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General_Grievous
Posted: Tuesday, January 19, 2010 3:29:12 AM
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Rabid Wookiee wrote:

CE - Allied Separatist droids within 6 squares gain Shields 1


I am still waiting on this one to, was really expecting Loathsoam to have it.
Rabid Wookiee
Posted: Tuesday, January 19, 2010 3:33:09 AM
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General_Grievous wrote:
Rabid Wookiee wrote:

CE - Allied Separatist droids within 6 squares gain Shields 1


I am still waiting on this one to, was really expecting Loathsoam to have it.


Yep, when I tried to guess what CE Loathsome would have prior to the GaW release, that was my thinking as well.
General_Grievous
Posted: Tuesday, January 19, 2010 3:37:20 AM
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Rabid Wookiee wrote:
General_Grievous wrote:
Rabid Wookiee wrote:

CE - Allied Separatist droids within 6 squares gain Shields 1


I am still waiting on this one to, was really expecting Loathsoam to have it.


Yep, when I tried to guess what CE Loathsome would have prior to the GaW release, that was my thinking as well.


I mean that was kind of all he did, all "Activate the shield!" Then everyone had a shield... don't know where this "twin attack" buisness came from.
swinefeld
Posted: Tuesday, January 19, 2010 3:45:44 AM
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Beast Control: Once per round, after initiative is determined, choose an allied character with Savage. For the remainder of the round, that character is subject to commander effects and may move normally. This effect ceases when this character is defeated.
obsidian7788
Posted: Tuesday, January 19, 2010 3:59:54 AM
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kinetic combat (x) (force x) character is granted melee reach (X) till end of this characters turn.
Gemini1179
Posted: Tuesday, January 19, 2010 4:18:11 AM
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swinefeld wrote:
Beast Control: Once per round, after initiative is determined, choose an allied character with Savage. For the remainder of the round, that character is subject to commander effects and may move normally. This effect ceases when this character is defeated.


Nice idea, but might be more effective it it lasted "until the end of this character's next turn" kind of like Override.
adidamps2
Posted: Tuesday, January 19, 2010 5:02:36 AM
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This thread had some good idea's as well: http://www.bloomilk.com/Forums/Default.aspx?g=posts&t=4059

I C&P the SA/CE/FP's I created in there adn transfered them to here...but still other great idea's in it!

Static target +2: This character gets a +2 bonus to Attack against an enemy who has activated this round & has not moved.

Elusive Target: this character gains +2 def after it has moved until the start of the next round.

Intercept Transmission: range: 6; this character is subject to enemy character Commander Effects.

Lead the way: this character may be placed anywhere on your half of the map at the start of the skirmish.

Thermographic Vision: Characters with Stealth loose stealth against this character attacks.

Ultrasound vision: Characters with Cloaked/Stealth loose cloaked/stealth against this characters attacks.

Searching Fire: Replaces turn; on a roll of 6+, this character may make an attack at an enemy character that is in cover. -4 att, Ignore cover for purposes of special abilities that rely on cover. Cover def bonus still applies. This ability may not be combined with Targeting, Trap, Ranger Finder SA’s nor can it be used with combined fire.

I think this more represents what I was trying to do…as it calls for the attacking piece to make a decent guess before they can fire at the “hidden” opponents’ piece.

Missile Targeting Acquisition Device or maybe Just Missile Targeting: Select one legal target, that piece now has to roll 16 or better to avoid missile damage; until this character is defeated or the start of this character next turn.

Suppressive Fire: Replaces turn, any enemy character that crosses this characters LOS either has to move at ½ speed or is subject to one attack of opportunity. -4 attack.

Reactive fire*: Whenever this character is hit by a non-melee attack, make a save of 11. On a success, this character can make an immediate attack at -4 against that attacker.

*Djem So for non-melee basically and a penalty to the attack.

Stun Grenade: Replaces attacks: range 6; target and each character adjacent to that target are considered activated; save 11

Greater Rolling Cleave: When this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity.


Jedi Hatred*: -4 attack, +20 damage against force users. Not stackable with Jedi Hunter. On a successful attack this character must make save of 11 or gain Savage Jedi Hunter.
* I guess this could be force power too/instead?

Savage Jedi Hunter: This character must end its move next to an enemy with a force rating if it can and does not benefit from commander effects as long as there is a force user in the opponents squad left.

Guided Missile X: Replaces turn: range: 12 squares regardless of line of sight; X damage to selected target and to each character adjacent to that target; save 11

EMP missile x: Replaces attacks: sight; x damage to target and to each character adjacent to that target; save 11. A nonliving character that is subject to this character's missile ability is considered activated this round; save 16.

Concussion Missile x: Replaces attacks: sight; x damage to target and to each character adjacent to that target; save 11. A living character hit by this character's missile ability is considered activated this round; save 16.

Magma Flamethrower: Replaces attacks: range 6; x damage to target and to each character adjacent to that target. Each time the flamed character activates, it must attempt a save of 11. On a failure, that character takes x damage. On a success, that character is no longer flamed.

Lightsaber Sunder: replaces attack. -4 attack; no damage is dealt. Whenever this character makes a successful attack against an enemy with a lightsaber, the opponent must make a save of 11 or better or that enemy gets -20 Damage for the rest of the skirmish.

Force Power:

Teleportation: replaces turn, range LOS, force points # of squares moved dived by 2. This character can teleport to any legal square with-in LOS without provoking an AoO.

Lightsaber Accuracy or Accurate Strike: force 1; This character gets +4 attack on its next attack.

Lightsaber Suppression 1: Force 2; useable against an adjacent enemy with a lightsaber, that enemy gets -20 Damage for the rest of the Turn; target must roll an 11 or better on a save

Lightsaber Supression 2: Force 4; range 6 squares, all characters with in 6 squares with a lightsaber, must roll an 11 or better on a save, or receive -20 Damage for the rest of the Turn.

Steal/mimic Force Power: Force 2; range 6; this character can use another force user power for the rest of the skirmish with a roll of 11+

Stasis Field: Force 2; range 6; all characters are at ½ move, -4 att -10 damge for the turn. Save: 11

Commander Effect:
Rally troops: replaces turn; on this characters turn on a roll of 11 or better all allies gain +2 speed, +2 att, +2 def. On a roll of 6 or less all allies gain -2 speed, -2 att, - 2 def.

swinefeld
Posted: Tuesday, January 19, 2010 5:20:15 AM
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Gemini1179 wrote:
swinefeld wrote:
Beast Control: Once per round, after initiative is determined, choose an allied character with Savage. For the remainder of the round, that character is subject to commander effects and may move normally. This effect ceases when this character is defeated.


Nice idea, but might be more effective it it lasted "until the end of this character's next turn" kind of like Override.


Sure, that sounds good too. I think it mostly just shifts the timing of positioning tactics for both players, but with yours, if you have won init and have a chance to strike first with a different character you (probably) lose that chance, though I suppose you could just as easily gain a similar edge mid-round. I see now that I was thinking in DCI mode, with single activation for the first phase...


maverick
Posted: Tuesday, January 19, 2010 11:17:53 AM
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tactical reinforcements X: Once per game, after initiative is determined, you may add up to X pts of (specific faction) characters to your squad anywhere on your half of the battle map even if the character with this ability is no longer in play.

i came up with the idea for a custom of Valenthyne Farfalla with jedi reinforcements from the battle on Ruusan. Showed up late, but turned the tide of battle.

Like other reinforcement abilities, you would add the cost to the character point cost, and the reinforcement characters wouldnt count for victory points.
AdmiralMotti89
Posted: Tuesday, January 19, 2010 1:37:01 PM
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Two to fix what I find the most awful situations in this game:

Net Trap: (Allies within 6 squares may not be targeted or attacked by enemies using Strafe Attack or Galloping Attack)

Beast Handler: Allies with Savage can ignore Enemies’ Diplomat Special Ability. If an allied Savage character hits two or more attacks on the same enemy in one turn, that enemy is considered activated this round, save 11.


adidamps2
Posted: Wednesday, January 20, 2010 1:32:36 AM
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what about something like:

Door Repair
Replaces Turn: Designate 1 adjacent [damaged] door as operating normally.
kenred2
Posted: Wednesday, January 20, 2010 2:02:15 AM
Rank: Sith Marauder
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Joined: 11/4/2008
Posts: 899
Location: Farmingdale, NY
adidamps2 wrote:
what about something like:

Door Repair
Replaces attacks: Designate 1 adjacent [damaged] door as operating normally.


I think fixing a door that's been blown up would require to "replace turn".... having to replace attack to fix a door shouldn't be instantaneous.
adidamps2
Posted: Wednesday, January 20, 2010 2:46:18 AM
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I can live with that...a turn it is.
countrydude82487
Posted: Wednesday, January 20, 2010 5:08:29 AM
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Lightsaber demolition (replaces turn; adjacent door is considered open for the rest of the skirmish)
homestar45
Posted: Wednesday, January 20, 2010 7:28:26 AM
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How about this:

Intimidating Presence: If an enemy has line of sight to this character they may only target this character.
swinefeld
Posted: Wednesday, January 20, 2010 7:31:24 AM
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homestar45 wrote:
How about this:

Intimidating Presence: If an enemy has line of sight to this character they may only target this character.


ThumpUp Give it to a new Vader, along with LS Reflect Bomb
tx3252
Posted: Wednesday, January 20, 2010 7:55:51 AM
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Joined: 4/30/2008
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Here's a couple of abilities I'd like to see.

Force-attuned Savagery (This character must end its move next to an enemy with a force rating if it can and does not benefit from commander effects)

War Coordinator (Commander effects have no distance requirement)

This next one reflects Obi-Wan at the end of his duel with Grievious:
So Uncivilized (When hit by a nonmelee attack, make a save of 11. If successful, this character can make an immediate nonmelee attack against the enemy character at +4 attack and +10 damage)

This one would be an ability for a Geonosian Queen:
Parasitic Infection (Replaces turn; all enemy characters within 6 squares are infected and become part of this character’s squad; save 6)

Possible ability for a Death Trooper:
Undead (Whenever this character is defeated, on a save roll of 6 it returns to the skirmish at full health. Whenever this character is hit by a crit, regardless of damage, it is defeated an cannot return to the skirmish)

Bounty Contract (At the beginning of the skirmish, choose one unique enemy character. For the duration of the skirmish, this character gains +4 attack and +10 damage against the chosen enemy)

Precision Missiles: (Replaces turn, sight; 30 damage to target character).

Ability for a Celeste Morne reflecting Karness Muur's talisman:
Sith Talisman (If an attacker with a force rating defeats this character, they must make a save of 11. If unsuccessful, that character is possessed and joins the opponent’s squad for the rest of the skirmish. A failed save cannot be rerolled).

Rule of Two (Only one force user can be in the same squad as this character).

Orbalisk armor (Whenever this character takes damage, make a save of 11. If successful, reduce the damage by 20. If unsuccessful, unless on a rol of 1, reduce the damage by 10. This ability does not apply to abilities that contain lightning).

Sith Domination (Force 3, replaces turn. Choose an enemy character within 6 squares; target must make an immediate attack against a character of your choosing. Character takes 20 damage; save 11)

Force Pull 2 (Force 2. Choose one character within 6 squares; target is moved adjacent to this character)

Force Pull 4 (Force 4; replaces turn. Choose one character within 12 squares; target is moved adjacent to this character).

Jedi Hunter +20 (+4 attack and +20 damage against enemies with a force rating)

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