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Send PayPal donations to StarWarsVsetEmail@gmail.comSupport the V-Sets Recommended Minimum Donation $25 (=1 Deck +S/H) Backers: 5 . . . Recieved $500 . . . Current Goal: $500 V-Set 24 - Path to VictoryOld Republic - 1 01– Sith - 4 02– 03– 04– 05– Republic - 3 06– Clone Lieutenant Jesse 07– 08– Separatists - 2 09– AQ-Series Battle Droid 10– Dark Acolyte Master Rebels - 7 11– 12– 13– 14– Rogue One Tracker 15– 16– Taidu Sefla 17– Weeteef Cyu-Bee Imperial - 4 18– Governor Arihnda Pryce 19– Inferno Squad Commando 20– 21– New Republic - 2 22– Company 77 Trooper on Orbak 23– General Hera Syndulla Fringe - 6 24– 25– 26– 27– Nightbrother Archer 28– Nightsister Zombie 29– Ziton Moj, Head of Black Sun Mandalorians - 1 30– Skull Squadron Officer Mini-Set -Jedi Fallen Order Republic - 21.– Cere Junda 2.– Taron Malicos Rebels - 33.– Cal Kestis and BD-1 4.– Greez Dritus 5.– Merrin, Nightsister of Dathomir Imperial - 16. ---------------------------------------------------------------------------------------------------------
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Thank you for the donations from our vset 24 supporters!
DarthMaim gandalfthegreatestwizard DarthJoe8 Darth_ted_82 Adamb0nd
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Rank: Advanced Bloo Milk Member Groups: Member
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17/30 Rebel Weeteef Cyu-Bee *Small base
Cost 14 HP 30 Def 15 Att +5 Dam 20
Special Abilities Unique. Partisan. Stealth Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy] Careful Shot +6 [On this character's turn, if he doesn't move, he gets +6 Attack] Demolition Charge [Replaces turn: 1 adjacent Huge or larger enemy with Mounted Weapon is defeated; save 6] Proximity Mines 20 [Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.]
Weeteef served Saw Gerrera's Partisans as a sharpshooter and demolitions expert.
02/06 Republic Taron Malicos
Cost: 40 Hit Points: 120 Defense: 20 Attack: +14 Damage: 20
Special Abilities Unique. Nightbrother. Melee Attack; Double Attack Jar'kai Style [On his turn, if this character's first attack hits, he can make 1 extra attack] Synergy +4 [Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 get +4 attack while within 6 squares of this character.] Tactician +4 [Add +4 to the initiative roll except on a roll of 1]
Force Powers Force 3. Force Renewal 1 Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.] Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11] Telekinetic Throw [Force 2; Replaces attacks; Useable while this character is in low objects; 40 damage to one target enemy within 6 squares.]
Commander Effect Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 gain Double Attack and Greater Mobile Attack.
There's power there. Beyond Jedi understanding. Power I control. I would offer you the same thing.
27/30 Fringe Nightbrother Archer
Cost: 8 Hit: 10 Def: 14 Att: +4 Dam: 10
Special Abilities Nightbrother [Counts as a character whose name contains Nightsister] Tandem Shot [If a Nightsister ally combined fire or made an attack this phase, until the end of the phase this character gains Plasma Bolt -4 (Enemies get -4 to saves to prevent damage from this character's attacks)]
Dathomir thirsts for your blood!
9/30 Separatist AQ-Series Battle Droid
Cost: 15 HP: 50 Def: 16 Atk: +3 Dam: 10
Special Abilities Droid. Stealth Camaraderie [Quarren allies gain Stable Footing, Charging Assault and Valiant] Charging Assault [Replaces turn: Can move up to double speed, then make an attack against an adjacent enemy] Light Blaster Cannons [Replaces attacks: Make 2 attacks, at +10 Attack for 10 Damage. Cannot gain abilities while making these attacks.] Relay Orders [Each allied commander can count distance from this character as well as from itself for the purpose of commander effects] Stable Footing [Not slowed by difficult terrain or low objects] Turbulence [Adjacent squares also count as difficult terrain.] Valiant [+10 Damage against an enemy that is within 6 squares of an allied character]
"Send out the aqua droids." ― Asajj Ventress
6/30 Republic Clone Lieutenant Jesse
Cost 27 Hit Points: 70 Defense: 17 Attack: +10 Damage: 20
Special Abilities Unique. Order 66. Double Attack Camaraderie [A medium based ally whose name contains Captain Rex gains Trooper] Disciplined Leader [This character's commander effect cannot be suppressed] Squad Maneuver [This character gains Evade while 3 allies with the same name as this character are within 6 squares] Trooper [Counts as a character named 501st Clone Trooper] Willing to Serve [Counts as a follower for purposes of allied commander effects]
Commander Effect Allied 501st troopers gain Squad Maneuver.
Commander Rex, you're in violation of Order 66. I accuse you of treason against the Grand Army of the Republic.
16/30 Rebel Taidu Sefla
Cost 25 Hit Points: 70 Defense: 18 Attack: +9 Damage: 20
Special Abilities Unique. Rogue One. SpecForce. Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy] Grenades 30 [Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11] Sniper [Other characters do not provide cover against this character's attack]
Commander Effect Non-Unique SpecForce and Rogue One allies gain Accurate Shot.
14/30 Rebel Rogue One Tracker
Cost 18 Hit Points: 50 Defense: 16 Attack: 7 Damage: 20
Special Abilities SpecForce Twin Attack [Whenever this character attacks, he makes 1 extra attack against the same target] Long-Range Vision [+4 Attack against targets farther than 6 squares away] Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
"Light it up!" —Cassian Andor on Scarif
29/30 Fringe Ziton Moj, Head of Black Sun
Cost 28 Hit 50 Def 18 Atk +10 Dam 10
Special Abilities Unique. Black Sun Vigo. Evade Blaster Upgrade [Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack] Camaraderie [Falleen and Fringe allies with Glitterstim, Musician, or Pheromones gain Black Sun Vigo] Opportunist +20 [+4 Attack and +20 Damage against an enemy who has activated this round] Pheromones [Cancel an attack from a living enemy within 6 squares that targets this character; the attacker can avoid this effect with a save of 11] Rapport [Black Sun characters cost 2 less when in the same squad as this character]
Commander Effect If all allies are Black Sun, this character gains the following commander effect: At the end of this character's turn, you may activate 1 Black Sun ally within 6 squares who has not yet activated this round. This does not count as one of your 2 activations this phase.
Stand down! You are now all slaves of the Black Sun Clan!
30/30 Mandalorian Skull Squadron Officer
Cost: 26 Hit Points: 80 Defense: 18 Attack: 9 Damage: 20
Special Abilities Mandalorian Protector. Pilot. Twin Attack Bodyguard [If an adjacent ally would take damage from an attack, this character can take the damage instead] Camaraderie [Allied Mandalorian Protectors gain Pilot] Rival [This character cannot be in a squad that contains any character whose name contains Death Watch] Synergy +4 [Mandalorian pilot allies get +4 attack while within 6 squares of another Mandalorian pilot ally] Rapport [Unique Mandalorian Protectors cost 1 less when in the same squad as this character]
Commander Effect Allied Mandalorian Protectors gain Greater Mobile Attack.
"Skull Squadron to General Depa Billaba…I think we can buy you those two minutes." -Fenn Rau
22/30 New Republic Company 77 Trooper on Orbak
Cost: 18 Hit Points: 50 Defense: 15 Att: 3 Dmg: 10
Special Abilities Resistance. Melee Attack; Speed 8 Galloping Attack [As this character moves, he can attack each adjacent enemy, +4 Attack; this turn, this character cannot attack any enemy twice and cannot move directly back into a space he has just left. This ability is usable only on this character's turn.] Orbak [At the end of it's turn, you may replace this character with a character named Resistance Trooper. The replacement character starts with damage equal to the damage currently on this character and is considered activated this round.]
JL-4410, was the lead groom responsible for tending to the group's orbak contingent.
23/30 New Republic General Hera Syndulla
Cost: 35 Hit Points: 90 Defense: 18 Attack: 9 Damage: 20
Special Abilities Unique. Pilot. Twi'lek. Double Attack; Evade Affinity [Your squad may include a character whose name contains Chopper regardless of faction] Allegiance [If all living Unique allies in your squad were New Republic pilots immediately before the first activation of the skirmish, non-Unique New Republic pilots without a Force rating gain Double Attack and Greater Mobile Attack] Call for Support [If all living Unique allies are New Republic pilot allies, at the end of this character's turn you may move a New Republic pilot follower without a Force rating within 6 squares up to 6 squares] Valiant [+10 Damage against an enemy that is within 6 squares of an allied character]
Commander Effect New Republic pilot followers without a Force rating gain Valiant.
At the end of this character's turn, 1 New Republic pilot follower without a Force rating within 6 squares can make an immediate attack.
Hello Vanguard. Welcome to the Nadiri Dockyards.
19/30 Imperial Inferno Squad Commando
Cost 21 Hit: 60 Def: 17 Att: +8 Dam: 20
Special Abilities Pilot. Resistance Affinity [May be in a New Republic squad] Mines 20 [An enemy that moves adjacent to this character takes 20 damage; save 11] Shared Armament [At the start of this character's turn, choose a special ability that replaces attacks from a commando ally within 6 squares. This character gains the chosen special ability this turn.] Shielded [Replaces attacks: This character and allied Commandos within 6 squares lose Evade and gain Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)] Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
"We need more troopers like you." —501st Stormtrooper
18/30 Imperial Governor Arihnda Pryce
Cost 27 Hit Points: 80 Defense: 18 Attack: +10 Damage: 20
Special Abilities Unique. Melee Attack; Double Attack Explosive Supplies [Replaces turn: Choose 1 adjacent ally to gain Satchel Charge] Inside Information [Replaces attacks: If this character has line of sight to an enemy at the start of his turn, 10 damage to any 1 enemy in an opponent's starting zone; save 16] Parry [When hit by a melee attack, this character takes no damage with a save of 11] Rebel Hunter [+4 Attack and +10 Damage against Rebel enemies] Strong-Willed [Cannot be affected by Jedi Mind Trick] Commander Effect Non-Unique Imperial Pilot and Trooper allies gain Rebel Hunter.
I serve the Empire until the end.
28/30 Fringe Nightsister Zombie
Cost: 6 Hit Points: 20 Defense: 14 Attack: 6 Damage: 10
Special Abilities Melee Attack Exclusive Loyalty [Not subject to commander effects of allies who are not Nightsister] Nightsister Zombie[This character does not count as a living character. Whenever this character defeats a living enemy you can immediately add a character named Nightsister Zombie to your squad. The new character sets up in a square that enemy formerly occupied. If this character has no allies with Chant of Resurrection it is immediately defeated.]
05/06 Rebel Merrin, Nightsister of Dathomir
Cost 25 Hitpoints: 80 Defense: 18 Attack: +8 Damage: 10
Special Abilities Unique. Mantis Crew. Twin Attack Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense] Camaraderie [Mantis Crew allies gain Twin Attack] Cunning Attack [+4 Attack and +10 Damage against an enemy who has not activated this round]
Force Powers Force 2. Force Renewal 1 Chant of Resurrection [Force 2, replaces turn; For the rest of the skirmish: Whenever a living Nightsister ally is defeated, with a save of 11, you can immediately add a non-living Nightsister to your squad.] Teleport [Force 1, replaces attacks: Place this character into an unoccupied square within 4 squares. After changing position, she may make 1 attack.]
Commander Effect Mantis Crew and Nightsister allies gain Cunning Attack.
When you face one Nightsister of Dathomir . . . you face us all!
3/6 Rebel Cal Kestis and BD-1
Cost 35 HP 100 Def 18 Att +8 Dam 20
Special Abilities Unique. Mantis Crew. Melee Attack Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense] BD Unit [At the start of this character's turn, choose one of the following effects; Designate one door within 4 squares as open this turn, Target enemy gets -2 defense this turn; Remove 10 damage from this character.] Leeching Attack [If this character deals damage with an attack; at the end of the turn he gains 1 Force point] Wall Climber [This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall.]
Force Powers Force 3 Force Stasis [Force 1, usable only on this character's turn: range 6; target enemy's speed is reduced to half until the end of its next turn, Save 11 negates.] Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.] Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller] Lightsaber Throw [Force 1, replaces attacks: Attack 1 enemy within 6 squares]
BD toss me a stim!
1/6 Republic Cere Junda
Cost 43 HP 120 Def 18 Att +10 Dam 10
Special Abilities Unique. Mantis Crew. Double Attack; Parry Affinity [May be in a Rebel squad] Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense] Camaraderie [Mantis Crew allies gain Double Attack] Force Bond [An ally whose name contains Cal Kestis gains Lightsaber Reflect] Lightsaber [+10 Damage against adjacent enemies]
Force Powers Force 2. Force Renewal 1 Force Repulse 3 [Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.] Force Withdraw [Force 1, useable only on this character's turn: Until the start of this character's next turn or until it spends a Force point, it gains Force Immunity.] Lightsaber Reflect [Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage, save 11]
Commander Effect An ally whose name contains Cal Kestis gains Parry.
We will always struggle. But that is the test. It's the choice to keep fighting that makes us who we are.
4/6 Rebel Greez Dritus
Cost 19 HP 60 Def 12 Att +6 Dam 10
Special Abilities Pilot. Mantis Crew. Greater Mobile Attack Agile [This character can move 2 extra squares at the end of its turn] Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense] Camaraderie [Mantis Crew allies gain Agile] Gambler's Luck [Once per turn, this character can reroll an attack, adding +4 to the result. If the attack misses, this character takes 10 damage.]
Commander Effect At the start of the skirmish, choose 1 Unique living Rebel Commander to not violate the requirements of Allegiance for the rest of the skirmish. If a character whose name contains Cere Junda is in your squad, Mantis Crew allies gain Greater Mobile Attack.
Greezy money, baby.
10/30 Separatist Dark Acolyte Master
Cost 33 HP 90 Def 18 Att +11 Dam 20
Special Abilities Melee Attack; Double Attack; Ambush Affinity [May be in a Sith squad] Absorb Life Energy [When a living enemy is defeated by this character, remove 10 damage and this character gets +1 Attack and +1 Defense. These bonuses are cumulative.] Bloodthirsty [+10 Damage on melee attacks against enemies at half Hit Points or less] 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.] Savage Force Renewal [While this character has Savage, he gains Force Renewal 1]
Force Powers Force 3 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 Sweep [Force 1, replaces attacks: Can attack each adjacent enemy once]
Commander Effect Savage characters are subject to this effect: Non-Unique medium Separatist and Sith allies with Melee Attack and a force rating gain Indiscriminate Rage and Absorb Life Energy. ----------------------------------------------------------------------------------------------------------------------------------
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Rank: Advanced Bloo Milk Member Groups: Member
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Bump // Saved
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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[quote=DarkDracul]02/06 Republic Taron Malicos
Cost: 40 Hit Points: 120 Defense: 20 Attack: +14 Damage: 20
Special Abilities Unique. Nightbrother. Melee Attack; Double Attack
Jar'kai Style [On his turn, if this character's first attack hits, he can make 1 extra attack]
Synergy +4 [Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 get +4 attack while within 6 squares of this character.]
Tactician +4 [Add +4 to the initiative roll except on a roll of 1]
Force Powers Force 3. Force Renewal 1
Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]
Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]
Telekinetic Throw [Force 2; Replaces attacks; Useable while this character is in low objects; 40 damage to one target enemy within 6 squares.]
Commander Effect Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 gain Double Attack and Greater Mobile Attack.
There's power there. Beyond Jedi understanding. Power I control. I would offer you the same thing.
What is the build with this guy? He has cool things on him, but what squad do you put him in? Some lame Nightbrother squad? Why does he have to be a Commander? Don't we have enough loser Jedi Commanders that do not do anything for the Faction? Just drop his trash CE and then put the piece out as a follower.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/10/2010 Posts: 756 Location: The Shadowlands of Kashyyyk
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jen'ari wrote:[quote=DarkDracul]02/06 Republic Taron Malicos
Cost: 40 Hit Points: 120 Defense: 20 Attack: +14 Damage: 20
Special Abilities Unique. Nightbrother. Melee Attack; Double Attack
Jar'kai Style [On his turn, if this character's first attack hits, he can make 1 extra attack]
Synergy +4 [Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 get +4 attack while within 6 squares of this character.]
Tactician +4 [Add +4 to the initiative roll except on a roll of 1]
Force Powers Force 3. Force Renewal 1
Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]
Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]
Telekinetic Throw [Force 2; Replaces attacks; Useable while this character is in low objects; 40 damage to one target enemy within 6 squares.]
Commander Effect Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 gain Double Attack and Greater Mobile Attack.
There's power there. Beyond Jedi understanding. Power I control. I would offer you the same thing.
What is the build with this guy? He has cool things on him, but what squad do you put him in? Some lame Nightbrother squad? Why does he have to be a Commander? Don't we have enough loser Jedi Commanders that do not do anything for the Faction? Just drop his trash CE and then put the piece out as a follower. I’d have put it a little more diplomatically, but yeah, I agree the CE is dookie. Incredibly odd choice to make him Republic and not Fringe too. By the time you meet him in game there’s no loyalty to the Jedi Order or former Republic left.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/16/2009 Posts: 1,485
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Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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spryguy1981 wrote:Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun. Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing.
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Rank: Advanced Bloo Milk Member Groups: Member
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jen'ari wrote:spryguy1981 wrote:Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun. Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing. There are other interesting combos, like at-rts, or flash speeders.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/10/2010 Posts: 756 Location: The Shadowlands of Kashyyyk
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gholli69 wrote:jen'ari wrote:spryguy1981 wrote:Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun. Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing. There are other interesting combos, like at-rts, or flash speeders. That’s a negative Big Hoss. Flash Speeder is both Huge base and missing Order 66. AT-RT’s, Ariel Clone Captain’s, Clone on Speeder, and Gelagrubs.
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Rank: Advanced Bloo Milk Member Groups: Member
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gholli69 wrote:jen'ari wrote:spryguy1981 wrote:Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun. Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing. There are other interesting combos, like at-rts, or flash speeders. It is not interesting. And if it was, make it a Special Ability and drop all the nightbrother stuff. He cant be the version of himself that is a Jedi General and the version where he disregards the jedi way at the same time.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/10/2010 Posts: 756 Location: The Shadowlands of Kashyyyk
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jen'ari wrote:gholli69 wrote:jen'ari wrote:spryguy1981 wrote:Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun. Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing. There are other interesting combos, like at-rts, or flash speeders. It is not interesting. And if it was, make it a Special Ability and drop all the nightbrother stuff. He cant be the version of himself that is a Jedi General and the version where he disregards the jedi way at the same time. Hence why I commented on him being Republic and not Fringe. His entire kit including half the CE is clearly based on when Cal meets him on Dathomir. This large based O66 nonsense comes from like, a single line of background info from a data log or something.
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Some of the lurkier of us, were wanting the seldom-used pieces, like the Gelagrubs, to finally compete with the Lancer squad combos after all these years... Well, some folks this-VSet are finally looking into making Gelagrubs Great Again (again) seriously, the Gelagrubs look okay, but they gather a lot of dust compared with speeders etc. SurfRider tried too to make Gelagrubs awesome as a faction for his custom cards, which saw a lot of uses. (cue Palpatine evil cackle), just some minor tinkering with the midichlorians folks.
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Rank: Advanced Bloo Milk Member Groups: Member
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***Incoming*** Spoiled on SHNN 5/5/22 AQ-Series Battle Droid & Clone Lieutenant Jesse
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DarkDracul wrote:***Incoming*** Spoiled on SHNN 5/5/22 AQ-Series Battle Droid & Clone Lieutenant Jesse Jesse! We need to cook!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2011 Posts: 915
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mmmmm battledroids... *drool noise*
hopefully it boosts Destroyer Droids and the Scorponek Droids (since those were in The Mandalorian).
Also, will there be "Steroided Hutt on Robo-Chair" at any point, or do we already have that?
I have some 1:48 Whale Cephalopod Miniature Dreadnaught Replacers, so, I'm good to deploy those instead of Jabba.
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Thank You for the donations!
DarthMaim
gandalfthegreatestwizard
DarthJoe8
Darth_ted_82
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Added: Skull Squadron Officer & Ziton Moj, Head of Black Sun
Only $800 more is needed to go to print.
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Latest updates ::Company 77 Trooper on Orbak // General Hera Syndulla
Inferno Squad Commando // Governor Arihnda Pryce
Nightsister Zombie // Merrin, Nightsister of DathomirHelp us reach our goal!Paypal: StarWarsVsetEmail@gmail.com
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Rank: Advanced Bloo Milk Member Groups: Member
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Yeah... I've been meaning to get you folks a miniSDXC spooler-array to solve some of this stuff
Still, Looking Forward to This VSET, finally get some older pieces back and playable for as we start to be able to do Face To Face Real World Minis Again! Yippee
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