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Human Black Sun Vigo
Posted: Sunday, September 19, 2010 1:23:52 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 are some minis that I think that
a) Wizards poorly did
b) Wizards left out, or
c) Would be cool.

Fringe:
1/40 Cybernetic Scientist VR
2/40 Ghhhk C
3/40 Guri, Human Replica Droid R
4/40 Houjix C
5/40 Human Black Sun Vigo UC
6/40 Kaminoan Cloner VR
7/40 Kintan Strider C
8/40 K'lor'slug C
9/40 Mantellian Savrip UC
10/40 Molator UC
11/40 Monnok C
12/40 N'gok UC
13/40 Watto VR
14/40 Xizor, Black Sun Overlord R

Republic:
15/40 Clone Cadet C
16/40 Clone Trainee C
17/40 Clone Trooper Drill Sergeant UC
18/40 Cutup R
19/40 Droidbait R
20/40 Echo R
21/40 Fives R
22/40 Hevy VR
23/40 Jedi General UC
24/40 99 VR

Separatist:
25/40 Aqua Droid C
26/40 Battle Droid Artillerist C
27/40 Battle Droid Programmer UC

Imperial:
28/40 Darth Vader, Imperial Leader VR
29/40 Fallen Jedi UC
30/40 Han Solo, Imperial Cadet R
31/40 Stormtrooper Drill Sergeant UC

Rebel:
32/40 C-3PO, Human Cyborg Relations VR
33/40 Rebel Pilot Ace C
34/40 Luke Skywalker VR
35/40 Mon Mothma, Rebellion Leader VR
36/40 Purge Survivor UC
37/40 Rebel Commando Scout C
38/40 Rebel Pilot Squadron Leader UC
39/40 Rebel Spy UC
40/40 Rebel Trainee C
Human Black Sun Vigo
Posted: Sunday, September 19, 2010 1:42:05 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Fringe:
1/40 Cybernetic Scientist
Fringe, Medium Base Size, Very Rare, Cost 31
30 Hit Points, 11 Defense, +0 Attack, 0 Damage
Cybernetic Reconstruction (Replaces turn, touch; Adjacent living wounded ally with 50 or fewer Hit Points gains Cyborg; remove 50 Damage from that character. Its Hit Points can be raised up to 20 Hit Points above their starting Hit Points for the rest of the skirmish.)
Combat Programming (Replaces turn; touch; adjacent Non-Unique Cyborg ally gains Mighty Swing, +2 Attack and Defense, and +10 Damage. That ally loses all bonuses and special abilities gained from special abilities whose names contain Programming.)
Maintenance Programming (Replaces turn; touch; adjacent Non-Unique Cyborg ally gains Override, Repair 10, and Industrial Repair 10. That ally loses all bonuses and special abilities gained from special abilities whose names contain Programming.)
Espionage Programming (Replaces turn; touch; adjacent Non-Unique Cyborg ally gains Cloaked, Sabotage, and It's A Trap!. That ally loses all bonuses and special abilities gained from special abilities whose names contain Programming.)

2/40 Ghhhk
Fringe, Large Base Size, Common, Cost 14
50 Hit Points, 14 Defense, +6 Attack, 20 Damage
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)

3/40 Guri, Human Replica Droid
Fringe, Medium Base Size, Rare, Cost 43
110 Hit Points, 21 Defense, +14 Attack, 20 Damage
Unique, Droid, Double Attack, Twin Attack
Black Sun Operative (This character gains Evade if she is within 6 squares of an ally whose name contains Xizor.)
Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
Human Replica Droid (This character is subject to commander effect, even if they do not specify Droid allies.)
Knife Attack (Replaces turn; Make 2 attacks against each adjacent enemy.)
Bodyguard Programming (At the beginning of the skirmish, after setup, choose an ally within 6 squares. This character gains Bodyguard while she is adjacent to that ally.)
Commander Effect
Black Sun allies within 6 squares gain Extra Attack.

4/40 Houjix
Fringe, Large Base Size, Common, Cost 11.
40 Hit Points, 15 Defense, +6 Attack, 10 Damage
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)

5/40 Human Black Sun Vigo Woot (me) ThumbsUp
Fringe, Medium Base Size, Uncommon, Cost 23.
50 Hit Points, 20 Defense, +8 Attack, 20 Damage
Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
Mobile Attack (Can move both before and after attacking)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Commander Effect
Followers within 6 squares with Greater Mobile Attack gain Stealth

6/40 Kaminoan Cloner
Fringe, Medium Base Size, Very Rare, Cost 21
10 Hit Points, 9 Defense, +0 Attack, 0 Damage
DNA Cloning (After setup, choose one Unique ally. If this character is in play when that ally is defeated, that ally can make a save of 11. On a success, that ally returns to play at full Hit Points in your starting area. If that ally gained any abilities, bonuses, Force Points, or Force Powers before being defeated, it loses those abilities.)

7/40 Kintan Strider
Fringe, Large Base Size, Common, Cost 16.
70 Hit Points, 19 Defense, +3 Attack, 30 Damage.
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)

8/40 K'lor'slug
Fringe, Large Base Size, Common, Cost 17.
50 Hit Points, 14 Defense, +11 Attack, 20 Damage.
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)

9/40 Mantellian Savrip
Fringe, Large Base Size, Uncommon, Cost 21.
80 Hit Points, 18 Defense, +9 Attack, 20 Damage.
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)

10/40 Molator
Fringe, Large Base Size, Uncommon, Cost 19.
60 Hit Points, 13 Defense, +12 Attack, 20 Damage
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)

11/40 Monnok
Fringe, Large Base Size, Common, Cost 21
90 Hit Points, 17 Defense, +9 Attack, 20 Damage
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)

12/40 N'gok
Fringe, Large Base Size, Uncommon, Cost 15.
70 Hit Points, 21 Defense, +5 Attack, 10 Damage.
Melee Attack, Double Attack
Dejarik Odds (If this character defeats an adjacent enemy, that ally can make a save of 16 that cannot be rerolled. If this save is made, that enemy remains takes no damage and moves to a legal space adjacent to this character. If this character is defeated by an adjacent enemy, it can make a save of 16. If that save is made, this character remains takes no damage and moves to a legal area adjacent to that enemy)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)

13/40 Watto
Fringe, Small Base Size, Very Rare, Cost 26.
30 Hit Points, 15 Defense, +0 Attack, 0 Damage
Unique
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Industrial Repair 30 (Replaces attacks: touch; remove 30 damage from 1 character with Mounted Weapon)
Maintenance Supplies (Replaces turn; touch; adjacent ally gains Industrial Repair 10 for the rest of the skirmish[/b])
Repair 30 (Replaces attacks: touch; remove 30 damage from 1 Droid character)
Repair Supplies (Replaces turn; touch; adjacent ally gains Repair 10 for the rest of the skirmish.)
Strong Willed (Cannot be affected by Jedi Mind Trick)

14/40 Xizor, Black Sun Overlord
Fringe, Medium Base Size, Rare, Cost 57.
130 Hit Points, 21 Defense, +10 Attack, 20 Damage
Unique
Fringe Reserves 30 (If you roll exactly 11 for initiative, you can add up to 30 points of Fringe characters to your squad immediately before your first activation of the round)
Pheromones (Cancel an attack from a living enemy within 6 squares that targets this character; the attacker can avoid this effect with a save of 11)
Rapport (Black Sun allies cost 1 point less in this character's squad.)
Commander Effect
Non-Unique Fringe allies within 6 squares gain Stealth.
Black Sun allies gain +2 Defense, +2 Attack, and +10 Damage.
Black Sun Vigo allies whose Commander Effects contain the word "followers" have that restriction removed.

Republic:

15/40 Clone Cadet
Republic, Small Base Size, Common, Cost 6.
10 Hit Points, 10 Defense, +3 Attack, 10 Damage
Order 66
Bravado (+4 Attack and +20 Damage against an adjacent enemy with a higher point cost)
Synergy (+4 Attack and Defense when an ally with Order 66 is within 6 squares.)

16/40 Clone Trainee
Republic, Medium Base Size, Common, Cost 10
20 Hit Points, 14 Defense, +4 Attack, 10 Damage
Order 66
Ion Gun +20 (+20 Damage against nonliving characters)
Scramble (A Droid enemy or an enemy with Mounted Weapon hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Trooper (Counts as a character named Clone Trooper)

17/40 Clone Trooper Drill Sergeant
Republic, Medium Base Size, Uncommon, Cost 20
30 Hit Points, 16 Defense, +9 Attack, 10 Damage
Order 66, Double Attack
Commander Effect
Followers within 6 squares count as having the same name as each other.
Followers with Order 66 within 6 squares gain Squad Assault and Squad Cover

18/40 Cutup
Republic, Medium Base Size, Rare, Cost 19.
50 Hit Points, 15 Defense, +7 Attack, 20 Damage
Unique, Order 66
Domino Squad (+1 Attack and Defense for each ally with the Domino Squad special ability within 6 squares.)
Cover Fire (Replaces attacks; choose an ally within 3 squares. For the rest of the round, this character can attack enemies who attack that ally immediately after that opponent declares the attack, but before they roll for the attack.)

19/40 Droidbait
Republic, Medium Base Size, Rare, Cost 19
50 HIt Points, 15 Defense, +7 Attack, 20 Damage
Unique, Order 66
Domino Squad (+1 Attack and Defense for each ally with the Domino Squad special ability within 6 squares.)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)

20/40 Echo
Republic, Medium Base Size, Rare, Cost 19
50 Hit Points, 15 Defense, +7 Attack, 20 Damage.
Unique, Order 66
Domino Squad (+1 Attack and Defense for each ally with the Domino Squad special ability within 6 squares.)
Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)

21/40 Fives
Republic, Medium Base Size, Rare, Cost 19
50 Hit Points, 15 Defense, +7 Attack, 20 Damage
Unique, Order 66
Domino Squad (+1 Attack and Defense for each ally with the Domino Squad special ability within 6 squares.)
Advantageous Cover (+8 Defense from cover instead of +4)

22/40 Hevy
Republic, Medium Base Size, Very Rare, Cost 24
50 Hit Points, 15 Defense, +7 Attack, 20 Damage
Unique, Order 66, Triple Attack
Squad Leader (This character counts as both a follower and a commander)
Domino Squad (+1 Attack and Defense for each ally with the Domino Squad special ability within 6 squares.)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
Commander Effect
Allies within 6 squares with the Domino Squad special ability (including this character) gain Evade.

23/40 Jedi General
Republic, Medium Base Size, Uncommon, Cost 39
70 Hit Points, 18 Defense, +11 Attack, 20 Damage
Melee Attack, Double Attack
Jung Ma Style Mastery (When hit by a nonmelee attack, this character takes no damage, save 11. On a success, the attacker takes damage equal to the damage prevented, save 6.)
Force 5
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
Commander Effect
Non-Unique allies within 6 squares with Order 66 gain Twin Attack.

24/40 99
Republic, Medium Base Size, Rare, Cost 22.
40 Hit Points, 14 Defense, +5 Attack, 10 Damage
Unique
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Clone (Counts as having the Order 66 special ability for the purpose of Commander Effects from characters from the Republic faction.)
Bravado (+4 Attack and +20 Damage against an adjacent enemy with a higher point cost)
Munitions Supplies (Replaces turn: choose 1 adjacent ally to gain Grenades 10 for the rest of the skirmish)
Repair 10 (Replaces attacks: touch; remove 10 damage from 1 Droid character)
Character Effect (And I don't mean Commander Effect)
Unique followers with Order 66 within 6 squares count as Non-Unique characters for the purposes of this character's Character Effect.
When they are defeated, Non-Unique followers within 6 squares can make a save of 11. On a success, they return to play with 10 Hit Points remaining.

Separatist:

25/40 Aqua Droid
Separatist, Medium Base Size, Common, Cost 13
40 HIt Points, 14 Defense, +6 Attack, 10 Damage
Droid, Double Attack
Stable Footing (Not slowed by difficult terrain or low objects.)
Laser Beam (+20 damage to enemies without cover, save 11)

26/40 Battle Droid Artillerist
Separatist, Medium Base Size, Common, Cost 8
10 HIt Points, 8 Defense, +0 Attack, 10 Damage
Droid
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11)

27/40 Battle Droid Programmer
Separatist, Medium Base Size, Uncommon, Cost 26
50 Hit Points, 13 Defense, +2 10 Damage
Melee Attack
Droid Coordinator (Non-Unique Droid allies gain Speed 8)
Droid Master (Non-Unique Droid characters within 6 squares gain Double Attack)
Fire Control (Non-Unique Droid allies get +4 Attack)
Droid Reserves 20 (If you roll exactly an 8 for initiative, you can immediately add up to 20 points of non-Unique Separatist Droids to your squad.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Override (At the end of its turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated)
Repair 10 (Replaces attacks: touch; remove 10 damage from 1 Droid character)
Roger Roger (Non-Unique Droid allies within 6 squares get +10 Damage)


Imperial:

28/40 Darth Vader, Imperial Leader
Imperial, Medium Base Size, Very Rare, Cost 67
140 HIt Points, 23 Defense, +16 Attack, 20 Damage
Unique, Melee Attack, Triple Attack
Dark Armor (Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Force 2, Force Renewal 1
Force Grip 4 (Force 4, replaces attacks: sight; 40 damage)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
Commander Effect
Characters with the Order 66 special ability can be in this character's squad, regardless of faction.
Allies with Order 66 gain Affinity (This character can be in an Imperial squad.)

29/40 Fallen Jedi
Imperial, Medium Base Size, Uncommon, Cost 26
80 HIt Points, 19 Defense, +10 Attack, 20 Damage
Melee Attack, Double Attack
Hand of the Emperor (This character can spend its own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn)
Jung Ma Style (When hit by a melee attack, this character takes no damage, save 16. If this save is made, the attacker takes damage equal to the attacker's printed damage, save 6.)
Force 3
Force LIghting 1 (Force 1, replaces attacks: range 6; 20 damage)

30/40 Han Solo, IMperial Cadet
Imperial, Medium Base Size, Rare, Cost 29
70 HIt Points, 17 Defense, +9 Attack, 20 Damage
Unique
Affinity (Can be in a squad with a character whose name contains Chewbacca, regardless of faction.)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Never Tell Me the Odds (Suppresses enemy special abilities that modify initiative)
Stormtrooper (Counts as a character named Stormtrooper)

31/40 Stormtrooper Drill Sergeant
Imperial, Medium Base Size, Uncommon, Cost 24
40 HIt Points, 18 Defense, +6 Attack, 20 Damage
Rapport (Trooper followers cost 1 point less if they cost 10 points or less, and 2 points less if they cost more than 10 points.)
Commander Effect
Trooper allies gain Order 66.
Allies with Order 66 gain Squad Assault.

32/40 C-3PO, Human Cyborg Relations
Rebel, Medium Base Size, Very Rare, Cost 18
30 HIt Points, 15 Defense, +0 Attack, 0 Damage
Unique, Droid
Affinity (This character can be in a Republic or a New Republic squad.)
Affinity (A character whose name contains R2-D2 can be in this character's squad, regardless of faction.)
Human Cyborg Relations (Droid allies within 12 squares are subject to Commander Effects that do not specify Droids. Allies within 12 squares are subject to Commander Effects that Droids, even if they are not Droids.)

33/40 Rebel Pilot Ace
Rebel, Medium Base Size, Common, Cost 15
30 HIt Points, 16 Defense, +9 Attack, 20 Damage
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)

34/40Luke Skywalker
Rebel, Medium Base Size, Very Rare, Cost 52.
110 Hit Points, 22 Defense, +15 Attack, 20 Damage
Unique, Melee Attack, Double Attack
Force-Attuned Reactions (This character can make attacks of opportunity against characters with Wall Climber and Flight. When this character makes attacks of opportunity, he deals an extra 10 damage if his attack rating added to his attack roll exceeds the target's defense by 15 or more.)
Blaster 20 (Replaces attacks; make an attack against an enemy at +12 Attack and 20 Damage, ignoring the Melee Attack restriction.)
Force2, Force Renewal 2
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Knight Speed (Force 1: This character can move 4 extra squares on its turn as part of its move)
Use the Force (Force 3: This character's next attack roll counts as a natural 20)

35/40 Mon Mothma, Rebellion Leader
Rebel, Medium Base Size, Very Rare, Cost 39
40 Hit Points, 11 Defense, +0 Attack, 0 Damage
Unique
Affinity (Non-Unique Old Republic and Republic characters without Order 66 can be in this character's squad.)
Rebel Conspiracy (Allies count as being in the Rebel faction in this character's squad.)
Commander Effect
Rebel Allies gain Independent Outift (Also counts a Fringe character for the purpose of commander effects)
Rebel followers within 6 squares gain Evade.
Fringe Allies with printed attack and damage of 0 gain Melee Attack, +2 Attack, and 10 damage.

36/40 Purge Survivor
Rebel, Medium Base Size, Uncommon, Cost 24
90 HIt Points, 19 Defense, +9 Attack, 20 Damage
Melee Attack, Double Attack
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Affinity (This character can be in a Republic squad.)
Force 3
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)

37/40 Rebel Commando Scout
Rebel, Medium Base Size, Comomn, Cost 16
50 Hit Points, 17 Defense, +5 Attack, 10 Damage
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Deadeye (On this character's turn, if it doesn't move, it gets +10 Damage)
Mobile Attack (Can move both before and after attacking)
Advance Scout (At the beginning of the round, if this character can see a target enemy, he can immediately move his speed, or allow an ally within 6 squares or an allied commander move their speed.)

38/40 Rebel Pilot Squadron Leader
Rebel, Medium Base Size, Uncommon, Cost 20
40 HIt Points, 18 Defense, +11 Attack, 10 Damage
Double Attack
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Deadeye (On this character's turn, if it doesn't move, it gets +10 Damage)
Commander Effect
Pilot followers within 6 squares gain Double Attack and Deadeye.

39/40 Rebel Spy
Rebel, Medium Base Size, Uncommon, Cost 16
30 Hit Points, 20 Defense, +9 Attack, 20 Damage
Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
Sabotage (Replaces attacks: Adjacent enemy characters with Mounted Weapon cannot move more than their speed during a phase for the rest of the skirmish)

40/40 Rebel Trainee
Rebel, Medium Base Size, Common, Cost 4
10 HIt Points, 11 Defense, +4 Attack, 10 Damage
Trooper (Counts as a character named Rebel Trooper)
cicrush13
Posted: Sunday, September 19, 2010 10:12:47 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/15/2009
Posts: 909
Location: Michigan
Human Black Sun Vigo wrote:
Here are some minis that I think that
a) Wizards poorly did
b) Wizards left out, or
c) Would be cool.


I'm going to guess D) All of the Above Flapper

I like the idea behind the set.

Guri is a tank with cloaked and non-melee for 20 Damage. Plus cunning and gains CE's from Xizor. I would leave her without the ability to gain CE's she is cloaked and possibly evade. Knife Attack is a pretty cool idea.

Human Black Sun Vigo - Love it!!!!

Can't wait to see the rest of the set.

Still don't get the name of the set Confused
Human Black Sun Vigo
Posted: Monday, September 20, 2010 6:07:12 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. Noticed the similarity between your name & mine after I named it. I just put down the first cool-sounding name that I thought of. It really has nothing to do with the book (which my bro told me about about three seconds after I posted this, so now I can't change it. My bro & I have this horrible thing where our timing is about three seconds too late Angry)
Human Black Sun Vigo
Posted: Monday, September 20, 2010 6:08:25 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
take off Cloaked &replace with Stealth? and replace Cunning with Advantageous?
Human Black Sun Vigo
Posted: Friday, September 24, 2010 11:51:16 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
BTW, the reason that I gave her Cloaked was to
1. Upgrade from WotC's Guri, and
2. make sure that she doesn't get broken synergies from Stealth CE's. Getting Evade and GMA from BBSV and TBSV is not right. Nor is getting an extra 10 against Stealth characters from Nyna. Perhaps if I changed Xizor's CE to non-Droid allies (then it wouldn't not specify Droids), then would it work?
Human Black Sun Vigo
Posted: Monday, September 27, 2010 10:38:51 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
I'm open to critique. Feel free to bash, if you want.
cicrush13
Posted: Monday, September 27, 2010 9:57:03 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/15/2009
Posts: 909
Location: Michigan
Human Black Sun Vigo wrote:
BTW, the reason that I gave her Cloaked was to
1. Upgrade from WotC's Guri, and
2. make sure that she doesn't get broken synergies from Stealth CE's. Getting Evade and GMA from BBSV and TBSV is not right. Nor is getting an extra 10 against Stealth characters from Nyna. Perhaps if I changed Xizor's CE to non-Droid allies (then it wouldn't not specify Droids), then would it work?


Leave her as a Droid. She won't benefit from any CE then.
saber1
Posted: Wednesday, September 29, 2010 2:28:56 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Cybernetic Reconstruction, while very cool in concept, is absolutely broken. Imagine Yobuck galloping across the map on round 1. Gallop back on round 2. Its extremely unlikely he will take enough damage to be defeated. Yobuck gets healed COMPLETELY and gains 20 HP after dealing a massive amount of damage. Rinse and repeat. By the end of round 4 (assuming the other squad has anything left) Yobuck has 190 HP.
cicrush13
Posted: Wednesday, September 29, 2010 3:27:55 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/15/2009
Posts: 909
Location: Michigan
saber1 wrote:
Cybernetic Reconstruction, while very cool in concept, is absolutely broken. Imagine Yobuck galloping across the map on round 1. Gallop back on round 2. Its extremely unlikely he will take enough damage to be defeated. Yobuck gets healed COMPLETELY and gains 20 HP after dealing a massive amount of damage. Rinse and repeat. By the end of round 4 (assuming the other squad has anything left) Yobuck has 190 HP.


Wow I totally looked over this ability. Scared Yes this is very broken. This would need to be dropped and exchange for some kind of heal. Maybe remove 20 damage from the character?
Human Black Sun Vigo
Posted: Thursday, September 30, 2010 7:06:59 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Wow. I missed that too. If I changed CR to not stack (and only heal a maximum of 70 damage {but still add to the starting HP}), would it not be as broken?
Hey, just out of curiousity, how do you like Dejarik Odds? I think that it was kind of innovative.
cicrush13
Posted: Thursday, September 30, 2010 10:34:45 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/15/2009
Posts: 909
Location: Michigan
Human Black Sun Vigo wrote:
Wow. I missed that too. If I changed CR to not stack (and only heal a maximum of 70 damage {but still add to the starting HP}), would it not be as broken?
Hey, just out of curiousity, how do you like Dejarik Odds? I think that it was kind of innovative.


There is not since ability that heals for that much. I believe 20 is the max without force. I would suggest a 20 point heal and choosing to add cyborg if you had to. Just so ya know if you add cyborg you are affected by ion, so it might not even be worth adding cyborg.

**Idea: change it to an ally who has less than 30 hp remaining, they gain cyborg and you can remove 30 damage from them.

Dejarik Odds is worded really weird and I'm having some problems understanding it.
saber1
Posted: Friday, October 1, 2010 12:25:56 AM
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Joined: 2/14/2009
Posts: 1,450
Location: At the controls
1. The wording for Dejarik Odds is confusing.

2. The first line of Xizor's CE is a bit strong. He grants the entire Republic and Imperial factions Stealth. Very bad with Nyna in the Imperial faction. Super Stealth Vader Unleashed?
cicrush13
Posted: Friday, October 1, 2010 1:11:52 AM
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Joined: 3/15/2009
Posts: 909
Location: Michigan
saber1 wrote:
2. The first line of Xizor's CE is a bit strong. He grants the entire Republic and Imperial factions Stealth. Very bad with Nyna in the Imperial faction. Super Stealth Vader Unleashed?


Agreed. This can also give anyone GMA (GMLS anyone???LOL ) So GMLS can then gain stealth from Xizor and then Evade from BBSV and GMA from TBSV. That combo is 208 points for he wouldn't get it but still another monster like Yobuck with those stats???

I hate to say it but Xizor is quite broken, just the CE. He should only provide stealth to Black Sun allies for example.
Human Black Sun Vigo
Posted: Friday, October 1, 2010 8:01:40 AM
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Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Ooohh...Non-Unique Fringers gain stealth?
Dejarik Odds means that if they kill someone adjacent, or someone adjacent to them kills them, either one can save themselves with a save of 16. Kinda like Leia Hoth Commader's CE, but only for them and adjacent targets
Human Black Sun Vigo
Posted: Friday, October 1, 2010 8:07:56 AM
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Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Revisions
Changed Xizor, Black Sun Overlord's CE from "Allies within 6 squares gain Stealth." to "Non-Unique Fringe allies within 6 squares gain Stealth'
Changed the wording for Cybernetic Reconstruction from "(Replaces turn, touch; Adjacent wounded living ally gains Cyborg, is restored to full Hit Points, and gains an extra 20 Hit Points.)" to (Replaces turn; touch; Adjacent living ally with 50 Hit Points or less gains Cyborg; remove 50 damage from that character. Its Hit Points can be raised up to 20 Hit Points above their starting Hit Points for the rest of the skirmish.)
cicrush13
Posted: Friday, October 1, 2010 12:30:13 PM
Rank: Advanced Bloo Milk Member
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Joined: 3/15/2009
Posts: 909
Location: Michigan
Human Black Sun Vigo wrote:
Revisions
Changed Xizor, Black Sun Overlord's CE from "Allies within 6 squares gain Stealth." to "Non-Unique Fringe allies within 6 squares gain Stealth'
Changed the wording for Cybernetic Reconstruction from "(Replaces turn, touch; Adjacent wounded living ally gains Cyborg, is restored to full Hit Points, and gains an extra 20 Hit Points.)" to (Replaces turn; touch; Adjacent living ally with 50 Hit Points or less gains Cyborg; remove 50 damage from that character. Its Hit Points can be raised up to 20 Hit Points above their starting Hit Points for the rest of the skirmish.)


Cybernetic Reconstruction is still broken. Nowhere in the game does anyone heal someone by 50 points alone and then reset their HP above the starting value. The way its worded also makes it sound as if this was as they died.

Xizor's CE is better
Minkzx
Posted: Tuesday, October 5, 2010 11:29:01 AM
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Joined: 9/6/2010
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Location: Springfield (I am Bart's son)
Human Black Sun Vigo wrote:

27/40 Battle Droid Programmer
Separatist, Medium Base Size, Uncommon, Cost 26
50 Hit Points, 13 Defense, +2 10 Damage
Melee Attack
Droid Coordinator (Non-Unique Droid allies gain Speed 8)
Droid Master (Non-Unique Droid characters within 6 squares gain Double Attack)
Fire Control (Non-Unique Droid allies get +4 Attack)
Droid Reserves 20 (If you roll exactly an 8 for initiative, you can immediately add up to 20 points of non-Unique Separatist Droids to your squad.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Override (At the end of its turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated)
Repair 10 (Replaces attacks: touch; remove 10 damage from 1 Droid character)
Roger Roger (Non-Unique Droid allies within 6 squares get +10 Damage)

Can we say this is a real mini?
I NEEDS IT!!!!!
Human Black Sun Vigo
Posted: Tuesday, October 5, 2010 12:22:53 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
I only wish. the reason for emplacement on him (and the bad def) is because he's holed up in a desk, tapping away. I thought of that while making the set, and it was such a funny and useful idea, I had to use it.
Human Black Sun Vigo
Posted: Wednesday, October 6, 2010 8:38:01 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Alright! Voting for darthbane53's Customs Contest has started!
Vote for meeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!
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