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Inside the minds of the designers - Buzz Droid Options
leshippy
Posted: Wednesday, August 27, 2014 9:07:23 AM
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fingersandteeth Offline
Post subject: **Done** Buzz DroidPostPosted: Tue Apr 16, 2013 8:58 am
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cost 4
Hp 10
Def 20
att 2
dmg 10

melee
Buzz Droid (When adjacent to a enemy with mounted weapon, vehicle or strafe attack special abilities remove this character from the battle grid, it is defeated. The enemy takes 10 damage and is buzzed. Each time a buzzed enemy activates it takes 10 damage, may not attack while moving and may not move double speed, save 16. On a success the character take no damage and is no longer buzzed.

I know its another new ability but I know no other way to implement what buzz droid do.

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 12:08 am
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fingersandteeth wrote:
cost 6
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (When adjacent to a enemy with mounted weapon, vehicle or strafe attack special abilities remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is Buzzed and can no longer make attacks this turn. Each time a Buzzed enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer Buzzed.)



I'd rather this fig be fringe.

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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 12:41 am
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fingersandteeth wrote:
fingersandteeth wrote:
cost 6
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (When adjacent to a enemy with mounted weapon, vehicle or strafe attack special abilities remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is Buzzed and can no longer make attacks this turn. Each time a Buzzed enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer Buzzed.)



I'd rather this fig be fringe.


Do we want another 20 defense droid with HK around?

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 5:08 am
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its 6 points, 5 with rapport so no where near a mouse droid level of annoyance and its function is limited.

I guess it shouldn't be out front anyway so i could easily drop its def.

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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 12:17 pm
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Mechanics aside, can we come up with better verbage than "buzzed"? It sounds kinda silly to me. Sabotage? Destruct? Dismantle?


. . . The enemy takes 20 damage, is being dismantled and can no longer make attacks this turn. Each time an enemy who is being dismantled activates, it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character takes no damage and is no longer being dismantled.)


Just brainstorming here

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 1:33 pm
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Awww, i was hoping for some potential wise cracks around the table.

"hey dude, your lancer is, like, well buzzed"

fingersandteeth wrote:
cost 6
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (When adjacent to a enemy with mounted weapon, vehicle or strafe attack special abilities remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning.)


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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 2:52 pm
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fingersandteeth wrote:
Awww, i was hoping for some potential wise cracks around the table.

"hey dude, your lancer is, like, well buzzed"

fingersandteeth wrote:
cost 6
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (When adjacent to a enemy with mounted weapon, vehicle or strafe attack special abilities remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning.)



Those wisecracks will still happen regardless.

I like malfunctioning

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Life after death: V-sets + 490 (And there will never be a repeat of stats again!)
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The_Celestial_Warrior Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 3:54 pm
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How is malfunctioning different from corrupted or burning?

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 4:11 pm
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messes up movement and attacks as well as causing damage.

It's written in the description of the ability.

Neither burning or corruption are listed abilities, they are a definitions that are part of the force power, force corruption, and burning attack special ability.

It functions in a similar fashion but the effect is very different.

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The_Celestial_Warrior Offline
Post subject: Re: Buzz DroidPostPosted: Wed Apr 17, 2013 4:59 pm
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fingersandteeth wrote:
messes up movement and attacks as well as causing damage.

It's written in the description of the ability.

Neither burning or corruption are listed abilities, they are a definitions that are part of the force power, force corruption, and burning attack special ability.

It functions in a similar fashion but the effect is very different.


Ah yes, I see it now. I was reading it as damage only with the other factors being part of buzz droid.

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The_Celestial_Warrior Offline
Post subject: Re: Buzz DroidPostPosted: Sun Jun 02, 2013 11:02 pm
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Wording seems weird. When is a character considered adjacent? Immediately..at the end of turn?

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 11:31 am
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immediately

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Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 11:42 am
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fingersandteeth wrote:
immediately


I feel like the SA currently doesn't say that. Should it?

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 11:49 am
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fingersandteeth wrote:
cost 6
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (Whenever an enemy with mounted weapon, vehicle or strafe attack special abilities move adjacent to this character, immediately remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning.)



like this?

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The_Celestial_Warrior Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 11:51 am
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That only affects it outside of its own turn, I thought you wanted it during and outside, just not sure how that would be worded.

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 12:00 pm
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fingersandteeth wrote:
fingersandteeth wrote:
cost 6
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (Whenever an enemy with mounted weapon, vehicle or strafe attack special abilities become adjacent to this character, immediately remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning.)



2nd attempt

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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 12:17 pm
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What happens when you become adjacent to 2 such enemies at once? Do they both take the effect?

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 12:27 pm
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simultaneous effect, acting players choice.

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Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 2:52 pm
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I don't undertand your response.

If I move a buzz droid adjacent to 2 enemies with vehicle at the same time - do they BOTH take 20 and get the effects, or do you have to choose one or the other?

On the flipside, if a strafer runs over 2 of these guys at once, is it 40 damage and 2 saves every turn? Or does only the initial damage stack?

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"I kinda thought attacking my opponent's pieces was like the entire point of the game." Graham Bingham.

Proud member of the 790 club. (Number of unique sets of stats WotC released) Forever
Life after death: V-sets + 490 (And there will never be a repeat of stats again!)
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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 4:30 pm
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TimmerB123 wrote:


If I move a buzz droid adjacent to 2 enemies with vehicle at the same time - do they BOTH take 20 and get the effects, or do you have to choose one or the other?

choose. (simultaneous effect)

Quote:
On the flipside, if a strafer runs over 2 of these guys at once, is it 40 damage and 2 saves every turn? Or does only the initial damage stack?

40 dmg. (resolve each buzz droid individually)

one save. (you don't stack corruptions, why would you stack malfunctioning?)

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Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 7:02 pm
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fingersandteeth wrote:
TimmerB123 wrote:

On the flipside, if a strafer runs over 2 of these guys at once, is it 40 damage and 2 saves every turn? Or does only the initial damage stack?

40 dmg. (resolve each buzz droid individually)

one save. (you don't stack corruptions, why would you stack malfunctioning?)


OK - agree with this

fingersandteeth wrote:
TimmerB123 wrote:


If I move a buzz droid adjacent to 2 enemies with vehicle at the same time - do they BOTH take 20 and get the effects, or do you have to choose one or the other?

choose. (simultaneous effect)


This one is more confusing and may need a glossary entry. People may think it works like self destruct and they both take it.

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"I kinda thought attacking my opponent's pieces was like the entire point of the game." Graham Bingham.

Proud member of the 790 club. (Number of unique sets of stats WotC released) Forever
Life after death: V-sets + 490 (And there will never be a repeat of stats again!)
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Sithborg Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 7:18 pm
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fingersandteeth wrote:
Quote:
On the flipside, if a strafer runs over 2 of these guys at once, is it 40 damage and 2 saves every turn? Or does only the initial damage stack?

40 dmg. (resolve each buzz droid individually)

one save. (you don't stack corruptions, why would you stack malfunctioning?)


Yeah, that's not correct. The damage on the "corruption" saves don't stack either. Tim is right, only the initial save would potentially stack.

But I'm not convinced it would work like that. Two instances of Mines don't stack per movement, thus, just like with Riposte, you couldn't trigger more than one Buzz Droid per instance of movement.

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 8:29 pm
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i don't understand the confusion here

you have a buzz droid and move it next to 2 guys, you have to pick the one it affects. It doesn't blow up, it affects an individual piece. Note the wording is all singular. If you really think that is confusing then it could be spelt out.

If you fly over 2 simultaneously its 40 damage (2x20 dmg), there is no save so it just happens. Then if you activate, you save ONCE because you are malfunctioning.

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Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 8:45 pm
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I understand it now. Don't know how to make the ability more clear. It's a new, unique ability with a lot to it.

What confused me more was the simultaneous effects comment. It's not simultaneous effects - there is only one effect and you have to choose a target to apply it to.

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Life after death: V-sets + 490 (And there will never be a repeat of stats again!)
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Post subject: Re: Buzz DroidPostPosted: Mon Jun 03, 2013 11:50 pm
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well it kind of is simultaneous in that you have a choice at the time, you can't do both so you pick one.

But you are more correct.

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Sithborg Offline
Post subject: Re: Buzz DroidPostPosted: Tue Jun 04, 2013 6:36 pm
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fingersandteeth wrote:
If you fly over 2 simultaneously its 40 damage (2x20 dmg), there is no save so it just happens. Then if you activate, you save ONCE because you are malfunctioning.


I interpreted your post as saying, that the save would be for 40 damage, not 20. Tim was only talking about the post initial blow up. My apologies.

Probably will change the "an" to a "1", to make it clear it is a singular effect. Somewhat unclear in the moving adjacent to 2 valid targets.

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Post subject: Re: Buzz DroidPostPosted: Tue Jun 04, 2013 11:12 pm
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Cool - that's what I was getting at. 1 does make it more clear.

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Post subject: Re: Buzz DroidPostPosted: Tue Jun 04, 2013 11:29 pm
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fingersandteeth wrote:
cost 5
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (Whenever 1 enemy with mounted weapon, vehicle or strafe attack special abilities become adjacent to this character, immediately remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning.)


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Post subject: Re: Buzz DroidPostPosted: Wed Jun 05, 2013 12:01 am
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fingersandteeth wrote:
fingersandteeth wrote:
cost 5
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (Whenever 1 enemy with mounted weapon, vehicle or strafe attack special abilities become adjacent to this character, immediately remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning.)



So, trying to limit all effects to 1 enemy?
or initial damage to any adjacent, then subsequent effects against 1?
Either way, having the 1 where it is makes it read a little weird to me, like it requires 1 and only 1 enemy to be adjacent for it to happen. I dunno.


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Jun 05, 2013 12:32 am
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fingersandteeth wrote:
cost 5
Hp 10
Def 20
att 2
dmg 10

Melee Attack
Buzz Droid (Whenever an enemy with mounted weapon, vehicle or strafe attack special abilities becomes adjacent to this character, immediately remove this character from the battle grid, it is defeated. The enemy takes 20 damage, is malfunctioning and can no longer make attacks this turn. Each time a malfunctioning enemy activates it takes 20 damage, may only attack or move and may not move double speed, save 11. On a success the character take no damage and is no longer malfunctioning. In the case of moving adjacent to more than one character with mounted weapon, vehicle or strafe attack special abilities, choose one to affect.)


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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Wed Jun 05, 2013 12:42 am
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Nice, I think you covered everything. Perhaps it can be shortened, but if not, very understandable. :)


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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Wed Jun 19, 2013 1:30 pm
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Probably doesn't matter as this SA may not show up again, but let me know what you think of this condensed wording. (saves 100+ chars)
Quote:
Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, cannot attack for the rest of that turn and is malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

FT:
"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Thu Jun 20, 2013 12:14 am
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from what I can see Swinefeld's covers everything just fine.

Also - the last sentence may not be needed on the card. I may just be needed in the glossary.

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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Mon Jul 08, 2013 10:23 pm
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Quote:
cost 5
Hp 10
Def 20
att 2
dmg 10
Fringe

Melee Attack

Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, cannot attack for the rest of that turn and is malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

FT:
"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


TimmerB123 wrote:
Also - the last sentence for Buzz Dorid may not be needed on the card. I may just be needed in the glossary.


PT

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"I kinda thought attacking my opponent's pieces was like the entire point of the game." Graham Bingham.

Proud member of the 790 club. (Number of unique sets of stats WotC released) Forever
Life after death: V-sets + 490 (And there will never be a repeat of stats again!)
EPICS: + 18

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Jul 09, 2013 10:48 am
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TimmerB123 wrote:
Quote:
cost 5
Hp 10
Def 20
att 2
dmg 10
Fringe

Melee Attack

Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, cannot attack for the rest of that turn and is malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

FT:
"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


TimmerB123 wrote:
Also - the last sentence for Buzz Dorid may not be needed on the card. I may just be needed in the glossary.


PT


PT

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Tue Jul 09, 2013 12:34 pm
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added
Quote:
7/9/13
40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 5

Hit Points 10
Defense 20
Attack +2
Damage 10

Special Abilities
Melee Attack

*Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, cannot attack for the rest of that turn and is malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Thu Oct 10, 2013 10:07 am
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swinefeld wrote:
added
Quote:
7/9/13
40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 5

Hit Points 10
Defense 20
Attack +2
Damage 10

Special Abilities
Droid. Melee Attack

*Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, cannot attack for the rest of that turn and is malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


glaring omission added (thanks to FlyingArrow)


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Thu Oct 10, 2013 10:16 am
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lol

good catch

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Oct 15, 2013 11:06 am
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Same as the LIN droid, no surprises in this piece, works as advertized.

Lobot reinforcement that gives squads a chance but cheaper than the LIN.

done

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TimmerB123 Offline
Post subject: Re: Buzz DroidPostPosted: Tue Oct 15, 2013 11:27 am
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Do we really want to have someone be able to add 5 of these guys with Gha?

Should we make them 6 points?

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Post subject: Re: Buzz DroidPostPosted: Tue Oct 15, 2013 11:29 am
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i thought they were 6 points.

Certainly done at 6 points.

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Sat Nov 16, 2013 5:26 pm
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Cost 6 per prior comments.
Buzz Droid revised slightly

I keep looking at it - thinking about Mines and the damage if a strafer flies over 2 of them at the same time. Is it supposed to result in 40 damage in that case?

I'm not sure that interaction is covered adequately.

I think Scott should look at it again. It might need something along the lines of Magma Pebble's wording added in regards to the damage. (if 40 is intent in that situation)
Maybe I'm overthinking it...

Quote:
11/16/13 (+1 cost, Buzz minor wording tweak)

40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 20
Attack +2
Damage 10

Special Abilities
Droid. Melee Attack

Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, cannot attack for the rest of that turn and is considered to be malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and it is no longer malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]


"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


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Sithborg Offline
Post subject: Re: Buzz DroidPostPosted: Sat Nov 16, 2013 7:15 pm
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Much like Mines, you are affected once per square of movement.

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Sat Nov 16, 2013 11:54 pm
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Sithborg wrote:
Much like Mines, you are affected once per square of movement.

Thanks, that's what I thought reading it. But would both Buzz Droids get removed?
The wording only covers 2 enemies becoming adjacent, not the other way around.


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Sithborg Offline
Post subject: Re: Buzz DroidPostPosted: Sun Nov 17, 2013 1:41 am
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Yeah, I see your point. Misremembered on how this ability was supposed to work. I'll be back.

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Sun Nov 17, 2013 11:30 am
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the initial damage (20 currently) is applied per buzz droid removed.

i.e. you fly over 2 simultaneously and you'll take 40.

Malfunctioning doesn't stack though.

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Sun Nov 17, 2013 12:57 pm
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fingersandteeth wrote:
the initial damage (20 currently) is applied per buzz droid removed.

i.e. you fly over 2 simultaneously and you'll take 40.

Malfunctioning doesn't stack though.


Right - that's what we're trying to work out. The wording to support simultaneous initial damage isn't there (yet).


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Sun Nov 17, 2013 2:19 pm
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2 buzz droids are 2 separate events happening simultaneously.

like running over 2 sets of mines.

I don't see why there needs to be other wording.

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Sun Nov 17, 2013 3:26 pm
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I'll leave it to Scott to determine if it needs anything else, as it's a bit weird.
Just want to make sure the wording works under the rules to match intent.


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Sithborg Offline
Post subject: Re: Buzz DroidPostPosted: Mon Nov 18, 2013 5:02 pm
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fingersandteeth wrote:
2 buzz droids are 2 separate events happening simultaneously.

like running over 2 sets of mines.

I don't see why there needs to be other wording.


Except you only trigger one mines save per square of movement, no matter how may figures with Mines you move adjacent to. I'm not to certain how to word it to work as desired. The real issue is that it would be simultaneous.

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Nov 18, 2013 5:30 pm
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i see what you mean.

try this

Quote:

Buzz Droid [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage for each Buzz Droid removed, cannot attack for the rest of that turn and is considered to be malfunctioning. Each time a Malfunctioning character activates it must attempt a save of 11. On a failure, that character takes 20 damage and may only attack or move up to its speed. On a success, that character is no longer Malfunctioning. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Mon Nov 18, 2013 6:29 pm
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another way to do this is by splitting it, or renaming it or both.

That way malfunctioning attacks can be used again also.

i.e.

Magnetic Pad [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage for each character removed by Magnetic Pad. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

Malfunctioning Damage [An enemy damaged by this character is considered to be malfunctioning. Each time a Malfunctioning character activates it must attempt a save of 11. On a failure, that character takes 20 damage and may only attack or move up to its speed. On a success, that character is no longer Malfunctioning.]

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Mon Nov 18, 2013 8:43 pm
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fingersandteeth wrote:
another way to do this is by splitting it, or renaming it or both.

That way malfunctioning attacks can be used again also.

That might be a better way to go.

Quote:
Magnetic Pad [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage for each character removed by Magnetic Pad. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

Now it does not prevent further attacks that turn. Intended?
Perhaps it could just say (this damage stacks) or something to that effect?

Quote:
Malfunctioning Damage [An enemy damaged by this character is considered to be malfunctioning. Each time a Malfunctioning character activates it must attempt a save of 11. On a failure, that character takes 20 damage and may only attack or move up to its speed. On a success, that character is no longer Malfunctioning.]

My standard streamline suggestion if this gains traction:

Malfunctioning Damage [An enemy damaged by this character is considered to be malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning.]

side note: don't know if we've been entirely consistent about capitalizing terms for these types of effects, but corruption doesn't, so let's follow that.


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 12:29 am
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swinefeld wrote:
Now it does not prevent further attacks that turn. Intended?
Perhaps it could just say (this damage stacks) or something to that effect?


No, nice catch.
Quote:
Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, and cannot attack for the rest of the turn. This damage stacks. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]



Quote:
My standard streamline suggestion if this gains traction:

Malfunctioning Damage [An enemy damaged by this character is considered to be malfunctioning. Each time a malfunctioning character activates it takes 20 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning.]

side note: don't know if we've been entirely consistent about capitalizing terms for these types of effects, but corruption doesn't, so let's follow that.
[/quote]

Yeah, i noticed that it was different from corruption but i chose to use the corruption template. You and Scott can ultimately decide the semantics, i only care about function (and card space when its an issue).

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 2:11 am
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Ok, so splitting the wording makes it much easier to deal with and although the wording below might not be final, i think the fig is.

I've added a electric shock to them and reduced their malfunctioning damage to +10, with card dmg at 0.

Seems more like what a buzz droid would do.

Also the recommended mini should be an ASN assassin droid really. Not sure why i didn't think of that before.

40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 20
Attack +7
Damage +0

Special Abilities
Droid. Melee Attack

Electric Shock 10 [+10 Damage against adjacent Droid enemies]

Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, and cannot attack for the rest of the turn. This damage stacks with other simultaneous Magnetic Sabotage. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

Malfunctioning Damage 10 [A non-living enemy damaged by this characters attacks or an enemy damaged by Magnetic Sabotage is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning.]

"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant[/quote]

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 2:12 am
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Ok, so splitting the wording makes it much easier to deal with and although the wording below might not be final, i think the fig is.

I've added a electric shock to them and reduced their malfunctioning damage to +10, with card dmg at 0.

Seems more like what a buzz droid would do.

Also the recommended mini should be an ASN assassin droid really. Not sure why i didn't think of that before.

Quote:
40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 18
Attack +7
Damage +0

Special Abilities
Droid. Melee Attack

Electric Shock 10 [+10 Damage against adjacent Droid enemies]

Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy takes 20 damage, and cannot attack for the rest of the turn. This damage stacks with other simultaneous Magnetic Sabotage. If 2 or more enemies subject to this ability become adjacent simultaneously, choose one to affect.]

Malfunctioning Damage 10 [A non-living enemy damaged by this character or an enemy damaged by Magnetic Sabotage is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and that character is no longer malfunctioning.]

"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 8:39 am
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fingersandteeth wrote:
Also the recommended mini should be an ASN assassin droid really. Not sure why i didn't think of that before.


Because Prowl is using it


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 10:03 am
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swinefeld wrote:
fingersandteeth wrote:
Also the recommended mini should be an ASN assassin droid really. Not sure why i didn't think of that before.


Because Prowl is using it



good point.

Gonk it is then.

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 3:34 pm
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Taking a crack at smoothing out the wording. Maybe just call it Malfunction 10?

Quote:
40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 18
Attack +7
Damage +0

Special Abilities
Droid. Melee Attack

Electric Shock +10 [+10 Damage against adjacent Droid enemies]

Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy cannot attack for the rest of that turn and takes 20 damage. (This damage stacks.) When 2 or more enemies would be affected simultaneously, choose one to affect.]

Malfunctioning Damage 10 [A nonliving enemy damaged by this character or by an allied character’s Magnetic Sabotage ability is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and it is no longer malfunctioning.]


"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 19, 2013 4:23 pm
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swinefeld wrote:
Taking a crack at smoothing out the wording. Maybe just call it Malfunction 10?


Agreed with Malfunctioning and the wording looks good to me.

Quote:
40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 18
Attack +7
Damage +0

Special Abilities
Droid. Melee Attack

Electric Shock +10 [+10 Damage against adjacent Droid enemies]

Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy cannot attack for the rest of that turn and takes 20 damage. (This damage stacks.) When 2 or more enemies would be affected simultaneously, choose one to affect.]

Malfunctioning 10 [A nonliving enemy damaged by this character or by an allied character’s Magnetic Sabotage ability is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and it is no longer malfunctioning.]


"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant

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Post subject: Re: Buzz DroidPostPosted: Mon Nov 25, 2013 11:46 am
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Rules question.

It's clear a malfunctioning character can only move up to its speed when it activates, but what about when it is pawned?

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Sithborg Offline
Post subject: Re: Buzz DroidPostPosted: Tue Nov 26, 2013 12:08 am
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Nothing. Do you want it to be fixed?

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Post subject: Re: Buzz DroidPostPosted: Tue Nov 26, 2013 1:55 am
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Not necessarily. Just want to be clear either way.

So - the movement and attack restrictions only happen on their own turn.

Lancers would still get owned once they are malfunctioning. Most often you pawn first and use the regular turn to come back.

Perhaps to make it crystal clear we should add "on it's turn" to the definition of malfunctioning.

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Post subject: Re: Buzz DroidPostPosted: Tue Nov 26, 2013 11:05 pm
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no, leave it as it is.

The ability is consistent with corruption/burning attacks and the precedent is already with corruption and pawn. If you wouldn't make a corruption save with a PotDS then neither will you with Malfunctioning

The relationship should be the same between the two sets of abilities and so no further wording is required.

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urbanjedi Offline
Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 1:59 am
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so done?

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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 10:18 am
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done

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Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 10:18 am
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fingersandteeth wrote:
done


+1

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Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 4:05 pm
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fingersandteeth wrote:
no, leave it as it is.

The ability is consistent with corruption/burning attacks and the precedent is already with corruption and pawn. If you wouldn't make a corruption save with a PotDS then neither will you with Malfunctioning

The relationship should be the same between the two sets of abilities and so no further wording is required.


Sirs,

Corruption/burning attacks only have damage and a save, and they only happen on activation. Malfunctioning adds a non-damaging effect: "may only attack or move up to its speed". The non-damaging effect could be made an ongoing effect and not part of the save with this wording:

Malfunctioning 10 [A nonliving enemy damaged by this character or by an allied character’s Magnetic Sabotage ability is considered to be malfunctioning. A malfunctioning character may only attack or move up to its speed on its turn. Each time a malfunctioning character activates it takes 10 damage; save 11 negates and it is no longer malfunctioning.]

If the designers wanted that effect, and the only reason it was avoided was to be consistent with corruption/burning attacks, then I believe the above is still consistent with corruption/burning attacks. (After all, the non-damaging effect has no precedent.) On the other hand, if the intention is for malfunctioning characters to be able to move and attack as normal when pawned then feel free to ignore this message.


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 5:52 pm
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ok, so the damage and non-damaging aspect should go hand in hand.

i.e. if you take 10 dmg then you can only move or attack.

if pawning prevents one, it prevents both.

is this a better wording?

Malfunctioning 10 [A nonliving enemy damaged by this character or an enemy affected by an allied character’s Magnetic Sabotage ability is considered to be Malfunctioning. Each time a Malfunctioning character activates, it must attempt a save of 11. On a failure, that character takes 10 damage and can only move up to its speed or attack. On a success, that character is no longer Malfunctioning.]

a point to note;
Magnetic sabotage affects more characters types than just non-living thus the wording "or an enemy affected by an allied character’s Magnetic Sabotage ability"

some strafers and vehicles are not non-living thus why this addition is there, please avoid making the ability applicable to only non-living, some living characters will be affected by magnetic sabotage and will malfunction.

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Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 7:24 pm
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fingersandteeth wrote:
is this a better wording?

Malfunctioning 10 [A nonliving enemy damaged by this character or an enemy affected by an allied character’s Magnetic Sabotage ability is considered to be Malfunctioning. Each time a Malfunctioning character activates, it must attempt a save of 11. On a failure, that character takes 10 damage and can only move up to its speed or attack. On a success, that character is no longer Malfunctioning.]


I don't think the original wording was bad, but I do think that wording is better - it matches up more closely with corruption/burning attacks. But it does take a few more words.


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Wed Nov 27, 2013 8:30 pm
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one last change

fingersandteeth wrote:

Malfunctioning 10 [A nonliving enemy damaged by this character or an enemy affected by this character’s Magnetic Sabotage ability is considered to be Malfunctioning. Each time a Malfunctioning character activates, it must attempt a save of 11. On a failure, that character takes 10 damage and can only move up to its speed or attack. On a success, that character is no longer Malfunctioning.]

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Post subject: Re: Buzz DroidPostPosted: Thu Nov 28, 2013 1:02 am
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fingersandteeth wrote:
one last change

fingersandteeth wrote:

Malfunctioning 10 [A nonliving enemy damaged by this character or an enemy affected by this character’s Magnetic Sabotage ability is considered to be Malfunctioning. Each time a Malfunctioning character activates, it must attempt a save of 11. On a failure, that character takes 10 damage and can only move up to its speed or attack. On a success, that character is no longer Malfunctioning.]


That makes a lot more sense. I was going to ask about that.


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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Fri Nov 29, 2013 8:05 pm
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updated text - thoughts below

Quote:
40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 18
Attack +7
Damage +0

Special Abilities
Droid. Melee Attack

Electric Shock +10 [+10 Damage against adjacent Droid enemies]

Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy cannot attack for the rest of that turn and takes 20 damage. (This damage stacks.) When 2 or more enemies would be affected simultaneously, choose one to affect.]

Malfunctioning 10 [A nonliving enemy damaged by this character or an enemy affected by this character’s Magnetic Sabotage ability is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and it is no longer malfunctioning.]

"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


I cut down the wording on Malfunctioning 10. With that, the 2 new SAs are 9 and 8 lines of text at 6pt font. If you really want to follow the corruption wording more rigidly, we can do that. The card may be full to the point of dropping FT. (not a big deal, just a lot of text for a 6pt reinforcement piece)

I don't have any immediate suggestions for making it work better, but it seems the potential for reusing these SAs apart from each other has lessened a bit.


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fingersandteeth Offline
Post subject: Re: Buzz DroidPostPosted: Fri Nov 29, 2013 8:29 pm
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that wordings fine.

future Malfunctioning would be

Malfunctioning 10 [A nonliving enemy damaged by this character is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and it is no longer malfunctioning.]

there is no need for them to be tied.

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swinefeld Offline
Post subject: Re: Buzz DroidPostPosted: Fri Nov 29, 2013 11:34 pm
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OK, I guess this is done since the abilities were split prior to sign off, and we only fiddled with wordings after that.

Quote:
** DONE **

40. Buzz Droid -- Fringe -- RM: Gonk Power Droid
Cost 6

Hit Points 10
Defense 18
Attack +7
Damage +0

Special Abilities
Droid. Melee Attack

Electric Shock +10 [+10 Damage against adjacent Droid enemies]

Magnetic Sabotage [Whenever an enemy with Mounted Weapon, Vehicle or Strafe Attack becomes adjacent to this character, immediately remove this character from play; it is defeated. That enemy cannot attack for the rest of that turn and takes 20 damage. (This damage stacks.) When 2 or more enemies would be affected simultaneously, choose one to affect.]

Malfunctioning 10 [A nonliving enemy damaged by this character or an enemy affected by this character’s Magnetic Sabotage ability is considered to be malfunctioning. Each time a malfunctioning character activates it takes 10 damage and may only attack or move up to its speed; save 11 negates and it is no longer malfunctioning.]

"They're shutting down all the controls!"
―Obi-Wan Kenobi, during the Battle of Coruscant


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FlyingArrow Online
Post subject: Re: Buzz DroidPostPosted: Sat Nov 30, 2013 12:41 am
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Three characters probably doesn't make any difference, but at one point someone called the ability Malfunction 10 instead of Malfunctioning 10. If that saves a line of text at any font size it might be worth changing for future considerations.


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Post subject: Re: Buzz DroidPostPosted: Sat Nov 30, 2013 1:09 am
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I don't think the phrasing "or an enemy affected by this character’s Magnetic Sabotage ability" is necessary. The first ability causes damage. The damage causes the second. Similar to the Sith Inquisitor's flavor: force power causes damage and that damage triggers Master of Pain.

But I think that was stated earlier more succinctly.


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Post subject: Re: Buzz DroidPostPosted: Sat Nov 30, 2013 1:29 am
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Markedman247 wrote:
I don't think the phrasing "or an enemy affected by this character’s Magnetic Sabotage ability" is necessary. The first ability causes damage. The damage causes the second. Similar to the Sith Inquisitor's flavor: force power causes damage and that damage triggers Master of Pain.

But I think that was stated earlier more succinctly.


The second phrase is there because Magnetic Sabotage affects some living characters. On a normal attack, it only triggers if the target is nonliving.


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Markedman247 Offline
Post subject: Re: Buzz DroidPostPosted: Sat Nov 30, 2013 1:57 am
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FlyingArrow wrote:
Markedman247 wrote:
I don't think the phrasing "or an enemy affected by this character’s Magnetic Sabotage ability" is necessary. The first ability causes damage. The damage causes the second. Similar to the Sith Inquisitor's flavor: force power causes damage and that damage triggers Master of Pain.

But I think that was stated earlier more succinctly.


The second phrase is there because Magnetic Sabotage affects some living characters. On a normal attack, it only triggers if the target is nonliving.


Gah! Sorry. That's what I get for reading and commenting while battling sleep deprivation.


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LESHIPPY Online
Post subject: Re: **Done** Buzz DroidPostPosted: Thu Dec 12, 2013 11:25 am
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Post subject: Re: **Done** Buzz DroidPostPosted: Thu Dec 12, 2013 11:45 am
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looks good

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swinefeld Offline
Post subject: Re: **Done** Buzz DroidPostPosted: Thu Dec 12, 2013 11:59 am
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fingersandteeth wrote:
looks good


+1, very nice.

I'll wait to stamp it until later, just in case.


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Markedman247 Offline
Post subject: Re: **Done** Buzz DroidPostPosted: Thu Dec 12, 2013 12:44 pm
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A comma is needed in Malfunctioning 10. it should read "...character activates, it takes 10..."


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LESHIPPY Online
Post subject: Re: **Done** Buzz DroidPostPosted: Thu Dec 12, 2013 1:21 pm
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Markedman247 wrote:
A comma is needed in Malfunctioning 10. it should read "...character activates, it takes 10..."


Fixed

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swinefeld Offline
Post subject: Re: **Done** Buzz DroidPostPosted: Thu Dec 12, 2013 4:10 pm
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Ok, with the comma ^ fixed this should be good.

:: swine's stamp of approval ::
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Posted: Friday, August 29, 2014 12:07:49 PM
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Interesting piece, I have such mixed feelings on it. On the one hand the lancer/strafers needed to be neutered. On the other, the vehicle set just came out. Also poor poor huges have yet another hurdle to overcome and build around. I think huges need a reverse silver bullet in the form of DR 20/weak points and/or ability to drive over smaller pieces and displace/damaging them. But glad to see something to work against the lancer. We gentleman's agreement decided against using them back when they first came out
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Posted: Friday, August 29, 2014 1:41:14 PM
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DR 10 takes a large part of the sting out of the effects of a buzz droid. half the time a buzz droid will do 10 dmg to a fig with it and nothing more.

During Gen Con i was on both sides of the buzz droid. In the champs it shut down my wheel bike for 2 rounds which was crucial because it allowed my opponent to get at HK, once grievous stopped malfunctioning i managed to mow down the rest of his attackers but it wasn't enough to win by points.

Then, later in the weekend, i was facing Durge on speeder and I managed to shut him down for 2 rounds using the buzz droid enabling me to stay ahead on points for the win.

Surprisingly, those two cases are what happens 25% of the time. Really, what you expect to happen most is you dish out 20 dmg and lose 1 round which in both cases would have swung the match back to the galloper/strafer because one round was all i needed to get back in the lead and with Durge if he had made his second malfunction save most of my squad was toast.

It just so happened that in either case the vehicle failed 2 malfunction saves which happens a quarter of the time. It will be just as common for the 1st save to be successful and the net result of 6 points is 20 dmg (10 in grievous's and a DR10 droids case).

The "silver bullet" is accurate shot or droid seeker, the buzz droids are not strong.

They are swingy tough; 25% of the time they are right nasty, 25% of the time they don't do enough and 50% of the time they do what you paid for.
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