feb 11, 2010 12:18 am 
Black Sun Thug
Black Sun Thug

Joined: Sun Apr 27, 2008 6:14 pm
Posts: 91
Hmmm...

Infiltrate - This character may be setup anywhere on your half of the battle map, as long as it is on low terrain - Generic Recon/Assassin character, preferably with Stealth (this may require better wording; darn lack of precedent)

Sneak Attack +X - +X attack against enemies beyond 6 squares away whilst this character has cover - Generic character with Stealth

Imperial Expansionism - Allies gain +4 Attack when they are beyond your half of the map - Warlord Zsinj, some other expansionist Imperial warlord (Thrawn?)

Spy Reserves X - If you roll Y for initiative, you can add up to X points of characters with Stealth to your squad immediately before your first activation of the round - Airen Cracken (primarily), some other Intelligence officer

Loyalty - Cannot change squads and cannot attack allies - Tycho Celchu, Corran Horn, other characters if it fits the theme (I had an idea of basing commander effects around Betrayal, Internal Strife and Loyalty; could become an interesting theme)

Translator - Allies' commander effects restricted by faction now affect all allies [other restrictions still apply] - 3PO Protocol Droid

Post Bounty X - After setup, select 1 enemy character. You may add up to X points of Unique Fringe Bounty Hunters to your squad. Those characters gain +4 Attack and Accurate Shot against the selected enemy. - Some sort of Hutt/Crime Lord character (The ability might need some tweaking, perhaps just Bounty Hunters [instead of Uniques])

EDIT: Another ability:

Micro-Hearing - Enemies with Stealth within 6 squares lose Stealth this turn if they moved on their turn - Generic Sullustan character, some other species with superior hearing


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Thu Feb 11, 2010 1:11 am 
Black Sun Thug
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Force Aggression (This character can use Force powers that replace attacks 1 extra time per turn)

Quick Draw (Whenever this character is attacked by an enemy within 6 squares, he makes a save of 11. On a success this character may make an immediate attack against the attacker before they make their attack) -obviously for Han Solo!

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Thu Feb 11, 2010 10:01 pm 
Unnamed Wookiee
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Joined: Sat Feb 21, 2009 9:24 pm
Posts: 20
Durge Revealed - If Durge sustains at least 70 pts of damage, the player can choose to restore 20 hit points to Durge at the beginning of the next round before initiative is rolled. If the player takes this option, Durge’s armor is destroyed. His defense drops to 15. Durge’s true nature is revealed. He loses the flight ability, but gains the following special abilities:

Extended Limbs - Replaces turn. Durge can attack all enemies within 2 squares instead of moving.

Engulf - Instead of moving, Durge may target one adjacent enemy. That enemy is considered engulfed unless it makes a save of 13 or better. The engulfed character is removed from the map and is trapped within Durge’s flesh. The engulfed character cannot move and can only attack Durge if it makes a save of 13 or better. When Durge is defeated, the engulfed character is returned to the map.

-We use this in our house rules, I think it's from Ultimate Missions.


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Thu Feb 11, 2010 10:06 pm 
Unnamed Wookiee
Unnamed Wookiee

Joined: Sat Feb 21, 2009 9:24 pm
Posts: 20
On all manned vehicles (Snowspeeders, Speederbikes, Flash Speeder, AT-ST, etc) I'd like to see -

Eject! - Once this vehicle is defeated, make a save of 16. If successful, place an appropriate non-unique pilot character in the adjacent square (Rebel Pilot for Snowspeeders, Scout Trooper/Rebel Commando for Speeder Bikes, etc...for Luke's Snowspeeder, you could bring in Luke Skywalker Rebel Pilot, or for Blizzard I, you could bring in Veers for example).


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Fri Feb 12, 2010 5:41 am 
Jedi Knight
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MandalMauler wrote:
wannabemexican wrote:
SA - Characters within 6 squares lose Droid - For Gha Nackt or someone like that.


Do you want that or something like:

SA - Droid characters within 6 squares are subject to all Commander Effects.


Well, reading that it suddenly occured to me that by losing droid GG becomes useless as a commander. I justthink that if they become subject to all CEs then they should also be affected by Critical hits. That was what I was going for more.


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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Fri Feb 12, 2010 4:05 pm 
Warmaster
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Head Hunter: This Character gains +4 Attack and +10 Damage against enemy characters with a Command Effect. This should not be given to characters that already have similar effects. Would suit a lot of characters from all factions.

Master Shaper: Allied Yuuzhan Vong characters gain Vonduun Crab Armour 11, this effect remains until this character is defeated. Note this is a SA not a command effect. Would suit a unique Vong Shaper.

Dual: This character can make Attacks of Opportunity against enemy characters with fight. Would suit Unique or Elite pilots from any faction.

Infrared: this character can attack enemy character with Cloaked within 6 squares, this effect can not be used with any other ability, such as Accurate Shot or Combined fire.

Master Force Valor: force 2 Replaces turn, when used this character gain the following Command Effect Old Republic Allied gain +4 Attack and +4 Defence for the remainder of the skirmish. Would suit Master Nomi Sunrider or any other Old Republic unique Jedi Master.

Spy/Targeter: Allied non unique followers gain Head Hunter (see above) would suit Rebel/New Republic Winter.


Droid Hatred: This Character Has +4 Attack and +20 Damage Against Non-Living Enemys, This Character MUST attack a non-living enemy if it can. Would suit any Yuuzhan Vong Character or would be fun on a unique Gamorian character.

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Last edited by dreadtech on Fri Feb 12, 2010 4:14 pm, edited 3 times in total.

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Fri Feb 12, 2010 4:07 pm 
Jedi Battlemaster
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Multitargeted Power: Force Powers that affect one enemy may be used to affect two. (ie, sith lightning on two different targets with one use)

Distant Power: Force Powers with a range of 6 are extended to a range of 12.

Devestating Power: Force Powers that deal damage deal an additional 20 damage.

Those 3 would be great on any super-powered Sith Lord.

Yorik Coral Seeds: Select one ally. For the remainder of the skirmish that character is consider a Yuuzhan Vong for the purpose of commander affects and special abilities. {some kind of YV elite shaper}

Yorik Coral Implants: Select one ally. For the remainder fo the skirmish that ally gains Vonduum Crab Armor 11 and Savage. Ally is also considered to be a Yuuzhan vong for the purpose of commander effects and special abilities. {YV elite Shaper}

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 Post subject: Re: New Special Abilities you want. Read 1st post before posting
PostPosted: Fri Feb 12, 2010 4:55 pm 
Warmaster
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Call to Arms: (for the minor factions only) You can add non-unique followers to you squad from any Light/Dark faction.

In other words if this is on a Old Republic Character they can add characters from Republic/Rebel or New Republic.

If on a Sith character they can add characters Seps and Empire

you can add things like cannot include characters with order 66 or non-living to limit who they can have. I know this will take some work to get it right but i really feel that the lesser factions need more options.

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