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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/20/2009 Posts: 175
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Qui-Gonn Jinn, Force Spirit Republic Faction 14 points HP -- ATK-- DEF-- DMG-- Special Abilities Light Spirit Light Tutor
Force Powers Force 1
Cammander Effect Unique Characters in your squad with a force rating gain force spirit 3
the reason i gave him this ce is because he taught yoda and obi-wan how to become force spirits
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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Well done. I'd come up with my own before, but not as good as this.
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Rank: AT-ST Groups: Member
Joined: 5/21/2010 Posts: 56
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Nice Job! I think with the way you have him, he should be more than 14 points. Most Force Spirits have a movement restriction, so Speed 2 or 4 would be a nice addition. And Force Spirit 3 across the board seems a little powerful to me, maybe you should put a six square radius on it. Just some tips.
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Rank: Felucian Warrior on Rancor Groups: Member
Joined: 10/31/2008 Posts: 52
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Qui-Gonn Jinn, Force Spirit Republic Faction 24 points HP -- ATK-- DEF-- DMG-- Special Abilities Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.) Light Tutor (At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point.)
Force Powers Force 1, Force Renewal 1 Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Commander Effect Unique Allies with a force rating within four squares of Qui-Gon Jinn, Force Spirit gain Force Spirit 1(If this character is defeated, immediately add 1 Force point to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish)
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Rank: Felucian Warrior on Rancor Groups: Member
Joined: 10/31/2008 Posts: 52
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I think it needed some fixing. I reduced the CE to force spirit 1, and limited it to 4 squares, so it cannot become board wide from Mas Ammeda. I game him renewal and alter, very useful - "no disintegrations"
The cost needed to be increased, as the CE is intense, as is his own ability to tutor an ally, and the haunt them. I think 24 points is a decent cost, essentailly 6 point for each thing he does. It would add up to about 1 8th of a 200 pint squad. Affordable, but not "next to free"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/20/2009 Posts: 175
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i like it but i think that we could change the ce to force spirit 2, as 1 kind of makes it pointless
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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I like the FS 3. After all he did teach Obi and Yoda how to join with the Force. Very Cool.
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Rank: Felucian Warrior on Rancor Groups: Member
Joined: 10/31/2008 Posts: 52
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I though the idea behind the CE was a way to give characters master + 1
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Consider limiting Light Tutor to Republic, perhaps even Republic followers, as YoD does for Rebels. Also, LS1 is a bit underwhelming in the CE. LS2 or 3 may be better.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/20/2009 Posts: 175
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well here is my remake
Qui-Gonn Jinn, Force Spirit Republic Faction 14 points HP -- ATK-- DEF-- DMG-- Special Abilities Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Light Tutor (At the start of the skirmish, choose Republic follower. If that follower does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that follower already has a Force rating, it gains 1 Force point.)
speed 4
Force Powers Force 3 Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Cammander Effect Unique Republic Characters in your squad with a force rating within 4 squares of this character gain force spirit 3
i don't believe this version is overcosted because most of the jedi in the republic are pretty costly
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