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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2009 Posts: 230 Location: near Madison, WI
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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.)
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 129 Location: Houston, TX
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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.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/21/2010 Posts: 115
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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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. +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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/21/2010 Posts: 115
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 129 Location: Houston, TX
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/21/2010 Posts: 115
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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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)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/21/2009 Posts: 406
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um, too op much?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 168
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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 :)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/15/2009 Posts: 88 Location: Cavite City, Philippines
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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. +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...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/5/2010 Posts: 101 Location: Southeastern NY
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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."
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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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. +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... +3 on that. It might be really cool!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/5/2010 Posts: 101 Location: Southeastern NY
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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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.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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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. +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... +3 on that. It might be really cool! +4! Could probably be pretty sweet if it works out correctly!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/5/2010 Posts: 101 Location: Southeastern NY
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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. +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... +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."
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/5/2010 Posts: 101 Location: Southeastern NY
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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.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/21/2009 Posts: 268
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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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