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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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cost-85
HP-160 DF-18 AT-10 DM-varies with weapon
special abilities: hover(never adjacent to enemy or within 6 of commanders) speed 16 order 66 affinity(rebel) artillerist damage reduction 10 staggered attack(may use any 2 weapons to attack at any point during it's move) machinery recon look out for the kriffen missiles(a save of 1 vs a missile results in 3x damage) sniper troop cart(with 2x capacity) lucky shot(enemies deal 3x damage on crits)
weapon : composite beam laser-40 dmg, double attack mass drive cannon-40 dmg, save 11 for 20,splash 20, destabilize shields and demolish for all enemies. EMP burst 20-save 16 for activation for all size figures. effect enemies 2 squares from target, may target empty space.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2009 Posts: 302
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HP-180 DF-17 AT-10 DM-30
Special Abilities Flight Strafe Speed 16 Order 66 Affinity(empire) (maybe) Damage Reduction 10 Double Attack Heavy Missiles 40: Rep. Atts; 40 damage to target and each adjacent, Save 11 reduces the damage to 10. Troop Cart (with 2x capacity)
~~~~~~~~~~~~~~~~~~~~~~~~~~~ I also like the idea of Penetration 20 & Fire support mission but you'd need to keep the cost down... even the above version should have a hefty point value. The different weapons aren't really necessary as the Special Abilities and base damage should reflect the overall ability of the LAAT.
Also consider the synergies it receives from Republic (and Imperial if you go with Affinity) commander effects, that should drive the cost up more.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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I think you could drop some of the abiltities like sniper because, although it make sense to have them, if you have an accurate larty it's an auto win...I made the mistake of making an accurate one it is was ubplayable...try to design it like an AT-AT with the whole staggered activation thing, perhaps....and I'd also make a new ability such as advanced flight, in which it never counts as adjecent or in range or CE because, after all, it is flying...
For the minis it's self, one of the links at the-holocron.com has a 3D paper gunship big enough to hold 4 troops, and it's pretty easy to assemble...and whatever company has the model rights for Star Wars is s'possed to be doing a gunship that's too scale...only issue with that is the doors are closed...
If you need any more help I'd be more than glad to donate my time ^_^
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/7/2008 Posts: 685 Location: a galaxy far far away
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I like both ideas make sure the cost is high though like 100
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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Here are the stats for my Gunship.
It's accurate, but it's too powerful to be playable...
Republic Gunship, Lucky Lekku
Cost 250
HP 300
AT --
DM --
Collosal
Advanced Flight (ignores all terrain, inlcuding pits; Never counts as adjecent or within 6 square range)
Mounted Weapon
Speed 10
Accelerate 30
Order 66
Anti-Armor (damage from the this unit cannot be prevented in any form, ignores all abilities that reduce, redirect, or prevent damage)
Bombardment (Attacks cannot be prevented)
Transport (carry up to 10 Medium and 1 large ally; passengers can attack as usual, but cannot use replaces attacks abilities or move. Allies can disembark and board when the this unit has landed. If this unit is destroyed those onboard are also defeated, save 11; if successful place on a closest square on the ground, taking 20 damage. Passengers can be targeted, but receive cover +6)
Cluster Missiles 40 (sight; target and all characters with 3 squares of target take 40 damage. Characters with mounted weapon are defeated, save 11)
Laser Cannon 20 (Make 6 attacks; 2 attacks on the front arc and 2 each on the sides; sight, 10 attack, 20 damage, splash 20)
Composite Armor (negates all damage, save 11; on a success, damage is instead reduced by half, rounded down)
Anti-personal turret (Rear arc; sight, 12 attack, 20 damage)
Multiple Pilots (can use all of its weapons systems once ber activation)
Deployment (instead of taking it's normal turn, this character can deploy any number of its passengers at the beginning of the round, or troops can embark at the end of the round. At this time it is considered "on the ground" and can be adjecent. It can land in a pit, but can't deploy into one. I cannot move until next round)
Emergency Rapelling line (passengers can deploy without using deployment. they can deploy into any square below the gunship, save 6 for 10 damage. Characters with Wall Climber ignore the damaging effect)
Vital Weakness (if this character rolls a 1 for a save against enemy missiles make an additional save of 16; on a failure this character is automatically defeated)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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I like the idea of it not receiving CEs, and multiple pilots. I'm not worried about the high cost, it would only be used in high point games I'm trying to keep the SA used for this to be ones already in use in the game, rather than making up new ones. if it had a CE, then the CEs that could effect it would be limited.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Me, I think any kinda saves should be high. 16 instead of 11. CC, yours seems way too powerful. Just my opinion bud. With the LAAT I would think Blawkhawk helicopter. 300 hp seems way too high. You have some really good stuff in yours. I would take half of it out though. Darth_Sal, your stat's in my opinion are much more balanced. Though I would make the save 16 instead of 11. I like where your going with yours, look's good. Maybe make the damage with the save 20 instead of 10. Just my thoughts. Jak, "I like the idea of it not receiving CEs, and multiple pilots. I'm not worried about the high cost, it would only be used in high point games I'm trying to keep the SA used for this to be ones already in use in the game, rather than making up new ones." Completely agree with you there. This is a great start. I would have. flight, speed 16, affinity(republic, empire) damage reduction 10, fire support mission, troop cart(with 2x capacity), double attack, greater mobile EMP missle 20-save 16 for activation for all size figures composite beam laser-30 dmg, HP-? lower than 200, higher than 150 DF-? mid to high teen's AT-? not sure DM-? 20 to 30
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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From my time in the service, these ship's would have several different versions. One would be more of a troop transport light on the weapons. Another would have more weapon's and minimal crew. 2 pilot's and 2 gunners no passengers. Another would be lightly armored, have lot's of passenger space, fast, and be for evacuating wounded. <--this one would have minimal weapons. Most likely just the 2 door gunners. Think Huey helicopter from Vietnam era. It's gotta be quick.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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I do have different versions, but I posted the stats of the balanced ones...HP and defense on vehicles is always difficult, imo, because they vary sooooo much...I mean, you have the gunship taking like 50 bullets from the geonosian fighters in AOTC, but then in the hand drawn Clone Wars they get taken out invariably by a single missile...so I kinda went off of a helicopter where they can take punishment, but a lucky shot from a pistol will take it down. Maybe I should expand the vital weakness to include a 20 from a basic attack...and maybe I could do squelch's ideas of raising the saves...one of the scenes I based it off is when Fordo rescued the Jedi from Grevious on Hypori...it took out a LOT of hardware, and it's the equivalent of like 30 supers, so that makes sense to me...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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I wouldn't give it affinity for the empire, though...
They only used it for a short while in the empire, and then they stopped because they got the sentinel class landing crafts which are more durable, and they didn't face heavy armor all the time so they didn't need an assault craft...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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about it being vulnerable to a "lucky shot", if an opponent crits it the damage could be x3 or x4. If the LAAT fails a missile or grenade save with a 1 the dmg on those could be x3 or x4
maybe the CE used to limit it's ability to receive CE, could be like moff tarkins, (you can activate up to 3 figures)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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CC-23478 wrote:I wouldn't give it affinity for the empire, though...
They only used it for a short while in the empire, and then they stopped because they got the sentinel class landing crafts which are more durable, and they didn't face heavy armor all the time so they didn't need an assault craft... Ya that make's sense I forgot about that.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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DarthJak wrote:about it being vulnerable to a "lucky shot", if an opponent crits it the damage could be x3 or x4. If the LAAT fails a missile or grenade save with a 1 the dmg on those could be x3 or x4
maybe the CE used to limit it's ability to receive CE, could be like moff tarkins, (you can activate up to 3 figures)
That "lucky shot" sounds cool. I like that. How exactly would that CE work? Not sure I'm getting it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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the idea is to give them a logical CE so it is limited to receiving CEs for allies only
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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Or you could just add an ability like Droid where it is immune:
Vehicle: this unit is immune to commander effects; this character counts as having mounted weapon for the purpose of special abilities
Make it cost adjuster like -2 or -5 depending on how high you cost it.
I still don't think it should have regular flight.
I don't think a snowspeeder should, either, but I don't control that...the current flight is based off of the unit flying when moving and then always landing...which makes...NO sense at all
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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If you really want to give it a CE give it something like the COTF Cody where allied clones gain wall climber
That would make sense for the rapelling lines
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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maybe a SA called hover- this character is never considered adjacent to enemy figures
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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DarthJak wrote:the idea is to give them a logical CE so it is limited to receiving CEs for allies only Ah ok, gotcha.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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CC-23478 wrote:If you really want to give it a CE give it something like the COTF Cody where allied clones gain wall climber
That would make sense for the rapelling lines That sounds cool.
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