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LAAT aka republic gunship Options
jastermereel85
Posted: Wednesday, March 3, 2010 4:09:19 AM
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juice man wrote:
Hmmm. How long should the sweep be, and will it get allies too?


Due to the nature of the beam, I would say the range should be limited. Maybe 6 squares? That may seem limited due to the scale of the gunship, but it's the most common range used in the game and limits this ability's use. Especially since it's regular attack should be fine for farther range, signifying the gunship's laser cannons and concussion missiles.

Also of note, is that in the cartoon and Episode II, the beams were most commonly used to clear out a landing zone and to protect the area as personnel were embarked/disembarked. It is not the primary weapon of the craft.

If 6 seems small, maybe a 12 could be considered, but I'd go with 6. Six is still plenty to discourage melee and jedi from trying to get past Damage Reduction, mind you. And that should be the main use of this ability play-wise.
jastermereel85
Posted: Wednesday, March 3, 2010 11:02:48 AM
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Oh, and as for hitting allies too, it is aimed by trained Clone Gunners, so I would say only enemies, or make it a save basis. Like save of 16 to reduce damage for enemies, save of 6 for allies. Something like that.
TheChosenOne
Posted: Thursday, March 4, 2010 2:28:12 AM
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12 is probably too long. The cartoons have them taking large units in small areas.
TheChosenOne
Posted: Thursday, March 4, 2010 2:29:56 AM
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Do u possibly create 2 versions: 1. As an attacker, full attack with no room inside, except for 2 mediums. 2. a transport that can carry 10 mediums. Just a thought. I like the Hover ability idea.
jastermereel85
Posted: Thursday, March 4, 2010 2:49:16 AM
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TheChosenOne wrote:
12 is probably too long. The cartoons have them taking large units in small areas.


Agreed! I wouldn't go past 6.
brennan
Posted: Thursday, March 4, 2010 3:12:58 AM
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My humble contribution LAAT gunship appx50

HP130
DF17 Order 66, Huge, troop cart 6, Damage reduction 20, Twin Attack,
AT12 Weak Spots 10,
DM30 Clone control: may only recieve commander effects from allies within the ship
Stagerred act.: this unit has two activations
Missiles 40, Beam gun: replaces attacks; RANGE 6 20 dm to tareget and two characters adjacent to target. sv16

edited!!!!!

TheChosenOne
Posted: Thursday, March 4, 2010 3:28:23 AM
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Sorry Brennan, i don't agree with your stats
i think it can't receive commander effects unless the commander is on board, or its rangeless.
I also think that its beam can't go past 6 squares.
missiles is good though
it has to have reduction 20 or more
hp is good maybe 20 more
staggered is needed for its many parts of its turn
DarthKurt
Posted: Friday, March 5, 2010 1:49:12 AM
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DarthJak wrote:
gotta get oneWoot Wub

where did you get it?Confused

there's a lot of Revell star wars models that could be used for custom minisLove



Ebay !!
juice man
Posted: Friday, March 5, 2010 6:45:55 AM
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SquelchDog wrote:

EMP missle 20-save 16 for activation for all size figures


What about the EMP Missle may target a space, with a radius of 4? (like gambit)
That way the troops can land in a "safe" zone.
Wysten
Posted: Friday, March 5, 2010 7:16:58 AM
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Personally, being a landing craft, I think it should only have 60/80 Hp with a form of damage reduction. Assualt Craft typically don't like to be shot at all, getting in quickly, using a quick burst of firepower to clear a zone, drop units then clear off. The high HP units should belong solely to the battle tanks.

While it does not sound a lot, it is effectly immune to really small arms fire with a DR of 10, and can take some small arms fire before going down, but enough HP to probably make a landing, but less HP so that stopping a landing is possible. It would also make sense when they are one shotted out of the sky like they probably have done in the past.

These aircraft should be risky units for high speed and ability to transport. No point for game balience when they are litrally a flying tank.
SquelchDog
Posted: Friday, March 5, 2010 7:24:18 AM
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juice man wrote:
SquelchDog wrote:

EMP missle 20-save 16 for activation for all size figures


What about the EMP Missle may target a space, with a radius of 4? (like gambit)
That way the troops can land in a "safe" zone.


That sounds cool. ThumpUp
jastermereel85
Posted: Friday, March 5, 2010 8:38:18 AM
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Shouldn't EMP abilities focus on droids,though? I like where it's going, but the LAAT could have regular missiles for damage and maybe an EMP effect added for activating droids/non-living targets?
SquelchDog
Posted: Friday, March 5, 2010 8:55:35 AM
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jastermereel85 wrote:
Shouldn't EMP abilities focus on droids,though? I like where it's going, but the LAAT could have regular missiles for damage and maybe an EMP effect added for activating droids/non-living targets?


That's the direction I assumed we were going in. As far as the EMP goes. Maybe they could be 2 different missile attacks. One could be Fragmentation and they other EMP.

I have some idea's I plan on posting for an Artillery Piece, but I have to find the notebook I wrote them in. Blushing They are something similar to what we are discussing now so I gotta find that notebook. Wink I even have a toy my Grandson got at a fast food place that will be a cool looking custom made Arty Piece. ThumbsUp
juice man
Posted: Friday, March 5, 2010 9:10:32 AM
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Call it a Concussion Missile: works on droids and non-droids.
jastermereel85
Posted: Friday, March 5, 2010 9:18:05 AM
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That'll work!
TheChosenOne
Posted: Saturday, March 6, 2010 2:53:46 AM
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I like the concussion missiles.

I would give it 90 hp w/ Armor Plating (when this character takes damage, roll a d20. If 16 or higher, reduce by 30, 11 or higher, reduce by 20, 6 or higher, reduce by 10, lower than 6, crack in the armor plates (full damage))

Sound Good?
Wysten
Posted: Saturday, March 6, 2010 5:36:28 AM
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TheChosenOne wrote:
I like the concussion missiles.

I would give it 90 hp w/ Armor Plating (when this character takes damage, roll a d20. If 16 or higher, reduce by 30, 11 or higher, reduce by 20, 6 or higher, reduce by 10, lower than 6, crack in the armor plates (full damage))

Sound Good?


Too powerful

I have yet to hear any justifycation that it should be more durable then a B3, with extra speed and DR 10, it's meant to be a transport with guns, not a flying tank.
DarthJak
Posted: Saturday, March 6, 2010 7:44:57 AM
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check wookipedia. the LAAT is very powerful

7 lasersScared
2 missile launcher with 30 missiles eachThumpUp
8 rocketsThumbsUp
unknown # of droid buster (EMP) misslesLaugh
juice man
Posted: Saturday, March 6, 2010 1:35:17 PM
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Well, what the ship does in the movies vs. the game would be as different as what jedi do in movies vs. the game.
DarthJak
Posted: Sunday, March 7, 2010 2:19:01 AM
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Angry looks like you screwed me again juice man!Cursing
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