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I forget... What did the knights of use to fight?
Also, what commander do you run with these guys?
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Rank: Advanced Bloo Milk Member Groups: Member
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adamb0nd wrote:I forget... What did the knights of use to fight?
Also, what commander do you run with these guys? I'd run them with nee Kylo and General Hux. Also makes Snoke a good option too.
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Joined: 5/26/2009 Posts: 8,428
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Jet Trooper Imperial Cost 13
HP 30 Def 16 Att +8 Dam 20
Special Abilities
First Order. Sith Eternal. Speed 8
Trooper [Counts as a character named Sith Trooper]
Dodge [When hit by a nonmelee attack, this character takes no damage with a save of 11]
Exclusive Loyalty [Not subject to commander effects of allies who are not First Order or Sith]
Flight [Ignores difficult terrain, enemy characters, low objects, and pits when moving]
Rapport [Costs 2 less when in the same squad as a character whose name contains Treadspeeder]
"They fly now!" ―C-3P0 "They fly now?" ―Finn "They fly now." ―Poe Dameron
RM: TFU 31: Dark Trooper
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Rank: Moderator Groups: Member
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3/6
Rey Skywalker New Republic Cost 46
HP 130 Def 20 Att +13 Dam 20
Special Abilities
Unique. Resistance. Melee Attack; Double Attack; Cunning Attack; Parry
Acrobatic [Ignores enemy characters when moving]
Force Dyad [During setup, choose an ally or enemy who counts as Ben Solo. Once per turn, this character and the chosen character may use a Force power from the other as if it was their own.]
Force Powers
Force 2. Force Renewal 1
Burst Lightning [Force 1, usable only on this character's turn: range 6; 10 damage]
Force Reflect [Force 2, if this character would take damage from an enemy's Force power, with a save of 11 this character takes no damage, ignores all effects of the Force power, and instead the enemy takes damage equal to the prevented damage]
Lightsaber Blitz [Spend up to 2 Force points, usable once per turn on this character's turn; instead of moving, this character can make 1 cumulative extra attack per Force point spent. This character can only attack adjacent enemies this turn.]
Lightsaber Deflect [Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11]
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Feels more like another Jaina to me. But I guess that's kinda the point.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2014 Posts: 345 Location: Wisconsin
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FlyingArrow wrote:Jet Trooper Imperial Cost 13
HP 30 Def 16 Att +8 Dam 20
Special Abilities
First Order. Sith Eternal. Speed 8
Trooper [Counts as a character named Sith Trooper]
Dodge [When hit by a nonmelee attack, this character takes no damage with a save of 11]
Exclusive Loyalty [Not subject to commander effects of allies who are not First Order or Sith]
Flight [Ignores difficult terrain, enemy characters, low objects, and pits when moving]
Rapport [Costs 2 less when in the same squad as a character whose name contains Treadspeeder]
"They fly now!" ―C-3P0 "They fly now?" ―Finn "They fly now." ―Poe Dameron
RM: TFU 31: Dark Trooper What's the reasoning for creating Dodge? We've had Evade and its weakness to adjacent shooters for forever, why not just change Evade?
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Rank: Moderator Groups: Member
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Joined: 9/16/2008 Posts: 2,303
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We avoid errata, especially to WOTC rules, whenever possible.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/30/2014 Posts: 1,055
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The awkward moment when random First Order grunts are better at avoiding blasterfire than Jedi Masters.
Naw, Dodge is awesome. Glad we have Force-less ranged defense that isn't nerfed by adjacency without having to go all the way to Shien Style. There used to be a big gap in the progression of ranged defensive abilities.
Lightsaber Blitz is awesome! That's a cool Rey.
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CorellianComedian wrote: Lightsaber Blitz is awesome! That's a cool Rey.
I do like the option of paying x force points to pump an ability. I can't think of any time that's been used before.
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4/6
Sith Eternal Emperor Sith Cost 39
HP 130 Def 20 Att +0 Dam 0
Special Abilities
Unique [Counts as Palpatine]
Sith Eternal. Speed 1
Affinity [First Order characters may be in your squad regardless of faction]
Central Placement [Set up on your half of the battle map within four squares of the center]
Siphon Power [When this character defeats an enemy using Drain Life 5, you may replace him with a character of equal or lesser cost who counts as Palpatine, regardless of faction. Any "at the start of the skirmish" instances are immediately resolved. The chosen replacement gains this character's commander effect and Force Storm 4.]
Force Powers
Force 4. Force Renewal 2; Master of the Force 2
Drain Life 5 [Force 5, replaces attacks: range 6; 50 damage to target living enemy and to each living enemy adjacent to target; save 16. Remove damage from this character equal to the damage dealt.]
Force Storm 4 [Force 4, replaces attacks: 40 Damage to all characters within 3 squares]
Sith Battle Manipulation [Force 3, usable on this character’s turn: Choose 1 target character within line of sight. Move target and all characters within 6 squares of that target up to 3 squares. This movement does not provoke attacks of opportunity. This character cannot be moved by this Force power.]
Commander Effect
This character's and allies' Force powers with a range listed increase the range by 2 squares.
"I am all the Sith!"
LARGE BASE
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8/30
Clone Commander Republic Cost 24
HP 60 Def 17 Att +8 Dam 20
Special Abilities
Order 66
Double Attack [On its turn, this character can make 1 extra attack instead of moving]
Hand Signals [Allies with Order 66 are not affected by enemy abilities that suppress commander effects while they have line of sight to this character]
Commander Effect
If a non-Unique follower with Order 66 is within 6 squares of an allied Unique Republic commander with a Force rating, both get +4 Attack, gain Triple Attack, and lose Twin Attack.
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Interesting. I like the piece and especially the ce. it seem potent and i like promoting running jedi with clones. trading twin for triple seems fair. Very powerful for non unique clones. I wanna run with FLOBI
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Quote:27/30
Mandalorian Guardsman Mandalorian Cost 4
HP 10 Def 14 Atk +4 Dmg 10
Special Abilities
Melee Attack
Combined Attack [Usable while unactivated: When, on an ally's turn, the ally attacks an enemy, this character may immediately move up to double speed as long as it ends its move adjacent to that enemy. If this character is adjacent to that enemy, this character is considered activated, and the ally gets +4 Attack against that enemy this turn (this ability stacks).] The short version of Combined Attack. It's combining fire with several boosts: 1. It works on melee attacks or nonmelee. 2. Can move up to double speed before use. 3. +4 on the current attack as well as other attacks on the same turn. But has to be adjacent to the enemy to get the bonus.
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Quote:5/30
Githany, Sith Lord Sith Cost 27
HP 100 Def 18 Att +10 Dam 20
Special Abilities
Unique. Brotherhood of Darkness. Melee Attack; Twin Attack; Stealth
Inside Information [Replaces attacks: If this character has line of sight to an enemy at the start of her turn, 10 damage to any 1 enemy in an opponent's starting zone; save 16]
Lightwhip [This character counts as having a lightsaber. This character's attacks and damage from her attacks cannot be prevented.]
Poisoned Kiss [Replaces turn: touch; 40 damage to a living enemy; save 16. A successful save reduces the damage to 20. Enemies damaged by this ability are considered to be poisoned. Each time a poisoned character activates it takes 20 damage; save 11 negates and it is no longer poisoned.]
Stable Footing [Not slowed by difficult terrain or low objects]
Force Powers
Force 2. Force Renewal 1
Force Lightning 1 [Force 1, replaces attacks: range 6; 20 damage]
Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]
Commander Effect
Brotherhood of Darkness allies gain Stable Footing.
RM: BH 40 Mistryl Shadow Guard
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Rank: Advanced Bloo Milk Member Groups: Member
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These are some really cool pieces today! Githany looks like a really solid choice for her cost. She's a great addition to the Sith, with a somewhat similar cost-benefit package to Sheev Palpatine. The Clone Commander opens up a whole bunch of possibilities. Mace Lightning Squad Leader with AT-RTs might actually see play! That one looks fun. http://www.bloomilk.com/Squad/217507/lightning-squad--Lightning Squad-- 50 Mace Windu, Lightning Squad Leader 75 AT-RT x3 33 Captain Rex 24 Clone Commander 9 R2-D2, Astromech Droid 9 Ugnaught Demolitionist x3 (200pts. 10 activations) AT-RTs are each +14 for 40, with GMA Triple Attack. And Mace is +18 Triple (but no GMA). Oh yeah, and Rex isn't all bad either...it's nice to actually use his CE in a squad for once. :)
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Quote:28/30
The Mandalorian (Din Djarin) and The Child Mandalorian Cost 67
HP 150 Def 20 Att +12 Dam 30
Special Abilities
Unique. Twin Attack; Bounty Hunter +6; Evade
Beskar'gam [When this character takes damage, it reduces the damage dealt by 10 with a save of 11]
Cable Grab [Usable at the beginning of this character's turn only if it doesn't move this turn; place this character in a square within line of sight and 10 squares that is bordered by a wall or closed door]
Flamethrower 20 [Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target]
Independent Outfit [Also counts as a Fringe character for the purpose of commander effects]
Survival Expert +2 [+2 to this character's save rolls]
Tribe Intervention [The first time this character's Hit Points are reduced to half or less, up to 3 Mandalorian allies may immediately move up to double their Speed without provoking attacks of opportunity, and then an ally within 6 squares may make an immediate attack]
Whistling Birds [Usable once per skirmish, replaces attacks: 30 damage to each enemy within 3 squares]
Force Powers
Force 4
Counter Push 1 [Force 1, usable only when this character takes damage: range 6; 10 damage; push back target 1 square if Huge or smaller]
Environment Manipulation [Force 4, replaces attacks: Once per skirmish, name an ability that deals damage. For the rest of the skirmish, when this character takes damage from that ability, at the end of that turn it removes damage equal to the damage taken.]
"You are a clan of two." ―The Armorer
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Now that, is what I am talking about. Well done guys. Well fracking done.
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That’s a nice surprise to wake up to.
Would “Twin attack” or “extra attack” count as abilities he could negate? Or no because it’s the attack within those abilities that deals the damage?
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Rank: Moderator Groups: Member
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The attacks deal damage, not the abilities in that case.
EM comes from Lord Vitiate.
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Joined: 5/26/2009 Posts: 8,428
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22/30
Teek Fringe Cost 8
HP 20 Def 12 Att +2 Dam 10
Special Abilities
Unique. Ewok. Musician. Melee Attack
Acrobatic [Ignores enemy characters when moving]
Distraction [Suppresses adjacent enemy commander effects]
Exclusive Loyalty [Not subject to commander effects of allies who are not Ewoks or Musicians]
Rolling Evade [When hit by an attack from a nonadjacent enemy, with a save of 11, this character takes no damage and may immediately move up to 2 squares without provoking attacks of opportunity]
Speed 12 [Can move up to 12 squares and attack, or 24 squares without attacking]
SMALL BASE
Designed by Lillian (Lily_Wan) 2019 Gen Con Champion
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