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Hex+ Bao-Dur =awesome
Where are they from?
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They are from the novel Fatal Alliance. This writeup is way better than their description on Wookieepedia: http://comicvine.gamespot.com/profile/thevivas/blog/star-wars-hex-droid-overview/125806/
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Fifth Brother Imperial 5/30 RM: Elite Sith Assassin DT Cost: 33
HP: 100 Def: 18 Atk: 11 Dmg: 20
Special Abilities Unique. Melee Attack; Double Attack
Mighty Swing [On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies]
Spinning Blade Attack [Replaces turn, usable only while this character is at half Hit Points or more: This character can move up to his speed this turn and he can attack each adjacent enemy once as he moves. This movement does not provoke attacks of opportunity.]
Synergy +2 [+2 Attack and +2 Defense while an ally named The Inquisitor, Jedi Hunter is within 6 squares]
Force Powers Force 4
Leaping Assault [Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of his attacks this turn.]
Lightsaber Riposte [Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker]
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]
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FlyingArrow wrote:Hex Droid Fringe 21/30 RM: B'omarr Monk (UH 15) Cost: 35
HP: 70 Def: 19 Atk: 11 Dmg: 20
Special Abilities Droid
Advanced Shields 2 [When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10]
Anarchist [Not subject to commander effects. Suppresses enemy and allied commander effects within 6 squares.]
Coordinated Movement [At the end of this character's turn, 1 ally named Hex Droid may immediately move up to 2 squares]
Extra Attack [On its turn, this character can make 1 cumulative extra attack instead of moving]
Hex Droid [Whenever this character is defeated, another character named Hex Droid within 6 squares either removes all damage, gains Extra Attack, or gains Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies) until the end of the skirmish.]
Rival [May not be in a squad with any commanders]
Swarm Synergy +1 [+1 Attack and +1 Defense for each other ally named Hex Droid within 6 squares]
"We do not recognize your authority!" Quotes from Fatal Alliance related to the Star Wars Minis representation. Getting a boost when an ally is defeated: Quote:When there were just two left, the droid transferred its weight to its four injured legs and hopped to where one of its fellows was trading fire with Dao Stryver. The injured droid jumped onto the back of its counterpart, and the two bodies locked together. The four injured legs retracted, creating a more massive droid with eight legs, all willing and able to fire. Gaining Cloaked mid-skirmish: Quote:Then suddenly it retreated. Its limbs worried at its metallic skin as though scratching itself for fleas. She followed it, puzzled and wary. Was this a trap,some strange new tactic to throw her off her guard? She lunged at it, and it backed away rapidly, firing a stream of blue to keep her at bay.
Then it stopped, stood its ground, and vanished.
For a second Ax doubted the evidence of her own eyes. How could a droid just disappear? It wasn't possible!
A blast of blue energy struck her from the side, out of thin air, and she realized: the droid had activated a camouflage system, reducing its appearance to little more than a blur. It was blending into the background, circling her, trying to shoot her in the back. Strong shields that can even reflect lightsabers: Quote:Furthermore, the damaged one demonstrated a potent kind of shield when Shigar got too close. It crossed two limbs into an X and created a short-lived circular electromirror that bent his lightsaber back into a V, almost taking off his arm in the process.
[...]
First, she tried spearing the hexagonal body with her lightsaber.
Some kind of shield appeared between them, bending her blade back at her own arm, forcing her to retreat. Absorbing and dissipating damage (i.e. removing all damage). They're defeated when they take damage quickly enough that they can't dissipate it all: Quote:Another sniper rifle arrived, and Potannin took up the fight. He tried the joints, with little success, and moved on to the sense organs scattered across the chests of the things. The black circles reacted differently from the silver skin under fire. They absorbed everything that came at them, and radiated the energy as heat. Their reflective black surfaces soon turned to red, then ramped up to orange and yellow. Eventually one hit purple and exploded, making the droid spin around in circles for a moment before recovering.
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The other preview from last week's SHNN: ===
Corellian Jedi Lord Old Republic 1/30 RM: Exceptional JA Cost: 36
HP: 120 Def: 20 Atk: 11 Dmg: 20
Special Abilities Army of Light. Green Jedi Melee Attack; Double Attack Camaraderie [Green Jedi allies gain Army of Light] Willing to Serve [Counts as a follower for purposes of allied commander effects]
Force Powers Force 2. Force Renewal 1 Master of the Force 2 Lightsaber Bravado +10 [Force 1, replaces attacks: +6 Attack and +10 Damage this turn; make 2 attacks against adjacent enemies with a higher point cost]
Commander Effect Whenever a Green Jedi ally without cover would take damage from a non-adjacent attack, that ally takes only half of the damage dealt (rounded up).
Lord Berethon gathered his Corellian Jedi forces and joined the Army of Light in its fight against the Brotherhood of Darkness.
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In other words, Green Jedi > Ranged squads. No exceptions.
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One of 2 previews from SHNN tonight:
=== Leia Skywalker, Mal'ary'ush New Republic 16/30 RM: Leia JK (LotF) Cost: 42
HP 100 Def 19 Att +10 Dam 20
Special Abilities Unique. Noghri. Melee Attack Double Attack; Cunning Attack Affinity [Noghri characters may be in your squad regardless of faction] Protective +10 [+10 damage while a wounded ally whose name contains Solo or Skywalker is within 6 squares]
Force Powers Force 3 Force Sense [Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round] Lightsaber Deflect [Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11]
Commander Effect Once per round, when this character takes damage, a Noghri ally may immediately move up to its speed and make an attack, if it can.
Noghri followers get +4 Attack and +10 Damage against living enemies.
Noghri allies gain Bodyguard while adjacent to this character or an ally whose name contains Solo or Skywalker.
=== Glossary: Noghri Any character whose name contains Noghri or who has the Noghri special ability. A character named Rukh is also treated as if he had Noghri.
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Here's the other preview from SHNN:
Noghri Dynast Cost: 23 Fringe 28/30 RM: Nikto Soldier (CS 55)
HP 70 Def 16 Att 8 Dam 20
Special Abilities Melee Attack
Cunning Attack [+4 Attack and +10 Damage against an enemy who has not activated this round]
Disciplined Leader [This character's commander effect cannot be suppressed]
Mighty Swing [On its turn, if this character doesn't move, it gets +10 Damage against adjacent enemies]
Stealth [If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
Commander Effect Noghri allies gain Independent Outfit [Also counts as a Fringe character for the purpose of commander effects].
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Two previews on SHNN tonight. Here's one of them:
===
Sarasu Taalon Cost: 46 2/30 Sith RM: Tyranus (LotF)
HP: 130 Def: 21 Atk: 13 Dmg: 20
Special Abilities Unique. Lost Tribe. Keshiri Melee Attack; Triple Attack Backlash [This character can move and then make all of his attacks against 1 enemy who has already activated this round] Shrouded [Cannot be targeted by enemy abilities within 6 squares. Cannot gain abilities that reduce or prevent damage.]
Force Powers Force 2. Force Renewal 1; Master of the Force 2 Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11] Sith Rage [Force 1: +10 Damage on all attacks this turn]
Commander Effect At the end of this character's turn, 1 Medium or smaller Lost Tribe ally may move up to 4 squares.
Lost Tribe allies get +3 Defense.
Adjacent Lost Tribe allies gain Shrouded.
===
The other preview is another Lost Tribe piece. I'll post the other one later in the week unless someone listens to SHNN and posts it here first.
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Some sweet previews! Pumped about this Lost Tribe angle, that was a great miniseries
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Corellian Jedi Lord looks very similar to some of the ideas from the CCC week 16 CCC week 16 green jedi.Was this any inspiration for the Vset build. I'm glad the vset team did this because it kills 2 birds with one stone. bravo!! With the Skyborn Ranger coming out from the last set, I don't understand why Sarasu Taalon's movement CE is for medium and smaller. That could have been very useful for the ranger to be able to get out of trouble after doing a battering charge.
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I just checked. The Corellian's final stat block was posted in June (other than wording changes).
The movement breaker on Sarasu was changed to Medium or smaller after PT.
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From this past Thursday's SHNN: === Quote:Queen Allana Solo New Republic 3/6 Cost: 27 RM: Queen Amidala (CotF)
HP 60 Def 20 Atk 7 Dmg 20
Special Abilities Unique. Hapan. Melee Attack
Throne of Balance [May be used only while unactivated: When a character within line of sight declares an attack, consider this character activated. This turn, all characters (including this character) use only printed Attack, Defense, and Damage ratings.]
Force Powers Force 2. Force Renewal 1 Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)] Force Vision [Force 2, replaces attacks: sight; 1 ally with a lower point cost may make an immediate attack] Force Stun [Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11]
Commander Effect Immediately before the first initiative roll of the skirmish, you may add a character that costs 5 or less to your squad for each character that was added to your opponent's squad, or that replaced a character in your opponent's squad.
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Preview from SHNN this past Thursday: === Quote:Gaeriel Captison Cost:18 Fringe 4/6 RM: Mon Mothma
HP: 30 Def: 15 Atk: +3 Dam: 10
Special Abilities Unique. Melee Attack
Cosmic Balance [Whenever a character deals (to an enemy) damage that is more than twice its printed Damage rating, a different enemy removes 10 damage]
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]
The Religion of the Cosmic Balance was based on the tenet that every action in the universe had an equal and opposite reaction elsewhere.
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Queen Allana looks awesome! And Throne of Balance is a neat way to Nerf everything haha
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Not sure I get the point of Cosmic Balance. Why would you want a piece that heals an enemy every time you do big damage to a different enemy? It's not like it's hindering some big thing that Gaeriel does. He's just an 18 point weak attacking Diplomat, isn't he? I mean, I guess you could get him up to a +7 for 30 with Talon and the Chiss Captain or something, but even then you might as well just swarm Caamasis if you're going to do that with this big a drawback. Am I reading that incorrectly?
Furthermore, I assume that Allana's commander effect still follows faction rules?
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harryg wrote:Not sure I get the point of Cosmic Balance. Why would you want a piece that heals an enemy every time you do big damage to a different enemy? It's not like it's hindering some big thing that Gaeriel does. He's just an 18 point weak attacking Diplomat, isn't he? I mean, I guess you could get him up to a +7 for 30 with Talon and the Chiss Captain or something, but even then you might as well just swarm Caamasis if you're going to do that with this big a drawback. Am I reading that incorrectly? It affects all characters, both players. There are situations where it could be very useful, and he's a Lobot option. harryg wrote:Furthermore, I assume that Allana's commander effect still follows faction rules? Yes, faction rules.
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swinefeld wrote:harryg wrote:Not sure I get the point of Cosmic Balance. Why would you want a piece that heals an enemy every time you do big damage to a different enemy? It's not like it's hindering some big thing that Gaeriel does. He's just an 18 point weak attacking Diplomat, isn't he? I mean, I guess you could get him up to a +7 for 30 with Talon and the Chiss Captain or something, but even then you might as well just swarm Caamasis if you're going to do that with this big a drawback. Am I reading that incorrectly? It affects all characters, both players. There are situations where it could be very useful, and he's a Lobot option. harryg wrote:Furthermore, I assume that Allana's commander effect still follows faction rules? Yes, faction rules. Ah, it said enemies which threw me for a loop. I get it now, thanks for clarifying.
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It affects all players, so you can't both boost up your own scrubs and bring in a way to counter opposing scrubs. Well, you could but then your opponent would get the Cosmic Balance bonus, too. When it says "enemy" it means when a character deals damage to its enemy.
Gaeriel could be useful against a squad like Daala or Togorian Grenades - 10dmg characters dealing 30dmg+ at a time. 20dmg characters don't often do 50dmg at a time, so she isn't as useful there.
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FlyingArrow wrote:From this past Thursday's SHNN: === Quote:Queen Allana Solo New Republic 3/6 Cost: 27 RM: Queen Amidala (CotF)
HP 60 Def 20 Atk 7 Dmg 20
Special Abilities Unique. Hapan. Melee Attack
Throne of Balance [May be used only while unactivated: When a character within line of sight declares an attack, consider this character activated. This turn, all characters (including this character) use only printed Attack, Defense, and Damage ratings.]
Force Powers Force 2. Force Renewal 1 Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)] Force Vision [Force 2, replaces attacks: sight; 1 ally with a lower point cost may make an immediate attack] Force Stun [Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11]
Commander Effect Immediately before the first initiative roll of the skirmish, you may add a character that costs 5 or less to your squad for each character that was added to your opponent's squad, or that replaced a character in your opponent's squad. Does this nerf the character's own printed abilities? For instance Mara Jade does not gain her own cunning attack ability? Or Cad bane does not gain Bounty Hunter attack boost? or opportunist from Dash Rendar? or Darth Bane cannot gain from Sith Rage? If so, I find it absurdly powerful. what if Han Solo, smuggler is popped by Leia, when do you use the ability to stop the bonuses from happening? does Han's shot from being popped count as Leai's turn right? so Han would not get any bonus for opportunist or from Leia's CE? I love the idea of stopping bonuses to people (and not boardwide like bastila) I just do not know if I like the idea of stopping individual abilities. that's why I am asking.
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