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Rank: Advanced Bloo Milk Member Groups: Member
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how about a character with a 20 damage War Throat ability?
How about this: Jenna Zan Arbor
Poisonous Gas (Replace attacks: Living characters with 6 squares take 20 damage and are considered to be Poisoned. Each time a Poisoned character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer Poisoned.)
You could just make it 20 damage without Poisoning.
Jenna Zan Arbor was a mad scientist that was an enemy of Obi-wan Kenobi's from his apprentice years all the way through the Clone Wars. She started out poisoning cities (or Planets) then offering them the cure. (of course she didn't tell them she was poisoning them in the first place!) She also had an interest in the working of the force and captured Qui-gon Jinn and did some experiments on him.
She was also the scientist that created the poison for the CIS that was used on the Gungans on Ohma-D'un. (if you read those great clone wars comics)
I would make her Fringe and cost something like 20 points as an option to counter Daala squads. (this suggestion came from a conversation me and Thereisnotry had recently)
I could even see her recommended mini being Padmé Amidala from clone strike
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Future set name: Prophecy.
1. Include every character/ability referenced or hinted at in any previous set
For example, fulfill the prophecy of Garm Bel Iblis:
Force Extra Attack 2: Force 2, usable only on this character's turn; instead of moving this character may make 1 cumulative extra attack.
2. Something related to Anakin as the chosen one. Including something related to (but probably not actual characters of) the Son, Daughter, Father.
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Some more movement breakers, but Melee only. Melee pieces could use the help.
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Force Sight [Force 1, usable only on this character's turn; this character and adjacent allies ignore cover when targeting enemies this phase]
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Force Battle [When an enemy within 3 squares uses a Force power, you may spend 2 or more Force points. The Force power is canceled unless the enemy spends an equal number of Force points.]
(Glossary to clarify that the enemy can spend those Force points without counting against their limit of how many times they may spend Force points.)
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FlyingArrow wrote:Force Sight [Force 1, usable only on this character's turn; this character and adjacent allies ignore cover when targeting enemies this phase] I like this. Would encourage the use of Tarkin or Mar Tuuk over Ozzel/San.
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:Future set name: Prophecy.
1. Include every character/ability referenced or hinted at in any previous set
For example, fulfill the prophecy of Garm Bel Iblis:
Force Extra Attack 2: Force 2, usable only on this character's turn; instead of moving this character may make 1 cumulative extra attack.
This, though... I wouldn't bother honestly, at this point it would really just be trying to make a character built around an ability for the sole purpose of making a secondary part of a CE from a character that sees very little play useful. Plus (in this particular example), at 2 force for one extra attack that (without Garm) can only be granted without moving... It would be hard to use/justify using, unless on a big high-cost beatstick with lots of Force, and I don't really know where another one of those would fit in the Rebels NR, they already have plenty of versions of their more powerful/popular heroes.
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pegolego wrote:This, though... I wouldn't bother honestly, at this point it would really just be trying to make a character built around an ability for the sole purpose of making a secondary part of a CE from a character that sees very little play useful.
Plus (in this particular example), at 2 force for one extra attack that (without Garm) can only be granted without moving... It would be hard to use/justify using, unless on a big high-cost beatstick with lots of Force, and I don't really know where another one of those would fit in the Rebels NR, they already have plenty of versions of their more powerful/popular heroes. You're right. I meant for this not to be limited by 'Master of the Force' so that someone could build up Force and unload. But you'd need MotF to do it more than once as I wrote it. There could be more advanced versions to let someone unload. Force Extra Attack 3: Force 3, usable only on this character's turn; instead of moving this character may make 2 cumulative extra attacks. Or just make it any amount of force: Force Extra Attack: Force X, usable only on this character's turn; instead of moving this character may make X-1 cumulative extra attacks. So 6 Force for 5 extra attacks. That's probably not balanced, but you get the idea.
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pegolego wrote:FlyingArrow wrote:Force Sight [Force 1, usable only on this character's turn; this character and adjacent allies ignore cover when targeting enemies this phase] I like this. Would encourage the use of Tarkin or Mar Tuuk over Ozzel/San. i dont know how it would help them. They cant ignore walls, and they dont need to be able to target a piece just have line of sight to it. This is the Principal with superstealth and the Diplomat.
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countrydude82487 wrote:pegolego wrote:FlyingArrow wrote:Force Sight [Force 1, usable only on this character's turn; this character and adjacent allies ignore cover when targeting enemies this phase] I like this. Would encourage the use of Tarkin or Mar Tuuk over Ozzel/San. i dont know how it would help them. They cant ignore walls, and they dont need to be able to target a piece just have line of sight to it. This is the Principal with superstealth and the Diplomat. Force Sight lets you see through Cloaked and superstealth. However, it only lasts one phase. Tarkin and Mar Tuuk would let you activate 3 people in a phase, thus extending the usefulness of Force Sight. With Ozzel or San Hill, only the character activating Force Sight would be able to use it.
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As long as we're talking about what everybody already knows... let's make it official and recommend it here in this thread.
The Klatooinian Assassin needs some hate. It's overpowered, but worse than that, it makes a huge number of other pieces in its price range utterly unplayable simply because they would compete with the Klat Assassin for a slot in the squad, and lose horribly.
Force Sight, suggested above, would be one way around Cloaked.
Maybe something like this for Self-Destruct (on a cost 13 character)...
Chain Reaction [If this character takes damage from an enemy with Self-Destruct, lower-cost enemies with Self-Destruct within 4 squares are defeated]
Defuse [Adjacent enemies lose Self-Destruct]
Another way around Cloaked:
Proximity Scanner [This character ignores cover of enemies within 3 squares] (I like Proximity Scanner a lot, actually.)
Or for a really hard counter... the Klatooinians were enslaved to the Hutts.
Non-unique Hutt Enforcer. Have it cost 20 and give it: Treaty of Vontor [Klatooinian and Weequay enemies may not attack or damage characters within 6 squares]
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FlyingArrow wrote:As long as we're talking about what everybody already knows... let's make it official and recommend it here in this thread.
The Klatooinian Assassin needs some hate. It's overpowered, but worse than that, it makes a huge number of other pieces in its price range utterly unplayable simply because they would compete with the Klat Assassin for a slot in the squad, and lose horribly.
Force Sight, suggested above, would be one way around Cloaked.
Maybe something like this for Self-Destruct (on a cost 13 character)...
Chain Reaction [If this character takes damage from an enemy with Self-Destruct, lower-cost enemies with Self-Destruct within 4 squares are defeated]
Defuse [Adjacent enemies lose Self-Destruct]
Another way around Cloaked:
Proximity Scanner [This character ignores cover of enemies within 3 squares] (I like Proximity Scanner a lot, actually.)
Or for a really hard counter... the Klatooinians were enslaved to the Hutts.
Non-unique Hutt Enforcer. Have it cost 20 and give it: Treaty of Vontor [Klatooinian and Weequay enemies may not attack or damage characters within 6 squares] I really love defuse and proximity scanner, I am thinking of something like a gamorian body guard with an ability(call it bomb threat) where characters with in 6 lose self destruct. It is like a self destruct bubble... Personally I think it is more important to nerf self destruct than cloaked. The klat should still be usable just not so over powered. Although I do like the idea proximity scanner as long as it is limited to individual pieces and doesn't take it away for the rest of the squad to shoot at.
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FlyingArrow wrote: Defuse [Adjacent enemies lose Self-Destruct]
This i really like FlyingArrow wrote: Another way around Cloaked:
Proximity Scanner [This character ignores cover of enemies within 3 squares] (I like Proximity Scanner a lot, actually.)
Quote:Sensors: Allies can ignore cover when targeting enemies within 6 squares of this character Sensors is already in existence, just limited pieces have it.
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countrydude82487 wrote:FlyingArrow wrote: Another way around Cloaked:
Proximity Scanner [This character ignores cover of enemies within 3 squares] (I like Proximity Scanner a lot, actually.)
Quote:Sensors: Allies can ignore cover when targeting enemies within 6 squares of this character Sensors is already in existence, just limited pieces have it. Quite true. The pieces that have it are not very good attackers.
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FlyingArrow wrote:countrydude82487 wrote:FlyingArrow wrote: Another way around Cloaked:
Proximity Scanner [This character ignores cover of enemies within 3 squares] (I like Proximity Scanner a lot, actually.)
Quote:Sensors: Allies can ignore cover when targeting enemies within 6 squares of this character Sensors is already in existence, just limited pieces have it. Quite true. The pieces that have it are not very good attackers. ...
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Sith Hatred is a WotC ability that should be reused.
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I would like to see "holes" filled in with regard to point-cost.
For example, according to the character search function...
Fringe has no playable 6-7 point shooter. (Doesn't need to be something you can swarm... just something that could be a usable filler for the last 6 points of a squad.)
Sith has no Unique melee Force users between 28 and 36 points.
The only decent Accurate shooter between 21-33 points are Rebel, Republic, or New Republic.
Plenty of other examples. But mainly, I'd just ask that as much as possible point costs not overlap with existing pieces. Add/remove a few hit points if necessary so that point costs can be adjusted such that new pieces fill in holes.
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FlyingArrow wrote: Sith has no Unique melee Force users between 28 and 36 points.
What???? Darth Traya, Darth Talon, Sith Assassin, and Darth Maladi, Lord Kaan, are all in that point range.
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Ree Yees pleaze!
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Sthlrd2 wrote:FlyingArrow wrote: Sith has no Unique melee Force users between 28 and 36 points.
What???? Darth Traya, Darth Talon, Sith Assassin, and Darth Maladi, Lord Kaan, are all in that point range. "Between 28 and 36" isn't inclusive (that would be "from 28 to 36"). Talon is 28, while Traya, Kaan, and Maladi are 36. He's correct that there is nothing between 28 and 36. You don't have to specify melee though, there aren't any Unique force users in there at all.
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