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Fixing the Bland and Broken: REVISIONS! Options
saber1
Posted: Thursday, March 25, 2010 8:32:44 AM
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Are there figures that have always seemed to lack some obvious ability or force power? Always been annoyed at the random inclusion of something in a character's stats that just didn't seem to fit? Tired of a great character's mini collecting dust due to its uncompetitive cost? You are in the right place.

This topic is to express which existing miniatures you would like to change. List how you would change them using existing abilities and your reasoning. Please use the template below, listing the revised stats in their entirety. I will add each person's revision (with credit to revisor) to the master list in order to maintain a high ease-of-use level. I look forward to reading the various proposed revisions.

XXX = Addition
XXX = Removal
XXX = Change
XXX = Comment

NAME
Cost:
Faction:
Hit Points:
Defense:
Attack:
Damage:
Special Abilities
Force Powers
Commander Effect
saber1
Posted: Thursday, March 25, 2010 8:33:15 AM
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Joined: 2/14/2009
Posts: 1,450
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OLD REPUBLIC & SITH

OLD REPUBLIC


Vodo-Siosk Baas Lily Wan
Cost: 44
Faction: OR
Hit Points: 100 (-20)
Defense: 22
Attack: 15
Damage: 20
Special Abilities
Unique, Melee, Double
Parry
Force Powers
F2 (-F3), FR1 addition, for his old MotF2 and new CE
Force Alter
Force Spirit 4
MotF2
Commander Effect:
Old Republic allies with a Force rating can spend this character's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.)
CE reflects the character's status and boosts the faction.


Old Republic Recruit Lily Wan
Cost: 4 (-1)
Faction: OR
Hit Points: 10
Defense: 13
Attack: 5
Damage: 10
Special Abilities
Militia (Also counts as Fringe for the purpose of commander effects) see flavour text


SITH

Darth Krayt CerousMutor
Cost: 76
Faction: Sith
Hit Points: 130
Defense: 21
Attack: 14
Damage:
Special Abilities
Unique, Melee
Dark Inspiration
Pilot
Deadly Attack
Triple Attack
Vonduun Crab Armor 6
Force Powers
Force 2, Force Renewal 1, MotF2
Force Lightning 2
Lightsaber Assault
Lightsaber Sweep
Commander Effect
Followers within 6 squares gain Extra Attack.


Darth Revan saber1
Cost: 63 (-25) Greatly enhanced playability
Faction: Sith
Hit Points: 140
Defense: 21
Attack: 16
Damage: 20
Special Abilities
Unique, Melee
Triple Attack
Dark Armor
Lightsaber Duelist
Master Tactician
Force Powers
Force 2, Force Renewal 1
Force Corruption 2
Force Storm 2
Lightsaber Block
Commander Effect
Droids are subject to these effects: Non-Unique followers within 6 squares get +4 Attack. Once per round, after initiative is determined, 1 ally can immediately move up to its Speed before any other character activates.


Darth Sidious, Sith Master jediinexile
Cost: 40 (-17) Better reflects new abilities/stats and allows greater squad synergy with commander effect
Faction: Sith
Hit Points: 100 (-20)
Defense: 20 (+1)
Attack: 0 (-15) Emphasis on manipulation versus physical prowess
Damage: 0 (-20)
Special Abilities
Unique, Melee
Dark Master
Disruptive
If any character and any faction deserves this ability its Sidious and the Sith
Triple Attack
Force Powers
Force 2, Force Renewal 1, MotF2
Force Lightning 2
Pawn of the Dark Side
Commander Effect
At the end of this character's turn, 2 allies within 6 squares of this character who are the same size may switch positions.



Darth Talon saber1
Cost: 48 (-8) More accurate cost/benefit ratio (ref: Mara Jade, Jedi)
Faction: Sith
Hit Points: 110
Defense: 20
Attack: 11
Damage: 20
Special Abilities
Unique, Melee
Jedi Hunter Fits flavor of character and enhances damage output
Loner
Mobile
Stealth
Twin
Force Powers
Force 1, Force Renewal 1
Force Bubble
Force Lightning 1


KRATH WAR DROID bountyhunter9
Faction: Sith
Cost: 15 (-3) enhanced playability
Hit Points: 40
Defense: 18
Attack: +11
Damage: 20
Special Abilities
Droid
Melee Attack
Double Attack
Speed 8 enhanced accuracy
saber1
Posted: Thursday, March 25, 2010 8:33:46 AM
Rank: Advanced Bloo Milk Member
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REPUBLIC & SEPERATISTS


Aerial Clone Trooper Captain saber1
Cost: 20 (-3)
Faction: Republic
Hit Points: 60 (+20)
Defense: 16 (+2)
Attack: 10
Damage: 20
Special Abilities
Flight
Spotter +20
Order 66
Commander Effect
At the end of this character's turn, 1 follower within 6 squares can make an immediate attack.


General Windu saber1
Cost: 67 (-5) Greater playability and cost/benefit ratio ref. Flobi
Faction: Republic
Hit Points: 140 (-10) Differentiation from Master Windu
Defense: 22
Attack: 15 (-1) Differentiation from Master Windu
Damage: 20
Special Abilities
Unique
Melee Attack
Triple Attack
Vaapad-Style Fighting
Force Powers
Force 5
Force Absorb
Lightsaber Defense Accurate to character's lightsaber prowess
Lightsaber Riposte
Lightsaber Sweep
Master Speed
Shatterpoint
Commander Effect
Followers within 6 squares gain Extra Attack.


General Obi-Wan Kenobi saber1
Cost: 55
Faction: Republic
Hit Points: 120
Defense: 22
Attack: 14
Damage: 20
Special Abilities
Unique, Melee
Double Attack
Mettle Removal creates a more balanced mini and allows for use of original SSM wording
Soresu Style Mastery (original wording) Clarity of use and differentiation with Soresu Style
Force Powers
Force 2, Force Renewal 1, MotF 2 Final touch for GOWK playability w/SSM
Force Push 3
Knight Speed
Commander Effect
Each Follower gets +4 Attack and +4 Defense as long as it has an ally within 6 squares.


Master K’Kruhk saber1
Cost: 52
Faction: Republic
Hit Points: 150
Defense: 20
Attack: 12
Damage: 30
Special Abilities
Unique, Melee
Affinity (May be in a New Republic squad) Fits flavor of character
Double Attack
Avoid Defeat
Force Powers
Force 4
Force Heal 20
Force Leap
Lightsaber Deflect


R2-D2, Astromech Droid saber1
Cost: 13 (+4) Better balance and more in-line with Rebel versions
Faction: Republic
Hit Points: 30
Defense: 17
Attack: 8
Damage: 0
Special Abilities
Unique
Droid
Flight
Electric Shock +10
Override
Tow Cable


Yoda on Kybuck saber1
Base: Large Provides better balance through prevention of swaps


SEPERATISTS


BATTLE DROID ON STAP bountyhunter9
Faction: Separatist
Cost: 16
Hit Points: 20 (+10) enhanced playability
Defense: 14 (+4) enhanced playability
Attack: +3 (+2) enhanced playability
Damage: 30
Special Abilities
Droid
Flight
Strafe Attack
Speed 8 enhanced playability and accuracy


General Grievous, Jedi Hunter DamoreCost: 46 (+4)
Faction: Separatists
Hit Points: 120 (+20) No defensive powers vs ranged attacks.
Defense: 20 (+1)
Attack: +12 (+2) closer to newer Grievous'
Damage: 20
Special Abilities
Unique, Cyborg, Melee Attack
Quadruple Attack
Double Attack
Twin Attack
Parry
Amush
Taught to catch Jedi off guard
Lightsaber Duelist
Jedi Hunter Should have had this from the start
Wall Climber One Grievous needs this
Force Powers Never liked him having Force points
Force 1


GEONOSIAN DRONE bountyhunter9
Faction: Separatist
Cost: 3
Hit Points: 10
Defense: 14 (+2) Enhanced playability; ref: Rodian Brute
Attack: +5 (+4) Enhanced playability; ref: Rodian Brute
Damage: 10
Special Abilities
Melee Attack


GEONOSIAN SOLDIER bountyhunter9
Faction: Separatist
Cost: 9
Hit Points: 20
Defense: 15
Attack: +5 (+3) enhanced playability
Damage: 20
Special Abilities
Flight
Sonic Attack
saber1
Posted: Thursday, March 25, 2010 8:34:21 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
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REBELS & IMPERIALS

REBELS

Admiral Ackbar saber1
Cost: 17 (-4) Greater playability
Faction: Rebel
Hit Points: 70
Defense: 14
Attack: 4
Damage: 10
Special Abilities
Unique
Affinity (May be in a New Republic squad) Fits flavor of character
It’s A Trap
Recon
Commander Effect
Followers within 6 squares get +4 Attack against an enemy who has activated this round.


Commando on Speeder Bike imyurhukaberry
Cost: 19 (-3)
Faction: Rebel
Hit Points: 30
Defense: 15
Attack: 8 (+2)
Damage: 20
Special Abilities
Flight
Accelerate
Strafe Attack


General Rieekan saber1
Cost: 18 (+4) More appropriate cost/benefit ratio (ref: Gen. Wedge)
Faction: Rebel
Hit Points: 50
Defense: 15
Attack: 9
Damage: 10
Special Abilities
Unique
Recon
Commander Effect
Allies gain Evade and Mobile Attack


Golan Arms DF.9 Anti-Infantry Battery saber1
Cost: 26
Faction: Rebel
Hit Points: 120
Defense: 12
Attack: 10
Damage: 20
Special Abilities
Damage Reduction 10
Emplacement
Mounted Weapon
Splash 10
Twin Attack Fits flavor text - "high rate of fire"


Han Solo imyurhakuberry
Cost: 28
Faction: Rebel
Hit Points: 80
Defense: 17
Attack: 8
Damage: 20
Special Abilities
Unique
Accurate Shot
Cunning
Evade
Force Powers
Force 1


Han Solo, Smuggler saber1
Cost: 27
Faction: Rebel
Hit Points: 70
Defense: 16
Attack: 10
Damage: 20
Special Abilities
Unique
Pilot Necessary for accuracy to character
Accurate Shot
Opportunist +20


K-3PO saber1
Cost: 30 (+10) Reflects new ability and usefulness versus Capt. Panaka
Faction: Rebel
Hit Points: 60
Defense: 17
Attack: 0
Damage: 0
Special Abilities
Unique
Droid
Droid Coordinator
Rebel Reinforcements 20 Fits character and adds new tech to faction
Commander Effect
At the end of this character's turn, 2 allies within 6 squares of this character who are the same size may switch positions.


Luke Skywalker of Dagobah VietnamBob2473
Cost 20 (-8)
Faction: Rebel
Hit Points: 60
Defense: 17
Attack: 9
Damage: 20
Special Abilities
Unique, Double Attack
Force 3
Force Powers
Force Leap a main focal point of his movement in TESB
Lightsaber Assault more representative of the movie than sweep
Lightsaber Sweep


Luke Skywalker, Jedi VietnamBob2473
Cost 32 (+3)
Hit Points: 100 (+10)
Defense: 19 (+1)
Attack: 11 (+1)
Damage: 20
Special Abilities
Unique, Melee Attack
Double Attack
Twin Attack
Djem So Style
Flurry Attack
Force Powers
Force 2, Force Renewal 1
Knight Speed
Lightsaber Assault
Lightsaber Defense (Block and Deflect combined for card efficiency~saber1)


Luke Skywalker, Jedi Knight imyurhukaberry
Cost: 23 (-4)
Faction: Rebel
Hit Points: 90
Defense: 18
Attack: 10
Damage: 20
Special Abilities
Unique
Double Attack
Melee
Force Powers
Force 3
Force Leap
Lightsaber Sweep


Luke Skywalker, Jedi Knight jediinexile
Faction: Rebel
Cost: 59 (+22)
Hit Points: 130 (+40)
Defense: 22 (+4) better reflects character
Attack: 15 (+5)
Damage: 20
Special Abilities
Unique
Melee Attack
Double Attack
Advantageous Cover
Djem So Style
Deadly Attack
Flurry Attack
Greater Mobile Attack

Force Powers
Force 2 (Force -1) Force Renewal 1
Force Leap
Knight Speed
Force Alter

Lightsaber Sweep
Lightsaber Defense
Levitation 1



Luke Skywalker, Legacy of the Light Side saber1
Cost: 35 (-4) Provides greater playability
Faction: Rebel
Hit Points: 70
Defense: 19
Attack: 10 (+1) Enhanced playability
Damage: 20
Special Abilities
Unique
Accurate Shot
Careful Shot +4
Double Attack
Greater Mobile Attack
Stealth
Force Powers
Force 2, Force Renewal 1
Jedi Mind Trick
Lightsaber Deflect


Mon Calamari Medic saber1
Cost: 6 (-2) Ref. Rodian Trader
Faction:
Hit Points: 10
Defense: 12
Attack: 0
Damage: 10
Special Abilities
Heal 10
Melee


Nien Nunb
Cost: 17
Faction: Rebel
Hit Points: 50
Defense: 15
Attack: 8
Damage: 20
Special Abilities
Unique
Affinity (NR) Enhances playability and accuracy
Pilot Necessary for accuracy
Advantageous Attack Increased damage output increases playability while maintaining accuracy to character's backstory


Vader's Apprentice, Redeemed Segastorm
Cost: 72 (+24)
Faction: Rebel
HP: 140 (+10)
Def: 23 (+1)
Atk:11
Damage:20
Special abilities
Unique
Melee Attack
Double attack
Soresu Style
Force Powers
Force 3 (+1), Force Renewal 1, Master of the Force 2
Force Push 4
Force Push 5
lightsaber throw 2
Force Repulse 3
Force Grip 2


IMPERIALS


Antares Draco saber1
Cost: 33
Faction: Imperial
Hit Points: 100
Defense: 20
Attack: 10
Damage: 20
Special Abilities
Unique, Melee
Imperial Knight
Pilot
Cortosis Gauntlet 18
Double Attack
Synergy
Force Powers
Force 4
Force Push 2
Lightsaber Block
Lightsaber Deflect Enhanced playability



Emperor Palapatine jediinexile
Cost: 37 (-3)
Faction: Imperial
Hit Points: 110 (-20)
Defense: 20
Attack: 0
Damage: 0
Special Abilities
Unique, Melee
Betrayal
Rapport (-5 with Darth Vader)
Turn to the Dark Side
Force Powers
Force 2 (-2), Force Renewal 2 (+1)
Force Lightning 2
Commander Effect
Characters in your squad can spend this character's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.)


Emperor Roan Fel saber1
Cost: 57
Faction: Imperial
Hit Points: 100
Defense: 20
Attack: 12
Damage: 20
Special Abilities
Unique, Melee
Imperial Knight
Cortosis Gauntlet 17
It’s A Trap
Triple Attack
Opportunist
Synergy
Force Powers
Force 1 (-3), Force Renewal 1 Enhanced playability and fit with character
Lightsaber Block
Lightsaber Deflect Enhanced playability
Commander Effect
Adjacent followers gain Bodyguard. Allied Imperial Knights gain Protective +20 (Roan Fel). Enhanced synergy between Imperial Knights and Emperor


Emperor's Shadow Guard saber1
Cost: 23
Faction: Imperial
Hit Points: 90
Defense: 19
Attack: 8
Damage: 10 (-10)
Special Abilities
Cunning Attack
Deadly Attack
Double Attack
Melee
Lightsaber
Stealth
Force Powers
Force 2 (+1)
Force Lightning 1
Lightsaber Block


Evo Trooper saber1
Cost: 13
Faction: Imperial
Hit Points: 30
Defense: 16
Attack: 7
Damage: 20
Special Abilities
Breath Mask Fits with flavor text
Deceptive


Kir Kanos komix
Cost: 45 (+11)
Faction: Imperial
Hit Points: 110
Defense: 21
Attack: +13
Damage: 20
Special Abilities
Unique, Melee Attack In comics he could shoot as well
Palpatine's Bodyguard
Loner
Twin Attack
Double Claw Attack Real badass at fighting adjacent enemies
Parry Fits the character
Evade Fits the character
Stealth In comics he was pretty good at hiding
Force Powers Never liked him having Force points, he relied on his skills
Force 2
Force Sense


Scout Trooper saber1
Cost: 8
Faction: Imperial
Hit Points: 20
Defense: 15
Attack: 5
Damage: 10
Special Abilities
Recon Accurate to character
Stealth


Vader's Apprentice, Unleashed Segastorm
Cost: 62 (+14)
HP: 130
Def: 22 (+2) He was harder to kill than he was made
Attack:13
Damage:20
Special abilities
Unique, Melee attack, Double attack
Jedi Hunter suits the character
Loner suits the character
Rapport (cost one less when in the same squad as a character whose name contains Vader)
Force powers
Force 3 (+1), Force Renewal 1, Master of the Force 2 He was more powerful in the force than the origional
Lightsaber Defense He has to have this from what he did on the imperialized Raxus Prime
Force Lightning 4
Force Lightning 5
saber1
Posted: Thursday, March 25, 2010 8:34:54 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
NEW REPUBLIC, MANDALORIANS & YUUZHAN VONG


NEW REPUBLIC

Anakin Solo saber1
Cost: 23
Faction: New Republic
Hit Points: 50
Defense: 18
Attack: 8
Damage: 20
Special Abilities
Unique, Melee
Pilot
Double Attack
Industrial Repair 30
Synergy
Affinity (A character whose name contains Chewbacca may be in your squad regardless of faction) Maintains template of existing Solo children, accurate to the character and brings Chewbacca into the New Republic faction
Force Powers
Force 3, Force Renewal 1
Force Push 2
Lightsaber Block
Unleash the Force 60


Corran Horn saber1
Cost: 33 (-6) Improved cost/benefit ratio
Faction: New Republic
Hit Points: 120
Defense: 20
Attack: 13
Damage: 20
Special Abilities
Unique, Melee
Double Attack
Melee Reach 2
Pilot Necessary for accuracy to character
Force Powers
Force 2, Force Renewal 1 Enhanced playability
Absorb Energy
Jedi Mind Trick



General Wedge Antilles saber1
Cost: 20 (-3) More accurate cost/benefit ratio (ref: Gen. Rieekan)
Faction: New Republic
Hit Points: 80
Defense: 18
Attack: 8
Damage: 10
Special Abilities
Unique
Pilot
Accurate Shot
Avoid Defeat
Evade
Mobile Attack
Commander Effect
Followers gain Evade and Mobile Attack.



Luke Skywalker, Jedi Master saber1
Cost: 74
Faction: New Republic
Hit Points: 130
Defense: 22
Attack: 16
Damage: 20
Special Abilities
Unique, Melee
Triple Attack
Force Powers
Force 2, Force Renewal 1, MotF2 Fits character and enhances playability for cost
Force Leap
Lightsaber Defense Combined Block and Deflect for simplicity
Lightsaber Sweep
Lightsaber Throw 2 Adds greater ranged threat for differentiation from GMLS
Master Speed
Commander Effect
Each ally with a Force rating starts with +1 Force.


MANDALORIANS

Mandalorian Quartermaster saber1
Cost: 29 (+3) More appropriate with addition to commander effect
Faction: Mandalorians
Hit Points: 70
Defense: 18
Attack: 9
Damage: 20
Special Abilities
Melee
Gregarious
Parry
Twin Attack
Commander Effect
Mandalorian followers with 6 squares get +4 Attack and Damage Reduction 10 The signature Mandalorian tech, their armor, is sorely lacking representation in the game

YUUZHAN VONG
saber1
Posted: Thursday, March 25, 2010 8:35:30 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
FRINGE


Bespin Guard markedman247
Faction: Fringe
Cost: 5
Hit Points: 10
Defense: 12
Attack: 3
Damage: 10
Special Abilities
Rapport (This unit costs 1 less if in a squad with a character whose name contains "Calrissian." Fits character
Advantageous Cover


Boba Fett jediinexhile (edits to fit topic guidelines: saber1)
Faction: Fringe
Cost: 48 (-2) to allow more playability...
Hit Points: 90 (-20)
Defense: 21 (+1) Best Bounty Hunter...
Attack: 13 (+1)
Damage: 20
Special Abilities
Unique
Flight
Accurate Shot
Bounty Hunter +4
Double Attack
Flurry Attack
Deadly Attack
Evade
Missiles 30
Flamethrower 30


Boba Fett saber1
Cost: 50
Faction: Fringe
Hit Points: 100 (-10) Differentiates from other versions and is more fitting with DR10
Defense: 20
Attack: 12
Damage: 20
Special Abilities
Unique
Flight
Accurate Shot
Ambush Fits the character and adds a movement option
Bounty Hunter +4
Damage Reduction 10 A special ability representing his rockin' armor is long overdue
Double Attack


Bothan Spy markedman247
Faction: Fringe
Cost: 7
HP: 10
Def: 15 (+4) Putting him along the lines of similar costed pieces, ex. Ugnaught Droid Destroyer
Attack 4
Damage: 10
Special Abilities
Stealth Fits species
Grenades 20 Making him a bit more usable


Greedo saber1
Cost: 12
Faction: Fringe
Hit Points: 30
Defense: 15
Attack: 6
Damage: 10
Special Abilities
Unique
Bounty Hunter +4
Cunning Attack Accuracy to character
Opportunist Forget revisionist history. Han shot first!


Lando Calrissian markedman247
Faction: Fringe
Cost: 20 (+4) Bringing him in line with Hero of Tenaab
Hit Points: 50
Defense: 16
Attack: 7
Damage: 10
Special Abilities
Double Attack
Evade Fits character
Opportunist Fits character
Commander Effect
Non-Unique Fringe characters gain Squad Cover Fits character and knowledge of Cloud City's workings


Twi'lek Scoundrel markedman247
Faction: Fringe
Cost: 5 (-2) Adds playability vs cost
Hit Points: 20
Defense: 14
Attack: 5
Damage: 10
Special Abilities:
Cunning Attack
Melee Attack
saber1
Posted: Thursday, March 25, 2010 8:58:00 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
Posts: 1,450
Location: At the controls
RESERVED
saber1
Posted: Thursday, March 25, 2010 10:02:05 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
Posts: 1,450
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RESERVED
trick624
Posted: Thursday, March 25, 2010 10:32:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/10/2009
Posts: 469
Location: 719
I like the idea of what you're doing however, I think its very subjective. Different Synergies, different player mindsets and different stats changes the game completely, in my opinion. I think you'd be better off creating new stats for existing characters rather than editing them. A lot of your changes I agree with, but I think a single change can also change the game.
jediinexhile
Posted: Saturday, March 27, 2010 5:49:40 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 63
Love where you're going with these revisions and updates, almost everything from Rebel Storm is outdated or obsolete. Here is my idea for Boba Fett, Darth Vader, Sith Lord, and Luke Skywalker, Jedi Knight all from the Rebel Storm set.

FRINGE


Boba Fett Jediinexhile
Faction: Fringe
Cost: 48 (-2) to allow more playability...
Hit Points: 90 -20
Defense: 21 (+1) Best Bounty Hunter...
Attack: 13 (+1)
Damage: 20
Special Abilities
Unique
Flight
Accurate Shot
Bounty Hunter +4
Double Attack Remove
Flurry Attack
Greater Deadly Attack Attack Scores a critical hit on an attack roll of natural 18, 19 or 20
Mandalorian Armor Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11.
Evade
Missiles 30
Famethrower 30



This representation came to me while I was playing the Tatioone expansion for the Force Unleashed. Yes, the Mandalorian is a more custom ability but it is the same as Force Attuned Armor.

Here is Vader:

Imperial

Darth Vader, Sith Lord
Faction: Imperial
Cost: 60
Hit Points: 140
Defense: 22 (-1)
Attack: 15 (-1)

Damage:20

Special Abilities
Unique
Melee Attack
Triple Attack (Twin Attack)
Dark Armor
Djem So Style

Force Powers
Force 2 (Force -3)
Force Renewal 1
Lightsaber Sweep
Lightsaber Throw 5
Lightsaber Defense

Here is Luke, Jedi Knight (in my opinion is the most needed of all RS pieces to be revised and fixed):

Rebel

Luke Skywalker, Jedi Knight
Faction: Rebel
Cost: 59 (+22)
Hit Points: 130 (+40)
Defense: 21 (+3) better reflects character
Attack: 15 (+5)
Damage: 20

Special Abilities
Unique
Melee Attack
Double Attack
Greater Mobile Attack
Djem So Style
Deadly Attack
Flurry Attack
Stealth


Force Powers
Force 2 (Force -1)
Force Renewal 1
Force Leap
Knight Speed
Force Alter
Lightsaber Sweep Remove
Lightsaber Defense
Levitation 1
jediinexhile
Posted: Saturday, March 27, 2010 6:15:56 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 63
Admiral Ackbar saber1
Cost: 17 (-4) Greater playability
Faction: Rebel
Hit Points: 70
Defense: 14
Attack: 4
Damage: 10
Special Abilities
Unique
Affinity (May be in a New Republic squad) Fits flavor of character
It’s A Trap
Recon
Commander Effect
Followers within 6 squares get +4 Attack against an enemy who has activated this round.

Wouldn't be easier just to give Ackbar a CE that granted Opportunist instead of reducing his cost? I think I'd rather have more damage output versus a kind weak CE to begin with. I really like the affinity, being able to throw him in NR squads would be great but without the extra damage I don't see him being played very much.

Given that he was an Admiral why not give the Rebels and New Republic access to Opportunist? Just an idea though; I am sure some will some along and argue against my idea but the Imperials have it why not the Rebels?
jediinexhile
Posted: Saturday, March 27, 2010 6:24:34 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 63
saber1 wrote:
REPUBLIC & SEPERATISTS

General Obi-Wan Kenobi saber1
Cost: 55
Faction: Republic
Hit Points: 120
Defense: 22
Attack: 14
Damage: 20
Special Abilities
Unique, Melee
Double Attack
Mettle Removal creates a more balanced mini and allows for use of original SSM wording
Soresu Style Mastery (original wording) Clarity of use and differentiation with Soresu Style
Force Powers
Force 2, Force Renewal 1, MotF 2 Final touch for GOWK playability w/SSM
Force Push 3
Knight Speed
Commander Effect
Each Follower gets +4 Attack and +4 Defense as long as it has an ally within 6 squares.



Is it possible to just remove SSM, because of all the complaints against this ability why not just given him Lightsaber defense and MOTF2? He could block/deflect perhaps twice a turn and mettle wouldn't be as powerful.
jediinexhile
Posted: Saturday, March 27, 2010 6:42:05 AM
Rank: Advanced Bloo Milk Member
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Joined: 8/27/2008
Posts: 63
Here is Emperor Palpatine:
Imperial

Emperor Palpatine
Imperial
40

Hit Points:110 (-20) Good grief he is old...
Defense:21 (+1) Dark Lord of the Sith...
Attack: 12 (+12) He does have a lightsaber...
Damage: 20 (+20) ...


Special Abilities
Unique
Melee Attack
Lure of the Dark Side (Replaces attacks: range 6; 30 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)



Force Powers
Force 4
Force Renewal 1 (Force Renewal 2)
Master of the Force 2
Force Lightning 2
Force Storm
Force Defense Force 3: Cancel a Force power used by a character within 6 squares
Lightsaber Defense


[b]Commander Effect

Characters in your squad can spend this character's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.)

Characters in your squad can spend this character's Force points.
juice man
Posted: Saturday, March 27, 2010 8:23:25 AM
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Joined: 1/5/2009
Posts: 2,240
Location: Akron Ohio, just south of dantooine.
GM Luke. Only change - add Lightsaber Assault.
Luke is supposed to be the swordsman. Best way to deal with him being in your face is to move away.
zorc62
Posted: Saturday, March 27, 2010 12:22:33 PM
Rank: Advanced Bloo Milk Member
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Joined: 8/18/2008
Posts: 70
Location: conquering the outer rim
saber1 wrote:
General Wedge Antilles saber1
Cost: 23
Faction: New Republic
Hit Points: 80
Defense: 18
Attack: 8
Damage: 10
Special Abilities
Unique
Pilot
Accurate Shot
Avoid Defeat
Evade
Mobile Attack
Commander Effect
Allies gain Evade and Mobile Attack. Enhances cost/benefit ratio (ref: General Rieekan) especially considering faction synergies


One problem. GMLS is broken with Evade. While I can see that it is unfair for the Rebels to have something so powerful, General Wedge is already quite useful. This is too much.
Beast
Posted: Saturday, March 27, 2010 12:41:24 PM
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Joined: 3/23/2010
Posts: 92
Saber1, very good call with Anakin Solos synergy for a Chewbacca, NR is very much in need for a Chewie.............it just sucks we NEVER GOT ONEMad
saber1
Posted: Sunday, March 28, 2010 6:27:27 AM
Rank: Advanced Bloo Milk Member
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Joined: 2/14/2009
Posts: 1,450
Location: At the controls
jediinexhile wrote:

Wouldn't be easier just to give Ackbar a CE that granted Opportunist instead of reducing his cost? I think I'd rather have more damage output versus a kind weak CE to begin with. I really like the affinity, being able to throw him in NR squads would be great but without the extra damage I don't see him being played very much.


My aim is to make old pieces more playable with the least amount of changes. Too many changes and they begin to be more a custom and less a revision. Its a fine line, and perhaps subjective, but an important distinction.
saber1
Posted: Wednesday, March 31, 2010 4:49:30 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
zorc62 wrote:

One problem. GMLS is broken with Evade. While I can see that it is unfair for the Rebels to have something so powerful, General Wedge is already quite useful. This is too much.


Thank you for bringing this to my attention. I forgot about GMLS. I'll rethink my revision of Gen. Wedge.
saber1
Posted: Wednesday, March 31, 2010 4:58:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
jediinexhile wrote:
saber1 wrote:
REPUBLIC & SEPERATISTS

General Obi-Wan Kenobi saber1
Cost: 55
Faction: Republic
Hit Points: 120
Defense: 22
Attack: 14
Damage: 20
Special Abilities
Unique, Melee
Double Attack
Mettle Removal creates a more balanced mini and allows for use of original SSM wording
Soresu Style Mastery (original wording) Clarity of use and differentiation with Soresu Style
Force Powers
Force 2, Force Renewal 1, MotF 2 Final touch for GOWK playability w/SSM
Force Push 3
Knight Speed
Commander Effect
Each Follower gets +4 Attack and +4 Defense as long as it has an ally within 6 squares.



Is it possible to just remove SSM, because of all the complaints against this ability why not just given him Lightsaber defense and MOTF2? He could block/deflect perhaps twice a turn and mettle wouldn't be as powerful.


Removing Mettle serves both to limit unbalanced synergy with SSM as well as greater differentiation with FlObi. Removing MotF2 also limits SSM so that it may be played as originally worded/intended. It fits the character well.
saber1
Posted: Wednesday, March 31, 2010 5:03:35 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
jediinexhile,

Given my stated goal for revisions, would you like to take another look at your entries? The line between revisions and customs can be subtle. Keep in mind, the fewer the changes, the more accurate those changes, and the exclusive use of existing WotC abilities will determine which side of the line an entry will fall on.
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