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Vset 5: What you want to see Options
adamb0nd
Posted: Thursday, April 26, 2012 10:27:24 AM
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I'd also like to see an ability that can recreate doors. We have a million ways to blow them off the hinges at this point, but no way to put them back on the frame. I'm thinking...

Security Shields: Replaces Attack; Replace 1 adjacent destroyed door. It remains closed until the end of this character's next turn.

This allows the character to create a door, and not be annihilated because he can't move away after creating it. If you really wanted to get creative, you might allow a character who can create adjacent force fields (not rust replaces destroyed doors)... maybe they act as an actual piece, like "Force field: No cost, 10 Defense, 10 HP, 10 DR, cannot make attacks, does not count as living, not subject to ces, etc". But that would seriously be a game changer... so i think just recreating doors for now could be a good direction to take door control.
CerousMutor
Posted: Thursday, April 26, 2012 5:12:03 PM
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"Close the Blast Doors!" Replaces Attacks; sight; target 1 door that is either opened, closed or destroyed; that door is closed and cannot be opened until the end of this characters next turn; abilities with lightsaber ignore this effect.
CerousMutor
Posted: Thursday, April 26, 2012 5:17:52 PM
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General_Grievous wrote:
... Tizo worm(this character counts as yuuzhan vong for the purpose of commander effects)...


This is brilliant!!! This could be Vong changing!

ShaakTi
Posted: Friday, April 27, 2012 12:07:40 AM
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General_Grievous
Posted: Saturday, April 28, 2012 7:05:24 AM
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CerousMutor wrote:
General_Grievous wrote:
... Tizo worm(this character counts as yuuzhan vong for the purpose of commander effects)...


This is brilliant!!! This could be Vong changing!



Thanks! I worked for awhile on this one and it made the most sense canon and gameplay wise, they are an interesting faction to work on that's for sure. I'm still playing around with a few more ideas as well:

World Brain (mustafarian Flea Rider)
40, hp 80, def 11, ATk 0, dmg 0
SA
Unique
melee attack
emplacement
force immunity
dominate
Affinity (this character may be in a squad with a character named Jacen or Caedus)
Affinity (characters named vongspawn may be in your squad regardless of faction)
alter environment (replaces turn, enemy characters gain speed 4 until the end of the round, allied characters gain stable footing)
Greater Command Beasts (replaces turn; allies with savage lose savage until the end of the round)
Corrupt Environment (whenever an enemy character activates within 12 squares of this character, they immediately take 10 damage, save 11)
CE
Characters with savage are subject to this effect
Yuuzhan Vong allies gain Recon and synergy (+4 attack while within 6 squares of an allied yuuzhan Vong) 

Rakamat (RM Reek)
120, hp 300, def 19, ATk 13, dmg 50
SA
Double Attack
Accurate Shot
Splash 20
Intimidation 
Yaret-Kor (enemies hit by this characters attacks are now burning, each time this character would activate they must make a save of 11, on a failure they take 20 damage and are still burning. On a success they are no longer burning)
Dovin Basil (when this character would take damage from a non-adjacent enemy, it instead takes no damage with a save of 6)
Stable-footing
Speed 4
Mount 
OR Heavy Mount (up to 4 medium allies can board)
Overwhelming Force
Indiscriminate
Vondumn Crab Armor 2
CE
At the end of this characters turn choose one adjacent character, that ally gains fire support mission until the end of the round.

Vongspawn
5, hp 30, def 12, atk 5, dmg 20
SA: 
melee attack
slave

Supreme Overlord Quoreal
63, hp 120, def 18, ATk 13, dmg 20
SA
Unique
Melee Attack
Force Immunity
Double Attack
Parry
Advantageous Defense
Purity (this character cannot be in a squad with any Fringe characters)
Rapport (non unique Yuuzhan Vong characters cost 1 less while in the same squad as this character)
Yuuzhan Vong Reserves 20
CE
Non-Unique Yuuzhan Vong followers gain Advantageous Defense and recon while within 6 squares of this character
General_Grievous
Posted: Sunday, April 29, 2012 12:26:25 PM
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Something Fresh for each faction:

Old Republic
Valenthyne Farfalla
56, hp 100, def 19, ATk 12, dmg 20
SA
Unique
Melee Attack
Double Attack
Makashi Style
Old Republic Reserves 20, (roll of 3, 20 points of old republic Jedi)
Old Republic Reinforcements 30 (after seeing your opponents squad you may add up to 30 points of non-unique old republic characters named Jedi to your squad)
Rapport (non-unique characters named Jedi cost 1 less while in the same squad as this character)
Force 3
Force Barrier
Jedi Mind Trick

Sith
Darth Vectivus
25, hp 50, def 15, atk 10, dmg 20
SA melee attack
Force 4
Illusion
Force Phantom (Force 2; replaces turn, attack one enemy with a force rating regardless of line of sight, ignoring melee attack and targeting. This attack counts as an adjacent melee attack and ignores cover)

Mandalorian
Mandalorian Huntmaster 
20, hp 60, def 16, atk 9, 20
SA melee attack
double attack
parry
speed 8
Savage Hunter
CE: mandalorian allies with melee attack gain speed 8 and savage hunter

Republic
Rhys Dallows 
14, hp 60, def 17, atk 8, dmg 10
Unique
pilot
Naboo 
Flight Instructor (at the start of the skirmish choose one living follower, that ally gains pilot for the remainder of the skirmish)
mobile attack
evade
CE
Allied pilots gain mobile attack

Separatists
Sergeant Slick
15, hp 50, def 15, atk 7, dmg 10
SA
Close Quarters Fighting
Demolition Charge
Spy
Blown Cover (whenever this character activates within 6 squares of an enemy character it loses spy, save 6)
Recon
Internal Strife

Imperial
Imperial Missionary (RM imperial diplomat or human Bodyguard)
12, hp 30, def 12, ATk 0, dmg 0
SA
Diplomat
Heal 10
Medical Supplies
Recon

Rebel
Advanced Turret
40, hp 120, def 14, ATK8, dmg 30
SA: 
Double Attack
Damage reduction 20
Weak Spots 10
Splash 10
Sentry (Replaces Turn; once per round this character can make an immediate attack against one target enemy that moves within line of sight)


New Republic
Saba sebatyne (RM Trandoshan)
35, hp 140, def 18, atk 14, dmg 20
SA
Unique
Regeneration 10
melee attack
double attack
Ninman Style
Bravado 
Savage Hunter (+4 attack and +10 damage against savage characters)
Force 4
Lightsaber Deflect 1
Force Sense 1
Force Valor: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power gains the following commander effect for the rest of the skirmish: Followers within 6 squares get a +2 bonus to Attack, +2 bonus to Defense)

Yuuzhan Vong
Shamed ones
3, hp10, def 11, atk 2, dmg 10
SA: force immunity
melée attack
Swarm
Slave
affinity for new republic squad with force users

And Fringe
Aing-Tii Flow-Walker (RM Dejerik piece)
50, hp 100, def 18, atk 12, dmg 30
SA: melee attack
hardened scales
double attack
Penetration 10
Shockstaff
Force 2
Force Renewal 1
Aing-Tii Flow-Walking: (Force 3;) After initiative is determined, a character can use this Force power to take an immediate turn before any other character activates. (This does not count as an activation, and this character can activate again later in the round.) 
Force Teleport (force 4, replaces turn; touch, move one adjacent character to any empty square, that character counts as activated this turn. This move does not provoke attacks of opportunity) 
AdmiralMotti89
Posted: Monday, April 30, 2012 8:29:03 AM
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Mighty Lightsaber Sweep Force 2, Replaces Turn. This character has -4 attack and -4 defense for remainder or round. Attack every adjacent enemy twice at +10 Damage.

For a new Nihilus:

Retain Life Force: This character may exceed its starting hit points if the extra hit points are added from Drain Life or Sith Hunger. If this character has more than its starting hit points at the start of its turn, it takes 10 damage.

FlyingArrow
Posted: Tuesday, May 1, 2012 6:55:53 AM
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A cost 3 shooter. Necessarily, it would have a huge drawback in addition to poor base stats. Some suggested drawbacks:
* Speed 4 (or even Speed 2)
* Shell-shock: When this character activates, it may not move or attack, save 11.
* Untrained: This character may not attack unless it is within 6 squares of an allied commander.
* Brand new recruit: When this character attacks, it uses its printed attack and damage ratings with no modifiers.
* Poor aim: If this character misses an attack and an ally is adjacent to the target, an ally adjacent to the target is hit instead.
FlyingArrow
Posted: Tuesday, May 1, 2012 7:27:40 AM
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Imperial Scanning Crew Member with:

Give Us a Hand: At the end of this character's turn, you may move an ally whose name contains Stormtrooper up to 6 squares toward this character.
Bob Chizo
Posted: Tuesday, May 1, 2012 8:24:34 AM
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Location: Keldabe, Mandalore
General_Grievous wrote:
Something Fresh for each faction:

New Republic
Saba sebatyne (RM Trandoshan)
35, hp 140, def 18, atk 14, dmg 20
SA
Unique
Regeneration 10
melee attack
double attack
Ninman Style
Bravado 
Savage Hunter (+4 attack and +10 damage against savage characters)
Force 4
Lightsaber Deflect 1
Force Sense 1
Force Valor: (Force; 2 Force points) Instead of making its normal attack or attacks, a character using this Force power gains the following commander effect for the rest of the skirmish: Followers within 6 squares get a +2 bonus to Attack, +2 bonus to Defense)


+1 for Saba Sebatyne
+1 for Savage Hunter (or just Hunter)
FlyingArrow
Posted: Tuesday, May 1, 2012 1:03:15 PM
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"Goal" oriented abilities. In particular, reaching the opponents' starting zone. Examples:

Infiltration: If this character is in an opponent's starting zone and does not have line of sight to an enemy, allies gain Accurate Shot.

Gone for help 20: If this character ends its move on the edge of the map in the opponent's starting zone, you may immediately remove this character from the map. Choose 20 points of characters to add to your squad. This character and the new characters appear unactivated in your starting zone at the beginning of the next round.

Martyr 20: If this character is defeated while in the opponent's starting zone, you may add 20 points of non-unique characters to your squad.

Vendetta: At the beginning of the skirmish, select an enemy Unique character to be this character's goal. This character gains +10 Damage when attacking the goal, ignores cover when attacking the goal, and if this character has line of sight to the goal, this character may not target any other non-adjacent character.



Variation on activation control...

On a new C-3PO: Following Protocol: When this character activates, choose an opponent. One of the opponent's characters is considered activated, their choice.



FlyingArrow
Posted: Thursday, May 3, 2012 12:41:00 PM
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Defensive Stance: Whenever an attack against this character is missed, the attacker takes the damage instead.
CerousMutor
Posted: Thursday, May 3, 2012 3:45:11 PM
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FlyingArrow wrote:
"Goal" oriented abilities. In particular, reaching the opponents' starting zone. Examples:

Infiltration: If this character is in an opponent's starting zone and does not have line of sight to an enemy, allies gain Accurate Shot.

Gone for help 20: If this character ends its move on the edge of the map in the opponent's starting zone, you may immediately remove this character from the map. Choose 20 points of characters to add to your squad. This character and the new characters appear unactivated in your starting zone at the beginning of the next round.

Martyr 20: If this character is defeated while in the opponent's starting zone, you may add 20 points of non-unique characters to your squad.

Vendetta: At the beginning of the skirmish, select an enemy Unique character to be this character's goal. This character gains +10 Damage when attacking the goal, ignores cover when attacking the goal, and if this character has line of sight to the goal, this character may not target any other non-adjacent character.



Variation on activation control...

On a new C-3PO: Following Protocol: When this character activates, choose an opponent. One of the opponent's characters is considered activated, their choice.





These are great! I love the idea, to me this keeps the game as fresh for the casual players as it is for the competitive!
+100
CerousMutor
Posted: Thursday, May 3, 2012 3:47:14 PM
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AdmiralMotti89 wrote:

For a new Nihilus:

Retain Life Force: This character may exceed its starting hit points if the extra hit points are added from Drain Life or Sith Hunger. If this character has more than its starting hit points at the start of its turn, it takes 10 damage.



This is as fitting for Nihilus as Eternal Hatered is for Sion.
Nice +1
FlyingArrow
Posted: Friday, May 4, 2012 4:23:06 PM
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Situational Awareness: When this character is attacked, the enemy uses only its printed Attack and Damage rating.





FlyingArrow
Posted: Saturday, May 5, 2012 5:19:26 PM
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Sidestep: When missed by a melee attack, you may place the attacker in another adjacent square. This does not provoke attacks of opportunity.

Glossary: When missed by a melee attack, you may place the attacker to another adjacent square. This does not provoke attacks of opportunity. If this character is adjacent to a pit, they may attempt to move the attacker into the pit. If the attacker fails their pit save, they are defeated. If they make their pit save, Sidestep is canceled.
AndyHatton
Posted: Saturday, May 5, 2012 10:00:08 PM
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I love the subthemes within Fringe we have been getting (Zann Consortium, more Black Sun.)

And I'd like to throw Czerka into the mix, especially in terms of creating a squad that may not need need Uniques.

Czerka Assault Droid
Hit Points: 80
Defense: 19
Attack: 11
Damage: 20
Rarity:

Droid (Immune to critical hits; not subject to commander effects)
Mobile Attack (Can move both before and after attacking)
Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)
Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11)
Mines 20 (An enemy that moves adjacent to this character takes 20 damage; save 11)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)


Czerka Slaver
Hit Points: 30
Defense: 15
Attack: 7
Damage: 10
Special Abilities
Wookiee Hunter (+4 Attack and +10 Damage against Wookiees.)
Net Gun 16 (Replaces attacks: range 6; target enemy and each character adjacent to that target are considered activated this round; save 16 negates. Huge and larger characters and characters with Mounted Weapon ignore this effect.)

Czerka Administrator
Hit Points: 40
Defense: 15
Attack: 5
Damage: 10

Special Abilities
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Rapport (A character whose name contains Czerka costs 1 less when in the same squad as this character.)
Droid Mark (When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains Draw Fire)
Bribery (During setup, after seeing your opponents squad, you may add up to 10 points of Fringe characters to your squad. After setup, you may choose to select up to 10 points of your opponent's characters brought in through reinforcements instead of your original selection. These characters join your squad for the rest of the skirmish, gain Czerka and set up in your starting area.)

Commander Effect
This Commander Effect affects Droids if their name contains Czerka. Followers whose names contain Czerka gain Extra Attack

Czerka Mercenary
Hit Points: 50
Defense: 16
Attack: 9
Damage: 20

Special Abilities
Mercenary (This character can move only if he cannot make an attack from his starting space)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)

Bob Chizo
Posted: Monday, May 7, 2012 1:43:25 PM
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I was looking through The Lost Twenty the other day, and I thought "Jan Ors is a pretty old character (in terms of when she was thought of), she would be a decent addition to the Rebels and the New Republic."
AndyHatton
Posted: Monday, May 7, 2012 2:37:19 PM
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Bob Chizo wrote:
I was looking through The Lost Twenty the other day, and I thought "Jan Ors is a pretty old character (in terms of when she was thought of), she would be a decent addition to the Rebels and the New Republic."


Agreed 100%. And she does so much in the games, she can fight, be a support piece, pilot shenanigans. Lots of potential there!
swinefeld
Posted: Tuesday, May 8, 2012 10:39:58 AM
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Bao Dur's remote: http://starwars.wikia.com/wiki/Bao-Dur%27s_remote

We got a fun new version of him, he may as well have his assistant.
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