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V-Set 4 - Minis, SAs, FPs, and CEs You Want to See Options
Flyerman_2
Posted: Wednesday, December 7, 2011 8:55:01 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
countrydude82487 wrote:
THis one is cool too, but i think it could use an additional abillity,
Enemy Plans : at the start of the Skirmish choose 1 enemy commander effect, this character gains that commander effect until the end of the Skirmish.


Good idea, but too powerfull.
And why not Never Tell Me the Odds ?
countrydude82487
Posted: Wednesday, December 7, 2011 11:54:08 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 1,233
i dont know if you word it like the yammosk it would not be too bad, since they are a unique piece you could not do it more than one. MAybe add a few points for it though
Flyerman_2
Posted: Thursday, December 8, 2011 12:25:37 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
After R2, this the ultime negociator Smile

C-3PO Negociator
Cost: 9
Hit Points: 30
Defense: 16
Attack: 0
Damage: 0

SA:
Unique
Disruptive
Skilful Negotiations: Enemies within 6 squares lose Diplomat
It's a trap


"We're doomed!" C-3PO
Flyerman_2
Posted: Friday, December 9, 2011 2:58:26 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
I propose the first suggestion for Separatist

2 Huges

Corporate Alliance Artillery Regular
Cost: 38
Hit Points: 90
Defense: 15
Attack: 6
Damage: 20

SA
Droid
Mounted Weapon
Damage Reduction 10
Twin Attack
Artillerist +20: +4 Attack and +20 Damage against enemies with Flight


Corporate Alliance Artillery Heavy
Cost: 61
Hit Points: 110
Defense: 16
Attack: 7
Damage: 20

SA
Droid
Mounted Weapon
Damage Reduction 10
Regeneration 10
Double Attack
Twin Attack
Artillerist +20: +4 Attack and +20 Damage against enemies with Flight
General_Grievous
Posted: Friday, December 9, 2011 10:55:22 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/8/2010
Posts: 3,623
Flyerman_2 wrote:
I propose the first suggestion for Separatist

2 Huges

Corporate Alliance Artillery Regular
Cost: 38
Hit Points: 90
Defense: 15
Attack: 6
Damage: 20

SA
Droid
Mounted Weapon
Damage Reduction 10
Twin Attack
Artillerist +20: +4 Attack and +20 Damage against enemies with Flight


Corporate Alliance Artillery Heavy
Cost: 61
Hit Points: 110
Defense: 16
Attack: 7
Damage: 20

SA
Droid
Mounted Weapon
Damage Reduction 10
Regeneration 10
Double Attack
Twin Attack
Artillerist +20: +4 Attack and +20 Damage against enemies with Flight


+1 to this idea, especially the second one.

Though I would add in splash 20, then also up the damage reduction to 20 and give it weak spots 10, that is something I think all armored or mechanical pieces should have.
Flyerman_2
Posted: Saturday, December 10, 2011 12:23:16 AM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
A new droid

Separatist

FLTCH-series battle droid
Cost: 40
Hit Points: 90
Defense: 15
Attack: 6
Damage: 20

SA
Droid
Double Attack
Missiles 20
Damage Reduction 10
Opportunist
Mechanical Clamp: Replace one attack, an adjacent enemy hit by this character's attack takes +10 Damage and cannot move this round; save 11 negates.
Flyerman_2
Posted: Sunday, December 11, 2011 8:32:29 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
A super new commander Wink for Separatist

Rune Haako
Cost: 16
Hit Points: 40
Defense: 16
Attack: 0
Damage: 0

SA:
Unique
Skilful Negotiations: Enemies within 6 squares lose Diplomat
It's a trap
Speed 4

CE: Droids are subject to this effect: Separatist Droids allies gain Careful Shot +6. Living Allies gain -2 Defense.
Flyerman_2
Posted: Monday, December 12, 2011 8:33:34 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
2 New Droids for Separatists:

Heavy Dwarf Spider Droid
Cost: 22
Hit Points: 40
Defense: 15
Attack: 7
Damage: 30

SA:
Droid
Blast Canon
Improved Spotter +10
Squad Assault


Advanced Dwarf Spider Droid
Cost: 33
Hit Points: 90
Defense: 17
Attack: 9
Damage: 20

SA:
Droid
Recon
Missiles 20
Stable Footing
Splash 20
Defensive Plates
General_Grievous
Posted: Tuesday, December 13, 2011 2:18:52 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/8/2010
Posts: 3,623
Flyerman_2 wrote:


Advanced Dwarf Spider Droid
Cost: 33
Hit Points: 90
Defense: 17
Attack: 9
Damage: 20

SA:
Droid
Recon
Missiles 20
Stable Footing
Splash 20
Defensive Plates


Really like this one, maybe add in wall climber just to be accurate though

Also on the topic of Separatists:

Sev'Rance Taan
33, hp 120, def 20, Atk 14, dmg 20
SA
Unique
double attack
tactician +4
Taunt (usable on this characters turn, when this character activates, you may choose one living enemy character within 6 squares. That character must immediately move adjacent to this character if it can, and has -2 defense and -2 attack until the end of the round, save 11)
Affinity for Decimator
Force 4
Lightsaber Defense
Lightsaber Sweep
Lightsaber Riposte
CE
Droids are subject to this effect.
Living Separatist followers count as droids for the purpose of commander effects. 
Droids gain an additional +4 attack when combining fire

Commander Sorbek, prison warden (RM Trandoshan)
17, Hp 60, def 17, ATk 8, dmg 20
SA
Unique
Bloodthirsty
Rapport Commando Droids cost 3 less when in the same squad as this character
CE Droids are subject to this effect
each time a follower misses an attack, it may reroll with +4 attack, if it still misses that character is defeated and each other non-unique ally has +1 attack. This bonus is cumulative.

Commando Droids gain Energy Shield

General Loathsoam, ground force commander
15, hp 60, def 16, atk 8, dmg 10
rapport 10 for huge droids
CE
huge droid followers gain advanced shields 1 and flanking attack

Captain Mar Tuk, tactician
Cost 45, hp 50, def 14, atk 5, dmg 10
SA
Unique
Seperatist reserves 30
CE as long as a droid in your squad has line of sight to an enemy you can choose to activate 1, 2 or 3 characters that turn, this does include droid and savage characters.
Separatist Droid allies gain self destruct 10
FlyingArrow
Posted: Tuesday, December 13, 2011 5:59:43 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
I've suggested this before, but I still like the idea.

Door Control Panel
Recommended Mini: None needed. Just a glass bead or a 1x1 tile from somewhere.

Cost: 2
HP: 10
Def: 12
Attack: -
Defense: -

Special Abilities:
Emplacement
Very Small: Does not block movement or provide cover. Enemies may choose to not count this character as the nearest enemy.
Wall Panel: Not subject to Commander Effects, may not attack, may not take a turn, and is always considered activated. Any character may end its movement on this character to immediately defeat this character. Does not count as adjacent.
Door Controls: Character must be placed in a square adjacent to a wall and a door at the start of the skirmish. Each door may have a maximum of one character with the same name as this character placed next to it. Allies within one square gain Limited Override (At the end of its turn, this character can designate 1 door within 2 squares as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated).

(The wording is a bit awkward because the Door Control Panel does not count as adjacent to any other character, so everything is expressed as "within X squares.")

multch
Posted: Tuesday, December 13, 2011 10:44:09 AM
Rank: Tusken Raider
Groups: Member

Joined: 6/21/2011
Posts: 4
Location: Phoenix Arizona
CIS
Cortosis Battle Droid
Fringe
Vergere
Booster Terrik
Gallandro
A Quickdraw attack that lets him immediately attack after initiative
Empire
Jerec
Ysanne Isard/Natasi Daala
Emperor Reborn (70-80 range)
Republic
Boss Nass
Tyvokka
Anakin Chosen One or something
Yoda I can beat Windu version.... I like Windu but I'm tired of every rendition being uber.
I'd settle for a Windu young jedi that didn't beat everything to death.

New Republic
Lowbacca
Saba Sebatyne
Zekk
Kyp Durron JM
Chewbacca
Ackbar update
Old Republic
Revan Redeemed
Valenthyne Farfalla
Army of Light Jedi
Rebel Alliance
Galen Marek, Rebel Hero, Jedi, not a jerk anymore.... whatever works
Bail Organa/Mon Mothma
Anakin Skywalker Redeemed (from infinities w/ the white armor...... please?)
Yuuzhan Vong
Harrar
Onimi
Vau Rapuung
Sith
Darth Nihilus (unlame version)
Lomi Plo

1st post. Tried to keep it short. Huge fan of the Designers and their sets. We seem to get better figures than many wizards cards. I appreciate it and will keep on buying as long as you guys keep on delivering! Thanks a million.
markedman247
Posted: Tuesday, December 13, 2011 12:22:35 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/14/2008
Posts: 2,063
Just thought of this while reading Tales of the Jedi Vol. 2. I believe the creature was a Neti. It was a plant Jedi. Exar Kun came in to steal some antique Lightsabers. The Neti (Master Ood) decided to sacrifice his life (since the planet was about to be blown up) instead of letting Exar take them.

So, I suggest:
Take Root (For Neti Jedi Master--Suggested Mini: Aqualish Warrior (This Mini is the basis of my T'ra Saa custom))-This character becomes defeated but becomes blocking terrain. This character does not count for gambit.

Just something to block doors or paths of advance at the cost of sacrificing this piece.
Flyerman_2
Posted: Tuesday, December 13, 2011 8:53:32 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
markedman247 wrote:
Just thought of this while reading Tales of the Jedi Vol. 2. I believe the creature was a Neti. It was a plant Jedi. Exar Kun came in to steal some antique Lightsabers. The Neti (Master Ood) decided to sacrifice his life (since the planet was about to be blown up) instead of letting Exar take them.


I did it, i would to post it when i will finish Separatists

Separatist

Ground Armored Tank
Cost: 30
Hit Points: 100
Defense: 16
Attack: 8
Damage: 20

SA:
Droid
Speed 10
Recon
Missiles 20


Neimodian Activist
Cost: 9
Hit Points: 10
Defense: 16
Attack: 0
Damage: 0

SA:
Diplomat
Munitions Supplies

CE: Your squad may include non-Unique Droids of any faction
countrydude82487
Posted: Wednesday, December 14, 2011 2:06:27 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 1,233
General Lok Durd - Seperatist
HP 50
Def 14
ATT 6
DAM 10
Special abilities
Unique
Speed 4
opportunist 20


Commander effect
Droids are subject to this commander effect: at the end of this characters turn Choose 1 Non-unique Droid Ally within 4 squares. Until the End of the Round that character gains heavy artillery gun (Replaces turn: Choose 1 enemy within line of sight, ignoring cover, 40 damage to target Living enemy and every Living character within 2 squares, ; save 6. A successful save reduces the damage to 20. Affected living characters must make a save of 11 every time they activate or take an additional 10 damage. On a success the character is no longer affected).
FlyingArrow
Posted: Wednesday, December 14, 2011 3:49:48 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Wall Demolition: Replaces turn; select an adjacent wall segment that has accessible terrain on both sides. If this character is adjacent to an ally with Satchel Charge or Wall Demolition, for the rest of the skirmish, the wall segment is removed. After removing the wall, this character and all characters within 2 squares of this character take 10 damage.

Removing a wall would be a great new twist on door control. Removing a wall should be very difficult, but I think the above ability works. It costs a whole turn, requires coordination between two of your characters, and causes damage to both of them. If the Wall Demolition character only has 20 HP, then you won't be blasting holes through too many walls. This sort of thing shouldn't happen more than once or twice per skirmish under the best circumstances.
Flyerman_2
Posted: Wednesday, December 14, 2011 9:34:03 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
New droids with an ability to slow the enemi's advance

Huge Crab Droid Variant
Cost: 36
Hit Points: 130
Defense: 16
Attack: 8
Damage: 30

SA:
Droid
Momentum
Bubble wort projector: An enemy hit by this character's attack is considered immobilized this round (The target character cannot move this turn); save 11.
Each time the immobilized character activates, it must attempt a save of 11. On a failure, that character stay immobilized. On a success, that character is no longer immobilized.
An enemy within 6 squares of the immobilized character or the immobilized character can spend 1 Force point to stop the immobilization. This effect replaces that enemy's attacks.


Crab Droid Variant
Cost: 27
Hit Points: 80
Defense: 17
Attack: 7
Damage: 20

SA:
Droid
Momentum
Bubble wort projector: An enemy hit by this character's attack is considered immobilized this round (The target character cannot move this turn); save 11.
Each time the immobilized character activates, it must attempt a save of 11. On a failure, that character stay immobilized. On a success, that character is no longer immobilized.
An enemy within 6 squares of the immobilized character or the immobilized character can spend 1 Force point to stop the immobilization. This effect replaces that enemy's attacks.
markedman247
Posted: Thursday, December 15, 2011 10:34:37 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/14/2008
Posts: 2,063
Let's not confuse people with Activated vs Immobilized. I would say something along the lines of either using the wording of "Snare Gun" or the target gains Speed 0.



Flyerman_2 wrote:
New droids with an ability to slow the enemi's advance

Huge Crab Droid Variant
Cost: 36
Hit Points: 130
Defense: 16
Attack: 8
Damage: 30

SA:
Droid
Momentum
Bubble wort projector: An enemy hit by this character's attack is considered immobilized this round (The target character cannot move this turn); save 11.
Each time the immobilized character activates, it must attempt a save of 11. On a failure, that character stay immobilized. On a success, that character is no longer immobilized.
An enemy within 6 squares of the immobilized character or the immobilized character can spend 1 Force point to stop the immobilization. This effect replaces that enemy's attacks.


Crab Droid Variant
Cost: 27
Hit Points: 80
Defense: 17
Attack: 7
Damage: 20

SA:
Droid
Momentum
Bubble wort projector: An enemy hit by this character's attack is considered immobilized this round (The target character cannot move this turn); save 11.
Each time the immobilized character activates, it must attempt a save of 11. On a failure, that character stay immobilized. On a success, that character is no longer immobilized.
An enemy within 6 squares of the immobilized character or the immobilized character can spend 1 Force point to stop the immobilization. This effect replaces that enemy's attacks.
adamb0nd
Posted: Thursday, December 15, 2011 1:21:27 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/16/2008
Posts: 2,302
Duh, a new akbar! The only one we have is way out of date. We need one that really has a worthy ce.
Flyerman_2
Posted: Thursday, December 15, 2011 8:32:00 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
markedman247 wrote:
Let's not confuse people with Activated vs Immobilized. I would say something along the lines of either using the wording of "Snare Gun" or the target gains Speed 0.


I change the wording:

Bubble wort projector: An enemy hit by this character's attack cannot move this turn; save 11.
Each time this enemy activates, it must attempt a save of 11. On a failure, this enemy cannot move. On a success, this enemy can move and is no longer affected.
An enemy within 6 squares of this enemy or this enemy can spend 1 Force point; this enemy is no longer affected. This effect replaces that enemy's attacks.
Flyerman_2
Posted: Thursday, December 15, 2011 8:46:28 PM
Rank: TIE Crawler
Groups: Member

Joined: 9/13/2010
Posts: 44
Location: France
Separatist to boost a little the Quarrens

Tikkes
Cost: 17
Hit Points: 40
Defense: 15
Attack: 3
Damage: 10

SA:
Unique
Diplomat
Republic Hunter: +4 Attack and +10 Damage against Republic enemies

CE: Quarren followers gain Evade and Republic Hunter


Quarren Soldier
Cost: 6
Hit Points: 10
Defense: 15
Attack: 5
Damage: 20

SA:
Melee Attack
Melee Reach 2
Hold the Line: +4 Defense until this character is not activated this round
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