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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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I'm such a big fan of this idea that I'll mention it again with some new suggested signature abilities.
New versions of the main rebel characters should be released two at a time (e.g. Luke/Leia, Han/Chewie, R2/3PO). Then the version of one character (e.g. Luke) grants a signature ability via SA to any version of the other character (e.g. Leia) and vice versa. At the same time, the new versions have the signature abilities built-in. As such, it makes it worthwhile to play a new version of one character with an old version of another character.
I've suggested some signature abilities in the past, but here are a few more. (I like the idea described above more than I'm committed to any specific signature ability.)
Chewie That Goes There: Adjacent non-living allies that are defeated are considered Broken instead of defeated. Broken characters are not removed from the battle grid and are considered objects: 0 HP, provide cover, are considered activated, do not count as adjacent or a legal target, cannot score victory points, do not block movement. Broken characters may be repaired, but remain activated when repaired. If this character is defeated, all Broken allies are defeated.
Leia There is Another: If an ally with a Force rating is defeated, this character gains a force point. If an allied Luke is defeated, this character gains all of Luke's Force points and may spend force points twice per turn.
R2-D2 Beep Chirp: Replaces turn; a door within line of sight is opened until the end of the phase.
C-3PO They're dying, Artoo!: If this character is not activated and has line of sight to an ally who is about to be defeated, the ally is not defeated and instead has 10 hit points (20 hit points if this character is adjacent to R2-D2). This character is considered activated.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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My proposition for Clone Cold Trooper :
Clone Commander Shiv Cost:22 Hit Points: 50 Defense: 17 Attack: 9 Damage: 20
SA: Unique Order 66 Careful Shot +4 DeadEye Hold the Line: +4 Defense until this character is not activated this round
CE: Characters whose name contains Clone Cold Trooper gain Careful Shot +4 and Hold the Line
Clone Cold Trooper Cost:11 Hit Points: 20 Defense: 16 Attack: 7 Damage: 20
SA: Order 66 Advantageous Cover
Clone Cold Assault Trooper Cost:15 Hit Points: 30 Defense: 16 Attack: 8 Damage: 20
SA: Order 66 Clone Cold Trooper Advantageous Cover Squad Assault
Clone Cold Trooper in Freeco Bike Cost:25 Hit Points: 60 Defense: 18 Attack: 7 Damage: 20
SA: Order 66 Flight Speed 8 Strafe Attack Regeneration 10
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Today, this a new version of Mon Mothma:
New Republic
Mon Mothma, Chief of State Cost: 15 Hit Points: 30 Defense: 11 Attack: 0 Damage: 0
SA: Unique Affinity: This character may be in a Rebel squad Booming Voice Impulsive Tactician: If a Unique allied character is defeated, for the remainder of the skirmish you can add +2 to the initiative roll. (These bonuses stack.)
CE: Allies gain Avoid Defeat
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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New Imperials from the Amanin episode:
Janek Sunber Cost: 19 Hit Points: 40 Defense: 17 Attack: 10 Damage: 10
SA: Unique Tactician +4 Coordinated Attack: If one or more allies combine fire with this character, damage cannot be prevented or redirected.
CE: Non-Unique followers within 6 squares gain Coordinated Attack and Non-Unique followers who combine fire grant +6 instead of +4.
General Ziering Cost: 21 Hit Points: 50 Defense: 18 Attack: 11 Damage: 10
SA: Unique Recon Field Promotion: As soon as this character is defeated, you may choose an adjacent ally, this ally gain Unique, Imperial and the commander effect of this character.
CE: Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad. Followers within 6 squares gain Squad Assault if your opponent has less characters at the begining of the round, Squad Cover if your opponent has more characters, Squad Firepower if your have the same number.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2011 Posts: 84
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Cool ideas flyerman! While were on the subject of imperials...
Sate Pestage Carnor Jax Grand Moff Trachta Imperial Warlord Zsinj Moff Kadir General Tagge Admiral Motti Raith Sienar General Skosef
Just a few i thought of
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Poopdog91 wrote:Cool ideas flyerman! While were on the subject of imperials... ....Grand Moff Trachta .... Just a few i thought of Imperial Grand Moff TrachtaCost: 16 Hit Points: 60 Defense: 15 Attack: 3 Damage: 10 SA: Unique Sith Hunter Imperial Reserves 20 Anti-Sith conspiracy: Characters named Palpatine or Vader costs 2 less when in the same squad as this character and are considered as being Sith only for purposes of special abilities whose name contains Sith. On an initiative roll of natural 1, this character joins the opponent's squad until the end of the skirmish. CE: Followers within 6 squares gain Sith Hunter "You can trust enemies to attack. You never know what allies are planning." Trachta
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Poopdog91 wrote: While were on the subject of imperials... .... Imperial Warlord Zsinj .... Just a few i thought of Imperial Imperial Warlord ZsinjCost: 31 Hit Points: 60 Defense: 15 Attack: 2 Damage: 10 SA: Unique Tactician +4 Project Funeral: Replace attacks: Once per skirmish, choose a Non-Unique ennemy with legal target rule and another ennemy regardless of line of sight. The first character chosen joins your squad until the end of the skirmish, gain Assassin and Accurate Shot against the secund chosen enemy. CE: Non-Unique Imperial follower within 6 squares get +2 Attack and +2 Defense. Raptors and Imperial Navy troopers gain Avoid Defeat. "This man has a special talent" General Han SoloRaptor SoldierCost: 9 Hit Points: 10 Defense: 15 Attack: 5 Damage: 20 SA: Close-Quarters Fighting Raptor CommandoCost: 15 Hit Points: 20 Defense: 15 Attack: 7 Damage: 20 SA: Stealth Close-Quarters Fighting
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Always for Imperial faction
Imperial
Moff Kadir Cost: 19 Hit Points: 40 Defense: 16 Attack: 7 Damage: 10
SA: Unique Anti-Sith conspiracy: Characters named Palpatine or Vader costs 2 less when in the same squad as this character and are considered as being Sith only for purposes of special abilities whose name contains Sith. On an initiative roll of natural 1, this character joins the opponent's squad until the end of the skirmish.
CE: Coruscant Followers within 6 squares gain Cunning Attack. On an initiative roll of natural 1, Coruscant Followers join the opponent's squad until the end of the skirmish.
Coruscant Security Force Stormtrooper Cost: 8 Hit Points: 10 Defense: 16 Attack: 4 Damage: 10
SA: It's a Trap! Rapport: This character costs 1 less when in the same squad as a character whose name contains Vader
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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To finish with Anti-Sith conspiracy (see Moff Kadir and Grand Moff Trachta)
Imperial
General Skosef Cost: 25 Hit Points: 50 Defense: 17 Attack: 10 Damage: 20
SA: Unique Sniper Anti-Sith conspiracy: Characters named Palpatine or Vader costs 2 less when in the same squad as this character and are considered as being Sith only for purposes of special abilities whose name contains Sith. On an initiative roll of natural 1, this character joins the opponent's squad until the end of the skirmish.
CE: Imperial followers with Proximity Mines gain Mobile Attack and Self Destruct 20. On an initiative roll of natural 1, Allies with Self Destruct are defeated.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
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I'd like to see a new kota... eather a remake, more powerful version of our current, or one with a different flavor than our current that represents kota after losing his eyes and becoming more of a mentor character than beatstick/genral.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Today, i propose you Imperials from the Death Star (more classical)
General Tagge Cost: 21 Hit Points: 40 Defense: 17 Attack: 7 Damage: 10
SA: Unique Opportunist +20 CE: At the end of this character's turn, 1 Non Unique Imperial ally within 6 squares can make an immediate attack at +4 Attack and +10 Damage and then move up to its speed.
Admiral Motti Cost: 23 Hit Points: 40 Defense: 16 Attack: 6 Damage: 10
SA: Unique Merciless 30 Affinity: Allied characters with a Force rating cost 1 more when in a squad with this character
CE: Non Unique Followers within 6 squares gain Charging Fire.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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A new Imperial, special Mounted Weapon
Raith Sienar Cost: 19 Hit Points: 30 Defense: 13 Attack: 1 Damage: 10
SA: Unique Industrial Repair 20 SFS Engine Modifications: Allied characters with Mounted Weapon gain Speed 8 and Blast Canon Rapport: Characters with Mounted Weapon cost 5 less when in the same squad as this character
"You know I'm an ambitious man. I have plans ... extraordinary plans, which impress anyone with imagination." Raith Sienar
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Poopdog91 wrote:Cool ideas flyerman! While were on the subject of imperials...
Sate Pestage Carnor Jax Grand Moff Trachta Imperial Warlord Zsinj Moff Kadir General Tagge Admiral Motti Raith Sienar General Skosef
Just a few i thought of Poopdog91, the last one for you Imperial Carnor JaxCost: 41 Hit Points: 120 Defense: 22 Attack: 15 Damage: 20 SA Unique Melee Attack Twin Attack Palpatine's Bodyguard Force Powers Force 3 Force Thurst Sith Rage "But I want to see all of you dead! That—and the Force—will insure my success!" Carnor Jax
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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adamb0nd wrote:I'd like to see a new kota... eather a remake, more powerful version of our current, or one with a different flavor than our current that represents kota after losing his eyes and becoming more of a mentor character than beatstick/genral.
This is the version, i would like to play: Rebel Rahm Kota, blind JediCost: 47 Hit Points: 120 Defense: 22 Attack: 11 Damage: 20 SA: Unique Melee Attack Double Attack Vaapad-Style Fighting Affinity: A character Vader's Apprentice may be in your squad regardless of faction Force Powers Force 2 Force Renewal 1 Force Heal 20 Lightsaber Throw 2 Lightsaber Throw 3
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2011 Posts: 84
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Cool characters flyerman! Thanks for putting some stats to the guys I want to see
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Poopdog91 wrote:Cool characters flyerman! Thanks for putting some stats to the guys I want to see Thanks but i think everybody could do the same. Imperial again today: Soontir Fel, Pilot InstructorCount as Baron Fel Cost: 19 Hit Points: 50 Defense: 17 Attack: 11 Damage: 10 SA: Unique Pilot Evade DeadEye CE: Pilot Follower Allies gain Bravado +10 Imperial Pilot CadetCost: 6 Hit Points: 10 Defense: 14 Attack: 4 Damage: 10 SA: Pilot Rookie Synergy: +4 Defense while an Unique allied Pilot is within 6 squares
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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Flyerman_2 wrote:Poopdog91 wrote:Cool characters flyerman! Thanks for putting some stats to the guys I want to see Thanks but i think everybody could do the same. Imperial again today: Soontir Fel, Pilot InstructorCount as Baron Fel Cost: 19 Hit Points: 50 Defense: 17 Attack: 11 Damage: 10 SA: Unique Pilot Evade DeadEye CE: 181st Imperial Pilots gain Pilot. Pilot Follower Allies gain Bravado +10 Imperial Pilot CadetCost: 6 Hit Points: 10 Defense: 14 Attack: 4 Damage: 10 SA: Pilot Rookie Synergy: +4 Defense while an Unique allied Pilot is within 6 squares Characters whose name contains pilot count as pilots too, so the first part of Fel's commander effect doesnt matter.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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countrydude82487 wrote: Characters whose name contains pilot count as pilots too, so the first part of Fel's commander effect doesnt matter.
yes, you are right, i updated the text on my previous message: A Pilot is any character with the word “Pilot” in its name or that has the Pilot special ability.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
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I want a luke with bravado. It really explains how he managed to go up against vader in the end.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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For a huge Savage character:
Rush: Replaces turn - move this character up to its speed. As this character moves, this character may move into a space occupied by an enemy by first moving the enemy one square away from this character.
Cornered: Enemies adjacent to this character and adjacent to a wall may not move.
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