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swinefeld wrote:AndyHatton wrote:Deathwielded wrote:AndyHatton wrote:Deathwielded wrote:Prideful is an awesome SA that we now have in three factions, so lets keep it going with:
I honestly think that Prideful in ALL factions is a bad idea. I like when factions feel different, everyone having Prideful doesn't feel right. I'm not saying never again, but not everywhere. I agree that it shouldn't be in "every" faction, I specifically said not the CIS. I like the SA as it is a huge step towards making Trooper squads viable. (if not competitive) Haha I know but you also listed 5 other factions. That would bring the total to 7 Factions, with OR access in 2 ways. I agree that it helps Trooper squads but just handing it out everywhere seems very lazy. OR and Imperials needed the damage alternative to their diversify around Bastilla and Thrawn. Not all factions have that, and not all factions need that. I think this set and Pong Krell in particular is a step in the right direction for Clones. Rebels could probably use it the most since their troopers tend to be lacking. True, but they did get some goodies to help squeeze a little more out of them. Commander Luke's CE instantly makes a handful of old CEs viable. I agree, and because of his CE Troopers might make Rebel Swap a little more viable! And Troopers with boardwide boosts from the Officer and Twin from the Captain and Accurate Shot from Ackbar...there might be something there yet. Especially if the Tantive Trooper is a step up from the regular Rebels (I'm hoping he is!) And I like Davin helping them out against droids.
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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AndyHatton wrote:swinefeld wrote:AndyHatton wrote:Rebels could probably use it the most since their troopers tend to be lacking. True, but they did get some goodies to help squeeze a little more out of them. Commander Luke's CE instantly makes a handful of old CEs viable. I agree, and because of his CE Troopers might make Rebel Swap a little more viable! And Troopers with boardwide boosts from the Officer and Twin from the Captain and Accurate Shot from Ackbar...there might be something there yet. Especially if the Tantive Trooper is a step up from the regular Rebels (I'm hoping he is!) And I like Davin helping them out against droids. Davin is pretty cool. I'm trying to figure out a Davin/Luke/Han (stormtroopers) build just because. I would classify the Tantive as helping squeeze more out of the others. You'll see what I mean.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/9/2009 Posts: 574 Location: Keldabe, Mandalore
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Calo Nord, Bounty Hunter Fringe Cost: 27-30? HP-80 DEF-18 ATK-+10 DMG-20
SA: Unique, Greater Avoid Defeat (Avoid Defeat, but with 6's instead of 11's), Double Attack, Grenades 30, Bounty Hunter +6 (This guy was one of the best bounty hunters of his time), Mobile Attack, Loner
Thoughts?
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Rank: Advanced Bloo Milk Member Groups: Member
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Bob Chizo wrote:Calo Nord, Bounty Hunter Fringe Cost: 27-30? HP-80 DEF-18 ATK-+10 DMG-20
SA: Unique, Greater Avoid Defeat (Avoid Defeat, but with 6's instead of 11's), Double Attack, Grenades 30, Bounty Hunter +6 (This guy was one of the best bounty hunters of his time), Mobile Attack, Loner
Thoughts? Keep Avoid Defeat and add Survival Expert (They work out the same way). Reduce Grenades to 20 and add flash grenade. (In his arsenal) and make him 40. He'll be equivalent to a Imp Agent. You asked for thoughts. :)
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Instinctive Strike (Once per turn, when an enemy becomes adjacent, you may make a save X. X is the enemy's printed defense. If the save is successful, the enemy takes 10 damage.)
(Definitely only on a unique... otherwise it would add way too many saves to the game.)
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Rank: Advanced Bloo Milk Member Groups: Member
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Here are some suggestions for force powers and SA's:
Burst of Speed Force 2, usable only during this characters turn; This character may move upto 2 squares. This move does not provoke attacks of opportunity or prevent the use of extra attacks. (a force power version of Borsk's CE)
Advanced Force Valor Force 3, Replace Attacks: this character gains the following Force Ability for the rest of the skirmish; Allied characters within 6 squares get +2 Attack, +2 Defense and +2 on the results of all save rolls.
Force Jump Force 1, usable only on this character's turn: This turn, this character ignores difficult terrain, enemy characters, low objects, and pits when moving. (I would prefer to see this used over Force Leap, but it may be to late in the game to implement)
Ataru Stamina (something I feel better represents Ataru Style) Force 2, usable only on this characters turn; until This character's next he gains Greater Mobile Attack and ignores enemy characters when moving. The Ataru Style special ability grants it's bonus regardless of how many characters are within 6 square while this force power is in effect.
Unlock Door (something Obi-wan did in Episode 2 and I mean come on, what fan of starwars hasn't done the hand motion when walking into the grossery store to 'open' the automatic door?) Force 1, usable only during this characters turn; This character can designate 1 door within 6 squares as open; it remains open until the end of this character's next turn, or until it is defeated.
Jedi Grenades (this bring the feel of the NJO's shadow bombs to the mini's world.) Force 2, Replaces attacks: Range 8; Choose a target square, You may count around walls and the target square doesn't have to be within sight of this character. each character in or adjacent to the target square takes 20 damage save 16
Force Absorb 3 Force 3, Cancel a Force power used by an adjacent character or a Force power that targets this character. This character gains the Force points spent for the canceled Force power
Pushing Slash Force 2, use after this character resolves a successful attack; 20 damage to the enemy damaged by this characters attack and push back target 3 squares if large or smaller
Force Camouflage Force 1, replaces attacks: this character gains Invisibility until it attacks or is attacked
Improved Force Alter (perhaps it should cost 2 force instead?) Force 1: range 6; any 1 enemy or allied rerolls its last attack or save
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Mara Jade, Imperial Assassin Unique Pilot Melee Attack (Can attack only adjacent enemies) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Mobile Attack (Can move both before and after attacking) Rival (This character cannot be in a squad that contains any character whose name contains Pallaeon, Thrawn, or Joruus) Assassin (+4 Attack and +10 Damage against living enemies) Blaster (Replaces attacks: sight; make an attacks against 1 target at +8 Attack and 10 Damage. This count as a nonmelee attack.) Hand of the Emperor (This character can spend his own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn) Door Gimmick (At the end of his turn, this character can designate 1 door that he can see as open; it remains open until the end of this character's next turn, or until he is defeated) Infiltration (At the start of the Skirmish, choose an enemy commander. Once per round, if this character has line of sight to that character, that character’s commander effect is suppressed until the start of this character's next turn; save 11) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Force Powers Force 4 Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Ben Skywalker, Jedi Knight Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Disruptive (Suppresses enemy commander effects within 6 squares) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Synergy (+4 Attack and +4 Defense while an allied character whose name contains Luke Skywalker is within 6 squares) Advantageous Attack (+10 Damage against an enemy who has not activated this round)
Force Powers Force 2 Force Renewal 1 (This character gets 1 Force point each time he activates) Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11) Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round) Force Withdrawal (Force 1, useable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
Wedge Antilles, Red Leader (or Rogue Leader) Unique Red Squadron Ace (Counts as a character named Red Squadron Ace) Pilot Double Attack (On his turn, this character can make 1 extra attack instead of moving) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.) Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) Willing to Serve (Counts as a follower for purposes of allied commander effects) Synergy (+4 Attack and +4 Defense while an allied character whose name contains Lando or Nien Nunb is within 6 squares) Form Up and Stay Alert (This character and characters within 6 squares of this character whose names contain Red Squadron Ace do not provoke attacks of opportunity.) Commander Effect Pilots in your squad (including this chracter) gain +4 Attack and +10 Damage against enemies with Pilot. Pilots in your squad ignore Shields Abilities while attacking.
Revan, Galactic Hero Unique Melee Attack (Can attack only adjacent enemies) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Gregarious (+4 Attack if an ally is within 6 squares) Acrobatic (Ignores enemy characters when moving) It's a Trap! (Enemies with Stealth within 6 squares lose Stealth) Adept Repair (T3-M4/HK-47) (Usable once per round on this character’s turn; touch; remove 10 damage from an allied Droid. If this character counts as T3-M4 or HK-47 remove 20 Damage)
Force Powers Force 2 Force Renewal 1 (This character gets 1 Force point each time he activates) Master of the Force 2 (May spend Force points up to 2 times in a single turn) Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11) Force Blast 3 (Force 3, replaces attacks: sight; 40 damage and push back target 2 squares; save 11 reduces the damage to 20) Sense the Future (Force 2: Once per round, after initiative is determined, you may exchange your initiative check with your opponent's initiative check)
Commander Effect: After initiative is determined Unique living Allies with Force Ratings may spend 1 Force Point. Get +1 or -1 to your initiative roll for each force point spent in this way. (Each ally may only spend 1 Force point to affect initiative per round.)
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Rank: Advanced Bloo Milk Member Groups: Member
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Some other suggestions: A new Emperor Palpatine with a anti Thrawn SA like All As I Have Foreseen (If your opponent wins initiative, all enemy characters get -2 on the result of all rolls for the rest of the round.) This would make it so you will want your opponent to win initiative so they get less attack and -2 on saves. here is the custom I used it on: Emperor Palpatine, Master of the Darkside I like the idea of creating alternate squad types so the less need of relying on Thrawn the better. (not that I don't like using him) A seps version of the Yommsk war coordinator would be the Droid control brain that Anikin destroyed in episode 1 here is a link to my version: CIS Central Control Computer What about a new Imperial Probe Droid? Hit Points: 50 Defense: 14 Attack: 4 Damage: 10 Special Abilities Droid Flight Damage Reduction 10 Recon Self-Destruct 30 Sensors (Allies can ignore cover when targeting enemies within 6 squares of this character) Forward Positioning (Set up anywhere on your half of the battle map) "An Imperial probe droid." "It's a good bet the Empire knows we're here." ―Princess Leia Organa and Han Solo How about a Q'Anilia to make the covenant better? A new republic Lando Calrissian would be awesome, especially if he boosted the YVH droids.
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How about something like this: Ithorian HerdsmenHit Points: 10 Defense: 13 Attack: 0 Damage: 0 Special Abilities Melee Attack (Can attack only adjacent enemies) Affinity (Non-unique Ithorian characters may be in your squad regardless of faction) this is to bring in the Ithorian Commander into any faction.Impulsive Empathy (This character must end it's move adjacent to a wounded character if he can) Neutral Healer (Allied and enemy characters who end their turn adjacent to this character can remove 10 damage.) "For every plant that was destroyed in the harvest, two must be planted to replace it"A new Jacen Solo that would either be New Republic or even cooler in the fringe! I would like a mid costing (35-45) Jedi Knight version of Obi-wan. how about this guy? Colicoid Droid Master Hit Points: 50 Defense: 12 Attack: 0 Damage: 10 Special Abilities Droid Coordinator (Non-Unique Droid allies gain Speed 8) Droid Mark (When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains Draw Fire) Shielding Upgrade (Droid followers within 6 squares may reroll their Shields saves once per turn and gain Adaptive Shields) Rapport (Allies whose names contain Destroyer Droid cost 3 less when in the same squad as this character) Commander Effect Droids are subject to this effect; Droid followers with Destroyer in their name gains Jedi Hunter and Careful Shot +4 More Sith Tribe sub-faction please!
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A new Shimrra is definitely needed. The one from Destiny of the Force doesn't get used at all.
And I think that this might be an interesting SA: Villip (Yuuzhan Vong allies can count distance from this character as well as from itself for the purpose of special abilities that grant bonuses to Yuuzhan Vong) It's pretty much a Yuuzhan Vong version of Relay Orders.
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SignerJ wrote:A new Shimrra is definitely needed. The one from Destiny of the Force doesn't get used at all.
And I think that this might be an interesting SA: Villip (Yuuzhan Vong allies can count distance from this character as well as from itself for the purpose of special abilities that grant bonuses to Yuuzhan Vong) It's pretty much a Yuuzhan Vong version of Relay Orders. Yes a new Shimrra is needed. What would be the point of adding Villip to the Vong when they have the Yammosk War Coordinator? Other than to get the CE's that effect adjacent only and I doubt the V-set team would go for it.
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Deathwielded wrote:SignerJ wrote:A new Shimrra is definitely needed. The one from Destiny of the Force doesn't get used at all.
And I think that this might be an interesting SA: Villip (Yuuzhan Vong allies can count distance from this character as well as from itself for the purpose of special abilities that grant bonuses to Yuuzhan Vong) It's pretty much a Yuuzhan Vong version of Relay Orders. Yes a new Shimrra is needed. What would be the point of adding Villip to the Vong when they have the Yammosk War Coordinator? Other than to get the CE's that effect adjacent only and I doubt the V-set team would go for it. I was just hoping for some alternative to the Yammosk (so that it isn't always an auto-include), though I suppose you are right that, considering all of the limitations involved with making sets, the design team probably won't go for it. Now that I think of it, another use of it would be like the Mouse Droid when you have a piece with Booming Voice: you can lock away your Shaper or Priest to help keep them safe from deep strikes while the piece with this extends their SAs.
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Imperial Luke and Cloned Palps for crying out loud! It's a high time for them :D
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I think we could definitely use a really good shooter in the new republic, Han GH just isn't cutting it for me.
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Deathwielded wrote:I think we could definitely use a really good shooter in the new republic, Han GH just isn't cutting it for me. Do you mean ever or right now? He used to be fantastic but I think now with all the other cool NR options he is just hard to justify at 50 points. A New NR Han or Lando would be welcome however. You can always play classic Jaina and grab a good Rebel Han
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Since playtesting just started, the set list for 8 is clearly already complete. Can we get a set 9 suggestion thread?
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AndyHatton wrote:Deathwielded wrote:I think we could definitely use a really good shooter in the new republic, Han GH just isn't cutting it for me. Do you mean ever or right now? He used to be fantastic but I think now with all the other cool NR options he is just hard to justify at 50 points. A New NR Han or Lando would be welcome however. You can always play classic Jaina and grab a good Rebel Han yeah originally he was a pretty kick @$$ option. IDK maybe he still is. I was just working on a squad with Gantoris and Exar, DFS with Tionne and I was going to Tuter Han and haunt him with Exar, but at those points its really hard to fit anything else and it hardly seams worth it. I would rather save some points and get the new Jango (of course Luke GH would be there to give him GMA) I think we need a Shooter in the NR thats prety exciting. Options that come to mind are Corran Horn as a Rouge Squadren Pilot (though he wouldn't benefit from Exar) and... ... I don't know who else is really really good with a Blaster in the NR?
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I'm certainly don't doubt that another NR faction specific shooter would be good, but some good options currently are: - original Kyle Katarn with Jan Ors and support (good accurate shooter). - Dash with Jagged Fel - Rohlan Dyre with R2/PO for robust twin. - Han Solo Galactic Hero is really good, even though he's pricey. Disruptive and NTMTO are both really good. - Winter and Chewbacca GH could both be really good if they were a bit more mobile. Some way to give them GMA could be cool.
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Joined: 8/9/2009 Posts: 1,935
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Deathwielded wrote:AndyHatton wrote:Deathwielded wrote:I think we could definitely use a really good shooter in the new republic, Han GH just isn't cutting it for me. Do you mean ever or right now? He used to be fantastic but I think now with all the other cool NR options he is just hard to justify at 50 points. A New NR Han or Lando would be welcome however. You can always play classic Jaina and grab a good Rebel Han yeah originally he was a pretty kick @$$ option. IDK maybe he still is. I was just working on a squad with Gantoris and Exar, DFS with Tionne and I was going to Tuter Han and haunt him with Exar, but at those points its really hard to fit anything else and it hardly seams worth it. I would rather save some points and get the new Jango (of course Luke GH would be there to give him GMA) I think we need a Shooter in the NR thats prety exciting. Options that come to mind are Corran Horn as a Rouge Squadren Pilot (though he wouldn't benefit from Exar) and... ... I don't know who else is really really good with a Blaster in the NR? We did just get a Chewie who can do some damage but in very specific builds (have you looked at them? They also help Han out giving him pilot.) Jagged Fel and Boba Fett immediately come to mind as possible Guns for the NR TheHutts wrote:I'm certainly don't doubt that another NR faction specific shooter would be good, but some good options currently are: - original Kyle Katarn with Jan Ors and support (good accurate shooter). - Dash with Jagged Fel - Rohlan Dyre with R2/PO for robust twin. - Han Solo Galactic Hero is really good, even though he's pricey. Disruptive and NTMTO are both really good. - Winter and Chewbacca GH could both be really good if they were a bit more mobile. Some way to give them GMA could be cool. And as always theHutts makes great points. Kyle is great again, and I think you will be surprised if you try Han out again. NTMTO+Disruptive on a GMA shooter is so so good
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GenWedge + TBSV gets them GMA.
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