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Anakin Skywalker, Redeemed Options
FlyingArrow
Posted: Sunday, February 6, 2011 8:58:59 AM
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Assume Anakin Skywalker, Redeemed will be made to represent Anakin from the time he decides to save Luke to the time he dies. (If you'd like to debate whether or not such a figure should be made, please do so in a different thread.)

What do you think the stats should be?


===
This was my attempt from about a year ago:
http://www.bloomilk.com/Custom/717/anakin-skywalker--redeemed
Anakin Skywalker, Redeemed
Rebel

Cost: 32
Hit Points: 60
Defense: 21
Attack: 9
Damage: 10

SA:
Unique
Melee Attack (Can attack only adjacent enemies)
Conflicted Emotions (Not subject to commander effects)
Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)

Force Powers:
Force 2
Force Renewal 1 This character gets 1 Force point each time he activates
Master of the Force 2 May spend Force points up to 2 times in a single turn
Fatal Attack Force 6, replaces attacks: an adjacent enemy is defeated. This character gains You Were Right (Whenever this character activates it takes 40 damage, save 16) for the rest of the skirmish.
Force Spirit 2 If this character is defeated, immediately add 2 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
Overwhelming Force Force 1: This character's attacks cannot be prevented or redirected this turn

Commander Effect:
An ally whose name contains Luke within 6 squares gains Avoid Defeat and Mettle.
===

This was CerousMutor's offering (from the thread about whether there should be a Sith Vader):

Anankin Skywalker Redeemed/counts as Darth Vader
Imperial
34

Hit points
40
Defense 14
Attack 5,
Damage 10

Unique, melee
Affintiy Rebel
Speed 4,
Redemtion/final sacrifice (if this character rolls a natural 20 when making an attack against an adjacent enemy, that enemy and this character are immediatly defeated)
Momentum/Impulsive Momentum

Force 4
Master of the Force 2
knight speed
Overwhelming Force

===

Thoughts?
FlyingArrow
Posted: Sunday, February 6, 2011 9:13:52 AM
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One big similarity that I think goes to the 'essence' of what the character should be.

Automatic kill - he killed Palpatine in one swift action and then quickly died. This figure should have a "disintegration" type ability that can take out an enemy all at once, but as a result end up killing himself. Cerous' approach is based on a random event and gives immediate death to Anakin while mine can be planned (takes a few rounds to charge up to it) and Anakin's death might be delayed a round or 2 with a lucky roll or two.

One big difference - I gave him a high defense and Dark Armor. Injured or not, this is Anakin. He shouldn't easily be taken out by some scrubs. I'd lean toward higher defense but then lower HP to make him as fragile as necessary to justify the cost.

Slow - He's injured from the fight with Luke.

Damage 10 - Pretty obvious - he lost his lightsaber.
jlbm347
Posted: Sunday, February 6, 2011 2:50:45 PM
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Location: Bloomington, Indiana
I do not know what kind of affect it would have on game play but it could have an ability that would not let it be targeted by an enemy character that counts as Emperor Palpatine as Vader was able to catch him off guard. It would at least give him one less thing to die to. Maybe. A force lighting on an adjecent character would still hit but he couldn't get straight up attacked. Just a thought ^_^
CerousMutor
Posted: Sunday, February 6, 2011 5:56:32 PM
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Posts: 990
Nice, i never even thought of dark armour or strife.

I went straight for affinity it seemed to fit better.
I'd say a healthy mix of both version.

Anakin Skywalker, Redeemed
Imperial

Cost: ??
Hit Points: 50
Defense: 18
Attack: 9
Damage: 10

SA:
Unique
Affintiy Rebel
Melee Attack (Can attack only adjacent enemies)
Conflicted Emotions (Not subject to commander effects)
Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Redemtion/final sacrifice (if this character rolls a natural 20 when making an attack against an adjacent enemy, that enemy and this character are immediatly defeated)


Force Powers:
Force 2
Force Renewal 1 This character gets 1 Force point each time he activates
Master of the Force 2 May spend Force points up to 2 times in a single turn
Fatal Attack Force 6, replaces attacks: an adjacent enemy is defeated. This character gains You Were Right (Whenever this character activates it takes 40 damage, save 16) for the rest of the skirmish.
Knight speed
Overwhelming Force Force 1: This character's attacks cannot be prevented or redirected this turn



Now I know this is stretching but the essence of the character made me think of something like this



Darth Vader, Conflicted Parent
Imperial
62
Hit Points: 140
Defense: 23
Attack: 16
Damage: 20

Special Abilities
Unique
Pilot
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
You Were Right (if your opponets squad contains a character named Skywalker/Luke Skywalker and that character is defeated, this character immediatly joins you oponents squad)


Force Powers

Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Grip 2 (Force 2, replaces attacks: sight; 20 damage)
Lightsaber Reflect (Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes damage equal to the prevented damage; save 11)


Commander Effect Allies within 6 squares gain Extra Attack.


He'd probably see more play that the redeemed version, but its still a big risk to play him when your opponent could throw thier skywalker character at you. Thier skywalker running round doing your squad loads of damage but you cant kill it because you'd lose your defense beat stick...actually i think thats a great idea, its along the same lines as palps not targeted by 66.
FlyingArrow
Posted: Sunday, February 6, 2011 10:29:47 PM
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Good use for the new Imperial officer that lets you swap out a commander during setup.
Lord_Ball
Posted: Monday, February 7, 2011 10:13:55 PM
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I'd probably do something like this to represent Anakin Redeemed

Cost: 27
HP: 120
Def: 23
Atk: 0
Dam: 0

Special Abilities
Unique
Melee Attack
Speed 4
Damaged Life Support (This character cannot be healed; when this character activates it loses 10 Hit Points)
Dark Armor
Interfere(If an allied character whose name contains Luke Skywalker within 6 squares, is targetted this character is made the legal target instead, save 11)
Synergy(If in a squad with a character whose name contains Luke Skywalker is within 6 squares this character gains Disintegration)

Force Powers
Force 1
Shatterpoint

Commander Effect
Allied Luke Skywalker gains Mettle

whipped it up quickly so it probably needs some rewording here or there (and maybe a cost adjustment), but the gist of it should be intact.
CerousMutor
Posted: Tuesday, February 8, 2011 4:20:51 AM
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Posts: 990
Lord_Ball wrote:
I'd probably do something like this to represent Anakin Redeemed

Cost: 24
HP: 140
Def: 23
Atk: 0
Dam: 0

Special Abilities
Unique
Melee Attack
Speed 4
Dying (when this character activates it loses 10 Hit Points)
Dark Armor
Interfere(If an allied character whose name contains Luke Skywalker within 6 squares, is targetted this character is made the legal target instead, save 11)
Synergy(If in a squad with a character whose name contains Luke Skywalker this character gains Disintegration)

Force Powers
Force 1
Shatterpoint

Commander Effect
Allied Luke Skywalker gains Mettle

whipped it up quickly so it probably needs some rewording here or there (and maybe a cost adjustment), but the gist of it should be intact.


Nice idea.
How about...

Damaged Life Support (This character cannot be healed; when this character activates it loses 10 Hit Points)

I like the target idea but i like the automatic dual death ability, theres only one thing for it!.....FIGHT!!!

Sorry thats a british jokeThumbsUp
FlyingArrow
Posted: Tuesday, February 8, 2011 11:10:38 AM
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Lord_Ball wrote:
I'd probably do something like this to represent Anakin Redeemed

Cost: 24
HP: 140
Def: 23
Atk: 0
Dam: 0

Special Abilities
Unique
Melee Attack
Speed 4
Dying (when this character activates it loses 10 Hit Points)
Dark Armor
Interfere(If an allied character whose name contains Luke Skywalker within 6 squares, is targetted this character is made the legal target instead, save 11)
Synergy(If in a squad with a character whose name contains Luke Skywalker this character gains Disintegration)

Force Powers
Force 1
Shatterpoint

Commander Effect
Allied Luke Skywalker gains Mettle

whipped it up quickly so it probably needs some rewording here or there (and maybe a cost adjustment), but the gist of it should be intact.


I really like this one. Guaranteed death via Shatterpoint and and Disintegration, but it takes an extra turn to set it up. One possible problem - Disintegration can be set up on an Attack of Opportunity. So a Levitate/Shatterpoint combination could be just about unstoppable. Can't run away - can't stay and fight. And with access to Evade and a Yoda battery, he could potentially live long enough to Shatterpoint more than one enemy. I intentionally made mine a gamble piece - either you kill something big or you overpaid. This version seems like even more of a gamble because there's little else he can do besides Disintegration. Can't even whack an uggie. The effective HP would probably be about 80-90 with the Dying ability.
Lord_Ball
Posted: Tuesday, February 8, 2011 9:43:42 PM
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Admittedly I wasn't thinking about the Yoda Battery, but with Disintegration being gained through Synergy means there's at least 2 ways to eliminate the threat. As for the Levitate/shatterpoint combo it would just require some tactical thinking to get around, as well as the reason his cost is a bit high for what he brings. That in mind I'll edit it to less HP, a couple more points in cost, CM's Damaged Life Support instead of "Dying" and Synergy limited to 6 squares.

Offensively he's a 1 trick pony, but he's also a Luke utility piece - granting Mettle and essentially a within 6 bodyguard.
eMouse
Posted: Friday, February 11, 2011 4:38:28 AM
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Posts: 256
Aw, nuts. Here I was hoping this would be an Infinities themed piece...

Deus Sol
Posted: Monday, February 21, 2011 12:24:26 AM
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Joined: 1/7/2009
Posts: 75
@ eMouse - that would be COOL!
personally I think that Darth Vader from the Episode 6 dual should have low HP, low speed, and like, 23 defense and DA. Cos, lets face it, he just lost his arm and he's pretty dang tired. So, basically, I'm voting for CerousMutor's. I don't understand why he would have 140 HP... I can't think of another Vader that has that much health. :D but still, cool idea.
Lord_Ball
Posted: Monday, February 21, 2011 11:55:18 PM
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Joined: 4/19/2010
Posts: 1,029
Deus Sol wrote:
I don't understand why he would have 140 HP... I can't think of another Vader that has that much health. :D but still, cool idea.


Really? Almost every vader has had 140 HP, only Sith Apprentice (130), Scourge (120), and Lord Vader (130) don't.


As for the 140 I originally had my incarnation at (since then reduced to 120) - it's artificially high due to the SA that makes him lose 10 HP each time he activates, because lets face it there's now way he'd ever get used if he had low HP with that ability.
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