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I Believe I got my Qui-Gonn Jinn, Force Spirit right this time Options
nerfherderpictures
Posted: Monday, June 7, 2010 2:44:35 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/20/2009
Posts: 175
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 a 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 (If this character is defeated, immediately add 3 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish)
Demosthenes
Posted: Monday, June 7, 2010 2:56:07 AM
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Joined: 12/23/2009
Posts: 1,399
Location: MD
Undercosted, in my opinion. Comparably:
Yoda FS is 20 points
No Light Tutor
2 Fewer FP (though this one does not have Renewal)
No Force Alter
Force Battery Commander Effect, while this one has the capability to be handing out pseudo-MotF 2 and free FPs to anyone hanging around him when he's nuked.
nerfherderpictures
Posted: Monday, June 7, 2010 3:08:22 AM
Rank: Advanced Bloo Milk Member
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Joined: 10/20/2009
Posts: 175
Demosthenes wrote:
Undercosted, in my opinion. Comparably:
Yoda FS is 20 points
No Light Tutor
2 Fewer FP (though this one does not have Renewal)
No Force Alter
Force Battery Commander Effect, while this one has the capability to be handing out pseudo-MotF 2 and free FPs to anyone hanging around him when he's nuked.


I don't believe hes undercosted because the jedi that get the force spirit 3 have to be unique and that means you only will be able to afford to put two major pieces and maybe a filler jedi, on top of that the range of the CE is only 4 so no Mas Ameeda boosting the range, and that means that your jedi would be grouped up and would be easy targets for shooters. and you will have to bring your Force Spirit into harms way in order to use alter, plus i believe that this balances the republic faction to more than just Yobuck squads.
countrydude82487
Posted: Monday, June 7, 2010 3:10:45 AM
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Joined: 12/26/2008
Posts: 1,233
yeah, but you do have to think, this one doesn't have renewal. so Yoda can get more force points. although this one does have alter so IMO that would cost the same point wise. Now light tutor should cost some to add in i would say probubly 22-25 with playtesting.
countrydude82487
Posted: Monday, June 7, 2010 3:14:57 AM
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Joined: 12/26/2008
Posts: 1,233
you do have to think that they can give him the force spirit, and also the commander effect can be extended by mouse droids.
Guitarded
Posted: Monday, June 7, 2010 7:14:27 AM
Rank: Felucian Warrior on Rancor
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Joined: 10/31/2008
Posts: 52
He is roght now only 4 more points that luke spirit, and cheaper that yoda spirit, and does way more. It should be around 24 points. ^ point for each thing he does (light spirit, light tutor, alter, and the CE) total is 24 points.

The cost is such that it will see play only in squads that really make use of everything it does. If it's to cheap, you end up with a broke card that goes in every squad.

Guitarded
Posted: Monday, June 7, 2010 7:15:53 AM
Rank: Felucian Warrior on Rancor
Groups: Member

Joined: 10/31/2008
Posts: 52
Also, consider that with traples, the CE could get way broke, it needs to cost enough that it doesn't get ridiculous.
nerfherderpictures
Posted: Tuesday, June 8, 2010 1:54:25 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/20/2009
Posts: 175
how about this
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 a 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.)

A Master's Final Teachings (Choose 1 Unique character in your squad with a force rating at the beginning of the skirmish, that character gains Force Spirit 3 (If this character is defeated, immediately add 3 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish))

Speed 4

Force Powers
Force 2
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)


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