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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,301
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Lord_Ball wrote:
I like the idea, though I have some concerns.
Mechanics can be cleaned up a bit, but the basic idea is what id like to see implemented.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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Lord_Ball wrote:Hmm, well since there is already a Dooku entry I will submit Admiral Trench Cost 27Hit Points: 70 Defense: 17 Attack: 12 Damage: 10 Special AbilitiesUniqueOpportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round) Blockade (While this character is in play enemy characters may not use the Reserves ability) Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Magnetic Signature Tracking (Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round) Disciplined Leader (This character's commander effect cannot be suppressed) Commander EffectDroids are subject to these effects: Non-unique droid followers gain Spotter +10 and Synchronized Fire (Droids)The Separatists tactics concerning droid troops has always been swarms, yet in SWM true swarm squads have yet to become a viable option. Trench is the perfect candidate to help allieviate that problem. After looking at the new Ackbar (V-Set 5), you might be able to add Concentrate All Fire Power into the mix.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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Kas'im, Sith Weapon Master Cost 43 HP 100 Def 19 Atk: 12 Damage 20
Unique, Melee Attack Melee Duelist (+4 Defense against adjacent attacks) Double Attack Parry Ataru Atyle Mastery Deadly Attack Wounding Attack (If this character's attack roll results in a critical hit on an enemy, that enemy is at -2 speed for the remainder of the skirmish).
FPs FP 2, FR 1 Lightsaber Assault Lightsaber Defense Sith Rage 10
CE Non-unique allies with a force rating and a Lightsaber gain Lightsaber Defense.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,029
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markedman247 wrote: After looking at the new Ackbar (V-Set 5), you might be able to add Concentrate All Fire Power into the mix.
An interesting addition I'll definitely have to consider a few things as I wouldn't want to increase his cost too much (need plenty of room for the droid swarm). Edit: I'm thinking I could drop Opportunist to +10 and change the CE to granting an extra +2 on combined fire (+8 for SBD'S!!!!!) without spotter. and get by upping his cost just a single point. "Revised" version: Admiral Trench Cost 28Hit Points: 70 Defense: 17 Attack: 12 Damage: 10 Special AbilitiesUniqueOpportunist (+4 Attack and +10 Damage against an enemy who has activated this round) Blockade (While this character is in play enemy characters may not use the Reserves ability) Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Magnetic Signature Tracking (Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round) Disciplined Leader (This character's commander effect cannot be suppressed) Concentrate All Fire Power (Once per turn, 1 ally within 6 squares may combine fire without becoming activated. If 2 or more allies within 6 squares combine fire on the same attack, the attack gets +10 Damage and cannot be prevented or redirected.) Commander EffectDroids are subject to this effect: Non-unique droid followers who combine fire grant an additional +2 Attack
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/19/2008 Posts: 1,740 Location: Orange County, CA
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kobayashimaru wrote:This thread is maturing into a real creative thinktank! If only you could pair up/team up with a custom statcard maker, and get some custom minis happening too so we can see what these stats look like when theyre brought to life. Gee, Koba, what are you trying to say?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Dovin Basal 16 Hit Points: 50 Defense: 15 Attack: -1 Damage: -1 Special Abilities Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.) Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.) Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent) 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) Gravity Anomaly (If an Allied character within 6 squares would take damage from a non adjacent enemy, this character takes that damage instead.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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kobayashimaru wrote:This thread is maturing into a real creative thinktank! If only you could pair up/team up with a custom statcard maker, and get some custom minis happening too so we can see what these stats look like when theyre brought to life. I have anted a'Print' function on the Custom stats creator for ages' I can uderstand why we dont get one, but a basic card print function would be the dogs b0ll0cks!
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Rank: Rancor Groups: Member
Joined: 6/14/2012 Posts: 33
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After some much needed thought (as well as some helpful criticism from shatterpoint7 and HanSolo79), I’ve adapted my Dooku to better serve his intended purpose. Namely, I’ve included Disciplined Leader, and modified his CE to give Asajj Ventress Twin Attack. I’ve also included the stats this time. Count Dooku, Dark Mentor 52 Points Hit Points: 120 Defense: 20 Attack: 14 Damage: 20 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) Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating) Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist.) Disciplined Leader (This character's commander effect cannot be suppressed) Force Powers: Force 2 Force Renewal 1 (This character gets 1 Force point each time he activates) Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target) Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11) Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage) Commander Effect: Allies with a Force rating and an original Attack rating of 12 or less gain +4 Attack. Allied Asajj Ventress gains Twin Attack. Allied General Grievous gains Jedi Hunter. Flavor Text: After leaving the Jedi Order, Count Dooku taught many young Jedi the ways of the dark side. His most noteable students include the Dark Acolytes, Asajj Ventress, and the vicious General Grievous. The custom can also be viewed here: http://www.bloomilk.com/Custom/13144/count-dooku--dark-mentor Thanks for the advice regarding Dooku. I’m interested to see what else people will come up with on the forum.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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UPDATE: See the highlighted change.
I decided against my Chirpa, because everyone seems to hate 2 point pieces. So I deleted that, and I'm adding this little piece of genius I cooked up instead. So a lot of people think that the reason the Vong are so bad is the fact that all but Nom are Melee, thus they are too vulnerable, without enough kick.
Vuuzhan Vong Infiltrator 36 HP:60 DF:17 AT:12 DG:20 Force Immunity Cloaked Intuition Sabatoge (Replaces turn; touch: Target living enemy has -4 Defense and -4 to all save rolls for the rest of the skirmish, save 11) Enemy Tactics Informant (Enemy has -6 to all initiative rolls) Stolen Weapons Distribution (Adjacent Vuuzhan Vong allies gain {Stolen Blaster} (Replaces attacks; sight: May make an attack using their Attack and Damage rating)
Masters of stealth and sabatoge, these Vong struck at the heart of the New Republic, both during and before the galactical war, and used their own equipment and intelligence against them
How's that for game changing? This way, I'm not just taking all Vong's melee away, and making them all boostable OP shooters, but I am giving them a blaster, per-se (at least Non-U followers), and that should help them immensely, without ruining their mold
Does the change help to kinda keep the flavor, as he is only handing weapons to guys adjacent to him, and it doesn't actually boost their stats, so you can't give 4 point grunts +12 attack and +20 damage?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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I hate to criticise again but you might want to change that bright blue font. It's impossible to read lol!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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Lol, sorry. Yeah, it is pretty bad even on my screen .
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 205
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Jedi Holocron (Faction: Old Republic) Cost: 20 HP: - Def: - Att: - Dam: -
Emplacement Jedi Tutor (Replaces turn, adjacent allied character with a Force rating gains Master of the Force 2 for the rest of the skirmish.) Force Spirit Affinity (This character may be in a Republic, Rebel, or New Republic squad.)
Commander Effect Allied characters with a Force rating within 6 squares gain Force Renewal 1.
I also had a Sith Holocron that granted Betrayal (but I might change that to a different Sith ability later).
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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I wasn't going to put these on but I thougnt why not. I think for these to work, you need to play the game with more of a D&D twist
Kaiburr Crystal 35 Hit Points: 20 Defense: 15 Attack: -- Damage: -- Rarity: Very Rare Base: Small Special Abilities Unique Force Relic(Cannot be healed or repaired; cannot open doors. Does not provide cover; is neither living nor non-living. Does not benefit from Special Abilities, Force Powers or Commander Effects.) Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.) Teachings of the Force (Once per round; 1 adjacent character with a force rating is activated this turn; that character gains a maximum of 1 of this characters Force Powers until the end of the skirmish. Force Powers from this character cost +1 Force Point when not within 6 squares of this character.) Force Powers Shockwave (Force 2, replaces attacks: All characters within 6 squares are considered activated this round; save 11) Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target) Force Bubble (Force 1: When this character takes damage, reduce the damage dealt by 20) Indiscriminate Rage (Force 1: +2 Attack and +10 Damage until the end of this character's turn. At the end of that turn, make a save of 11. If the save fails, this character gains Savage.) Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11) Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Commander Effect Force Powers cost -1 point when within 6 squares of this character.
"The Force is all around us. It can be collected and transmitted through the use of a Kaiburr Crystal. It's the only way to amplify the power of the Force within you." - Obi-Wan Kenobi
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2009 Posts: 487
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just so we are clear, only ONE character is allowed per member, on Friday 12:00 pm, when I will prepare the poll. You can still edit you mini or change entirely until then.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 270
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Ok, here's my entry. I created him in the spirit for which I saw him so briefly perform on Star Wars Clone Wars this season. Those couple of minutes where he donned his helmet and took on an entire garrison of battle droids, super battle droids and destroyers had me mesmerized:
Republic Commando Captain Gregor Cost: 30 Hit Points: 60 Defense: 18 Attack:+10 Damage: 20 Special Abilities Unique Order 66 Double Attack (On its turn, this character can make 1 extra attack instead of moving) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Lone Elite Commando (This character gains +4 Attack, Twin Attack, and Greater Mobile Attack if no allies are within 8 squares at the start of his turn)
Commander Effect Allies whose names contain Republic Commando within 6 squares gain Avoid Defeat.
Put him in a Republic Commando Squad with the Training Sergeant and you've got a shooter that goes off on his own with shields 2, Synchronized fire with other Republic Commandos and gets +10 damage when combining fire with other Republic Commandos. That can really create some havok on an enemy squad. Plus he hands out Avoid Defeat to all other Republic Commandos AND the Training Sergeant. Throw in Bacara in the squad and he gets super stealth.
Personally, I think a shooter out on his own from the rest of the squad, with double, twin, greater mobile, shields 2, and superstealth, shooting with a +14 for up to 80 points of damage is pretty good. It's a 30 point piece that nicely compliments the existing Republic Commandos, and any future RC's that get added through v-sets (think Yayax Squad).
It's a good solid piece that isn't a force user.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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What ever happened with this?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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^Wondering the same thing
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/30/2012 Posts: 835 Location: The Batcave Ota Gotham, Naboo
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People seemed to like this one, it was between this and my Republic Gunship, so here it goes, my Taun Taun! http://www.bloomilk.com/Custom/13451/taun-taunFringe Taun Taun 9 Hit Points: 30 Defense: 17 Attack: 0 Damage: 0 Rarity: Common Base: Large Gender: Male Creator: Gungan Batman Clone Created: 2/1/2013 Updated: 2/1/2013 Sets: Corusant Knights Special Abilities Melee Attack (Can attack only adjacent enemies) Mount (This character can transport 1 Small or Medium ally who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.) Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
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