surf_rider56 wrote:Nice efforts on the cards. Question; Leaders without CE's? You've got "Guild" abilities, but they're actually CE's. Unless you're trying to open them up to the Leaders themselves receiving a CE, any particular reason why? Seems sorta confusing.
It was for flavor, not true leaders as per say. I didnt want them to be stand out commanders. They can be suped up, as much as their stats allow to be more useful.
I didnt want suppresion to affect them so gave them a Camaraderie style ability.
Random Example Squad - It could be confusing but these cards arent for level 1 play. Theyre just because, imo, Guilds are missing from the game and if they come in, wont be as fun
--Working for the Man--
32 Talon Karrde, Information Broker
31 Corso Riggs
28 Dash Rendar, Renegade Smuggler - gains High Stakes run with Aqu Tech for +10 attack, Opp gives another for potential 130 damage in one sitting!
26 Mara Jade, Smuggler - gains High Stakes and Twin - Run with Aqu Tech +4, Cunning gives another for potential 100 damage.
38 Talz Pirate x2 - gains High Stakes Nasty!!!
13 Pirate & Smugglers Guild Leader
8 Aqualish Technician
16 R7 Astromech Droid x2
6 Ugnaught Demolitionist x2
(198pts. 12 activations)
--Working for the Mub'at--
38 Guri, Black Sun Enforcer - gains Intuition
37 Kud'ar Mub'at - Hands out CE to all guild pieces - Rapport all Guild pieces
33 Aurra Sing, Assassin - gains Intuition, Notoriety, High Stakes
27 Mara Jade, Smuggler - gains High Stakes
17/
16 Bounty Hunter Guild Leader
16/
15 Assassin Guild Leader
13/
12 Pirate & Smugglers Guild Leader
8 Nikto Pirate - gains High Stakes
8 R7 Astromech Droid
3 x 2 Mouse Droid
(200pts. 10 activations)