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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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 ?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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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
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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After R2, this the ultime negociator C-3PO NegociatorCost: 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
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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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.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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A super new commander for Separatist Rune HaakoCost: 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.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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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
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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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.")
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Rank: Tusken Raider Groups: Member
Joined: 6/21/2011 Posts: 4 Location: Phoenix Arizona
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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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.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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 TankCost: 30 Hit Points: 100 Defense: 16 Attack: 8 Damage: 20 SA: Droid Speed 10 Recon Missiles 20 Neimodian ActivistCost: 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
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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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).
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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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.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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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.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,302
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Duh, a new akbar! The only one we have is way out of date. We need one that really has a worthy ce.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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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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