Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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It began with the mysterious pyramid ships--the Tho Yor--scattered to the eight corners of the galaxy, and ended with the establishment of an Order that would change the universe forever.
Here's your first look at the Star Wars of 25,000 years ago--before there were lightsabers, when the ties to the Force were new, and before the Jedi spread out into the galaxy.
Ok, this has been something I have been thinking about for a long time and think it would be a really cool idea. As you all know currently the game has 9 factions plus fringe. This is a good selection for you to choose from but the last new thing we recived was mandalorians. This was in september of 2006, which was almost 6 years ago. The game has evolced alot since then and I think with the V-sets surging forward maybe it would be a nice time to introduce a new faction and flavor to the game. I thought a long time about what this could be, because as of now we have a faction represented for every sect and group. Then a stop at my local comic shop gave me and idea. I picked up the new comic book "Dawn of the Jedi". This comic is set 36453 years BBY, a whole new era. In it we are introduced to are the birth of the Je'daii (Jedi) and the faction of the Infinite Empire. Which is my main proposition for a new faction. With new comic books planed on to be coming out about this era we will get more and new characters that could add a new flavor to the game. A force heavy faction but not power houses, but stronger grunts. (A melee equivilant to the mandos if youd like) As a possible "Sister Faction" to this (Empire to rebels and Republic to Seperatists) I would propose the Je'daii, the first primitave force sensatives. Like the Infinite empire they are a force heavy grunt faction, which is something new to the game. I believe that these factions would introduce a new style to the game, and now with us, the players, in control of it from here on out we could use this oppertounity how ever we liked and for it in to a compleatly new and unique factions with its own strengths and weaknesses. And now that this era has been introduced to Star Wars lore I believe it will only expand. Written by John Ostrander, the man who brought us the Legacy Era, we are bound to see many more and new dynamic and well thought out characters. Any one who has any suggestions, ideas, comments or critique please let me know and they are appreciated and discuss it with the community. This could be the awesome start of something new or a total bust but it never hurt to try! Below are a few sample stats of characters for each faction and what they would represent. Thanks for reading!
Infinite Empire
Xesh 32 Hit Points: 120 Defense: 21 Attack: 12 Damage: 20 Special Abilities Unique Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Melee Attack (Can attack only adjacent enemies) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy) Force Hound (Any enemy character with a force rating may not redirect any attacks from any character on this characters team and is always a legal target following normal targeting rules. This character counts as a character whos name contains Force Hound.) Force PowersForce 5 Lightsaber Defense Force 1: When hit by an attack, this character takes no damage with a save of 11 Lightsaber Precision Force 1: This character gets +10 Damage on his next attack Force Leap Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity Xesh was a Force-sensitive slave of the Infinite Empire, trained as a Force Hound by the Rakatas. He was the servant of Rakatan Predor Tul'kar.
Predor Tul'Kar 17 Hit Points: 40 Defense: 15 Attack: 8 Damage: 20 Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Infinite Empire (Infinite Empire this character counts as a member of the Infinite Empire faction) Force PowersForce 1 Force Renewal 1 This character gets 1 Force point each time he activates Force Lightning 1 Force 1, replaces attacks: range 6; 20 damage Force Grip 1 Force 1, replaces attacks: sight; 10 damage Commander Effect Allies whos name contains Force Hound gain +2 attack and +2 defense.
Tul'kar was a Predor of the Infinite Empire, and master of the Force Hound Xesh.
Predor Skal'nad 26 Hit Points: 90 Defense: 19 Attack: 11 Damage: 20 Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Infinite Empire (Infinite Empire this character counts as a member of the Infinite Empire faction) Experienced Commander (Allies whos commander effects have a range of 6 are increased to a range of 8) Ruthless Killer (This character gains +4 attack and +10 damage against unique enemys with 30 hit points or less)
Force Powers Force 3 Force Alter Force 1: range 6; any 1 enemy rerolls its last attack Dispassionate Killer Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11. If the save fails, this character is immediately defeated.
Commander Effect Infinite Empire allies gain Ruthless Killer
Je'daii
Je'daii Temple Master 24 Hit Points: 70 Defense: 16 Attack: 10 Damage: 20 Special Abilities Melee Attack (Can attack only adjacent enemies) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Je'daii (This character counts as part of the Je'daii faction)
Force Powers Force 5 Force Alter Force 1: range 6; any 1 enemy rerolls its last attack Force Blast Force 1, replaces attacks: range 6; 20 damage save 11 Force Leap Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity Force Push 1 Force 1, replaces attacks: range 6; 10 damage; push back target 1 square if Huge or smaller Master Speed Force 1: This character can move 6 extra squares on his turn as part of his move The Je'daii Order were an order of Force-sensitives based on the Deep Core planet Tython, founded circa 36,453 BBY. The order contained several positions, including that of Padawan, Journeyer, Ranger, Master and Temple Master.
Je'daii Ranger 16 Hit Points: 30 Defense: 15 Attack: 11 Damage: 10 Special Abilities Mobile Attack (Can move both before and after attacking) Triple Attack (On his turn, this character can make 2 extra attacks instead of moving) Je'daii (This character counts as part of the Je'daii faction)
Force Powers Force 3 Foresight Force 3, use this power when determining initiative, you choose who wins initiative on any roll but a 1 Force Calm Force 1;This figure gets +4 attack this turn
Jd'daii Journeyer 13 Hit Points: 40 Defense: 14 Attack: 7 Damage: 10 Special Abilities Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character) Je'daii (This character counts as part of the Je'daii faction)
Force Powers Force 4 Knight Speed Force 1: This character can move 4 extra squares on his turn as part of his move Force Cloak Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked Surprise Move Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates As a scout of the new expanding order of the Je'daii, journeyers paved the path but also stayed in the shadows and were quick and agile.
You can find more stats for more characters of this factions under my custom set "Dawn of the Jedi"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/19/2008 Posts: 1,740 Location: Orange County, CA
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The Je'daii aren't really well known enough to create their own faction. Maybe the Rakatan Infinite Empire is possible. We know a little more about them, but not that much ... yet. I guess it depends on the new comic and how detailed they get.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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I'm not really in favor of this. Its a fun idea, but I think we're still at a point where we're struggling to make all factions "playable" at the same level of competition. A new faction would have to take up quite a bit of its first set to provide any form of diversity in build. If anything, I think sub factions are the way to go, like Zaan and Black sun. This way you're just enhancing a particular faction rather than taking on the huge project of creating something new that is going to essentially thin out the other factions, who have more than enough work waiting for them with remakes of characters, etc.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2009 Posts: 496 Location: Nebraska
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It would do more harm than good to create a new faction unless something as big as the Vong came along in future books or something.
By the way, Double/Twin on a 13 point piece with surprise move seems a little out there.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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The best bet for a new 'faction' would be Fringe pieces that can only be in squads with other Fringe pieces. People who are truly independent. Enough of those, and running a pure-Fringe squad may be viable.
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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FlyingArrow wrote:The best bet for a new 'faction' would be Fringe pieces that can only be in squads with other Fringe pieces. People who are truly independent. Enough of those, and running a pure-Fringe squad may be viable. I like this idea...especially since I like a lot of the mini-factions within Fringe (Zann Consortium.) There is a skirmish game called Malifaux where one of the Factions is "Outcast." Outcasts are a seperate faction but have several pieces with an ability called Mercenary which lets them play with opposing factions (for an additional cost.) I'd love to see Fringe pieces with a Special Ability that is the opposite of that. Too bad Independent Outfit is already a SA because that would have been the perfect ability name. But something like Independent Syndicate: "This character may only be in a squad with other Fringe Pieces." Or even going further; something like: House Renliss: "This character may only be in a squad with other characters who have House Renliss"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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I can't see it happening but would totally be for it, especially a new rakkatan faction! In the meantime while they get fleshed out here is some more sub faction ideas:
Imperial: Chiss may only be in a squad with Chiss characters, fringe characters or a character whose name contains Fel or Thrawn Captain Thrawn Baron Fel, Commandr of the the hand Commander Jagged Fel (affinity new republic/Jaina) Sev'rance Tann (affinity seps) Chiss Clawcraft Pilot (RM Tie pilot) Chiss Stormtrooper Chiss Elite Stormtrooper Empire of the Hand Stormtrooper Different Empire of the hand alien stormtroopers (some with regen, pheromones, other weird species abilities, the options are near limitless) Chiss Aristrocra Chiss Expansionary Defense Force Soldier
Separatist: Nightsisters
Mother Talzin (RM nightsister sith witch) 40, hp 100, def 19, ATk 0, dmg 0 SA Unique Nightsister Melee Attack Stable Footed Disciplined Leader Force 5 Force Net (force 2; this power does affect characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character) Force Lightning 5 Force Bubble Force Conceal (Force 4; replaces turn; adjacent nightsister character with a force rating has invisibility for the rest of the skirmish) Force Dominate CE Allied character named Asajj Ventress gains nightsister
Allied Character named Savage Opress gains Dark Armor
Asajj Ventress, Nightsister (RM Asajj Ventress) 33, hp 110, def 20, Atk 12, dmg 20 SA Unique Nightsister ninman style melee attack twin attack Assassin Force 4 Master of the Force 2 Force Leap Knight Speed Lightsaber Block
Fringe:
Killik (RM verpine tech) Cost 10, hp 70, def 15, atk 6, dmg 20 SA Killik (can only be on a team with fringe characters and characters with Killik special ability) Melee attack Swarm +5 for Killik Charging Assualt Wall climber Speed 10 Poison +20
Others: Lomi Plo Welk Raynar Thul Ambrosia dealer Joiner
Hapan Hapan (can only be on a team with fringe characters and characters with Hapan special ability)
Give them all shields 1/2
Ta'a Chume gun of control (replaces attacks; one target living enemy in line of sight joins your squad for the remainder of the round, save 11)
Prince Isoldor (synergy Djo) Teneniel Djo (Synergy Isolder) Tenal ka Hapan Woman Hapan pilot Hapan soldier Hapan pirate Hapan Pirate Captain Hapan Gunslinger Hapan Shield Technician
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/12/2009 Posts: 302 Location: Copenhagen, Denmark
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Personally, i hope we will never see a new faction. It would be awkward introducing one at this point in the game. But i'm all for expanding the subfactions we already have, as well as adding some new ones. The introduction of the Zann Consortium was really cool, mostly because i played that game an awful lot. Now we just need Jabba/Hutts to be a worthy competitor to the Zann/Black Sun crime syndicates. Also, the nightsisters are turning out to become a nice litte subfaction now. I also like the idea of all-fringe squads.
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