RegisterDonateLogin

Green pee.

Welcome Guest Active Topics | Members

most creative game changing custom mini contest! Options
adamb0nd
Posted: Wednesday, March 13, 2013 5:03:46 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/16/2008
Posts: 2,303
Lord_Ball wrote:


I like the idea, though I have some concerns.



Mechanics can be cleaned up a bit, but the basic idea is what id like to see implemented.
markedman247
Posted: Wednesday, March 13, 2013 5:18:00 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/14/2008
Posts: 2,063
Lord_Ball wrote:
Hmm, well since there is already a Dooku entry I will submit

Admiral Trench Cost 27
Hit Points: 70
Defense: 17
Attack: 12
Damage: 10

Special Abilities
Unique
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Blockade (While this character is in play enemy characters may not use the Reserves ability)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Magnetic Signature Tracking (Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round)
Disciplined Leader (This character's commander effect cannot be suppressed)

Commander Effect
Droids are subject to these effects: Non-unique droid followers gain Spotter +10 and Synchronized Fire (Droids)


The Separatists tactics concerning droid troops has always been swarms, yet in SWM true swarm squads have yet to become a viable option. Trench is the perfect candidate to help allieviate that problem.


After looking at the new Ackbar (V-Set 5), you might be able to add Concentrate All Fire Power into the mix.
markedman247
Posted: Wednesday, March 13, 2013 5:32:59 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/14/2008
Posts: 2,063
Kas'im, Sith Weapon Master
Cost 43
HP 100
Def 19
Atk: 12
Damage 20

Unique, Melee Attack
Melee Duelist (+4 Defense against adjacent attacks)
Double Attack
Parry
Ataru Atyle Mastery
Deadly Attack
Wounding Attack (If this character's attack roll results in a critical hit on an enemy, that enemy is at -2 speed for the remainder of the skirmish).

FPs
FP 2, FR 1
Lightsaber Assault
Lightsaber Defense
Sith Rage 10

CE
Non-unique allies with a force rating and a Lightsaber gain Lightsaber Defense.
Lord_Ball
Posted: Wednesday, March 13, 2013 5:42:42 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
markedman247 wrote:

After looking at the new Ackbar (V-Set 5), you might be able to add Concentrate All Fire Power into the mix.

An interesting addition I'll definitely have to consider a few things as I wouldn't want to increase his cost too much (need plenty of room for the droid swarm).

Edit:
I'm thinking I could drop Opportunist to +10 and change the CE to granting an extra +2 on combined fire (+8 for SBD'S!!!!!) without spotter. and get by upping his cost just a single point.

"Revised" version:

Admiral Trench Cost 28
Hit Points: 70
Defense: 17
Attack: 12
Damage: 10

Special Abilities
Unique
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
Blockade (While this character is in play enemy characters may not use the Reserves ability)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Magnetic Signature Tracking (Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round)
Disciplined Leader (This character's commander effect cannot be suppressed)
Concentrate All Fire Power (Once per turn, 1 ally within 6 squares may combine fire without becoming activated. If 2 or more allies within 6 squares combine fire on the same attack, the attack gets +10 Damage and cannot be prevented or redirected.)

Commander Effect
Droids are subject to this effect: Non-unique droid followers who combine fire grant an additional +2 Attack
CerousMutor
Posted: Wednesday, March 13, 2013 6:23:52 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
surf_rider56
Posted: Wednesday, March 13, 2013 10:20:50 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 9/19/2008
Posts: 1,740
Location: Orange County, CA
kobayashimaru wrote:
This thread is maturing into a real creative thinktank!
If only you could pair up/team up with a custom statcard maker, and get some custom minis happening too so we can see what these stats look like when theyre brought to life. BigGrin


Gee, Koba, what are you trying to say? RollEyes
CerousMutor
Posted: Wednesday, March 13, 2013 12:58:47 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990

Dovin Basal 16
Hit Points: 50
Defense: 15
Attack: -1
Damage: -1
Special Abilities
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Gravity Anomaly (If an Allied character within 6 squares would take damage from a non adjacent enemy, this character takes that damage instead.)

CerousMutor
Posted: Wednesday, March 13, 2013 2:10:18 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
kobayashimaru wrote:
This thread is maturing into a real creative thinktank!
If only you could pair up/team up with a custom statcard maker, and get some custom minis happening too so we can see what these stats look like when theyre brought to life. BigGrin


I have anted a'Print' function on the Custom stats creator for ages'
I can uderstand why we dont get one, but a basic card print function would be the dogs b0ll0cks!
theConsortium
Posted: Wednesday, March 13, 2013 3:27:04 PM
Rank: Rancor
Groups: Member

Joined: 6/14/2012
Posts: 33
After some much needed thought (as well as some helpful criticism from shatterpoint7 and HanSolo79), I’ve adapted my Dooku to better serve his intended purpose. Namely, I’ve included Disciplined Leader, and modified his CE to give Asajj Ventress Twin Attack. I’ve also included the stats this time.

Count Dooku, Dark Mentor 52 Points
Hit Points: 120
Defense: 20
Attack: 14
Damage: 20

Special Abilities:
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist.)
Disciplined Leader (This character's commander effect cannot be suppressed)

Force Powers:
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)
Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)

Commander Effect:
Allies with a Force rating and an original Attack rating of 12 or less gain +4 Attack. Allied Asajj Ventress gains Twin Attack. Allied General Grievous gains Jedi Hunter.

Flavor Text:
After leaving the Jedi Order, Count Dooku taught many young Jedi the ways of the dark side. His most noteable students include the Dark Acolytes, Asajj Ventress, and the vicious General Grievous.

The custom can also be viewed here:

http://www.bloomilk.com/Custom/13144/count-dooku--dark-mentor

Thanks for the advice regarding Dooku. I’m interested to see what else people will come up with on the forum. ThumbsUp
pegolego
Posted: Friday, March 15, 2013 7:23:07 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/29/2011
Posts: 1,766
Location: In a sinkhole on Utapau
UPDATE: See the highlighted change.

I decided against my Chirpa, because everyone seems to hate 2 point pieces. So I deleted that, and I'm adding this little piece of genius I cooked up instead. So a lot of people think that the reason the Vong are so bad is the fact that all but Nom are Melee, thus they are too vulnerable, without enough kick.

Vuuzhan Vong Infiltrator 36
HP:60
DF:17
AT:12
DG:20
Force Immunity
Cloaked
Intuition
Sabatoge (Replaces turn; touch: Target living enemy has -4 Defense and -4 to all save rolls for the rest of the skirmish, save 11)
Enemy Tactics Informant (Enemy has -6 to all initiative rolls)
Stolen Weapons Distribution (Adjacent Vuuzhan Vong allies gain {Stolen Blaster} (Replaces attacks; sight: May make an attack using their Attack and Damage rating)

Masters of stealth and sabatoge, these Vong struck at the heart of the New Republic, both during and before the galactical war, and used their own equipment and intelligence against them

How's that for game changing? This way, I'm not just taking all Vong's melee away, and making them all boostable OP shooters, but I am giving them a blaster, per-se (at least Non-U followers), and that should help them immensely, without ruining their mold

Does the change help to kinda keep the flavor, as he is only handing weapons to guys adjacent to him, and it doesn't actually boost their stats, so you can't give 4 point grunts +12 attack and +20 damage?
corranhorn
Posted: Friday, March 15, 2013 12:07:45 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/14/2009
Posts: 1,728
I hate to criticise again but you might want to change that bright blue font. It's impossible to read lol! Scared
pegolego
Posted: Saturday, March 16, 2013 11:35:05 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/29/2011
Posts: 1,766
Location: In a sinkhole on Utapau
Lol, sorry. Yeah, it is pretty bad even on my screen Blushing.
DonStamos
Posted: Saturday, March 16, 2013 12:06:14 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/2/2008
Posts: 205
Jedi Holocron (Faction: Old Republic)
Cost: 20
HP: -
Def: -
Att: -
Dam: -

Emplacement
Jedi Tutor (Replaces turn, adjacent allied character with a Force rating gains Master of the Force 2 for the rest of the skirmish.)
Force Spirit
Affinity (This character may be in a Republic, Rebel, or New Republic squad.)

Commander Effect

Allied characters with a Force rating within 6 squares gain Force Renewal 1.

I also had a Sith Holocron that granted Betrayal (but I might change that to a different Sith ability later).
CerousMutor
Posted: Sunday, March 17, 2013 3:39:01 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
I wasn't going to put these on but I thougnt why not.
I think for these to work, you need to play the game with more of a D&D twist

Kaiburr Crystal 35
Hit Points: 20
Defense: 15
Attack: --
Damage: --
Rarity: Very Rare
Base: Small
Special Abilities
Unique

Force Relic(Cannot be healed or repaired; cannot open doors. Does not provide cover; is neither living nor non-living. Does not benefit from Special Abilities, Force Powers or Commander Effects.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Teachings of the Force (Once per round; 1 adjacent character with a force rating is activated this turn; that character gains a maximum of 1 of this characters Force Powers until the end of the skirmish. Force Powers from this character cost +1 Force Point when not within 6 squares of this character.)
Force Powers
Shockwave (Force 2, replaces attacks: All characters within 6 squares are considered activated this round; save 11)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Force Bubble (Force 1: When this character takes damage, reduce the damage dealt by 20)
Indiscriminate Rage (Force 1: +2 Attack and +10 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 gains Savage.)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)

Commander Effect
Force Powers cost -1 point when within 6 squares of this character.

"The Force is all around us. It can be collected and transmitted through the use of a Kaiburr Crystal. It's the only way to amplify the power of the Force within you." - Obi-Wan Kenobi



shatterpoint7
Posted: Monday, March 25, 2013 6:28:43 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2009
Posts: 487
just so we are clear, only ONE character is allowed per member, on Friday 12:00 pm, when I will prepare the poll. You can still edit you mini or change entirely until then.
den25
Posted: Monday, March 25, 2013 6:54:46 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/29/2011
Posts: 270
Ok, here's my entry. I created him in the spirit for which I saw him so briefly perform on Star Wars Clone Wars this season. Those couple of minutes where he donned his helmet and took on an entire garrison of battle droids, super battle droids and destroyers had me mesmerized:

Republic Commando Captain Gregor
Cost: 30
Hit Points: 60
Defense: 18
Attack:+10
Damage: 20
Special Abilities
Unique
Order 66
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Lone Elite Commando (This character gains +4 Attack, Twin Attack, and Greater Mobile Attack if no allies are within 8 squares at the start of his turn)

Commander Effect Allies whose names contain Republic Commando within 6 squares gain Avoid Defeat.

Put him in a Republic Commando Squad with the Training Sergeant and you've got a shooter that goes off on his own with shields 2, Synchronized fire with other Republic Commandos and gets +10 damage when combining fire with other Republic Commandos. That can really create some havok on an enemy squad. Plus he hands out Avoid Defeat to all other Republic Commandos AND the Training Sergeant. Throw in Bacara in the squad and he gets super stealth.

Personally, I think a shooter out on his own from the rest of the squad, with double, twin, greater mobile, shields 2, and superstealth, shooting with a +14 for up to 80 points of damage is pretty good. It's a 30 point piece that nicely compliments the existing Republic Commandos, and any future RC's that get added through v-sets (think Yayax Squad).

It's a good solid piece that isn't a force user.
corranhorn
Posted: Saturday, April 13, 2013 6:50:36 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/14/2009
Posts: 1,728
What ever happened with this?
pegolego
Posted: Tuesday, April 23, 2013 11:15:47 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/29/2011
Posts: 1,766
Location: In a sinkhole on Utapau
^Wondering the same thing Confused
Gungan Batman Clone
Posted: Tuesday, April 23, 2013 12:30:39 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/30/2012
Posts: 835
Location: The Batcave Ota Gotham, Naboo
People seemed to like this one, it was between this and my Republic Gunship, so here it goes, my Taun Taun!
http://www.bloomilk.com/Custom/13451/taun-taun

Fringe
Taun Taun 9
Hit Points: 30
Defense: 17
Attack: 0
Damage: 0
Rarity: Common
Base: Large
Gender: Male

Creator: Gungan Batman Clone
Created: 2/1/2013
Updated: 2/1/2013
Sets: Corusant Knights

Special Abilities
Melee Attack (Can attack only adjacent enemies)
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.)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.