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Rank: Moderator Groups: Member
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Bonus spoiler:
14/30
Imperial Scanning Crew Imperial Cost 15
HP 40 Def 13 Att +4 Dam 10
Special Abilities
Double Attack
Coordinated Movement [At the end of this character's turn, 1 trooper ally may immediately move up to 2 squares]
Exclusive Loyalty [Not subject to commander effects of allies who do not count as Vader]
Sensors [This character and allies can ignore cover when targeting enemies within 6 squares of this character]
Synergy [+6 Defense while an allied trooper is within 6 squares]
LARGE BASE
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Rank: Moderator Groups: Member
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Bonus spoiler of the day:
6/30
Sith Eternal Trooper Sith Cost 8
HP 10 Def 16 Att +4 Dam 10
Special Abilities
Sith Eternal. Greater Mobile Attack Cunning Attack [+4 Attack and +10 Damage against an enemy who has not activated this round] Exclusive Loyalty [Not subject to commander effects of allies who are not Sith] Squad Member [Counts as having the same name as any ally for purposes of special abilities whose names contain Squad. Gains abilities whose names contain Squad from allies within 6 squares.]
The Sith Eternal maintained a vast array of military power and groups who acted as enforcers.
RM: CotF 15: Coruscant Guard
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Bonus spoiler of the day:
10/30
Meebur Gascon in M5-BZ Republic Cost 19
HP 60 Def 18 Att +9 Dam 20
Special Abilities
Unique. Melee Attack
Cloaked [If this character has cover, he cannot be targeted by nonadjacent enemies]
Espionage [This character has Disruptive (Suppresses enemy commander effects within 6 squares) until he makes an attack]
Tactician +2 [Add +2 to the initiative roll except on a roll of 1]
Commander Effect
Droids are subject to these effects:
Unique Droid followers within 6 squares get +4 Attack and +10 Damage.
During setup, choose up to 3 Droid allies. For the rest of the skirmish, each chosen ally gains one of the following abilities; each ally must gain a different ability: Flight [Ignores difficult terrain, enemy characters, low objects, and pits when moving]; Satchel Charge [Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed]; Defuse Bomb [Enemies within 3 squares lose Self Destruct].
SMALL BASE
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,298
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unique droid love seems to be trending lately.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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And why not one more? Quote:7/30
Sith Tyro Sith Cost 11
HP 40 Def 14 Att +2 Dam 20
Special Abilities
Lost Tribe. Melee Attack
Cunning Attack [+4 Attack and +10 Damage against an enemy who has not activated this round]
Lying in Wait [Before initiative is determined, special abilities and commander effects that modify initiative are suppressed for the player who took the last activation of the previous round]
Trainee [While adjacent to a Lost Tribe ally with Melee Attack and a Force rating, this character uses the printed Attack and Defense ratings of itself or that ally, whichever are higher]
Force Powers
Force 1
Sith Rage [Force 1: +10 Damage on all attacks this turn]
A Sith Tyro had to wait until they were chosen to become a formal apprentice.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/11/2013 Posts: 758
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Gascon is also very cool. Love the commander effect and Espionage is a sick ability
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Are IG-88s in Republic a pretty good squad now? They get a stat boost, and you can tow one around with R2.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Might be their best spot. You can also tow one with Foul.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Quote:30/30
Shamed Pilot Yuuzhan Vong Cost 12
HP 40 Def 14 Att +3 Dam 10
Special Abilities
Pilot. Melee Attack; Force Immunity
Firejelly [Replaces attacks: Designate 1 door within 3 squares as open; it remains open for the rest of the skirmish and cannot be closed]
Low Caste [Cannot be added to a squad via any character’s Reinforcements or Reserves abilities. This character's cost cannot be reduced.]
Shamed One [This character ignores special abilities from Yuuzhan Vong allies that alter its printed Attack or Damage rating]
Thud Bug [Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.]
Thwart [Adjacent enemies who damage this character during their turn may not attack other characters for the rest of their turn unless they make a save of 11]
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Quote:29/30
Charat Kraal, Wing Commander Yuuzhan Vong Cost 29
HP 80 Def 18 Att +10 Dam 10
Special Abilities
Unique. Pilot. Melee Attack; Mobile Attack; Speed 8
Camaraderie [Unique Yuuzhan Vong pilot allies gain Death Dealer]
Death-Dealer [Once per turn, each enemy that takes damage from one of this character's abilities takes 10 additional unpreventable damage]
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]
Independent [Your squad may not contain more than one character named Yorik-Et Squad Leader]
Plasma Eel [Replaces attacks: sight; 20 damage to target and to each character adjacent to that target; save 11]
Squad Maneuver [This character gains Evade while 3 allies with the same name as this character are within 6 squares]
Vonduun Crab Armor 11 [When this character takes damage, he can reduce the damage dealt by 10 with a save of 11]
Commander Effect
Yuuzhan Vong pilot allies gain Squad Maneuver and Speed 8.
This character and allied Yuuzhan Vong pilots are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.
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Rank: Moderator Groups: Member
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Quote:6/6
Supreme Leader Kylo Ren Imperial Cost 38
HP 110 Def 20 Att +14 Dam 20
Special Abilities
Unique. First Order. Melee Attack; Double Attack; Greater Mobile Attack
Camaraderie [Allies whose names contain Knight of Ren gain Greater Mobile Attack]
Dark Armor 2 [Whenever this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10. Attacks with lightsabers ignore this special ability.]
Lightsaber Duelist [+4 Defense when attacked by an adjacent enemy with a Force rating]
Force Powers
Force 3. Force Renewal 1; Master of the Force 2
Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]
Sith Rage [Force 1: +10 Damage on all attacks this turn]
Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]
Commander Effect
Allies whose names contain Knight of Ren also count as trooper followers for purposes of commander effects from First Order allies.
Commander effects of First Order allies normally limited to 6 squares have unlimited range.
"Prepare to crush any worlds that defy us. My Knights and I are going hunting for the scavenger."
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Rank: Moderator Groups: Member
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11/30
Yoda, Master of the Order Republic Cost 55
HP 140 Def 22 Att +15 Dam 20
Special Abilities
Unique. Melee Attack; Double Attack; Greater Mobile Attack
Acrobatic [Ignores enemy characters when moving]
Agile [This character can move 2 extra squares at the end of his turn]
Force Attuned [Once per turn on his turn, this character may use a Force Power that replaces attacks or turn, without replacing attacks or turn]
Quick Strike [+10 Damage against adjacent enemies if this character has moved on his turn]
Force Powers
Force 3. Force Renewal 2; Master of the Force 2
Force Defense [Force 3: Cancel a Force power used by a character within 6 squares]
Lightsaber Block [Force 1: When hit by a melee attack, this character takes no damage with a save of 11]
Lightsaber Reflect [Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes damage equal to the prevented damage; save 11]
Lightsaber Throw [Force 1, replaces attacks: Attack 1 enemy within 6 squares]
Commander Effect
Unique Republic allies with a lightsaber and without Double, Triple, Quadruple, or Twin Attack get +4 Attack and +10 Damage and gain Master of the Force 2.
If so powerful you are, why leave?
SMALL BASE
RM: CS: Yoda
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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Feels like Yoda could be pretty good with Coleman Kcaj handing out Whirlwind Attack in tandem with him.
Lots of cool force stuff too.
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,298
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I wonder if that boost is enough to help the single attack Jedi. Most of them have so few fps to combo motf2 with.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/16/2009 Posts: 1,485
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Yaddle gives them Renewal so they should be fine.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Nice to see some Vong and the shamed/pilots getting a boost. Still wish they weren’t so complicated with a ton of abilities all the time but cool for more options than just blast bugs.
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Rank: Moderator Groups: Member
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Joined: 4/30/2017 Posts: 955 Location: Lower Hutt, New Zealand
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the gandalf review of everything spoiled so far
Johun Othone- Cool Pellaeon effect for OR, but the CE for Army of Light doesn't make any sense for the character.
Teethree (T3-M4)- Very good tech for OR.
Xamar, Covenant Consular- Gives Covenant even more init control than they already had, but the key is the movement breaker which makes him pretty strong- and he's a very solid backup attacker after he's used it. He's got no qualms with playing with Bastila or Farfalla, so you might even see him show up outside Cov.
Darth Bane, Sith Master- Finally a way to give Cognus or Tenebrous LS Assault. Oh, and I guess he has some cool stuff too.
Sith Eternal Trooper- Great for a swarm with the Sith Battlelord.
Sith Tyro- Cool grunt that you can't really spam (hard to keep all of them next to your Lost Tribe ally to boost their Attack and Defense.
Ima Gun-Di- Only stopping Suppressive and Overwhelming is fairly specific, so most of the time he'll just be a solid attacker in your Yaddle/Yoda MOTO squad. But when you do face Morrigan or Hera or Rakghoul Warriors, you'll be really glad that you put him in the squad.
Meebur Gascon in M5-BZ- Does some very cool stuff for a Republic droid squad that didn't exist previously.
Yoda, Master of the Order- I guess he's a pretty good attacker but I just like his CE giving out MOTF2 so everyone and their mother can LS Assault twice with Tarpals.
Lux Bonteri- Cool CE but the Partisans are way too weak to be a playable squad type, even with the substantial boost of Twin Attack.
Imperial Scanning Crew- Playing Veers for Accurate is probably simpler, but it's another tool in Daala's box.
Wilhuff Tarkin- I feel like he missed the mark a bit- boosts for Vader are solid, but in terms of Navy and Death guys for his CE the only ones you might play are the Death Troopers. And DTs are still far better with Krennic.
Black Sun Gladiator Droid- Fun character but not competitive. He's subject to all the BS commander effects but none of them really help him all that much.
Dug Thug- Cool anti-Strafe reinforcement for a Hutt Cartel squad with Lobot and Jabba CL or new Jabba.
Jabba Desilijic Tiure- Quite strong, would not be surprised to see him at GenCon. Tight Security tries to stop your opponent swapping out after winning initiative, but fails because your opponent can just keep out of LOS.
Talia, Nightsister Hunter- Some very strong tricks for Nightsisters, and she'd probably be worth her cost even without her CE.
The Crimson Corsair (Sidon Ithano)- I don't like that his boosts don't fully stack with Zothip or Booster- seeing as he's so strong, he might just push both of them out of consideration.
Warbird Gang Pirate- Probably not a good thing that he can stop a melee beatstick from hitting more than one of your guys.
Death Watch Armorer- I never like hate for Jedi when Jedi squads already struggle to win high-level tournaments.
Death Watch Strike Leader- Pretty cool addition to the subfaction, though it's hard to play without Kelborn.
Charat Kraal, Wing Commander- Way too much stuff going on- and he's giving out Speed 8 and Evade that Vong pilots could already access from the Klat Captain.
Shamed Pilot- Probably not a good thing that he can stop a melee beatstick from hitting more than one of your guys. Which is even more obnoxious for a Jedi playing against Vong who already can't use most of their tricks.
Ben Solo, Redeemed- Letting a strike with Leia happen in one phase is pretty cool. Otherwise, not that interesting.
Luke Skywalker, Jedi Spirit- Very strong. Probably almost an auto-include in Resistance from now on, though Luke of Ahch-To is also quite good and you can only have one Luke.
Supreme Leader Kylo Ren- Looks fairly good. Probably plays best with Supreme Leader Snoke which is kind of weird thematically.
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Rank: Moderator Groups: Member
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13/30
First Order Pilot on Treadspeeder Imperial Cost 15
HP 40 Def 15 Att +5 Dam 20
Special Abilities
First Order. Speed 8
Barrel Through [As this character moves, place each Medium or smaller adjacent enemy in a legal space up to 2 squares from that enemy's current position; This turn, this character cannot change any enemy's position twice. This ability is usable only on this character's turn.]
Mobile Launch Platform [At the end of this character’s turn, a transported ally named Jet Trooper may immediately return to the battle grid adjacent to this character, move up to its speed, and make a single attack]
Shields 1 [When this character takes damage, it reduces the damage dealt by 10 with a save of 11]
Stable Footing [Not slowed by difficult terrain or low objects]
Treadspeeder [This character can transport 1 Medium allied Imperial or Sith Eternal trooper 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 defeated; save 6.]
The 125-Z treadspeeder bike was designed to catapult First Order jet troopers into the air during First Order operations.
RM: RS 34 Scout Trooper on Speeder Bike LARGE BASE
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,298
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That looks fun
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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16/30
Knight of Ren Imperial Cost 22
HP 70 Def 18 Att +10 Dam 20
Special Abilities
First Order. Melee Attack; Double Attack
Gang +2 [+2 Attack against a target for each other ally whose name contains Ren within 6 squares of that target]
Power Shield [When hit by an attack while activated, this character takes no damage with a save of 11]
Rapport [Costs 1 less when in the same squad as a character whose name contains Kylo Ren]
Unit Bodyguard [If an adjacent ally with the same name as this character or an adjacent commander would take damage from an attack, this character can take the damage instead]
Force Powers
Force 2
"You are clumsy, untrained. You use the dark side like a hammer." ―Luke Skywalker to the Knights of Ren
[No lightsaber]
RM: UH 35 Dark Side Marauder [ERASE LIGHTSABER]
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