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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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Yeah, I have seen several. But, man, I checked it out, and there WAS a reply. From some dude called 'pegolego'... . Maybe you could space some of the lower ones out a bit better, lol.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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And italicise the flavor text....
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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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Yes, and BOLD the SA's, names, markers... Oh, it could look pretty!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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Lemme get started on these puppies! CorranHornsux123 wrote:
Tyber Zann, Consortium Leader 65
Hit Points: 110
Defense: 19
Attack: 11
Damage: 20 Rarity: Very Rare Base: Medium Gender: Male Creator: CorranHornsux123 Sets: Forces Of Corruption
Special Abilities Unique Triple Attack (On his turn, this character can make 2 extra attacks instead of moving) Blast Cannon (+10 Damage against targets within 6 squares) Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Merciless 20 (+20 Damage against enemies at half Hit Points or less) Rival (This character cannot be in a squad that contains any character whose name contains Xizor or Black Sun) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Sith Holocron (Choose one unique ally with a force rating that ally gains force renewl 1 and sith rage while within 4 squares of the character.) Bribery 30 (During setup, after seeing your opponents squad, you may add up to 10 points of living Fringe characters to your squad. After setup, you may choose to select up to 30 points of your opponent's characters brought in through reinforcements instead of your original selection. These characters join your squad for the rest of the skirmish, gain Zann Consortium and set up in your starting area.)
Commander Effect Zann Consortuim Allies (including droids) gain Merciless 10 and stealth.
I really like this piece, especially the CE. He seems too powerful, though. He can be hitting for 70 Damage a shot and B30 is big. Sith Holocron is also really cool, I'd love the chance to give a lot of new guys Sith Rage!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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pegolego wrote:Here's the first spoiler from my half : Han Solo, Zann Consortium Smuggler 18 creator: pegolego 60 17 8 10 Unique Pilot Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Hired Transport (Replaces turn: This character and an adjacent Zann Consortium ally can move up to 12 squares simultaneously; during this move, that ally gains Flight. At the end of the move, that ally must be adjacent to this character) Increased Fee (This character costs 5 more when in a squad with a Zann Consortium commander) Industrial Repair 10 (Replaces attacks: touch; remove 10 damage from 1 character with Mounted Weapon) Rival (This character cannot be in a squad that contains any characters with the Bounty Hunter ability, or whose name contains Jabba) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) "Wait a minute. Your man said this was just a spice run. Now of course, I never believed that nonsense about a spice run, but I didn't expect an Imperial prison riot!" _Han Solo This is Han smuggling Zann and Urai aboard the Falcon, to safety. Evade and Stealth represent him sneakily and evasively smuggling items (or people) under the Empire's noses (even from their own prisons!). Hired transport is how I envisioned representing him transporting Zann and his allies. The Rival is obvious, as this is around the time Jabba has hunters looking for him for dumping his load without repaying him. Increased Fee represents how he wouldn't transport Zann and Urai, upon discovering that he was actually transporting a prison escapee, until Zann doubled his payment, and it also serves to keep his cost usable outside of Zann Consortium squads (there should be PLENTY of help for him INSIDE Zann squads in our set ). Industrial Repair, Pilot and Cunning are all classic Han traits. What do you guys think? Well, I honestly love Hired Transport. It's not the best SA I've seen either of you make (close but you guys have made a LOT of cool new SAs) but for some reason the flavor of making the ride aboard the Falcon into a small scale game mechanic is awesome. Really well balanced shooter for his cost, too. Wouldn't change a thing.
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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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Thanks a lot corran!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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thanks and i gave Tyber bribery 30 but put his cost up high so it would balance it out a little more lol and i think my best SA is the one i made for my custom Darth Bane
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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Here is this weeks sneak preview (:
Destroyer Droid MKII 29
Hit Points:40 Defense:15 Attack:6 Damage:10
Rarity: Uncommon Base: Large Creator: CorranHornsux123
Sets: Forces Of Corruption Special Abilities Zann Consortium Droid (Immune to critical hits; not subject to commander effects)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Ion Shielding (Can ignore special abilities that affect only nonliving targets.)
Wheel Form (This character can move up to 18 squares if it does not attack)
Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10)
The Owner (This character costs 2 less when in the same squad as Urai Fen.)
New Owners (This character gets +2 attack and +10 damage against Imperial, Rebel enemies. This character also cannot be in a squad with Black Sun or Jabba the Hutt.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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CorranHornsux123 wrote:Here is this weeks sneak preview (:
Destroyer Droid MKII 29
Hit Points:40 Defense:15 Attack:6 Damage:10
Rarity: Uncommon Base: Large Creator: CorranHornsux123
Sets: Forces Of Corruption Special Abilities Zann Consortium Droid (Immune to critical hits; not subject to commander effects)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Ion Shielding (Can ignore special abilities that affect only nonliving targets.)
Wheel Form (This character can move up to 18 squares if it does not attack)
Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10)
The Owner (This character costs 2 less when in the same squad as Urai Fen.)
New Owners (This character gets +2 attack and +10 damage against Imperial, Rebel enemies. This character also cannot be in a squad with Black Sun or Jabba the Hutt.) Fringe faction right? New owners needs to be named differently IMO still like it though. His attack seems too low for me, and only20 base damage? You do realize that as a droid he wont benefit from the other Zann CE's (other than your new Tyber so far ) With Advanced Shields 2 he has a good chance of surviving.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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yea i do need to change the name but idk wht to lol and there are more pieces out set tht will pump this guy up
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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How about splitting up new owners Rival for the second half of it and Assigned Targets for the first half? (programmed Target is taken )
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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alright sounds good lol
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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Better?? :D
Destroyer Droid MKII 29
Hit Points:40 Defense:15 Attack:6 Damage:10
Rarity: Uncommon Base: Large Creator: CorranHornsux123
Sets: Forces Of Corruption
Special Abilities
Zann Consortium
Droid (Immune to critical hits; not subject to commander effects)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Ion Shielding (Can ignore special abilities that affect only nonliving targets.)
Wheel Form (This character can move up to 18 squares if it does not attack)
Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10)
Rival (This character also cannot be in a squad with Black Sun or Jabba the Hutt.)
The Owner (This character costs 2 less when in the same squad as Urai Fen.)
Assigned Target (This character gets +2 attack and +10 damage against Imperial, Rebel enemies.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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CorranHornsux123 wrote:Better?? :D
Destroyer Droid MKII 29
Hit Points:40 Defense:15 Attack:6 Damage:10
Rarity: Uncommon Base: Large Creator: CorranHornsux123
Sets: Forces Of Corruption
Special Abilities
Zann Consortium
Droid (Immune to critical hits; not subject to commander effects)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Ion Shielding (Can ignore special abilities that affect only nonliving targets.)
Wheel Form (This character can move up to 18 squares if it does not attack)
Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10)
Rival (This character also cannot be in a squad with Black Sun or Jabba the Hutt.)
The Owner (This character costs 2 less when in the same squad as Urai Fen.)
Assigned Target (This character gets +2 attack and +10 damage against Imperial, Rebel enemies.) Maybe a bit too costly but very cool. Feels like a top notch Vset piece. I like that he has low stats but lots of SAs to help that. I'd give a 10 if this was a custom page.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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thanks
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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Yes better
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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:D
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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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My first Non-U spoiler... Oh am I excited about this one; very interesting mechanics! ANNND, here it is! Oh, wait; first I'mma just say one thing: I'd like to give a BIG thanks to Jeff Samardzja (of the Chicago Cubs) who just finished a complete game, which the Cubs won 11-1 against the Nationals, with two Eddie Murphy homers! (he's on my fantasy team). Thanks to him as well. And a huge thanks to corranhornsux123 for this opportunity! Not sure I expressed my gratitude to him prior to this for allowing me to join forces with him and create this beast! So excited for the finished product; I'm almost a third of the way done, and focusing on it more now, so after some proofing, it shouldn't take much longer. And without further ado, here it is! Phase II Dark Trooper Guard (Imperial) 28Hit Points: 60Defense: 17 Attack: 9 Damage: 20 SPECIAL ABILITIES Droid (Immune to critical hits, not subject to commander effects) Quadruple Attack (On it's turn, this character can make 3 extra attacks instead of moving) Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Heavy Weapon (Can't move and attack in the same turn) Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect) Splash 10 (If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.) The Phase II dark trooper was the second and main stage of the Dark Trooper Project. They were equipped with external elements such a jumppack, and armed with an assault cannon capable of firing 400 plasma shells before reloading. Thoughts? It just occurred to me that, while the Republic has the similar (but different) Clone W/ Repeating Blaster, with better support (*cough* *cough* Captain Rex *cough), it doesn't have as dominant a swap option as the Imperials, so this could be undercost?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/4/2013 Posts: 1,093
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Its my pleasure to work with you Peg. :D
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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pegolego wrote: Phase II Dark Trooper Guard (Imperial) 31 Hit Points: 50 Defense: 17 Attack: 9 Damage: 20
SPECIAL ABILITIES
Droid (Immune to critical hits, not subject to commander effects)
Quadruple Attack (On it's turn, this character can make 3 extra attacks instead of moving)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Heavy Weapon (Can't move and attack in the same turn)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect)
Splash 10 (If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
The Phase II dark trooper was the second and main stage of the Dark Trooper Project. They were equipped with external elements such a jumppack, and armed with an assault cannon capable of firing 400 plasma shells before reloading.
Thoughts? It just occurred to me that, while the Republic has the similar (but different) Clone W/ Repeating Blaster, with better support (*cough* *cough* Captain Rex *cough), it doesn't have as dominant a swap option as the Imperials, so this could be undercost?
Quadruple, Splash and Jolt make for a very deadly salvo (I pretty sure you only stun the target not those adjacent) Heavy weapon is what makes him balanced. This is probably the most accurate rendition of the Dark troopers that I have seen so far. BTW he can't swap cuz he is a Droid This guy can fly into position (cover) but even with +4 defense he is gonna be a sitting duck (and he will be a priority to take out cuz I don't want that thing unloading on me!) Maybe Damage Reduction or higher HP? "A new stormtrooper that can take out a Rebel base that quickly? I shoulda' kept working for the Empire." ―Kyle Katarn, to Mon Mothma (I'm enjoying the color! )
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