RegisterDonateLogin

Wars not make one great. (But Bloo Milk does.)

Welcome Guest Active Topics | Members

Forces of Corruption Custom Set Options
Human Black Sun Vigo
Posted: Monday, August 16, 2010 10:43:36 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Anybody played the Empire at War-Forces of Corruption game?

This series is my interpretation.
However, a pressing matter requires that I leave now, so I will post a set list next chance that I get.
Human Black Sun Vigo
Posted: Tuesday, August 17, 2010 12:53:10 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Here it is:

Rebel
1. Ben Kenobi R
2. Chewbacca, Valiant Hero VR
3. Han Solo, Valiant Hero R
4. Luke Skywalker, Valiant Hero VR
5. MPTL U
6. PLEX Missile Trooper C
7. Rebel Infantry Squad R
8. Rebel Infiltrator U
9. Rebel PLEX Squad U
10. Snowspeeder U
11. Rebel Raider C
12. R2-D2 and C-3PO, Agents of the Rebellion R
13. T4-B R
14. The Gargantuan VR
15. T2-B U
16. Yoda, Rebel Hero VR
Imperial
17. AT-ST Patrol VR
18. Boba Fett, Imperial Bounty Hunter R
19. Citizen of Korriban U
20. Dark Force Adept U
21. Dark Trooper Mark I C
22. Dark Trooper Mark II U
23. Dark Trooper Mark III R
24. Darth Vader, Imperial Hero R
25. Imperial AT-ST Walker R
26. Imperial Scout Trooper U
27. Lancet Wing U
28. Noghri Death Squad R
29. Noghri Supercommando C
30. Redrobe U
31. Redrobe Garrison U
32. Imperial Trooper C
33. Stormtrooper Squad R
34. The Emperor VR
35. TIE Mauler R
36. 2-M Tank U
Fringe
37. Bossk, Consortium Bounty Hunter R
38. Bothan Civilian C
39. Chanderous Assault Tank R
40. Consortium Grenadier C
41. Defiler U
42. Droideka Mark II U
43. Droideka Platoon VR
44. Ewok Handler U
45. FZ-9 Cloaking Transport U
46. Geonosian Civilian C
47. Geonosian Swarm VR
48. Grenadier Squad U
49. Gungan Civilian C
50. Hutt Civilian C
51. Hutt Field Commander U
52. IG-88, Consortium Bounty Hunter R
53. MAL U
54. Mass Driver Turret VR
55. MDU C
56. Merc Assault Squad R
57. Merc Assault Trooper C
58. Mon Calamari Civilian U
59. Nightsister on Rancor VR
60. Pirate Mob U
61. Pirate PLEX Squad U
62. Pirate PLEX Trooper C
63. Pirate Trooper C
64. Pirate Skiff U
65. Pod Walker U
66. Pulse Cannon U
67. Silri VR
68. Spotter Droid C
69. Sullustan Civilian C
70. Swamp Speeder U
71. Twi'lek Attack Force U
72. Twi'lek Commando C
73. Tyber Zann VR
74. Urai Fen VR
75. Vornskr U
76. Rancor of Dathomir VR
77. Enraged Wampa R
78. Anti-Aircraft Turret U
79. Skipray Blastboat VR
80. Repair Station R
Human Black Sun Vigo
Posted: Tuesday, August 17, 2010 1:26:32 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
1/80 Ben Kenobi
Rebel, Medium Base Size, Rare, Cost 52.
120 Hit Points, 20 Defense, +15 Attack, 20 Damage
Unique, Melee Attack, Double Attack, Heal 10.
Force 2, Force Renewal 1, Force Defense,
Force Confuse (Force 2, replaces attacks; all living enemies within 6 squares are moved to a legal space 7 squares away from this character, save 16, and are activated this round, save 11.)
Commander Effect: Wounded allies without a Force Rating within 6 squares gain Variable Shielding (Whenever this character takes damage, divide the amount of damage taken by 10. This character can make that number of saves of 11, each reducing the damage dealt by 10.) Allies with special abilities that allow them to avoid damage can choose whether to use this effect or the effect printed on their card when they take damage.

2/80 Chewbacca, Valiant Hero
Rebel, Medium Base Size, Very Rare, Cost 45.
100 Hit Points, 17 Defense, +9 Attack, 30 Damage.
Unique, Momentum, Speed 8, Hijack (Replaces turn; adjacent enemy with Mounted Weapon joins this character's squad, save 11. If the save fails, remove this character from play. The Hijacked character counts as having its own name in addition to counting as being named Chewbacca, Valiant Hero. When the Hijacked character is defeated, this character is also defeated, save 6. If the save is successful, place this character in a square adjacent to the space formerly occupied by the Hijacked character.)

3/80 Han Solo, Valiant Hero
Rebel, Medium Base Size, Rare, Cost 26
80 Hit Points, 19 Defense, +11 Attack, 20 Damage.
Unique, Accurate Shot, Evade, Speed 8, Twin Attack, EMP Emitter (Replaces attacks, nonliving enemies within 6 squares are activated this round, svae 16.)

4/80 Luke Skywalker, Valiant Hero
Rebel, Medium Base Size, Very Rare, Cost 31.
120 Hit Points, 21 Defense, +12 Attack, 20 Damage.
Unique, Melee Attack, Double Attack.
Force 2, Force Renewal 2, Lightsaber Throw 3, Cloaking Field (Force 5, usable only at the start of a phase, this character gains the Cloaked special ability until his next attack.)

5/80 MPTL
Rebel, Huge Base Size, Uncommon, Cost 20
70 Hit Points, 13 Defense, +0 Attack, 0 Damage.
Heavy Weapon, Missiles 40, Speed 8, Rigid, Mounted Weapon, Damage Reduction 10.
Flavor Text: Mobile Proton Torpedo Launchers (MPTLs) were the last thing a squad of stormtroopers ever wanted to find.

6/80 PLEX Missile Trooper
Rebel, Medium Base Size, Common, Cost 9.
20 Hit Points, 14 Defense, +0 Attack, 0 Damage.
Missiles 20.
Flavor Text: If you can't shoot it, then blow it up!

7/80 Rebel Infantry Squad
Rebel, Variable Base Size, Rare, Cost 32.
50 Hit Points, 13 Defense, +8 Attack, 50 Damage.
Take Cover (Usable only the end or beginning of this squad's turn; gain +2 Defense and Speed 4; this ability can be activated and deactivated on this squad's turn, but this squad cannot activate and deactivate this ability on the same turn.)
Squad Formation 5 (This squad takes up 5 squares at the beginning of the skirmish.)
Squad (Activating this squad counts as all of your activations this phase.)
Casualty Reduction 10,10 (Each time this squad accumulates 10 Damage, it takes up one less square, loses 10 Damage, and enemies can make 1 less save for Staggered Fire.)
Staggered Fire 5,10 (When this squad hits an enemy, that enemy can make 5 saves of 14. For each successful save, reduce the damage dealt by 10.)

8/80 Rebel Infiltrator
Rebel, Medium Base Size, Uncommon, Cost 24.
50 Hit Points, 17 Defense, +7 Attack, 20 Damage.
Accurate Shot
Careful Shot +4
Deadeye
Penetration 10
Stealth
Twin Attack
Thermal Detonator 40 (Replaces attacks; at the end of the round, all characters within 4 squares of this character's current square (you can move after using this ability, but remember where you were) take 40 Damage, save 11.)
Rebel Infiltrators were the elite of the Rebel Alliance's elite.

9/80 Rebel PLEX Company
Rebel, Variable Base Size, Uncommon, Cost 23.
60 Hit Points, 13 Defense, +6 Attack, 90 Damage.
Casualty Reduction 20, 30 (Each time this squad accumulates 20 damage, it takes up one less square, loses 30 damage, and enemies can make 1 less save for Staggered Fire.)
Squad (See 7/80 Rebel Infantry Squad for definition)
Squad Formation 3 (This squad takes up 3 squares at the beginning of a skirmish.)
Staggered Fire 3, 30 (When this squad hits an enemy, that enemy can make 3 saves of 14. For each successful save, reduce the damage dealt by 30.)
Take Cover (See 7/80 Rebel Infantry Squad for definition.)

10/80 Snowspeeder
Rebel, Huge Base Size, Uncommon, Cost 29.
70 Hit Points, 18 Defense, +6 Attack, 20 Damage.
Flight
Harpoon Gun
Mobile Attack
Speed 12
Twin Attack
High Flight (Cannot be attacked by enemies with Melee Attack, or special abilities with a range.)

11/80 Rebel Raider
Rebel, Medium Base Size, Common, Cost 6
10 Hit Points, 14 Defense, +6 Attack, 10 Damage.

12/80 R2-D2 and C-3PO, Agents of the Rebellion
Rebel, Medium Base Size, Rare, Cost 19.
60 Hit Points, 15 Defense, +0 Attack, 0 Damage.
Unique (Counts as both R2-D2 and C-3PO)
Droid
Hijack (See 2/80 Chewbacca, Valiant Hero for definition.)
Repair 20
Sabotage
Override

13/80 T4-B
Rebel, Huge Base Size, Rare, Cost 47.
110 Hit Points, 15 Defense, +9 Attack, 30 Damage.
Damage Reduction 10
Heavy Missiles 50 (Replaces turn; sight; 50 damage to target and adjacent characters, save 8.)
Speed 10
Mounted Weapon
Rigid

14/80 The Gargantuan
Rebel, Very Huge Base Size, Very Rare, Cost 114.
200 Hit Points, 16 Defense, +12 Attack, 30 Damage.
Unique (Counts as Garm Bel-Iblis)
Collateral Damage (When this character has 150 Hit Points left, he loses Rapid Fire Cannon. When this character has 100 Hit Points left, he loses Quadruple Attack and instead gains Triple Attack. When this character has 50 Hit Points left, he loses Triple Attack and instead gains Double Attack.)
Deflector Shields 20 (When this character takes 20 Damage or less, he can avoid it with a save of 11.)
Repulsorlifts (This character's movement is not slowed by difficult terrain or low objects. This character can move through Medium or smaller enemies.)
Mounted Weapon
Quadruple Attack
Rapid Fire Cannon (Replaces turn; choose a target enemy. Attack that enemy until that enemy is defeated, this character misses an attack, or this character rolls a natural 20 on an attack roll.)
Rigid
EMP Emitter (See 3/80 Han Solo, Valiant Hero for definition.)
Very Huge (This character only gets +2 Defense from cover, and has a base size of 4 squares by 4 squares.)
Speed 10
Twin Attack
The Gargantuan Battle Platform, stolen from an Imperial research base by Garm Bel-Iblis, is one of three identical mammoth machines of war.

15/80 T2-B
Rebel, Huge Base Size, Uncommon, Cost 36.
90 Hit Points, 14 Defense, +5 Attack, 10 Damage.
Repulsorlifts (See 14/80 The Gargantuan for definition.)
Speed 8
Double Attack
Quad Attack (When this character makes an attack, it can make an additional 3 attacks against the same target.)
Squad Firepower
Shields 1
Mounted Weapon
Greater Mobile Attack

16/80 Yoda, Rebel Hero
Rebel, Small Base Size, Very Rare, Cost 98.
160 Hit Points, 21 Defense, +14 Attack, 20 Damage.
Unique
Melee Attack
Triple Attack
Cleave
Disruptive
Flurry Attack
Superior Evade (When this character takes Damage from an attack, he can avoid it with a save of 11. When this character takes damage from a special ability, Force Power, or Commander Effect, he can avoid it with a save of 16.)
Lethal Attack (When this character rolls a natural 20 on an attack, he deals an extra 10 damage, even if the target is not normally subject to critical hits.
Force 3, Force Renewal 3
Lightsaber Assault
Lightsaber Riposte
Lightsaber Sweep
Master of the Force 2
Force Sight (Force 3; usable only on this character's turn; enemies with Stealth and Cloaked lose those abilities for the rest of the round.)
Vortex Attack (Force 5; replaces turn; attack each enemy within 4 squares twice. Each enemy can make two attacks of opportunity against this character with -2 Attack.)

17/80 AT-ST Patrol
Imperial, Variable Base Size, Very Rare, Cost 200
360 Hit Points, 14 Defense, +10 Attack, 90 Damage.
Squad Formation 27 (This squad takes up 27 squares at the beginning of the skirmish.)
Squad (Activating this squad takes up all of your activations this phase.)
Staggered Fire 3,30 (When this squad hits an enemy, the enemy can make 3 saves of 14. For each successful save, reduce the damage dealt by 30.)
Casualty Reduction 120, 30 (When this squad accumulates 120 Damage, it loses 30 Damage, takes up 9 less squares, and enemies can make one less save for Staggered Fire.)
Damage Reduction 10
Mounted Weapon
Speed 8
Trample (This squad can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.)
When stormtroopers can't solve the problem, the Empire has found that using a lot of big guns usually helps.

18/80 Boba Fett, Imperial Bounty Hunter
Imperial, Medium Base Size, Rare, Cost 26.
100 Hit Points, 19 Defense, +13 Attack, 30 Damage.
Unique
Accurate Shot
Bounty Hunter +4
Flight
Flamethrower 30

19/80 Citizen of Korriban
Imperial, Medium Base Size, Uncommon, Cost 16.
40 Hit Points, 15 Defense, +6 Attack, 10 Damage.
Force Attuned Armor
Affinity (This character can be in a Sith squad.)
Synergy (This character gets +4 Attack and +4 Defense if an Imperial or Sith ally with a Force rating is within 6 squares.)
Force 2
Force Alter

20/80 Dark Force Adept
Imperial, Medium Base Size, Uncommon, Cost 27.
80 Hit Points, 20 Defense, +10 Attack, 20 Damage.
Melee Attack
Double Attack
Stealth
Force 3
Lightsaber Defense
Force Teleportation (Force 3, usable only at the beginning of a phase, this character can move 4 squares without provoking attacks of opportunity.)

21/80 Dark Trooper Mark I
Imperial, Medium Base Size, Common, Cost 23.
50 Hit Points, 15 Defense, +8 Attack, 20 Damage.
Droid
Melee Attack
Cleave
Speed 8
The first of a series of three droids, the Dark Trooper Phase I was the first attempt by the Empire to remove human error from combat by putting droids in their place.

22/80 Dark Trooper Mark II
Imperial, Medium Base Size, Uncommon, Cost 31.
70 Hit Points, 17 Attack, +10 Attack, 30 Damage.
Droid
Flight
Triple Attack
Twin Attack

23/80 Dark Trooper Mark III
Imperial, Large Base Size, Rare, Cost 41.
100 Hit Points, 13 Defense, +13 Attack, 30 Damage.
Droid
Flight
Heavy Missiles 40 (Replaces turn; sight; target enemy and all adjacent characters take 40 damage, save 6.)
Speed 4
Quadruple Attack
Twin Attack

24/80 Darth Vader, Imperial Hero
Imperial, Medium Base Size, Rare, Cost 57
140 Hit Points, 22 Defense, +15 Attack, 20 Damage.
Unique, Melee Attack, Triple Attack
Dark Armor
Force 3, Force Renewal 1
Force Push 4
Force Repulse 2
Force Storm
Force Strike 30

25/80 Imperial AT-ST
Imperial, Huge Base Size, Rare, Cost 69.
120 Hit Points, 15 Defense, +9 Attack, 30 Damage.
Damage Reduction 10
Mounted Weapon
Rigid
Speed 10
Furious Assault
Triple Attack
Trample (This character can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.)

26/80 Imperial Scout Trooper
Imperial, Large Base Size, Uncommon, Cost 20.
60 Hit Points, 17 Defense, +6 Attack, 20 Damage.
Accelerate
Flight
Thermal Detonator 30 (See 8/80 Rebel Infiltrator for definition; this ability deals 30 damage to characters within 3 squares instead of 40 damage to characters within 4 squares.)

27/80 Lancet Wing
Imperial, Huge Base Size, Uncommon, Cost 32.
Flight
High Flight (This character cannot be targeted with melee attack or ranged special abilities or Force powers.)
Rigid
Speed 8
Proton Beam (Range 12; this ability must be engaged to be used; engaging and disengaging replaces attacks; 20 damage to target enemy every time this character activates; this character can move while this ability is engaged, but the target must stay within 12 squares and sight, or this ability becomes disengaged. This ability counts as being engaged until the target is no longer within 12 squares or sight, or until you choose to disengage it, and the target must stay the same target until this ability is disengaged.)

28/80 Noghri Death Squad
Imperial, Variable Base Size, Rare, Cost 95.
150 Hit Points, 16 Defense, +11 Attack, 300 Damage.
Casualty Reduction 30, 60 (Each time this squad accumulates 30 Damage, it takes up one less square, loses 60 Damage, and enemies can make 2 less saves for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 5 (This squad takes up 5 squares at the beginning of the skirmish.)
Staggered Fire 10, 30 (When this squad hits an enemy, they can make 10 saves of 14. For each successful save, reduce the damage dealt by 30.)
Traps
Advantageous Cover

29/80 Noghri Supercommando
Imperial, Medium Base Size, Common, Cost 19.
30 Hit Points, 17 Defense, +9 Attack, 30 Damage.
Stealth
Traps
Twin Attack


30/80 Redrobe
Imperial, Medium Base Size, Uncommon, Cost 14.
60 Hit Points, 16 Defense, +7 Attack, 20 Damage.
Melee Attack

31/80 Redrobe Garrison
Imperial, Variable Base Size, Uncommon, Cost 72.
300 Hit Points, 15 Defense, +9 Attack, 100 Damage.
Casualty Reduction 60, 20 (Whenever this squad accumulates 60 damage, it takes up one less square, loses 20 Damage, and enemies can make 1 less save for Staggered Fire.)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 5 (This squad takes up 5 squares at the beginning of the skirmish.)
Staggered Fire 5, 20 (Whenever this squad hits an enemy, it can make 5 saves of 14. For each successful save, reduce the damage dealt by 20.)
Melee Attack

32/80 Imperial Trooper
Imperial, Medium Base Size, Common, Cost 6.
10 Hit Points, 15 Defense, +6 Attack, 10 Damage.

33/80 Stormtrooper Squad
Imperial, Variable Base Size, Uncommon, Cost 56.
90 Hit Points, 14 Defense, +8 Attack, 90 Damage.
Casualty Reduction 10, 10 (Whenever this squad accumulates 10 damage, it takes up one less square, loses 10 Damage, and enemies can make 1 less save for Staggered Fire.)
Squad(Activating this squad counts as all of your activations this phase.)
Squad Formation 9 (This squad takes up 9 squares at the beginning of the skirmish.)
Staggered Fire 9, 10 (Whenever this squad hits an enemy, it can make 9 saves of 14. For each successful save, reduce the damage dealt by 10.)
Take Cover (See 7/80 Rebel Infantry Squad for definition.)

34/80 The Emperor
Imperial, Medium Base Size, Uncommon, Cost 36.
120 Hit Points, 19 Defense, +16 Attack, 20 Damage.
Unique
Melee Attack
Triple Attack

Force 2,Force Renewal 1
Force Lightning 2
Superior Deception
(Force 3; replaces turn; touch; adjacent living non-Unique enemy character joins your squad for the rest of the skirmish, save 11.)

35/80 TIE Mauler
Imperial, Huge Base Size, Rare, Cost 39.
120 Hit Points, 13 Defense, +9 Attack, 20 Damage.
Damage Reduction 10
Mounted Weapon
Rigid
Self-Destruct 30
Speed 10
Twin Attack
Trample
(This character can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.)

36/80 2-M Tank
Imperial, Huge Base Size, Uncommon, Cost 43.
140 Hit Points, 14 Defense, +11 Attack, 20 Damage.
Mounted Weapon
Flight
Rigid
Double Attack
Twin Attack
Mobile Attack
Trample
(This character can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.)
Boost Weapons (Replaces turn; make 5 attacks at +12 Attack and 30 Damage; lose the Variable Shields special ability until this character's next turn.)
Variable Shields (See 1/80 Ben Kenobi for definition.)
"You may start your advance momentarily."

37/80 Bossk, Consortium Bounty Hunter
Fringe, Medium Base Size, Rare, Cost 32.
90 Hit Points, 18 Defense, +9 Attack, 20 Damage.
Unique
Bounty Hunter +4
Evade
Double Attack
Grenades 30
Flamethrower 20
Zann Consortium
(This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

38/80 Bothan Civilian
Fringe, Medium Base Size, Common, Cost 8.
10 Hit Points, 17 Defense, +2 Attack, 10 Damage.
Intuition
Rebel Collaborator
(Rebel allies get +1 Attack for each character with Rebel Collaborator within 4 squares of their target.)

39/80 Chanderous Assault Tank
Fringe, Huge Base Size, Rare, Cost 39.
110 Hit Points, 16 Defense, +7 Attack, 30 Damage.
Accelerate
Draw Fire
Penetration 20
Twin Attack
Mounted Weapon
Damage Reduction 10
Variable Shields
(See 1/80 Ben Kenobi for definition.)
Bypass Shields (This character's attacks ignore special abilities whose names contain Shield or Shields.)
Repulsorlifts (See 14/80 The Gargantuan for definition.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
"What do I get to blow up?"

40/80 Consortium Grenadier
Fringe, Medium Base Size, Common, Cost 9.
30 Hit Points, 15 Defense, +2 Attack, 10 Damage.
Grenades 30
Squad Assault
Proximity Mines 20
(Whenever an enemy character moves within 3 squares of this character, it takes 20 Damage, save 11. Enemies with Flight or Repulsorlifts ignore this ability.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
The soldiers of the Zann Consortium often had their officers complaining of apathy, insubordination, and a constant demand for a pay raise.

41/80 Defiler
Fringe, Medium Base Size, Uncommon, Cost 31.
60 Hit Points, 21 Defense, +9 Attack, 10 Damage.
Cunning Attack +20
Disruptive
Doctrine of Fear
Grenades 50
Trooper
Sabotage
Satchel Charge
Demolition Charge
Stealth
Corruption
(Replaces turn; touch; adjacent non-Unique living enemy character joins your squad for the rest of the round, save 6. If the save is made, that enemy cannot attack characters with Zann Consortium until this character's next turn, save 16.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
Often, the last thing that an enemy of the Zann Consortium hears is a Defiler rasping "I've got a thermal detonator for you." Often, the last thing that an enemy of the Zann Consortium feels is a detonation disintegrating each molecule in their bodies, reducing them into a pile of dust. And that's just the way Tyber Zann likes it.

42/80 Droideka Mark 2
Fringe, Medium Base Size, Uncommon, Cost 27.
70 Hit Points, 18 Defense, +9 Attack, 20 Damage.
Droid
Charging Fire
Speed 9
Twin Attack
Variable Shields (See 1/80 Ben Kenobi for definition)
Ion Burst (Replaces attacks; make a normal attack against a Large or larger nonliving enemy; if the attack hits, the target takes no damage and gets -2 Defense for the rest of the round against allies without the Melee Attack special ability.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

43/80 Droideka Platoon
Fringe, Variable Base Size, Very Rare, Cost 83.
210 Hit Points, 17 Defense, +11 Attack, 120 Damage.
Droid
Speed 8
Casualty Reduction 70, 40
(Each time this squad accumulates 70 Damage, it takes up one less square, loses 40 Damage, and enemies can make 2 less saves for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 3 (This squad takes up 3 squares at the beginning of the skirmish.)
Staggered Fire 6, 20 (When this squad hits an enemy, they can make 6 saves of 14. For each successful save, reduce the damage dealt by 20.)
Variable Shielding (See 1/80 Ben Kenobi for definition)
Ion Burst (Replaces attacks; make a normal attack against a Large or larger nonliving enemy; if the attack hits, the target takes no damage and gets -2 Defense for the rest of the round against allies without the Melee Attack special ability.)
Fighting one droideka is dangerous. Fighting three is suicide.

44/80 Ewok Handler
Fringe, Medium Base Size, Uncommon, Cost 17.
60 Hit Points, 15 Defense, +3 Attack, 10 Damage.
Melee Attack
Ewok Kamikaze
(Replaces attacks; range 12; at the end of the round, characters in and within 3 squares of target square take 30 Damage, save 11.)
Whole Bag Full of Trouble (When this character is defeated, your opponent gains 4 characters named Ewok Slave adjacent to this character's square.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
"I've got a whole bag full of trouble!"

45/80 FZ-9 Cloaking Transport
Fringe, Huge Base Base Size, Uncommon, Cost 28
70 Hit Points, 13 Defense, +0 Attack, 0 Damage.
Flight
Invisibility
Machinery
Speed 10
Rigid
Transport
(This character can transport one of the following combinations: 5 Medium or Smalls, 2 Larges, or 1 Large and 2 Small or Mediums. These allies end their moves adjacent to it. Remove those allies from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

46/80 Geonosian Civilian
Fringe, Medium Base Size, Common, Cost 9.
30 Hit Points, 14 Defense, +5 Attack, 20 Damage.
Flight
Speed 8
Swarm +2
Rebel Collaborator
(Rebel allies get +1 Attack for each character with Rebel Collaborator within 4 squares of their target.)

47/80 Geonosian Swarm
Fringe, Variable Base Size, Very Rare, Cost 185.
600 Hit Points, +7 Attack, 400 Damage.
Flight
Casualty Reduction 30, 20
(Each time this squad accumulates 30 Damage, it takes up one less square, loses 20 Damage, and enemies can make 1 less saves for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 5 (This squad takes up 20 squares at the beginning of the skirmish.)
Staggered Fire 20, 20 (When this squad hits an enemy, they can make 20 saves of 14. For each successful save, reduce the damage dealt by 20.)
Masses (+2 Attack and -2 Defense when at half Hit Points or higher.)
If one Geonosian gets in your way, shoot it. When twenty get in your way, run for your life.

48/80 Grenadier Squad
Fringe, Variable Base Size, Uncommon, Cost 47.
150 Hit Points, 14 Defense, +8 Attack, 150 Damage.
Casualty Reduction 30, 30 (Each time this squad accumulates 30 Damage, it takes up one less square, loses 30 Damage, and enemies can make 1 less saves for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 5 (This squad takes up 5 squares at the beginning of the skirmish.)
Staggered Fire 5, 30 (When this squad hits an enemy, they can make 5 saves of 14. For each successful save, reduce the damage dealt by 30.)
Proximity Mines 30 (Whenever an enemy character moves within 3 squares of this character, it takes 20 Damage, save 11. Enemies with Flight or Repulsorlifts ignore this ability.)
Stim Pack (Usable at the start of this squad's turn; 10 Damage to this squad, and this squad takes an extra 10 damage when damaged until the end of this squad's next turn. This squad gains Speed 10 and +30 Damage until the end of this squad's next turn.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

49/80 Ewok Slave
Fringe, Small Base Size, Common, Cost 3
10 Hit Points, 13 Defense, +3 Attack, 10 Damage
Melee Attack
Self Destruct 30
Swarm+3


50/80 Hutt Civilian
Fringe, Large Base Size, Common, Cost 5
30 Hit Points, 10 Defense, +6 Attack, 10 Damage.
Speed 4
Advantageous Attack


51/80 Hutt Field Commander
Fringe, Huge Base Size, Uncommon, Cost 14.
50 Hit Points, 13 Defense, +7 Attack, 20 Damage.
Cunning Attack
Evade
Speed 4

Commander Effect
Non-Unique followers within 6 squares gain Double Attack.
You can always tell who the most important Hutt in the area is; they always are the fattest, most rancid-smelling of their species.

52/80 IG-88, Consortium Bounty Hunter
Fringe, Medium Base Size, Rare, Cost 35.
100 Hit Points, 19 Defense, +10 Attack, 20 Damage.
Unique
Droid
Bounty Hunter +4
Twin Attack
Infection
(Range 12; replaces attacks; 30 damage to living target and all living characters within 3 squares of the target, save 11. Each time the infected characters activate, they take 10 Damage, save 11. On a success, they are no longer infected.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

53/80 MAL
Fringe, Huge Base Size, Uncommon, Cost 24
90 Hit Points, 14 Defense, +0 Attack, 0 Damage.
Flight
Heavy Weapon
Missiles 50
Rigid
Mounted Weapon
Damage Reduction 10
Variable Shielding
(See 1/80 Ben Kenobi for definition)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

54/80 Mass Driver Turret
Fringe, Large Base Size, Very Rare, Cost 42.
130 Hit Points, 11 Defense, +12 Attack, 30 Damage.
Emplacement
Mounted Weapon
Variable Shielding
(See 1/80 Ben Kenobi for definition)
Bypass Shields (This character's attacks ignore special abilities whose names contain Shield or Shields.)
Rapid Fire Cannon (See 14/80 The Gargantuan for definition.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
The operators of the hulking mass driver cannons of the Zann Consortium are unusually violent, and have disturbingly accurate aim. Eventually, the stormtroopers just learned to avoid them, or die.

55/80 MDU
Fringe, Huge Base Size, Common, Cost 29.
100 Hit Points, 14 Defense, +7 Attack, 40 Damage.
Mounted Weapon
Ysalamiri
Missiles 20
Shields 3
Rigid
Tactical Deployment
(This character cannot attack if it isn't deployed. To deploy, this character must skip a turn after it decides to Deploy. This character can attack, and gains the Emplacement special ability while Deployed. This character can Undeploy by skipping a turn after it declares that it is undeploying. Deploying replaces attacks, and Undeployment replaces movement.)
Mobile Defense Units, or MDUs, hosted a nightmare of weapons, all designed to reduce anything that got too close into carbon scoring.

56/80 Merc Assault Squad
Fringe, Variable Base Size, Rare, Cost 35.
120 Hit Points, 16 Defense, +9 Attack, 60 Damage.
Disintegration
Casualty Reduction 40, 20
(Each time this squad accumulates 40 Damage, it takes up one less square, loses 20 Damage, and enemies can make 1 less save for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 3 (This squad takes up squares at the beginning of the skirmish.)
Staggered Fire 3, 20 (When this squad hits an enemy, they can make 3 saves of 14. For each successful save, reduce the damage dealt by 20.)
Stim Pack (Usable at the start of this squad's turn; 10 Damage to this squad, and this squad takes an extra 10 damage when damaged until the end of this squad's next turn. This squad gains Speed 10 and +30 Damage until the end of this squad's next turn.)
If the price is right, even the laziest of intergalactic mercenaries can get motivated to fight. If the price is right.

57/80 Merc Assault Trooper
Fringe, Medium Base Size, Common, Cost 11.
40 Hit Points, 17 Defense, +7 Attack, 20 Damage.
Double Attack
Disintegration
Squad Assault
Disruptor
(+20 Damage against Large or Smaller enemies on an attack roll of a 17 or higher.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
"Keep the credits if we have to assist these bums!" is a demand heard only too often by the superior officers in the Consortium's barracks near the combat zone.

58/80 Mon Calamari Civilian
Fringe, Medium Base Size, Uncommon, Cost 8.
30 Hit Points, 13 Defense, +4 Attack, 10 Damage.
Rebel Collaborator (Rebel allies get +1 Attack for each character with Rebel Collaborator within 4 squares of their target.)

59/80 Nightsister on Rancor
Fringe, Huge Base Size, Very Rare, Cost 52.
150 Hit Points, 19 Defense, +12 Attack, 30 Damage.
Cleave
Deadly Attack
Demolish
Melee Attack
Melee Reach 3
Zann Consortium
(This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
Force 2, Force Renewal 1
Overwhelming Force
Force Lightning 2
Drain Life 4
(Force 4; replaces turn; 30 Damage to target enemy and all enemies within 6 squares of that enemy; each can avoid this effect with a save of 11. Remove damage from this character equal to the damage dealt. Affected enemies are also activated this round, save 6.)
Rancor are dangerous. Nightsisters are dangerous. Nightsisters and Rancor are a nightmare.

60/80 Pirate Mob
Fringe, Variable Base Size, Uncommon, Cost 50.
150 Hit Points, 14 Defense, +9 Attack, 50 Damage.
Casualty Reduction 30, 10 (Each time this squad accumulates 30 Damage, it takes up one less square, loses 10 Damage, and enemies can make 1 less save for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 5 (This squad takes up 5 squares at the beginning of the skirmish.)
Staggered Fire 5, 10 (When this squad hits an enemy, they can make 5 saves of 14. For each successful save, reduce the damage dealt by 10.)
Take Cover (See 7/80 Rebel Infantry Squad for definition.)
Black Sun

61/80 Pirate Plex Squad
Fringe, Variable Base Size, Uncommon, Cost 35.
90 Hit Points, 13 Defense, +7 Attack, 90 Damage.
Casualty Reduction 30, 30 (Each time this squad accumulates 30 Damage, it takes up one less square, loses 30 Damage, and enemies can make 1 less save for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 3 (This squad takes up 3 squares at the beginning of the skirmish.)
Staggered Fire 3, 30 (When this squad hits an enemy, they can make 3 saves of 14. For each successful save, reduce the damage dealt by 30.)
Take Cover (See 7/80 Rebel Infantry Squad for definition.)
Black Sun

62/80 Pirate PLEX Trooper
Fringe, Medium Base Size, Common, Cost 11.
30 Hit Points, 14 Defense, +0 Attack, 0 Damage.
Black Sun
Advantageous Attack
Missiles 30
Squad Cover


63/80 Pirate Trooper
Fringe, Medium Base Size, Common, Cost 10.
30 Hit Points, 15 Defense, +7 Attack, 10 Damage.
Black Sun
Squad Assault
Squad Cover
Squad Firepower


64/80 Pirate Skiff
Fringe, Large Base Size, Uncommon, Cost 21.
70 Hit Points, 13 Defense, +5 Attack, 30 Damage.
Flight
Mobile Attack
Mounted Weapon
Rigid
Speed 10
Twin Attack
Black Sun Alliance
(+2 Attack and +2 Defense if an ally's name contains Xizor or Vigo.)

65/80 Pod Walker
Fringe, Huge Base Size, Uncommon, Cost 17.
80 Hit Points, 13 Defense, +7 Attack, 30 Damage.
Heavy Weapon
Mounted Weapon
Speed 5


66/80 Pulse Cannon
Fringe, Huge Base Size, Uncommon, Cost 24.
130 Hit Points, 15 Defense, +6 Attack, 30 Damage.
Mounted Weapon
Penetration 10
Rigid
Self Destruct 40
Speed 4
Splash 20
Variable Shields
(See 1/80 Ben Kenobi for definition.)
Rapid Advance (This character can move 12 squares on its turn if it doesn't attack.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

67/80 Silri
Fringe, Medium Base Size, Very Rare, Cost 51.
100 Hit Points, 23 Defense, +16 Attack, 30 Damage.
Unique
Evade
Melee Attack
Melee Reach 3
Twin Attack
Opportunist
Zann Consortium
(This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
Force 3, Force Renewal 2
Force Lightning 4
Lightsaber Sweep
Whirlwind Attack
Drain Life 5
(Force 5; replaces turn; 20 Damage to all characters within 6 squares. Enemies can avoid this effect with a save of 16. Allies can avoid this effect with a save of 6. Remove damage equal to the amount dealt from this character. Enemies who take damage are also activated this round, save 16.)
Summon Rancor (Force 10; replaces turn; place a character named Cuddles adjacent to this character. This character is part of your squad for the rest of the skirmish, and counts as if he were in your original squad. He cannot activate this round.)

68/80 Spotter Droid
Fringe, Small Base Size, Common, Cost 13.
10 Hit Points, 19 Defense, +0 Attack, 0 Damage.
Droid
Flight
It's A Trap!
Traps


69/80 Sullustan Civilian
Fringe, Medium Base Size, Common, Cost 5.
10 Hit Points, 14 Defense, +1 Attack, 10 Damage.
Advanced Sense of Direction (This character scores 1 extra point for occupying certain areas in the terrain map, and this character can be up to 1 square away from a certain area and still count as being in that area. These effects only apply in games where victory points are scored for being in a specific area.)

70/80 Swamp Speeder
Fringe, Huge Base Size, Uncommon, Cost 20.
50 Hit Points, 15 Defense, +5 Attack, 20 Damage.
Flight
Greater Mobile Attack
Mounted Weapon
Speed 8
Triple Attack
Twin Attack


71/80 Twi'lek Attack Force
Fringe, Variable Base Size, Uncommon, Cost 60.
200 Hit Points, 18 Defense, +12 Attack, 100 Damage.
Cloaking Field (Does not count as the nearest enemy unless the attacker is within 6 squares.)
Casualty Reduction 40, 20 (Each time this squad accumulates 40 Damage, it takes up one less square, loses 20 Damage, and enemies can make 1 less save for Staggered Fire)
Squad (Activating this squad counts as all of your activations this phase.)
Squad Formation 5 (This squad takes up 5 squares at the beginning of the skirmish.)
Staggered Fire 5, 20 (When this squad hits an enemy, they can make 5 saves of 14. For each successful save, reduce the damage dealt by 20.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

72/80 Twi'lek Commando
Fringe, Medium Base Size, Common, Cost 12.
40 Hit Points, 19 Defense, +10 Attack, 20 Damage.
Cloaked
Squad Assault
Trooper
Zann Consortium
(This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

73/80 Tyber Zann
Fringe, Medium Base Size, Very Rare, Cost 60.
110 Hit Points, 21 Defense, +14 Attack, 30 Damage.
Unique
Avoid Defeat
Betrayal
Cunning Attack
Evade
Splash 10
Rapport
(Allies with the Zann Consortium special ability cost 2 points less.)
Unknown Talent (This character does not count as having a Force rating.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
Force 0, Force Renewal 1
Force Ascetic
Cloaking Field
(See 4/80 Luke Skywalker, Valiant Hero for definition.)
Commander Effect
Droids are subject to this effect: Huge allies without the High Flight special ability and who do not count as having the High Flight special ability gain Trample (This character can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.).
Trooper allies gain Deceptive and Shields 1.
Tyber Zann, the dangerous overlord of the Zann Consortium, is enemy number one for the Empire, Jabba the Hutt, and the Rebellion. Consequently, he terrorizes planets controlled by these warring factions on a nearly daily basis.

74/80 Urai Fen
Fringe, Medium Base Size, Very Rare, Cost 130.
250 Hit Points, 22 Defense, +16 Attack, 30 Damage.
Unique
Crowd Fighting
Cunning Attack
Demolish
Flurry Attack
Melee Attack
Quadruple Attack
Zann Consortium
(This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
Self-Heal 10 (Remove 10 Damage from this character every time he activates.)
Superior Evade (See 16/80 Yoda, Rebel Hero for definition.)
Force 2, Force Renewal 2
Cloaking Field
(See 4/80 Luke Skywalker, Rebel Hero for definition.)
Sonic Stunner (Force 3; usable only on this character's turn; living enemies within 6 squares are considered activated this round, save 16. Huge and larger characters ignore this effect.)
Whirlwind Attack
Commander Effect

Droids are subject to this effect: Once per turn, allies with the Zann Consortium special ability who hit an enemy can make an immediate attack against the same enemy with a +2 bonus to Attack and +10 Damage.
"My blades are ready..."

75/80 Vornskr
Fringe, Medium Base Size, Common, Cost 43.
80 Hit Points, 16 Defense, +14 Attack, 20 Damage.
Melee Attack
Double Attack
Vicious Attack
Flurry Attack
Rend +10
Speed 8
Jedi Tracker
(This character gets +4 Attack and +20 Damage against enemies with a Force Rating. Allies gain the Accurate Shot and Jedi Hunter special abilities against enemies with a Force rating within 6 squares of this character. This character can move its full speed and attack enemies with a Force rating instead of taking its normal turn.)
Species Effect (This character does not count as having a commander effect. This character's commander effect cannot be interrupted by special abilities or Force powers (such as Disruptive).)
Commander Effect
These effects do not stack.
Enemies with a Force rating within 6 squares who do not have Stealth, Cloaked, or Invisibility get -2 Defense.
Enemies with a Force rating within 6 squares with Resourceful lose that ability.
Enemies with a Force rating within 6 squares with Stealth instead gain Resourceful (This character gets +6 Defense instead of +4 in cover.).
Enemies with a Force rating within 6 squares with Cloaked instead gain Stealth.
Enemies with a Force rating within 6 squares with Invisibility instead gain Cloaked.

76/80 Rancor of Dathomir
Fringe, Huge Base Size, Very Rare, Cost 80.
150 Hit Points, 13 Defense, +10 Attack, 20 Damage.
Damage Reduction 10
Melee Attack
Melee Reach 3
Quadruple Attack
Savage
Vicious Strike
(Enemies hit by this character's attacks are moved 1 square away from this character, save 6)
Trample (This character can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.)
Unknown Talent (This character does not count as having a Force rating.)
Force 3
Rancor inhabit a multitude of planets, and frequently evolve to become more adapted to their environment. The Rancor of Dathomir appeared to pick up some Force abilities from the natural high concentration of Force energy on Dathomir, and the Nightsisters who ride them.

77/80 Cuddles
Fringe, Huge Base Size, Rare, Cost 83.
160 Hit Points, 15 Defense, +12 Attack, 30 Damage.
Unique
Melee Attack
Melee Reach 2
Quintuple Attack
(On his turn, this character can make four extra attacks instead of moving.)
Damage Reduction 10
Vicious Strike
(Enemies hit by this character's attacks are moved 1 square away from this character, save 6)
Trample (This character can move through Medium or smaller enemies. If an enemy that this character moves through has a starting Hit Points of 40 or less, they are defeated, save 6.)
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)
Unknown Talent (This character does not count as having a Force rating.)
Force 4
Overwhelming Force

Cuddles, Silri's pet Rancor, is smaller than most other Dathomir Rancor, but is by no means less savage; quite the opposite is true.

78/80 Anti-Aircraft Turret
Fringe, Large Base Size, Uncommon, Cost 26.
70 Hit Points, 14 Defense, +0 Attack, 0 Damage.
Accurate Shot
Emplacement
Damage Reduction 10
Double Attack
Twin Attack
Penetration 20
Anti-Aircraft
(+8 Attack and +20 Damage against enemies with High Flight or who count as having the High Flight ability.)

79/80 Skipray Blastboat
Fringe, Very Huge Base Size, Very Rare, Cost 70
120 Hit Points, 8 Defense, +0 Attack, 60 Damage
Damage Reduction 20
Flight
High Flight
(See 10/80 Snowspeeder for definition.)
Speed 10
Very Huge (This character only gets +2 Defense from cover, and has a base size of 4 squares by 4 squares.)
Very High Flight (Never has cover.)
Strafe Attack
Splash 30
Zann Consortium (This character does not count as a Fringe character for the purpose of commander effects; costs 10 extra points in a Rebel or Imperial squad.)

80/80 Repair Station
Fringe, Large Base Size, Rare, Cost 20.
60 Hit Points, 8 Defense, +0 Attack, 0 Damage.
Repair 30
Industrial Repair 30
Repair Supplies
(Allies with Repair or Industrial Repair within 6 squares remove 10 extra damage when they use these abilities.)
Human Black Sun Vigo
Posted: Wednesday, August 18, 2010 6:40:04 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Sorry about the sudden change in styles, but this way it's a lot easier to read. By the way, feel free to critique them, I'm looking for other people's opinions.
CerousMutor
Posted: Wednesday, August 18, 2010 5:22:35 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Pleased you changed the style. Lots better.
Wheres Mara?
I thought she was i the game?
I think yoda should be Attack 15...18 is way to much for the little fellow
Unless you drop his defence to balance him, he does have Superior Evade after all.
Lord_Ball
Posted: Wednesday, August 18, 2010 9:43:10 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
I think you went a bit overboard on many of the stats, especially Yoda (Why does he have Vaapad?). Admittedly I have not been able to play the game myself, but if these are "accurate" representations of what they could do I don't know if I want to (but I guarantee I will eventually)! :(

For your T2-B you really need a new ability instead of twin twice (besides twin twice - if it stacked - would only grant 3 attacks as twin only grants 1 additional). I would suggest "Quad Attack (Whenever this character attacks it may make 3 additional attacks against the same target)". While close in name to Quadruple Attack without the "ruple" it is a new ability.
cicrush13
Posted: Thursday, August 19, 2010 12:59:19 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/15/2009
Posts: 909
Location: Michigan
Some of these are very good and some are way out of whack.

Obi-wan is way undercosted for his CE.
Yoda doesn't even use Vaapad Style and he has a lot of abilities especially for an exile.

You came up with some cool abilities based on the game. I will provide more feedback when more stats are up.BlooMilk
Human Black Sun Vigo
Posted: Thursday, August 19, 2010 10:11:23 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
CerousMutor wrote:
Pleased you changed the style. Lots better.
Wheres Mara?
I thought she was i the game?
I think yoda should be Attack 15...18 is way to much for the little fellow
Unless you drop his defence to balance him, he does have Superior Evade after all.

I don't think that Mara's in it, but I have only played as the Zann Consortium in this version of the game. Also, thanks for the tip on Yoda. I hadn't thought about the high defense-Superior Evade combo. I'll drop it down to 21 and put the attack at 16 and raise the cost by 4.
Human Black Sun Vigo
Posted: Thursday, August 19, 2010 10:14:31 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Lord_Ball wrote:
I think you went a bit overboard on many of the stats, especially Yoda (Why does he have Vaapad?). Admittedly I have not been able to play the game myself, but if these are "accurate" representations of what they could do I don't know if I want to (but I guarantee I will eventually)! :(

For your T2-B you really need a new ability instead of twin twice (besides twin twice - if it stacked - would only grant 3 attacks as twin only grants 1 additional). I would suggest "Quad Attack (Whenever this character attacks it may make 3 additional attacks against the same target)". While close in name to Quadruple Attack without the "ruple" it is a new ability.


I gave Yoda Vaapad because he's quite hard to kill without losing multiple units...I thought that I could try to replicate his power using Vaapad, but it's a bad idea in retrospect.

As for the T2-B, I hadn't thought of that, but I feel kinda stupid because I hadn't.

I'll drop Vaapad on Yoda and give him Deadly instead, and change the Twin Twin to Quad.
Human Black Sun Vigo
Posted: Thursday, August 19, 2010 10:17:10 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
cicrush13 wrote:
Some of these are very good and some are way out of whack.

Obi-wan is way undercosted for his CE.
Yoda doesn't even use Vaapad Style and he has a lot of abilities especially for an exile.

You came up with some cool abilities based on the game. I will provide more feedback when more stats are up.BlooMilk


I changed Obi's CE while I was entering it in, because I thought it would fit him better. Originally, the wounded allies got Shields 1. I'll raise his cost by 8.

As for Yoda, I wanted to make all of the power into one ability, but it was about half a page long, so I cut some out and split the rest up.
Human Black Sun Vigo
Posted: Thursday, August 19, 2010 10:22:14 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Revisions

Changed Ben Kenobi's cost from 37 to 46.
Removed Twin Twin Attack from T2-B and replaced with Quad Attack.
Removed Vaapad Style Mastery from Yoda, Rebel Hero and replaced it with Lethal Attack.
Changed Yoda, Rebel Hero's Defense from 23 to 21.
Changed Yoda, Rebel Hero's Attack from +18 to +14.
Changed Yoda, Rebel Hero's Cost from 94 to 98.

To everyone who put forth their opinions, thank you. Your critique is much appreciated.
Durge4-LOM
Posted: Thursday, August 19, 2010 10:47:15 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 123
mara jade is in the game, just in skirmish mode.and I think the gargantuan is way too powerful. I think he should be 200, like the AT-AT's he's strong against in the game.
Human Black Sun Vigo
Posted: Thursday, August 19, 2010 10:55:03 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Durge4-LOM wrote:
mara jade is in the game, just in skirmish mode.and I think the gargantuan is way too powerful. I think he should be 200, like the AT-AT's he's strong against in the game.


She is? I apologize to all of you who are severely disappointed by the omission. I haven't played in the skirmish mode.

I don't that I underpriced or overpowered the Gargantuan. He costs quite a bit, he's limited greatly by having Rigid and a 4x4 size base, not to mention that, if you use RFC (which I assume is part of your issue with him), you still have to attack the nearest character, and you might waste it on a low-point character, or, if the character's high-cost, you run the risk of missing your first attack, or critting it. Not to mention the fact that Garm has 100 HP less than the AT-AT, and he doesn't have the damage output of the ATAT, either. As I said before, Rigid is a major hindrance. He'll have a real hard time getting around on about 75% of maps, and he's really hard to hide from your enemies if he's wounded.
Durge4-LOM
Posted: Saturday, August 21, 2010 12:35:14 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 123
Human Black Sun Vigo wrote:
Durge4-LOM wrote:
mara jade is in the game, just in skirmish mode.and I think the gargantuan is way too powerful. I think he should be 200, like the AT-AT's he's strong against in the game.


She is? I apologize to all of you who are severely disappointed by the omission. I haven't played in the skirmish mode.

I don't that I underpriced or overpowered the Gargantuan. He costs quite a bit, he's limited greatly by having Rigid and a 4x4 size base, not to mention that, if you use RFC (which I assume is part of your issue with him), you still have to attack the nearest character, and you might waste it on a low-point character, or, if the character's high-cost, you run the risk of missing your first attack, or critting it. Not to mention the fact that Garm has 100 HP less than the AT-AT, and he doesn't have the damage output of the ATAT, either. As I said before, Rigid is a major hindrance. He'll have a real hard time getting around on about 75% of maps, and he's really hard to hide from your enemies if he's wounded.
DCI ruling states that all characters lose rigid. I suspect not as many people know this because I believe no one's had it since TFU
Human Black Sun Vigo
Posted: Saturday, August 21, 2010 1:38:42 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Durge4-LOM wrote:
Human Black Sun Vigo wrote:
Durge4-LOM wrote:
mara jade is in the game, just in skirmish mode.and I think the gargantuan is way too powerful. I think he should be 200, like the AT-AT's he's strong against in the game.


She is? I apologize to all of you who are severely disappointed by the omission. I haven't played in the skirmish mode.

I don't that I underpriced or overpowered the Gargantuan. He costs quite a bit, he's limited greatly by having Rigid and a 4x4 size base, not to mention that, if you use RFC (which I assume is part of your issue with him), you still have to attack the nearest character, and you might waste it on a low-point character, or, if the character's high-cost, you run the risk of missing your first attack, or critting it. Not to mention the fact that Garm has 100 HP less than the AT-AT, and he doesn't have the damage output of the ATAT, either. As I said before, Rigid is a major hindrance. He'll have a real hard time getting around on about 75% of maps, and he's really hard to hide from your enemies if he's wounded.
DCI ruling states that all characters lose rigid. I suspect not as many people know this because I believe no one's had it since TFU


It's not as if the Gargantuan's going to be in many DCI tournaments, is it?
Durge4-LOM
Posted: Saturday, August 21, 2010 3:47:57 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 123
another thing-I think obi-wan's CE doesn't really represent him in the game. I've been the rebels, and he doesn't do anything like it.
Human Black Sun Vigo
Posted: Saturday, August 21, 2010 10:54:54 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Durge4-LOM wrote:
another thing-I think obi-wan's CE doesn't really represent him in the game. I've been the rebels, and he doesn't do anything like it.


I haven't played as Rebels, so I guess that I'll have to trust your judgment on that, but he does have some ability where he protects his allies, doesn't he?
Human Black Sun Vigo
Posted: Tuesday, August 24, 2010 11:05:26 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
C'mon, I'm looking for critique.
Where's my critique?Crying
cicrush13
Posted: Tuesday, August 24, 2010 11:36:25 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/15/2009
Posts: 909
Location: Michigan
Ok, I'll critique yours, you critique mine (Invasion custom set).

Vornskr - The CE seems a lil confusing to me. I would specify that only 1 of them applies at a time.

Obi-wan's CE is amazing and combined with evade, it would make rebel non-uniques very hard to kill. I might raise his cost (again) since Obi-wan Unleashed is almost the same cost. Might I add a suggestion for a force power? Healing aura - force 3; replaces attacks. Allied characters within 3 squares of this figure can remove up to 20 damage from themselves.

Garm - crazy hard to kill for anything. Possibly have it lose some special abilities as it becomes damaged? Like in the game you target some cannons, they are destroyed.

Hope this helps.BigGrin
Human Black Sun Vigo
Posted: Thursday, August 26, 2010 8:59:25 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
cicrush13 wrote:
Ok, I'll critique yours, you critique mine (Invasion custom set).

Vornskr - The CE seems a lil confusing to me. I would specify that only 1 of them applies at a time.

Obi-wan's CE is amazing and combined with evade, it would make rebel non-uniques very hard to kill. I might raise his cost (again) since Obi-wan Unleashed is almost the same cost. Might I add a suggestion for a force power? Healing aura - force 3; replaces attacks. Allied characters within 3 squares of this figure can remove up to 20 damage from themselves.

Garm - crazy hard to kill for anything. Possibly have it lose some special abilities as it becomes damaged? Like in the game you target some cannons, they are destroyed.

Hope this helps.BigGrin


Deal.

Vornskr-I tried to do that, but I guess that the description came out a bit confusing. I'll reword it a bit.

Obi- Healing Aura sounds pretty good. I will remove Force Heal 20 and give him that, but it'll only affect living characters. Also, I'll add "Allies with special abilities that allow them to avoid damage can choose to use this effect or their effect." And, I'll raise his cost 5-6 points. again Wink

Garm- I'll take off Molecular shielding, DR 20, and Weak Spots and give him Deflector Shields 20 (If this character takes 20 damage or less, he can avoid it with a save of 11.) and I'll add Collateral Damage (When this character is at half Hit Points, he loses Rapid Fire Cannon and Quadruple Attack and instead gains Triple Attack.

Would that even them out enough?
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.