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V set 6. (spoilers inside) Options
AndyHatton
Posted: Sunday, April 28, 2013 5:41:12 AM
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PrimeClone wrote:
Quin with affinity. But it should have been with Dooku. I have been wanting this for years. Now thats a cool Quin. Not sure were the vaapad comes from?
Cause of his dark force tendencies? Dark temptation would have been the way to go. But yeah I like it. Especially the cloaked. Nice design. Everything fits in terms of cost. (Btw. who has con artist? no idea what that does.)

Cheers


Marn from Galactic Heroes has it, there is also a thread about it in Rules as it is a bit complicated. Essentially you can grab an enemy CE for Quinlon to be affected by for himself. Also Vos is listed as a Vaapad user on Wookiepedia


EDIT
Con Artist (During setup, after seeing your opponent's squad, you may choose one enemy commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.)
corranhorn
Posted: Sunday, April 28, 2013 6:58:38 AM
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AndyHatton wrote:
Spoilers from the PA Regional



Quinlan Vos, Double Agent
Republic
14/60
Cost 39
HP 110
Def 21
Atk 12
Dmg 20

Unique, Melee, Double
Affinity Seps
Assassin
Ataru Style Mastery
Con Artist
Internal Strife
It's a Trap!
Vaapad-Style Fighting

Force Powers
Force 2, Renewal 1
Force Cloak
Force Grip 1
Force Lightning 1


Very nice. I think it's interesting and cool that instead of dropping IS from the playtest version as I had suggested, they beefed him up significantly for cost. Makes him a fun, risky piece. Also glad that he got Affinity and another FP besides the ranged hits. ThumbsUp
saber1
Posted: Sunday, April 28, 2013 8:09:32 AM
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Voren_Chalco wrote:
He definitely has a nice collection of abilities, although I'm terrified of using any pieces with Internal Strife...


My thoughts exactly.
swinefeld
Posted: Sunday, April 28, 2013 9:55:15 AM
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saber1 wrote:
Voren_Chalco wrote:
He definitely has a nice collection of abilities, although I'm terrified of using any pieces with Internal Strife...


My thoughts exactly.


derp, well at least he has FPs to reroll.
corranhorn
Posted: Sunday, April 28, 2013 3:42:06 PM
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swinefeld wrote:
saber1 wrote:
Voren_Chalco wrote:
He definitely has a nice collection of abilities, although I'm terrified of using any pieces with Internal Strife...


My thoughts exactly.


derp, well at least he has FPs to reroll.


And he's an absolute powerhouse for the points.
Echo24
Posted: Sunday, April 28, 2013 3:52:55 PM
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Also note that he doesn't have any Force Powers to use when attacking (things like Precision, Rage, Dark Temptation, or even Riposte), specifically so you can save those FP for rerolling any 1s. If he did have, say, Lightsaber Precision, nobody would have used it anyway in case you rolled a 1.

He's a neat character, because he's very swingy. Internal Strife gives him a level of risk, but he also has Vaapad, which is powerful. His damage output also swings wildly, since as mentioned he's by far the hardest character to get off ASM since he has no way to attack from range. That means he can't potentially do 120 Damage at +20 Attack, but that requires him to A) Not move (for Double), B) be attacking a living character (for Assassin), and C) have exactly 1 enemy within 6 squares (for ASM). If you can get that one or two times in a game, he'll be amazing for his cost. If you get them all 0 times per game he'll usually be doing 30-60 Damage, which isn't quite enough to be worth it at 39 points.
markedman247
Posted: Sunday, April 28, 2013 3:56:27 PM
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Echo24 wrote:
Also note that he doesn't have any Force Powers to use when attacking (things like Precision, Rage, Dark Temptation, or even Riposte), specifically so you can save those FP for rerolling any 1s. If he did have, say, Lightsaber Precision, nobody would have used it anyway in case you rolled a 1.

He's a neat character, because he's very swingy. Internal Strife gives him a level of risk, but he also has Vaapad, which is powerful. His damage output also swings wildly, since as mentioned he's by far the hardest character to get off ASM since he has no way to attack from range. That means he can't potentially do 120 Damage at +20 Attack, but that requires him to A) Not move (for Double), B) be attacking a living character (for Assassin), and C) have exactly 1 enemy within 6 squares (for ASM). If you can get that one or two times in a game, he'll be amazing for his cost. If you get them all 0 times per game he'll usually be doing 30-60 Damage, which isn't quite enough to be worth it at 39 points.


Give him twin for even more living on the edge excitement.
Echo24
Posted: Sunday, April 28, 2013 4:14:41 PM
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Yep, Seps can give him Twin, but then he has no movement breakers at all so it's harder for him to stand still for Double Attack. He would get more damage while moving then, but might not be attacking what you want to attack and it isn't that much easier to get the Double/Twin 120 Damage off.
corranhorn
Posted: Sunday, April 28, 2013 4:27:51 PM
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Echo24 wrote:
Yep, Seps can give him Twin, but then he has no movement breakers at all so it's harder for him to stand still for Double Attack. He would get more damage while moving then, but might not be attacking what you want to attack and it isn't that much easier to get the Double/Twin 120 Damage off.


In playtesting I found that the movement breakers were vital. (Pre-affinity, so no experience with Seps). I would definitely take them over always-Twin.
Echo24
Posted: Wednesday, May 1, 2013 7:16:53 AM
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So I'd like to start giving a little explanation about each character's design in Set 6, since I'm one of the designers. I'd like to eventually do all 72 pieces that are being made, so starting early seems like a good idea, and I feel like starting with the previews will help me keep up with it. Hopefully people will find these posts interesting!

First up, the Clone Trooper with Flamethrower.

Quote:
13.Clone Trooper with Flamethrower
Cost 11
Hit Points 20
Defence 14
Attack 0
Damage 10
Special Abilities
Burning Attacks
Flamethrower 20


This is really more of a flavor piece than anything. During PT there was some concern about swarming them, but with just 14 Defense and 20 HP they get mowed down by many, many things. A swarm of them could definitely give some real trouble to the right squad, though. We wanted it to be a simple piece with a specific use: setting stuff on fire! He got Burning Attacks because if fit the flavor well and is a neat new ability, and I personally always like re-using abilities that have only been used once or twice. As for its role in the game as a whole, it might not be a competitive piece, but it does counter some of the high-defense tank squads that are getting more and more popular. A Mace/GOWK squad would have a lot of trouble with a bunch of these guys, just because they can't do anything about the damage. This isn't the last piece in this set that cuts through tanks, but it's a cheap option for that. If you happen to be playing a piece with Republic Reinforcements, or get Republic Reserves in a game, and you are playing against a super high Defense squad that you are having trouble hitting, bringing in some Flamethrower should help.

Quote:
14.Quinlan Vos, Double Agent
Cost 39
Hit Points 110
Defence 21
Attack 12
Damage 20
Special Abilities
Unique, Melee, Double
Affinity
Assassin
Ataru Style Mastery
Con Artist
Internal Strife
It's a Trap!
Vaapad-Style Fighting

Force Powers
Force 2, Renewal 1
Force Cloak
Force Grip 1
Force Lightning 1


I think this guy is just so cool. He has the potential to be an absolute powerhouse, but it really requires the stars to align right. Con Artist is a very neat ability, and just adds more to the fact that this is one of the "swingiest" pieces we have made to date. Roll a 1 and he betrays, but roll a 17+ and you get a crit! He also doesn't have any real control over his bonuses; if you have to move to attack and aren't getting Ataru Mastery (both things that your opponent can force), you're doing 20 or 30 Damage, and that's it. Getting Twin in Seps brings that to 40-60 Damage minimum, but without movement breakers it will be a whole lot harder to get the Double off, so he's still unlikely to hit his 120 Damage. He's interesting when played AGAINST Separatists in a Republic squad, because he can get Twin from Whorm via Con Artist and still have the movement breakers in Republic, but if it's a Droid-heavy squad (which most Sep squads are), then he won't be getting Assassin as often as he would otherwise. He can definitely be a powerful piece if you bring him to a tournament, but he can also wind up being well overcosted if you don't get to take advantage of Assassin or don't get anything good from Con Artist. Also watch out when attacking characters with Force Immunity, because then you won't be able to re-roll any 1s you get, and having him switch sides can have you start losing quickly.
crazybirdman
Posted: Wednesday, May 1, 2013 11:22:38 AM
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Echo24 wrote:
Hopefully people will find these posts interesting!


Definitely! I'm always interested in the behind the scenes v-set stuff.
dreadtech
Posted: Thursday, May 2, 2013 8:49:59 AM
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Can we please keep the quotes to a minimum, Its ok if the reply refers to a post several post back or pages back but not if the post is the one immediately above. Also if possible please only quote the relevant part of the post.

Designers giving there thoughts on character design such as Echo has done is ok to quote the stats in reference.

I am not a mod or anything so cant insist on this but as the thread starter I hope you all will be kind enough to comply.

Thank you.
Echo24
Posted: Thursday, May 2, 2013 10:09:49 AM
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And for the next 2 spoiled stats:

Quote:
Jedi Trainee
Cost 18
Hit Points 50
Defence 16
Attack 6
Damage 20
Special Abilities
Melee Attack
Padawan
Trainee (While Adjacent to an ally with Melee Atk and a Force Rating this character uses the printed Atk and Def of itself or the Ally whichever is higher)
Force Powers
Force 2
Lightsaber Defense
Lightsaber Flurry


Trainee was decided on fairly early in this character's design. He originally had Lightsaber Precision, but we decided that didn't fit very well for a Trainee, but Flurry made sense. He wouldn't have a lot of control over his lightsaber combat, but that won't stop him from swinging it wildly! He's expensive enough that you probably won't be able to effectively swarm them, but if you play a piece with a good high Attack and Defense to train them they can be pretty powerful. Even if you just play something with a high Defense, that can make them very tough to kill.

Quote:
Zekk
Cost 31
Hit Points 90
Defence 18
Attack 9
Damage 20
Special Abilities
Unique, Melee, Twin, Pilot
Stealth
Synergy (+2/+2 when within 6 of an ally whose name contains Jaina)
Force Powers
Force 4
Dark Temptation
Force Leap
Force Pull 2 (force 2; replace attacks, range 6, Move target large or smaller enemy adjacent to this character. Make an immediate attack against that enemy)
Lightsaber Sweep


Another nice mid-cost fighter for the NR. Pilot gives him access to a ton of synergy, but he can also just do a lot of damage on his own. With Dark Temptation he can do 80 Damage while moving, but then you have a 50/50 chance to Betray. Or you can use Sweep or Pull, both of which are excellent abilities when combined with Twin Attack. His base Attack is very low, but he can get +2 when near Jaina and then Gregarious from Jagged. Defensively he's mediocre for his cost; 90 HP and 18 Defense is fairly low at 31 points, but he does have Stealth and can get Evade easily since he's a pilot, making him relatively sturdy against shooters. He compare interestingly to Kyp Durron; he's 5 points more and is a powerful Twin Attacker, but has different details. They can both do 80 Damage, but Zekk risks betraying if he tries that. Kyp can get Force Push 5, but Zekk has much more flexibility in how he attacks, and Pull is a strong mechanic to set enemies where you want them.

This is actually almost the first draft for Zekk, which is rare, but we were happy with where we started with him and after playtesting no changes were suggested.
TheHutts
Posted: Sunday, May 5, 2013 5:38:23 PM
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Were there previews at the Atlanta Regional?
leshippy
Posted: Sunday, May 5, 2013 6:01:41 PM
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if the ATL guys don't post them tonight I will post tomorrow{Monday} morning.
Echo24
Posted: Monday, May 6, 2013 10:25:33 AM
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Yep, we had 2 previews.

Quote:
22. Biggs Darklighter, Rebel Pilot
27 Points

80 HP
17 DEF
+10 ATK
20 DMG

Unique. Double Attack; Greater Mobile Attack
Red Squadron Ace [Counts as a character named Red Squadron Ace]
Bravado +10 [+4 Attack and +10 Damage against an adjacent enemy with a higher point cost]
Camaraderie [An ally whose name contains Luke Skywalker gains Pilot]
Evade [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]
Squad Assault [+4 Attack while 3 allies with the same name as this character are within 6 squares]

"He had that smirk, the one he'd give you when he'd done something you couldn't."
-Gavin Darklighter



Quote:
33. Veteran Snowtrooper
Cost: 11

HP 30
DEF 18
ATK +5
DMG 20

Squad Cover [+4 Defense while 3 allies with the same name as this character are within 6 squares]
Stable Footing [Not slowed by difficult terrain or low objects]


I'll give my thoughts on these pieces later.
Mando
Posted: Monday, May 6, 2013 12:02:39 PM
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Wow, Veteran Snow troopers can get 36 def in cover with the Felucian Stormtropper commander and Darth Vader, Imperial Commander. Yeah, that will take a while to hit. Scared

I love the new Bigg's Darklighter! Giving pilot to all the lukes is really a nice boost for the older versions.
AndyHatton
Posted: Monday, May 6, 2013 1:03:09 PM
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Mando wrote:
Wow, Veteran Snow troopers can get 36 def in cover with the Felucian Stormtropper commander and Darth Vader, Imperial Commander. Yeah, that will take a while to hit. Scared

I love the new Bigg's Darklighter! Giving pilot to all the lukes is really a nice boost for the older versions.


Already thinking of ways to pair Biggs and Lukes.

I really like it, glad we got a Lando that gives Han Pilot and now Biggs giving Luke Pilot is perfect (Wedge would have also worked nicely.) Now we just need a Han that gives Chewie (or in NR Leia) Pilot!

BigGrin
swinefeld
Posted: Thursday, May 9, 2013 8:58:27 PM
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SHNN spoiler:

11/12 (and henceforth dubbed Spot by Darth Jim)


markedman247
Posted: Friday, May 10, 2013 2:29:52 AM
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swinefeld wrote:
SHNN spoiler:

11/12 (and henceforth dubbed Spot by Darth Jim)




The Tusken Raider Chieftan on Bantha granting all Tusken Raiders on Bantha Dismount?
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