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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2009 Posts: 230 Location: near Madison, WI
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Thud Bug Swarm: Thud bug but for all adjacent to target. Helpful for clearing diplomat and mouse walls.
Razor Bug Missile: Razor bug but for all adjacent to target.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/19/2009 Posts: 178 Location: Earth
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Kir Kanos, the last Royal Guard Cost: 60 HP: 110 Def: 21 Att: 13
SA: Double Attack, Twin Attack Cloaked Loner Parry Cunning Atack Bounty Hunter +4
So... 1)No FP! FFS he never was a force user in oppositon to Carnor Jax (Lumyia's apprentice). 2)No melee. He was a heck of a shooter as well !! 3)Bounty Hunter because during CE 1 and 2 he was a BH. 4)Cloaked - remember his action in the end of CE1 ? I say he deserves it 5)Parry - he won a fight with Carnor Jax, which means he's blasted good
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2009 Posts: 496 Location: Nebraska
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-Boss Nass (Imperial Inquisitor is not too bad actually for this one) -Another pilot luke (I know HPU is used a lot already, but I'd like one that focuses less on force) -GOTO (That droid with Kouhun Infestation (name escapes me) could fit) -An ability such as "Plot Trajectory:" Non unique allies who are about to be defeated by a character using strafe attack or Galloping attack instead immediately return to play with 10 hit points with a save of 6. (Maybe a V-version of the RA-7 as a Navigation Droid or something) -Snowspeeder virtualized into that republic battle tank from the clone wars video game or into the Gian Speeder. -AT-ST virtualized into the Two legged walker with the shield in the clone wars video game - that walker then be outfitted with a shield, maybe this is too crazy, but Plasma Shield (Replaces Attacks; until the end of this character's next turn, this character gains Shields 4) -also with Proton Mortar: (Replaces attacks; Select Target 6 or more squares away. Target character and each character within 3 squares take 40 damage, save 6 for 20 damage)
This isn't really necessary, and may be changing the game too much, but I think an ability like Restricted might be interesting: Restricted X (You may have no more than X copies of this character in your squad)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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I haven't thought through how this works, but: - Grand Master Yoda is a really good piece that is generally excluded from the meta, because Yobuck is so ubiquitous. - Bail Organa is currently one of the worst pieces in the game. - In Revenge of the Sith, Organa rescues Yoda Maybe there could be a new Bail Organa, who could allow pieces with small base size to swap? So you could swap Yoda with Ugnaughts etc.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
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Ohh... i'd like either:
A. New stats for huges that make them competitive enough to play.
or
B. A commander effect that makes huges competitive enough to play.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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countrydude82487 wrote:General_Grievous wrote:Mandelmauler wrote:SA: Huge allied characters gain stable footing. cicrush13 wrote:Celeste Morne!!!! Rakghouls could use a bit of a power boost Seconded both of these. I want to take that huge idea one step further, perhaps: Heavy Duty Mechanic (human engineer) Faction: Fringe, Separatist, Cost 8 HP 10 Def 12 Atk 4 Dmg 10 SA *give her either one, two, or all of these abilities, raise cost accordingly) Engine Upgrade (Huge allied characters gain stable footing) Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits) Munn Weapons Designer (Munn Tactician) Faction Seperatist/Imperial Cost 10 HP 10 Def 12 Atk 4 Dmg 10 SA Shields upgrade (Huge characters with droid or mounted weapon gain shields 1) Armor Upgrade (Huge characters with droid or mounted weapon gain Damage reduction 10, if this character already has damage reduction 10, they gain damage reduction 20) Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits) But what about the melee huges you might ask? Nightsister Beast Tender (Nightsister) Faction Fringe Cost 20 HP 60 Def 18 Atk 11 Dmg 20 SA Melee Attack Empathy Force 3 Force Lightning Beast Control; Force 1(This characters commander effects have the range restriction removed until the end of this character's next turn. CE Large Savage characters within 6 gain Ambush Huge Savage characters within 6 get +10 damage against adjacent enemies. i like these ideas, but i see one problem with the nightsister. WIth the Nightsister having empathy the commander effect will be lost, because of empathy removes savage. Hmm I see your point, yes drop the empathy or give her something new: Master of Beasts: Allied savage characters can end their move next to this piece instead of an enemy piece for the purposes of savage. or some such thing haha
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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This may have been stated: Levitation 3: Cost 3 FPs, Huge or smaller, Replace Turn (balance issue as that pesky speeder is a pain in the butt). Mini: Yoda, Exiled Jedi Master
Intercepting Shot: (Force 3; If an ally within 6 is hit by an non-melee attack and damage is suffered by an enemy within line of sight, this character may make an attack roll. If that roll is higher than the enemy's attack, then no damage is taken.) Mini: Laranth Tarak (because female gunslingers are hot!) from the Jedi Twilight series. I know this is a bit wordy but the fact that she needs to see the shooter to react is the main thing. I would hate to turn it into a blind point-defense system.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Something to help Heavy Weapon people and Mercenaries...
Battlefield Logistics: At the end of this character's turn, all allies within 6 squares with Heavy Weapon or Mercenary may move (2 or 3?) spaces.
Or maybe just one or the other instead of both HW and Merc.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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FlyingArrow wrote:Something to help Heavy Weapon people and Mercenaries...
Battlefield Logistics: At the end of this character's turn, all allies within 6 squares with Heavy Weapon or Mercenary may move (2 or 3?) spaces.
Or maybe just one or the other instead of both HW and Merc. That could get pretty ridiculous with a whole squad of mercenaries... tough just to keep track of which ones have moved and which ones haven't. Probably better to scale it down to a number that is small enough to keep track of. Battlefield Logistics: At the end of this character's turn, up to three allies within 6 squares with Heavy Weapon or Mercenary may move 2 spaces.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Submission: After rolling a save, this character may subtract 8 from the total.
Not sure who should get this, but it would make the B'Omarr Monk more useful - much easier to dominate your own character that way. There's also the rare time when you want to fail an evade save and die so that you can clear LoS for another of your characters to get an attack off. Very situational of course.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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FlyingArrow wrote:Something to help Heavy Weapon people... I suggested before in the original Special Ability thread for DOTF something along the lines of: Knockback: If this character does damage on an attack, then you may move the target, if it's base size is equal to or lesser, 2 squares away from this character. This was attached to a Heavy Weapon expert (Dashade) so that Heavy Weapon characters do a bit more than stand still. Why should force pushers have all the fun with railing kills? :)
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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markedman247 wrote:FlyingArrow wrote:Something to help Heavy Weapon people... I suggested before in the original Special Ability thread for DOTF something along the lines of: Knockback: If this character does damage on an attack, then you may move the target, if it's base size is equal to or lesser, 2 squares away from this character. This was attached to a Heavy Weapon expert (Dashade) so that Heavy Weapon characters do a bit more than stand still. Why should force pushers have all the fun with railing kills? :) Sounds good, but doesn't help the lack of mobility and sitting-duckedness of the Heavy Weaponers.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/15/2009 Posts: 88 Location: Cavite City, Philippines
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Hmm, how 'bout more mandos with cloak or maybe some commander that grants super stealth... Or maybe a mando that has booming voice... Hahah...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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I'd like to see Numbus Commandos, with either Flight or some form of it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2009 Posts: 496 Location: Nebraska
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Useable Carth Onasi
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/27/2008 Posts: 832
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AdmiralMotti89 wrote:Useable Carth Onasi I would like an even more unuseable Carth Onasi. A real shining turd like Calo Nord that will never be used even in sealed.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/24/2008 Posts: 263 Location: Akron, Ohio
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A little extra droid fun...
Separatists
4A-7 Cost: 17 HP: 30 Def: 14 Atk: 5 Dam: 10
Special Abilities: Unique, Droid Melee Attack Rapport (-1 with Asajj Ventress) Recon Sensor Jamming: Doors within 6 squares of this character cannot be affected by the special abilities Override or Door Gimmick.
CE: Droids are subject to this effect: At the end of this character's turn, 1 droid follower within 6 squares can make an immediate attack.
Mini to be used: Imperial RA-7 Protocol droid from KotoR set.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Living characters with Heavy Weapons gain Shields 10.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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CerousMutor wrote:Living characters with Heavy Weapons gain Shields 10. are you sure you dont mean sheilds 1 or 2???
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Rank: Ewok Groups: Member
Joined: 10/22/2010 Posts: 2
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How about one called...
"I'm fluent in 6 million forms of commmunication" - Allows droids within 6 squares to be subject to commander effects, an acts as a relay orders effect that mouse droids have for non-droids.
It would only be available to protocol droids, and could be like a 6 to 10 point increase for the unit. It would make people dust off some of their 3po and death star protodroid figures.
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