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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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I'm researching ideas on how to improve vehicles and/or mounted weapons. What abilities could be added or improved to make the the current mini's more playable? I'm really interested in hearing what the community thinks.
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Rank: Uggernaught Groups: Member
Joined: 6/20/2011 Posts: 34
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Something that allows large and huge characters to ignore small base size characters when targeting. An AT-ST shouldn't be forced to blast mouse droids or ugs.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 832
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For some custom characters I designed I expanded on adamBond's idea of having vehicles transport characters so that they can benefit the vehicle and make it more powerful.
Swamp Speeder Republic Cost: 46 Hit Points: 90 Defense: 15 Attack: 9 Damage: 20 Rarity: Uncommon Base: Huge Gender: It Creator: R5Don4 Created: 1/21/2012 Updated: 1/21/2012 Sets: Critical Strike Part I
Special Abilities Order 66 Double Attack (On its turn, this character can make 1 extra attack instead of moving) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Mount (This character can transport 1 Small or Medium ally who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.) Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character) Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks) Rigid (Can't squeeze) Speed 10 (Can move up to 10 squares and attack, or 20 squares without attacking)
Rogue Flight Gunner Rebel Cost:8 Hit Points: 10 Defense: 14 Attack: 8 Damage: 10 Rarity: Common Base: Medium Gender: Male Creator: R5Don4 Created: 12/26/2011 Updated: 1/2/2012 Sets: Assault on Hoth
Special Abilities Driver (Adjacent non-Unique Snowspeeder ally gains Transport (This character can transport up to 2 Small or Medium allies that have a Special Ability that contains Pilot or Gunner and who end their moves adjacent to it or begin the game set up on this character. Remove those allies from the battle grid; they move simultaneously with this character, cannot be targeted or take damage, and are considered to be inside it. They cannot make attacks independantly but can combine fire with this character if they are able to do so and are considered adjacent for combining fire. A transported ally cannot voluntarily return to the battle grid. If this character is defeated, all transported allies are also defeated; save 6.)) Gunner +20 (Can combine fire with adjacent allies who have Mounted Weapon, granting +20 Damage) Attack Pattern Delta (Adjacent allied Rebel pilot who does not have Rookie gains Crack Gunner +10) Rapport (This character costs 5 less when in a squad with a non-Unique ally whose name contains Snowspeeder.)
The T-47s of Rogue Group gave the Rebels enough time to evacuate Echo Base, although many of the squadron's members lost their lives in doing so.
AT-ST Field Officer Imperial Cost: 12 Hit Points: 30 Defense: 14 Attack: 3 Damage: 10 Rarity: Common Base: Medium Gender: Male Creator: R5Don4 Created: 12/18/2011 Updated: 12/21/2011 Sets: Assault on Hoth
Special Abilities Crack Gunner +10 (Can combine fire with adjacent allies who have Mounted Weapon, granting +10 Damage. The attack cannot be prevented or redirected) Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character) Rapport (This character's cost is 5 less in a squad with a character named AT-ST)
Commander Effect Allies named AT-ST gain +4 Attack +4 Defense, Stable Footing and Twin Attack
Imperial High-Command regarded the AT-ST as a highly versatile weapon, excelling against infantry and lightly armored vehicles, but also useful for protecting vital units and patrolling hostile areas.
Imperial Army Pilot Imperial Cost: 12 Hit Points: 10 Defense: 13 Attack: 5 Damage: 10 Rarity: Uncommon Base: Medium Gender: Male Creator: R5Don4 Created: 12/26/2011 Updated: 3/29/2012 Sets: Assault on Hoth
Special Abilities AT-ST Driver (Adjacent non-Unique AT-ST ally gains Transport (This character can transport up to 2 Small or Medium allies that have a Special Ability that contains Pilot or Gunner and who end their moves adjacent to it or begin the game set up on this character. Remove those allies from the battle grid; they move simultaneously with this character, cannot be targeted or take damage, and are considered to be inside it. They cannot make attacks independantly but can combine fire with this character if they are able to do so and are considered adjacent for combining fire. A transported ally cannot voluntarily return to the battle grid. If this character is defeated, all transported allies are also defeated; save 6.))) Gunner (Can combine fire with adjacent allies who have Mounted Weapon) Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character) Pilot Rapport (This character's cost is 5 less in a squad with a character named AT-ST) Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)
Commander Effect Adjacent ally with Mounted Weapon gains Greater Mobile Attack.
AT-ST pilots were trained to have an incredible sense of balance and terrain, due to the All Terrain Scout Transport's bipedal locomotion instability compared to the quadruped AT-AT.
Blizzard Force AT-AT Driver Imperial Cost: 15 Hit Points: 30 Defense: 14 Attack: 6 Damage: 10 Rarity: Common Base: Medium Gender: Male Creator: R5Don4 Created: 1/1/2012 Updated: 1/2/2012 Sets: Assault on Hoth
Special Abilities AT-AT Driver (Adjacent ally named AT-AT Imperial Walker gains Armored Cockpit (This character can transport up to 2 Large allies or 4 Small or Medium allies that have a name or Special Ability that contains General, Commander, Pilot or Gunner. Those allies remain in play off the battle grid; they move simultaneously with this character, cannot be targeted or take damage, and are considered to be inside it. They cannot make attacks independantly but can combine fire with this character if they are able to do so, are considered adjacent for combining fire or they may make actions on their turn other than attacking or moving. A transported ally may not voluntarily return to the battle grid. If this character is defeated, all transported allies are also defeated; save 6.) and Armored Transport (This character can transport up to 2 Huge allies or 4 Large allies or 16 Small or Medium allies. Those allies remain in play off the battle grid; they move simultaneously with this character, cannot be targeted or take damage, and are considered to be inside it. They cannot make attacks, activate or make any action. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)) Pilot Rangefinder (Replaces attacks: Adjacent allies who do not move get +4 Attack against nonadjacent enemies this round) Gunner +20 (Can combine fire with adjacent allies who have Mounted Weapon, granting +20 Damage)
One-seven, decimal two-eight
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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The targeting is only part of it though, the biggest thing is the fact that small and medium characters can obstruct this characters movement. You ever see a tank stop because a guy was in the way? So how about:
Crush (during this characters movement it cannot enter any square twice. This character can enter squares occupied by medium or smaller enemy characters, an enemy character affected in this way takes 20 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damaging effect.)
Or
Crushing Assault (this character may move up to it's speed and then attack. This character cannot enter any square twice. During this movement this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage dealt)
The other big one is lack of armor. Give all tanks damage reduction 20 and weak spots 10. This way the average enemy would need to base this character to hit.
Oh and stable footed is a must as well
I think these and that targeting ability are key to the huge mounted weapon guys
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Also one more point, HP. Lots of it. If heroes have more health then an AT-ST and half the Separatist Huges, then something is sorely wrong. Anyways excited to see what gets settled on for the design
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2008 Posts: 469 Location: Kalamazoo, MI
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General_Grievous wrote:Also one more point, HP. Lots of it. If heroes have more health then an AT-ST and half the Separatist Huges, then something is sorely wrong. Anyways excited to see what gets settled on for the design Does it needs lots of HP, or a way around shooters? How about DR 20 (or even 30). The vehicle can shrug off most shooter damage, but lightsabers get right through.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
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These are the custom abilities i created to help make vehicles more fun, competitive, and "realistic": # Squad Leader (Huge allies with Mounted Weapons gain Troop Cart.) # Defensive Formation (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains +4 defense and Shields 1 until the end of the round, or until this character returns to play.) # Maximum Firepower (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains + 20 damage until the end of the round, or until this character returns to play.) # Stay on the leader! (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains +4 attack and Accurate Shot.) # Wingman (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains +4 attack +10 damage until the end of the round, or until this character returns to play.) # Co-Pilot (If an ally removes both a Pilot and a Co-Pilot from play with the Troop Cart ability, it gains +2 Speed until either character returns to play.) Associated custom minis: http://www.bloomilk.com/Custom/2079/luke-skywalker--rogue-leaderhttp://www.bloomilk.com/Custom/2649/general-veers--blizzard-leaderhttp://www.bloomilk.com/Custom/2654/darth-vader--imperial-pilothttp://www.bloomilk.com/Custom/2067/wedge-antilles--red-leaderhttp://www.bloomilk.com/Custom/2655/chewbacca--co-pilot
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 832
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General_Grievous wrote:The targeting is only part of it though, the biggest thing is the fact that small and medium characters can obstruct this characters movement. You ever see a tank stop because a guy was in the way? I made up this ability for some characters for that situation: Overrun (This character is not prevented from entering squares occupied by enemy characters.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 832
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adamb0nd wrote:These are the custom abilities i created to help make vehicles more fun, competitive, and "realistic": # Squad Leader (Huge allies with Mounted Weapons gain Troop Cart.) # Defensive Formation (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains +4 defense and Shields 1 until the end of the round, or until this character returns to play.) # Maximum Firepower (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains + 20 damage until the end of the round, or until this character returns to play.) # Stay on the leader! (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains +4 attack and Accurate Shot.) # Wingman (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains +4 attack +10 damage until the end of the round, or until this character returns to play.) # Co-Pilot (If an ally removes both a Pilot and a Co-Pilot from play with the Troop Cart ability, it gains +2 Speed until either character returns to play.) Associated custom minis: http://www.bloomilk.com/Custom/2079/luke-skywalker--rogue-leaderhttp://www.bloomilk.com/Custom/2649/general-veers--blizzard-leaderhttp://www.bloomilk.com/Custom/2654/darth-vader--imperial-pilothttp://www.bloomilk.com/Custom/2067/wedge-antilles--red-leaderhttp://www.bloomilk.com/Custom/2655/chewbacca--co-pilot My main problem with Troop Cart is that transported characters are very vulnerable to taking damage, from Accurate Shot, Sniper, Force Lightning, Splash, War Throat, Force Repulse, Flamethrower, Grenades, Missiles, Strafe, Self Destruct, etc. Some vehicle should provide greater protection.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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General_Grievous wrote:You ever see a tank stop because a guy was in the way? Only once, and that was because the tank driver didn't want to crush him.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/4/2009 Posts: 303
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Here are a couple possible abilities:
Shoot Over X: Creatures with a base size of [this unit] -X or smaller do not provide cover except to adjacent figures no more than one size larger. This creature ignores low cover unless target is adjacent to obstructing low cover. (note this last ability may need to be tied to unit size or the X factor.
Step/Roll Over Y: This unit ignores units of base size Y or smaller when moving. It may not stop in a space occupied by another creature and still provokes AoO with its movement. If forced to stop in a space occupied by a unit of size Y or smaller move the smaller unit to the nearest open space (Save Z) or destroy that unit.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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engineer wrote:General_Grievous wrote:Also one more point, HP. Lots of it. If heroes have more health then an AT-ST and half the Separatist Huges, then something is sorely wrong. Anyways excited to see what gets settled on for the design Does it needs lots of HP, or a way around shooters? How about DR 20 (or even 30). The vehicle can shrug off most shooter damage, but lightsabers get right through. Well just going off of the games where Jedi did fight mechs. They are pretty tough, plus in the days of every savage bring able to overwhelming power ignore damage; do we really want a chazrach to kill a huge in two hits (Vulture Droid, hailfire, spider, etc...)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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juice man wrote:General_Grievous wrote:You ever see a tank stop because a guy was in the way? Only once, and that was because the tank driver didn't want to crush him. Yah, that is actually a good point, maybe only dark side factions should get crush
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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General_Grievous wrote:juice man wrote:General_Grievous wrote:You ever see a tank stop because a guy was in the way? Only once, and that was because the tank driver didn't want to crush him. Yah, that is actually a good point, maybe only dark side factions should get crush Maybe light side can crush non-living?
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Rank: Uggernaught Groups: Member
Joined: 6/20/2011 Posts: 34
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I was thinking something like:
Tall:This character can choose to ignore small and medium characters when choosing targets. Small and medium characters do not provide cover against this characters attacks.
Also, I think all huge vehicles should have some sort of Splash, since their guns are huge compared to handheld blasters.
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