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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/12/2012 Posts: 332 Location: Earth
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"Thank the maker!" When this character would be defeated, make a save of 6; on a success, this character is restored to full hit points instead of being defeated.
This would be good on a cannon fodder C-3PO I'm thinking- 30 HP 17 DF 0 AT 0 DM
Unique Droid Draw fire evade
Cost... 14-20 Faction: Republic!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Make these real!!!
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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hothie wrote:I was thinking of one earlier, but it seems rather situational:
"Many Bothans died to bring us this information":You must have a Bothan character in your squad to use this ability. A Bothan character in your squad is immediately defeated, save 19. As a result, all enemy Reserve Special Abilities are cancelled for the remainder of the skirmish.
I thought it might make good use of the Bothan Spy mini. Way too powerful. Might be fine for CLobot or someone who just views reserves as a bonus, but for Kazdan or Vader Agent of Evil, losing Reserves nearly kills the squad.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
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"Are you threatening me master jedi?"
replaces turn - 3 force users within 6 squares that collectively cost less than this character are defeated immediately. Any force users left alive on your opponents team gain MotF2, FR2 and vapaad style mastery.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/12/2012 Posts: 332 Location: Earth
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That's a bit situational... maybe instead of giving MotF2, FR2, and VSM, you lose 20 dam, since mace disarmed him. Then you could just use lightning. And the effect might be a bit different... like a super sith rage. +20 dam and +8 attack for the rest of this turn, but he loses 20 damage at the end of his turn. And "so it's treason, then" is a bit more well known, I think. So if I were to make it, it would go like this.
So It's Treason (Force 3; for the rest of this turn, this character gains +20 damage and +8 attack for the rest of his turn. He gains -20 damage at the end of his turn for the rest of the skirmish.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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MaliciousCrumb wrote:
So It's Treason (Force 3; for the rest of this turn, this character gains +20 damage and +8 attack for the rest of his turn. He gains -20 damage at the end of his turn for the rest of the skirmish.
i realky like this one. Too bad they didnt think of that for THE PHANTOM MENACE. Maybe if they ever make an Republic palp with affinity for empire...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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"It'll Work. It'll Work"- (Useable once per skirmish; Characters within 6 squares take 10 damage but automatically pass saves for the remainder of the turn)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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markedman247 wrote:"It'll Work. It'll Work"- (Useable once per skirmish; Characters within 6 squares take 10 damage but automatically pass saves for the remainder of the turn)
Nice and full of flavor!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Quote: "Are you threatening me master jedi?" replaces turn - 3 force users within 6 squares that collectively cost less than this character are defeated immediately. Any force users left alive on your opponents team gain MotF2, FR2 and vapaad style mastery.
I like where this is going. Maybe it should just be "Are you threatening me master jedi?" Force 3; Usable only on the characters turn; force users within 6 squares that can prevent or redirect damage gain -4 on all Defencive roll's this turn; if they fail a save they are immediately defeated. Quote: So It's Treason (Force 3; this character gains +8 attack and +20 damage for the rest of his turn. At the end of his turn he gains -20 damage for the rest of the skirmish.
I like that this is 1 big boost then he has to keep using it to inflict melee damage
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/21/2008 Posts: 288
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FlyingArrow wrote:hothie wrote:I was thinking of one earlier, but it seems rather situational:
"Many Bothans died to bring us this information":You must have a Bothan character in your squad to use this ability. A Bothan character in your squad is immediately defeated, save 19. As a result, all enemy Reserve Special Abilities are cancelled for the remainder of the skirmish.
I thought it might make good use of the Bothan Spy mini. Way too powerful. Might be fine for CLobot or someone who just views reserves as a bonus, but for Kazdan or Vader Agent of Evil, losing Reserves nearly kills the squad. I mentioned this ability being situational because: 1) There are what, maybe a dozen characters out of literally hundreds that have Reserves Special Abilities? So the likelihood of your opponent having a character with Reserves is low. 2) You have to be playing Rebels (or if you play Vsets, Empire) 3) You have to have a Bothan in your squad, which is another very small chance 4) You have to be willing to sacrifice that piece, and IMO Bothan Nobles and Commandos are good pieces for the respective costs So, given all of those factors, I don't think it's overpowered. I also didn't associate a cost to it, so if you think nerfing 1 or 2 squads is too much, then make it cost a lot. Or re-word it, I don't care. I was mainly just trying to put an idea out there, especially considering there currently isn't a way to cancel Reserves, and I think there should be. I figured the Bothan Spynet would know ahead of time who your reserves were going to be, and therefore could cancel them out before you get them. And I was mainly trying to find a reason to use a piece that collects dust at the bottom of the minis bin.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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hothie wrote:So, given all of those factors, I don't think it's overpowered. I also didn't associate a cost to it, so if you think nerfing 1 or 2 squads is too much, then make it cost a lot. Or re-word it, I don't care. I was mainly just trying to put an idea out there, especially considering there currently isn't a way to cancel Reserves, and I think there should be. I figured the Bothan Spynet would know ahead of time who your reserves were going to be, and therefore could cancel them out before you get them. And I was mainly trying to find a reason to use a piece that collects dust at the bottom of the minis bin. I think cutting Reserves in half, or losing a Bothan to cancel Reserves for one round (even after initiative was rolled) would be a good counter. I agree that blunting Reserves in general would be fine. I just didn't like the idea of turning them off entirely.
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