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Dive for Cover: When not activated and hit by an attack from a nonadjacent enemy, with a save of 11 this character takes no damage, moves up to half its speed and is considered activated. This movement does not provoke attacks of opportunity.
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:Dive for Cover: When not activated and hit by an attack from a nonadjacent enemy, with a save of 11 this character takes no damage, moves up to half its speed and is considered activated. This movement does not provoke attacks of opportunity. That would add a very interesting dynamic to the game.
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wannabe mexican wrote:FlyingArrow wrote:Dive for Cover: When not activated and hit by an attack from a nonadjacent enemy, with a save of 11 this character takes no damage, moves up to half its speed and is considered activated. This movement does not provoke attacks of opportunity. That would add a very interesting dynamic to the game. Actually, considering that the character is giving up a chance to attack, this could be an automatic ability instead of requiring a save... Dive for Cover: When not activated and hit by an attack from a nonadjacent enemy, this character may take no damage, move up to half its speed and be considered activated. This movement does not provoke attacks of opportunity.
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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FlyingArrow wrote:wannabe mexican wrote:FlyingArrow wrote:Dive for Cover: When not activated and hit by an attack from a nonadjacent enemy, with a save of 11 this character takes no damage, moves up to half its speed and is considered activated. This movement does not provoke attacks of opportunity. That would add a very interesting dynamic to the game. Actually, considering that the character is giving up a chance to attack, this could be an automatic ability instead of requiring a save... Dive for Cover: When not activated and hit by an attack from a nonadjacent enemy, this character may take no damage, move up to half its speed and be considered activated. This movement does not provoke attacks of opportunity. That is great.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2011 Posts: 84
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That is very cool FlyingArrow! I thought of something along those lines too, kinda an upgraded evade..
Aggressive Dodge (or possibly a better name if anyone can think of one )
When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11. If the save roll is a 16 or better, this character can make an immediate attack against that attacker.
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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.
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. This is the version of Bnar Ood, i would like to play Old Republic Bnar OodCost: 43 Hit Points: 160 Defense: 19 Attack: 9 Damage: 20 SA Unique Double attack Master Tactician Regeneration Self Destruct 30 Knowledge of Weaknesses: Ennemy characters within 6 squares gets -4 Defense Dark Side Resistance: Immunise against Force Powers with Dark Side in the name Force Force 4 Force Emplacement: Force 2: Replace Attacks. Cannot move or be moved. This character gains +8 Defense and Lightsaber Duelist Force Spirit 4
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Difficult to think we can have 2 users of Advanced Battle Meditation in the same team but why not ?
Old Republic
Odan-Urr Cost: 45 Hit Points: 120 Defense: 18 Attack: 9 Damage: 20
SA: Unique Melee Attack Double Attack
Force Force 1 Force Renewal 2 Advanced Battle Meditation Sever Force Force Sense Force Alter Force Valor Lightsaber Precision Master of the Force 2
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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i could see also giving it to either Yarael Poof or Oppo Rancisis for republic. Cast them around 55- 60 and i think it would still see play, but wouldn't completely be an autoinclude.
a good idea for oppo is
Oppo Rancisis Cost 60 HP 120 Def 20 Att 12 Dam 20 Special abillities Melee attack Double attack twin attack Cunning attack Rapport (salucami troopers cost 1 less) Force Powers Force 2 Force Renewal 2 Master of the force 2 anticipation lightsaber Defense Advanced Battle Meditation Malachia (force 3: Replaces turn: choose 1 living enemy within 6 squares, that character is considered activated. Each time this character activates it must make a save of 11 or its turn automatically ends. a successful save removes this affect.)
Commander effect Republic followers within 6 gain stealth Allied Salucami troopers may ignore the effects of heavy weapon.
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Rank: Advanced Bloo Milk Member Groups: Member
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countrydude82487 wrote:i could see also giving it to either Yarael Poof or Oppo Rancisis for republic. Cast them around 55- 60 and i think it would still see play, but wouldn't completely be an autoinclude.
a good idea for oppo is
Oppo Rancisis Cost 60 HP 120 Def 20 Att 12 Dam 20 Special abillities Melee attack Double attack twin attack Cunning attack Rapport (salucami troopers cost 1 less) Force Powers Force 2 Force Renewal 2 Master of the force 2 anticipation lightsaber Defense Advanced Battle Meditation Malachia (force 3: Replaces turn: choose 1 living enemy within 6 squares, that character is considered activated. Each time this character activates it must make a save of 11 or its turn automatically ends. a successful save removes this affect.)
Commander effect Republic followers within 6 gain stealth Allied Salucami troopers may ignore the effects of heavy weapon.
very nice idea like the saleucami CE. though i think oppo was never the fighting type (sora a 33 pointer in swm killed him), so maybe in the 40-45 range and abilities something like: Oppo Rancisis Cost 40 HP 100 Def 19 Att 12 Dam 20 Special abillitiesMelee attack twin attack Slithering Cleave (Whenever this character defeats an adjacent enemy by making an attack, he can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity) (this is like unlimited rolling cleave aka fight with anzati) Rapport (salucami troopers cost 1 less) Force PowersForce 2 Force Renewal 1 Advanced Battle Meditation Malachia (force 3: Replaces turn: choose 1 living enemy within 6 squares, that character is considered activated. Each time this character activates it must make a save of 11 or its turn automatically ends. a successful save removes this affect.) Commander effect Allied Salucami troopers may ignore the effects of heavy weapon.
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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shatterpoint7 wrote: very nice idea like the saleucami CE.
I like the idea to upgrade Saleucami troopers Old Republic Relin DruurCost: 55 Hit Points: 110 Defense: 20 Attack: 12 Damage: 20 SA: Unique Melee Attack Double Attack Cloaked Force Force 2 Force Renewal 1 Force Lighting 2 Knight Speed Force Grip 2 CE : Force users with 30 points cost or less within 6 squares gain Cloaked
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Rank: TIE Crawler Groups: Member
Joined: 9/13/2010 Posts: 44 Location: France
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Some Non Unique Old Republics, i would like to have in my squad
Old Republic Elite Guard Cost: 11 Hit Points: 20 Defense: 16 Attack: 8 Damage: 20
SA: Soldier Hold the Line: +4 Defense until this character is not activated this round
Old Republic Marine Cost: 14 Hit Points: 20 Defense: 15 Attack: 7 Damage: 20
SA: Soldier Squad Assault Wish of Action: +4 Attack immediatly this charcter is activated this round
Old Republic Veteran Soldier Cost: 16 Hit Points: 40 Defense: 18 Attack: 9 Damage: 20
SA: Hold the Line: +4 Defense until this character is not activated this round Wish of Action: +4 Attack immediatly this charcter is activated this round
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Perfect Camouflage: When in low objects, may only be attacked by a non-adjacent enemy if enemies combine fire.
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Hidden Movement: replaces turn; if no enemy in line of sight, remove this character from battle grid. At beginning of this character's next turn, place this character in any low objects square within 12 squares.
Glossary entry for Hidden Movement: If this character does not have line of sight to any enemy, remove this character from the battle grid. Mark the square the character last occupied. At the beginning of this character's next turn, place this character in any low objects square that is within 12 squares of the square this character last occupied. If there is no unoccupied low objects square within 12 squares, place this character in the square this character last occupied. If that square is also occupied, this character is immediately defeated. The character must begin its turn on the battle grid in order to use Hidden Movement. Thus, Hidden Movement may not be used on two consecutive turns, and this character may not use Hidden Movement if not on the battle grid due to abilities like Mount or Troop Cart.
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Rank: Advanced Bloo Milk Member Groups: Member
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TARENTATEK 37 Sith 100 18 +8 20 Special Abilities Melee Attack: Double Attack Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Hibernation (As long as you don’t have a Sith ally with a Force Rating within 6 squares, this character can’t activate, move or attack and gains Regeneration 20 (If this character doesn't move on his turn, remove 20 damage from him at the end of that turn) Dark Emanation (This character gets +1 Attack and +1 Defense for each Sith ally with a Force Rating within 6 squares)
Darth Nihilus 70 Sith 140 19 +12 20 Special Abilities Unique. Melee Attack: Double Attack Wound In The Force (At the end of this character's turn, this character and all living characters within 2 squares take 20 damage.) Affinity (A character whose name contains Visas Marr may be in your squad regardless of faction) Force Powers Force 2, Force Renewal 2 Master of the Force 2 Sever Force (Force 3: replaces turn; target adjacent character cannot spend Force points for the rest of the skirmish) Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked) Force Magnitude (Force 1, usable only on this character's turn: this character’s named Force Powers normally limited to 6 squares are now limited to sight for the rest of the round) Drain Life 5 (Force 5, usable only on this character's turn: range 6: 50 damage to target living enemy and to each living enemy adjacent to target., save 16 Remove damage from this character equal to the damage dealt.) Sith Hunger (Force 1, replaces attacks: range 6; 20 damage to target living enemy, and remove 20 damage from this character. If the target has Force points remaining, transfer 1 Force point from the target to this character)
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Rank: Advanced Bloo Milk Member Groups: Member
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I was ecstatic at seeing the preview of Grand Admiral Rulf Yage, and it made me hungry for some more legacy era pieces! Some uniques and non-uniques. Darth Wyyrlok the Third Darth Maleval Darth Kruhl Darth Maladi Darth Azard One Sith Lord Gunn Yage Skull Squadron Joker Squad Moff Konrad Rus Moff Fehlaaur'aitel'loro Hondo Karr Ganner Krieg Imperial Knight Apprentice Treis Sinde Gar Stazi Cade Skywalker, Jedi Hosk Trey'lis Bantha Rawk Rav Rasi Tuum K'kruhk T'ra Saa Astraal Vao I love me some legacy era
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Joined: 8/9/2009 Posts: 1,935
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Poopdog91 wrote:I was ecstatic at seeing the preview of Grand Admiral Rulf Yage, and it made me hungry for some more legacy era pieces! Some uniques and non-uniques. Darth Wyyrlok the Third Darth Maleval Darth Kruhl Darth Maladi Darth Azard One Sith Lord Gunn Yage Skull Squadron Joker Squad Moff Konrad Rus Moff Fehlaaur'aitel'loro Hondo Karr Ganner Krieg Imperial Knight Apprentice Treis Sinde Gar Stazi Cade Skywalker, Jedi Hosk Trey'lis Bantha Rawk Rav Rasi Tuum K'kruhk T'ra Saa Astraal Vao I love me some legacy era I would love more of these. I'm a huge fan of the Legacy era as well, and I think some of these are long overdue. Like Cade, Jedi, Bantha, K'Kruhk, and while I do like the Roan we have, an update would be nice as well.
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shatterpoint7 wrote: Darth Nihilus 70 Sith 140 19 +12 20 Special Abilities Unique. Melee Attack: Double Attack Wound In The Force (At the end of this character's turn, this character and all living characters within 2 squares take 20 damage.) Affinity (A character whose name contains Visas Marr may be in your squad regardless of faction) Force Powers Force 2, Force Renewal 2 Master of the Force 2 Sever Force (Force 3: replaces turn; target adjacent character cannot spend Force points for the rest of the skirmish) Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked) Force Magnitude (Force 1, usable only on this character's turn: this character’s named Force Powers normally limited to 6 squares are now limited to sight for the rest of the round) Drain Life 5 (Force 5, usable only on this character's turn: range 6: 50 damage to target living enemy and to each living enemy adjacent to target., save 16 Remove damage from this character equal to the damage dealt.) Sith Hunger (Force 1, replaces attacks: range 6; 20 damage to target living enemy, and remove 20 damage from this character. If the target has Force points remaining, transfer 1 Force point from the target to this character)
+1 to this idea, though the wound in the force is pretty intense, maybe drop his cost down? Also +1 to: Darth Wyyrlok the Third Darth Maleval Darth Maladi (as a shaper RM with crazy poison virus) Skull and Joker squadron Be Chiss moff Bantha Rawk Rav And K'Kruck
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Rank: Advanced Bloo Milk Member Groups: Member
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Just started playing as a trooper in the old republic, so how about these for some mini representation:
Old Republic Commando OR Cyborg Commando (because that is totally a species choice!!) 23, hp 70, def 18, atk 11, 20 SA: Cyborg Soldier (counts as character named old republic soldier/trooper) Heavy Weapon Triple Attack Splash 10 heal 20 Grenades 30 Emergency life support
Zabrak Vanguard Trooper 21, hp 50, def 19, atk 9, dmg 30 SA Inspire (non-unique followers within 6 squares gain an additional +4 atk) Soldier (counts as character named old republic soldier/trooper) Advantageous Defense Advanced Shields 1 Damage Reduction 10 Draw Fire
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Demagol with homicidal surgery and torture.
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not sure if has already been suggested:
I want to play a Tauntaun squad... a Rebel commander on Tauntaun, or giving specific bonuses to them would be good.
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