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V-Set 3 - Minis, Force Powers and abilities you would like to see Options
Mandelmauler
Posted: Wednesday, March 2, 2011 4:20:26 AM
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FlyingArrow wrote:
Information Retrieval: If this character is adjacent to an enemy commander in the opponent's starting zone, allies gain It's a Trap for the rest of the skirmish.


This character steals one CE from any of an adjacent enemy commander. (if adjacent to 2 commanders, you can only steal 1 CE.)
FlyingArrow
Posted: Wednesday, March 2, 2011 4:30:42 AM
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Mandelmauler wrote:
FlyingArrow wrote:
Information Retrieval: If this character is adjacent to an enemy commander in the opponent's starting zone, allies gain It's a Trap for the rest of the skirmish.


This character steals one CE from any of an adjacent enemy commander. (if adjacent to 2 commanders, you can only steal 1 CE.)


I like the idea, but I wouldn't expect a spy to last very long once it's adjacent to an enemy commander so it doesn't seem as useful.
Rabid Wookiee
Posted: Thursday, March 3, 2011 2:01:45 AM
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I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)
Big D
Posted: Thursday, March 3, 2011 12:11:01 PM
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Rabid Wookiee wrote:
I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)

I really like this Idea, a lot.ThumpUp
CerousMutor
Posted: Thursday, March 3, 2011 9:11:39 PM
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Big D wrote:
Rabid Wookiee wrote:
I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)

I really like this Idea, a lot.ThumpUp


+1
Would have to be balanced by cost and maybe renamed so it could be used by OR, Imps, Rebels, Sith etc

This would be game opening imo! It alows you to remake every know master with this new ability. You could super boost some one like LLTLS. Very nice idea.
Big D
Posted: Friday, March 4, 2011 3:58:57 AM
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However, I think giving it to an ally with a Force rating might be too much, maybe a follower so its not too overpowering.
Rabid Wookiee
Posted: Friday, March 4, 2011 6:15:20 AM
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Big D wrote:
However, I think giving it to an ally with a Force rating might be too much, maybe a follower so its not too overpowering.


That's probably a good call. And it fits with the whole Master-Student dynamic. Of course, carefully choosing the Master's selection of force powers can also mitigate the power level of the ability.
Big D
Posted: Friday, March 4, 2011 6:41:16 AM
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Rabid Wookiee wrote:
Big D wrote:
However, I think giving it to an ally with a Force rating might be too much, maybe a follower so its not too overpowering.


That's probably a good call. And it fits with the whole Master-Student dynamic. Of course, carefully choosing the Master's selection of force powers can also mitigate the power level of the ability.

The best way to balance it out would be the amount of FPs the Follower would have. Lets say you had an Obi that had the master ability and he also has, say FPush3, LS Def and whatever else. He "masters" Anikin on Stap who only has 4 FPs. What would be best suited for Anikin really? To me, it wouldnt be F push 3, it would be defense because it only costs 1 FP.
Now, with other followers who have FR1, it can get real interesting. To balance it out further, designers can put a point cost on it when making characters. lets 15-20 points for the ability.
General_Grievous
Posted: Tuesday, March 8, 2011 12:32:58 PM
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kezzamachine wrote:
Abeloth!

Yes please! Seconded and then some, she will be the new most expensive mini. 150 - 200 points. Example:
Abeloth
150, HP 200, def 25, atk 20, dmg 30
Unique, Ancient One: this character cannot be on any team with unique characters, melee attack, melee reach 6, quadrouple attack, greater mobile attack, twin attack, avoid defeat, regeneration 20 
Force 3, force renewal 3, master of the force 3, master illusion (force 1, when hit by an attack this character takes no damage with a save 6), drain life 5 (replaces attacks, 50 damage also force points), force dominate     

200 points she could activate 2 times a turn, Corrupt Environment (whenever an enemy character activates, at the end of their turn they take 10 damage, save 16)
Doogle126
Posted: Tuesday, March 8, 2011 1:56:27 PM
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um, too op much?
njarnagin
Posted: Wednesday, March 9, 2011 8:52:58 AM
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Pick Pocket: "Replaces attacks. Adjacent Unique enemy target is worth 5 more points if defeated, save 11. If the enemy makes the save, then the enemy can make one immediate attack against this character "

-Give it to a pesky ChadraFan. Basically he runs in and Pick Pockets a Han Solo Enemy (for example). When Han dies, your team gets an extra 5 points. Now, if Han makes the save, he catches the thief, and is able to blast him :)
rogueshadow16
Posted: Wednesday, March 9, 2011 10:33:05 AM
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CerousMutor wrote:
Big D wrote:
Rabid Wookiee wrote:
I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)

I really like this Idea, a lot.ThumpUp


+1
Would have to be balanced by cost and maybe renamed so it could be used by OR, Imps, Rebels, Sith etc

This would be game opening imo! It alows you to remake every know master with this new ability. You could super boost some one like LLTLS. Very nice idea.


+2... ThumbsUp
Baegn
Posted: Wednesday, March 9, 2011 9:43:29 PM
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with regard to Jedi Master ability: Perhaps wording akin to: "...choose a follower with a Force rating whose cost is less than this characters."
qvos
Posted: Wednesday, March 9, 2011 10:50:46 PM
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rogueshadow16 wrote:
CerousMutor wrote:
Big D wrote:
Rabid Wookiee wrote:
I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)

I really like this Idea, a lot.ThumpUp


+1
Would have to be balanced by cost and maybe renamed so it could be used by OR, Imps, Rebels, Sith etc

This would be game opening imo! It alows you to remake every know master with this new ability. You could super boost some one like LLTLS. Very nice idea.


+2... ThumbsUp

+3 on that. It might be really cool!
Baegn
Posted: Saturday, March 12, 2011 9:32:00 PM
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Location: Southeastern NY
Baegn wrote:
Wookiees that can live long enough to get into a melee would be nice. Stealth, Advantageous Cover, or higher HP. Stable Footing, Speed 8, or higher Defense.

Tusken Raiders that can sneak & shoot. Stealth, Advantageous Cover, Stable Footing, Accurate Shot, Sniper. Higher HP and/or Defense would be nice, too.

Loving to see a better Obi/Boga.

ARC troopers need a boost. An ARC Trooper captain/commander w/ a CE to bring them back into the game. "Alpha".

Someone to breath new life into the over-costed Republic Commando characters.

Obsolete Order 66 guys need to make a comeback too. ie: CT Sergeant, CT Commander, CT Grenadier, CT Gunner, Heavy CT, and standard Clone Trooper. These guys are all weak and over-costed.

C-3PO for Republic, with Draw Fire, Evade, and Avoid Defeat. As well as Relay Orders, and Affinity for the Rebels.

Perhaps even a Greater Avoid Defeat, requiring 2 saves of 6.

A new Quinlan Vos and a new K'kruhk would be nice.

Psychomerty: Replaces attacks. Until the end of the round, enemies within 6 of this character must roll twice for attacks, and take the lower of the 2 rolls.



Darthbane53
Posted: Monday, March 14, 2011 11:43:08 AM
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Baegn wrote:
Baegn wrote:

ARC troopers need a boost. An ARC Trooper captain/commander w/ a CE to bring them back into the game. "[b]Alpha
".


I Would love to see this too! Specifically with the Munalist 10 squad. The guys that fought grevious in the downed ship in the origonal clone wars season 2 episode on, the ARC with the nade launcher, Reciprocating quad blaster and capt fordo, heres some ideas!

ARC Trooper With Reciprocating quad blaster
Cost 30
Hit Points: 40
Defense: 16
Attack: 10
Damage: 20
Rarity: Uncommon
Special Abilities
Order 66
Quadruple Attack (On his turn, this character can make 3 extra attacks instead of moving)
Penetration 20 (Enemies' Damage Reduction is reduced by 20 against this character's attacks)
Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack)


[img]

ARC Trooper with Grenade Launcher
Cost 22
Hit Points: 30
Defense: 15
Attack: 8
Damage: 10
Rarity: Uncommon
Abilities
Grenade Launcher (Replaces Attacks, Range 18; 40 damage to target and to each character adjacent to that target; save 11)

ARC Pilot
Cost10
Hit Points: 20
Defense: 16
Attack: 17
Damage: 10
Rarity: Common
Special Abilities
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Crack Gunner +10 (Can combine fire with adjacent allies who have Mounted Weapon, granting +10 Damage. The attack cannot be prevented or redirected)
EMP Grenades (A nonliving character that is subject to this character's Grenades ability is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Darthbane53
Posted: Monday, March 14, 2011 11:46:42 AM
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qvos wrote:
rogueshadow16 wrote:
CerousMutor wrote:
Big D wrote:
Rabid Wookiee wrote:
I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)

I really like this Idea, a lot.ThumpUp


+1
Would have to be balanced by cost and maybe renamed so it could be used by OR, Imps, Rebels, Sith etc

This would be game opening imo! It alows you to remake every know master with this new ability. You could super boost some one like LLTLS. Very nice idea.


+2... ThumbsUp

+3 on that. It might be really cool!

+4! Could probably be pretty sweet if it works out correctly!
Baegn
Posted: Wednesday, March 16, 2011 6:30:45 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/5/2010
Posts: 101
Location: Southeastern NY
Darthbane53 wrote:
qvos wrote:
rogueshadow16 wrote:
CerousMutor wrote:
Big D wrote:
Rabid Wookiee wrote:
I always thought a Jedi Master SA would be interesting. Something along the lines of...

Jedi Master (At the start of the skirmish, choose an ally with a Force Rating. That ally gains one of this character's force powers for the rest of the skirmish.)

I really like this Idea, a lot.ThumpUp


+1
Would have to be balanced by cost and maybe renamed so it could be used by OR, Imps, Rebels, Sith etc

This would be game opening imo! It alows you to remake every know master with this new ability. You could super boost some one like LLTLS. Very nice idea.


+2... ThumbsUp

+3 on that. It might be really cool!

+4! Could probably be pretty sweet if it works out correctly!


+5...with regard to Jedi Master ability: Perhaps wording akin to: "...choose a follower with a Force rating whose point cost is less than this characters."
Baegn
Posted: Wednesday, March 16, 2011 7:12:16 AM
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Joined: 12/5/2010
Posts: 101
Location: Southeastern NY
ARC Captain Alpha-17 Republic 30
60 Unique; Order 66; ARC Trooper
16 Rapport: characters named ARC Trooper cost 1 less
11 Double Attack
30 Greater Mobile Attack
Grenades 20

CE: Commanders with Order 66 (incl. this character) count as ARC Troopers for the purpose of granting Squad effects.
Characters named ARC Trooper gain Squad Defense +4.
Followers with Order 66 and Grenades 10, gain Grenades 20.
brennan
Posted: Wednesday, March 16, 2011 11:35:12 PM
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OK so me and my friends would like to see these:

Darth Bane Sith Master:

post orbalisk armour. (There is an explanation for no armour I'll give in a moment). Totally sick stats, mebbe somewhat lower HP than former Bane.... pretty good in melee but just a Force and SA battery.

Orbalisk: oh yeah! mebbe affinity only for Dark side, and grants extra force, some armour or regen , and boosted attack, loss of defense or defensive SAs, and gain semi savage or somethin. This way YOU get to make the choice of Bane in Armour or out or Others with it. These types of decisions are the ones that make the game fun and seem more real.

Lord Kaan
probably with some sort of thought bomb and anti "Darth" thing

Lord kas'im
best Lightsaber duelest for Dark side. mebbe an all style mastery choosing ability

Darth Traya

Darth Revans Holocron, Darth Banes holocron, Andeddu holocron etc.
they could just be a card ( no character required) and could be added to the chosen allies point cost and abilities

Jedi Holocrons ( dont know any famous ones)

Anakin....you know....THE anakin....

some exchange people

Mandalorian Berserker

Boba as Mandalor

THE Caedus and Ben skywalker can be in ur squad

THE Sidious

Rebel Smuggler

changeling spy ( fringe)

Techno beast ( Sith. may not be needed if the sith thing in Vset 2 is similar)


Rohlan Dyre

Hut Lord: ( you know, like a cheap USEFULL Jaba)

Rancor Tamer/owner
an ability where you can ignore the SAvage restrictions within sight mebbe)

Mandalorian Blacksmith



And if we think of any more I will posgt em here.

( oh and sorry if any of these we mentioned before and I missed em)

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