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V-Set 4 - Minis, SAs, FPs, and CEs You Want to See Options
FlyingArrow
Posted: Wednesday, November 16, 2011 6:51:36 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
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.
Flyerman_2
Posted: Wednesday, November 16, 2011 8:17:53 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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
Flyerman_2
Posted: Friday, November 18, 2011 12:15:42 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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
Flyerman_2
Posted: Saturday, November 19, 2011 7:44:03 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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.
Poopdog91
Posted: Sunday, November 20, 2011 10:01:24 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2011
Posts: 84
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
Flyerman_2
Posted: Monday, November 21, 2011 12:16:47 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
Poopdog91 wrote:
Cool ideas flyerman! While were on the subject of imperials...
....Grand Moff Trachta
....
Just a few i thought of


Imperial

Grand Moff Trachta
Cost: 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
Flyerman_2
Posted: Monday, November 21, 2011 8:13:58 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
Poopdog91 wrote:
While were on the subject of imperials...
....
Imperial Warlord Zsinj
....
Just a few i thought of


Imperial

Imperial Warlord Zsinj
Cost: 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 Solo

Raptor Soldier
Cost: 9
Hit Points: 10
Defense: 15
Attack: 5
Damage: 20

SA:
Close-Quarters Fighting


Raptor Commando
Cost: 15
Hit Points: 20
Defense: 15
Attack: 7
Damage: 20

SA:
Stealth
Close-Quarters Fighting
Flyerman_2
Posted: Tuesday, November 22, 2011 8:15:07 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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
Flyerman_2
Posted: Wednesday, November 23, 2011 7:50:55 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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.
adamb0nd
Posted: Thursday, November 24, 2011 7:29:46 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/16/2008
Posts: 2,302
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.
Flyerman_2
Posted: Thursday, November 24, 2011 9:56:44 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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.
Flyerman_2
Posted: Saturday, November 26, 2011 12:13:21 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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
Flyerman_2
Posted: Saturday, November 26, 2011 6:10:39 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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 Smile

Imperial

Carnor Jax
Cost: 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
Flyerman_2
Posted: Sunday, November 27, 2011 8:22:26 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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 Jedi
Cost: 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
Poopdog91
Posted: Monday, November 28, 2011 3:11:11 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2011
Posts: 84
Cool characters flyerman! Thanks for putting some stats to the guys I want to see ThumpUp
Flyerman_2
Posted: Monday, November 28, 2011 9:11:58 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
Poopdog91 wrote:
Cool characters flyerman! Thanks for putting some stats to the guys I want to see ThumpUp


Thanks but i think everybody could do the same.

Imperial again today:


Soontir Fel, Pilot Instructor
Count 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 Cadet
Cost: 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
countrydude82487
Posted: Monday, November 28, 2011 11:42:28 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 1,233
Flyerman_2 wrote:
Poopdog91 wrote:
Cool characters flyerman! Thanks for putting some stats to the guys I want to see ThumpUp


Thanks but i think everybody could do the same.

Imperial again today:


Soontir Fel, Pilot Instructor
Count 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 Cadet
Cost: 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.
Flyerman_2
Posted: Tuesday, November 29, 2011 2:01:35 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
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.
adamb0nd
Posted: Tuesday, November 29, 2011 2:04:19 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/16/2008
Posts: 2,302
I want a luke with bravado. It really explains how he managed to go up against vader in the end.
FlyingArrow
Posted: Tuesday, November 29, 2011 3:53:20 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
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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