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most creative game changing custom mini contest! Options
shatterpoint7
Posted: Friday, February 22, 2013 5:21:57 PM
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Joined: 4/19/2009
Posts: 487
Each bloo member can submit one custom character they created which they think would change SWM for the better. Not just knocking down a 50 point custom to 40 points to make it viable, but having a unique set of special powers that would make squad building more interesting (ie making old characters more viable by getting them different factions, taking an overlooked variable in the game having the character manipulate that variable, or having abilities that enhance the other abilities of the character.)

The criteria for voting is also that a character can't change the game so much, that it become like GOWK used to be, and dominate the meta. who knows, maybe the winner might make it to a vset if the creators like it?

Alto Stratus
Seperatist, 45
HP: 90
DF: 19
AT: +9
DM: 20

Special Abilities
Unique. Melee Attack; Twin Attack The way he killed jedi was charging and slashing with his sword, not prolonged combat
Stable Footing (Not slowed by difficult terrain or low objects.) Speed 8 Like his Nimbus Commandoes, he wears grav boots (think back to the future), he wasnt stealthy, he was just quick to surprise
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) He hates jedi
Hold-Out Blaster (Replaces attacks: range 6; +8 Attack for 10 Damage) He shot a jedi with a sneak attack before he died
SC Rifle Supplier (A Nimbus Commando ally may choose to make only one attack against a non-adjacent enemy on their turn. If they do, they gain Sniper for that attack.) Nimbus Commadoes could change their rifle from succesive short range bursts to long range when they wanted. This helps them get around grunt walls in the game.
Separatist Droid Reserves 20 ((If you roll 1 for initiative, you can add up to 20 points of Separatist non-Unique Droid characters to your squad immediately before your first activation of the round) Dooku gave Stratus a droid army, just when the Republic seemed ready to rout the Jabiimi Seps
Commander Effect
Nimbus Commando allies gain Opportunist, Self-Destruct 20, and Outflank (If this character combines fire with an ally farther away than 6 squares, and the attack hits, damage from that attack can’t be prevented, that enemy has -6 Defense until the end of the round, and may not move until the end of the round.)
Oppurt bc the Nimbus used the cover of weather to attack, destruct bc their grav boots meant they exploded when shot, Outflank bc 1) “Don’t let them flank you!” ARC Alpha as a Nimbus was gunning to get a better position with his grav boots. 2) Many people have complained that most every squad in minis means staying together to win. This uses divide and conquer, which would drastically affect gameplay. Combined fire would be viable beyond Improved Spotter.

Darthbane53
Posted: Friday, February 22, 2013 7:34:30 PM
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Joined: 7/26/2010
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Blorash jelly 24
Hit Points: 60
Defense: 9
Attack: 0
Damage: 0

Special Abilities
Invisibility (Cannot be targeted by nonadjacent enemies)
Jelly (An enemy who is adjacent to this character can not move until this character is dead, if this character moves the character who cannot move is no longer under this characters effects if its no longer adjacent)

Blorash jelly, sometimes called quick-jelly, was a Yuuzhan Vong weapon that resembled a formless gelatinous blob, used to immobilize enemies.

I think this would be a pretty decent game changer as, not only is it a new fun piece for the vong, but it would be one of the first abilites to tackle movement control from the angle of instead of boosting my self, debuffing my enemys.
corranhorn
Posted: Saturday, February 23, 2013 7:28:52 AM
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Cool idea for a contest. I'll use a custom I made a little while ago...


Rebel Commando Spotter
Cost 10
HP 30
Def 18
Atk 3
Dam 10

Advantageous Cover
Stealth
Spotter +30

Once entrenched, Rebel commandos are harder to get rid of then a Wampa at an Ewok gathering.


The cost on the custom I made using the app is actually 12, but if we're going for game changing I'll drop it down by 2. The way I see this, it does two very significant things;

1) The main one, it makes combining fire (using it, at least) competitively viable, at least that would be my prediction. Extremely hard to get rid of and they could get Cloaked if you bring an RCSL. Given how easily they survive short of being based, Yobucked (which, unless you're playing Skybuck, will not kill them in one go) or Lancer'd, you'll get that +4/+30 off quite a few times, especially if you bring more than one of these puppies.

2) It helps my pet project of improving the Rebels, which is already happening starting with S&V (but they'll need more if they want to really be Tier 1).
Darthbane53
Posted: Saturday, February 23, 2013 7:36:06 AM
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corranhorn wrote:


Once entrenched, Rebel commandos are harder to get rid of then a Wampa at an Ewok gathering.


By far hands down my new favorite flavor text of all time.
corranhorn
Posted: Saturday, February 23, 2013 7:39:42 AM
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Darthbane53 wrote:
corranhorn wrote:


Once entrenched, Rebel commandos are harder to get rid of then a Wampa at an Ewok gathering.


By far hands down my new favorite flavor text of all time.


Heh...thanks!
theConsortium
Posted: Saturday, February 23, 2013 10:05:19 AM
Rank: Rancor
Groups: Member

Joined: 6/14/2012
Posts: 33
Count Dooku, Dark Mentor 49 Points

Special Abilities:
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist.)

Force Powers:
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)
Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)

Commander Effect:
Allies with a Force rating and an original Attack rating of 12 or less gain +4 Attack. Allied General Grievous gains Jedi Hunter.

Flavor Text:
After leaving the Jedi Order, Count Dooku taught many young Jedi the ways of the dark side. His most noteable students include the Dark Acolytes, Asajj Ventress, and the vicious General Grievous.

I created this custom to make the Dark Acolytes, as well as the previous versions of General Grievous and Asajj Ventress, more playable. The older versions of the aforementioned characters are never used anymore, and no one really used the Dark Acolytes to begin with – their attack was far too low to be of any threat.

Ideally, Count Dooku, Dark Mentor could be used with General Whorm Loathsome to create more completive Separatist squads that use their available Sith rather than only droids.

With these two commanders, the characters listed below would receive these benefits:

General Grievous, Jedi Hunter (RotS) would actually have Jedi Hunter, as well as a +4 Attack bonus, giving him +14 Attack normally, and +18 Attack against Jedi. Not only this, but he has the potential to attack eight times in a single turn, making him an actual consideration for a squad, even compared to the newer beatstick versions of Grievous. General Grievous, Jedi Hunter also won’t become unreasonably overpowered, as he’s still rather fragile. This balances his power, abilities, and survivability with later versions of Grievous.

Asajj Ventress (CS) could also be of use, as her Lightsaber Riposte ability would make her quite competitive with a +4 Attack bonus and Twin Attack (or a single attack at +20 Attack due to Loner). Although this Ventress doesn’t change much, the outdated Clone Strike version will become viable for play.

The Dark Acolyte (CS) was never used much, as her +5 Attack was absolutely pathetic. But with +4 Attack and Twin Attack, she becomes a fierce 16-Point melee interference piece. With +9 Attack, Double/ Twin Attack, and 2 Force Points, her uses expand to almost enter her into the meta. Count Dooku, Dark Mentor can also use Pawn of the Dark Side to give them an immediate turn, possibly dealing 80 Damage.

In short, Count Dooku, Dark Mentor strengthens long-unused miniatures while also encouraging Separatist players to create squads of Sith characters (rather than having to choose their more competitive droids) by reinforcing their existing potential to create a dependable squad. It would be nice to see more Separatist players being able to use their Sith characters that, while they themselves are reliable, will rarely fit into a squad without a character such as Count Dooku, Dark Mentor.
shatterpoint7
Posted: Saturday, February 23, 2013 6:21:38 PM
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Joined: 4/19/2009
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theConsortium wrote:
Count Dooku, Dark Mentor 49 Points

Special Abilities:
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist.)

Force Powers:
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)
Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)

Commander Effect:
Allies with a Force rating and an original Attack rating of 12 or less gain +4 Attack. Allied General Grievous gains Jedi Hunter.

Flavor Text:
After leaving the Jedi Order, Count Dooku taught many young Jedi the ways of the dark side. His most noteable students include the Dark Acolytes, Asajj Ventress, and the vicious General Grievous.

I created this custom to make the Dark Acolytes, as well as the previous versions of General Grievous and Asajj Ventress, more playable. The older versions of the aforementioned characters are never used anymore, and no one really used the Dark Acolytes to begin with – their attack was far too low to be of any threat.

Ideally, Count Dooku, Dark Mentor could be used with General Whorm Loathsome to create more completive Separatist squads that use their available Sith rather than only droids.

With these two commanders, the characters listed below would receive these benefits:

General Grievous, Jedi Hunter (RotS) would actually have Jedi Hunter, as well as a +4 Attack bonus, giving him +14 Attack normally, and +18 Attack against Jedi. Not only this, but he has the potential to attack eight times in a single turn, making him an actual consideration for a squad, even compared to the newer beatstick versions of Grievous. General Grievous, Jedi Hunter also won’t become unreasonably overpowered, as he’s still rather fragile. This balances his power, abilities, and survivability with later versions of Grievous.

Asajj Ventress (CS) could also be of use, as her Lightsaber Riposte ability would make her quite competitive with a +4 Attack bonus and Twin Attack (or a single attack at +20 Attack due to Loner). Although this Ventress doesn’t change much, the outdated Clone Strike version will become viable for play.

The Dark Acolyte (CS) was never used much, as her +5 Attack was absolutely pathetic. But with +4 Attack and Twin Attack, she becomes a fierce 16-Point melee interference piece. With +9 Attack, Double/ Twin Attack, and 2 Force Points, her uses expand to almost enter her into the meta. Count Dooku, Dark Mentor can also use Pawn of the Dark Side to give them an immediate turn, possibly dealing 80 Damage.

In short, Count Dooku, Dark Mentor strengthens long-unused miniatures while also encouraging Separatist players to create squads of Sith characters (rather than having to choose their more competitive droids) by reinforcing their existing potential to create a dependable squad. It would be nice to see more Separatist players being able to use their Sith characters that, while they themselves are reliable, will rarely fit into a squad without a character such as Count Dooku, Dark Mentor.


A few things I thought of when I looked at Dooku:
1) Stats?
2) Turn the CE for Grievous into a SA so bastilla can’t turn it off
3) I am pretty sure Asajj Ventress, Sep. Assassin also has +12 attack so she would qualify for the CE, so she might up Quading at +20 attack (with loner). I would still want to use Assassin Ventress if both could get the +4 bonus. So maybe help Asajj CS a different way?
Other than that, great job!
HanSolo79
Posted: Sunday, February 24, 2013 1:14:49 AM
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@shatterpoint7: 1) Agree about stats; no doubt a lil over-sight. 2) The CE could be fixed with Disciplined Leader SA :) 3) A remedy to the issue with overpowering Ventress might be to put a range of 6 on that part of the CE, while leaving it the way it is on the 2nd part of his CE. Like your Dooku btw Consortium!
HanSolo79
Posted: Sunday, February 24, 2013 6:23:21 AM
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Joined: 4/5/2010
Posts: 77
Clone Cadet 'Lucky', Separatist Infiltrator

Separatist
Cost: 28

Hit Points: 60
Defense: 18
Attack: 10
Damage: 10

Base: Medium
Gender: Male

Special Abilities
Unique (Counts as Boba Fett)
Pilot
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Impulsive Jedi Hunter (If a Unique allied character is defeated, for the remainder of the skirmish this character has Jedi Hunter)
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Death Trap (Replaces turn: 60 damage to target within 12 squares regardless of line of sight and to each character within 6 squares of that target; save of 6 to reduce to 20 damage.)
Imposter (Clone Cadet 'Lucky' is not considered a legal target for enemies in a Republic squad until he has made an attack or used an ability that deals damage during a skirmish; characters that have Bodyguard or contain the name Security ignore this with a save of 11. This character does not provoke attacks of opportunity against enemies in a Republic squad; this is negated with a save of 11)

"A young Boba Fett infiltrated the ranks of the Grand Army of the Republic posing as a clone cadet in order to get close enough to exact his revenge upon Mace Windu - the Jedi who killed his father."

This is Boba based off of his Clone Wars era exploits in season 3 (could have been season 2?). I've spent a LOT of time refining this guy, and bouncing him off of at least one of the V-set designers - who thought he was viable in this form. But that's not to say he's off limits from constructive critique BigGrin

You might wonder why Sep? Well Aurra worked exclusively for the Seps when she got involved in the Clone Wars; even if she was technically a Fringe character. Boba was used by her to try and collect credits for the death of Jedi and Republic hostages. Plus no doubt without the aid of Separatist intel young Boba and his accomplices would not have been able to execute such a daring plan, which when executed as it was, classified him as a Sep dissident. A minor point too: There is an Aurra Sing mini that is Sep faction... sooo why not a Boba in this case? Tongue
shatterpoint7
Posted: Wednesday, February 27, 2013 12:58:59 PM
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Joined: 4/19/2009
Posts: 487
kinda hoping for more entrees, anyone?
corranhorn
Posted: Wednesday, February 27, 2013 1:10:15 PM
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Joined: 3/14/2009
Posts: 1,728
shatterpoint7 wrote:
kinda hoping for more entrees, anyone?


I've got some chicken parmesan in the fridge if you'd like it. Wink
AndyHatton
Posted: Wednesday, February 27, 2013 4:01:42 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 8/9/2009
Posts: 1,935
I'll add something. This is a Luke Skywalker I'm very proud of. Saber1 helped me immensely on this piece as evidenced by the comments

http://www.bloomilk.com/Custom/12141/luke-skywalker--praxeum-headmaster

There is a companion Kyle Katarn, Praxeum Instructor as well but I'll just post Luke


Luke Skywalker, Praxeum Headmaster 56
Hit Points: 120
Defense: 21
Attack: 13
Damage: 20

Sets: Luke Skywalker
Special Abilities
Unique
Melee Attack; Double Attack

Cooperation (This character is considered a follower for New Republic Commander Effects.)
Djem So Style Mastery (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker with +10 Damage.)
Praxeum Headmaster (Allied Force Users with a printed cost of 30 or less Points can spend their own Force points once per turn and spend Force points from this character once per turn)

Force Powers
Force 3
Force Renewal 1; Master of the Force 2

Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Levitation 1 (Force 1, replaces attacks: Move 1 Small or Medium ally within 6 squares to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity.)
Force Essence (When this character is defeated, you may immediately set up a character named Luke Skywalker, Force Spirit in the square this character formerly occupied. Any "at the start of the skirmish" instances are immediately resolved.)

Commander Effect
Whenever a New Republic follower with a Force rating and a printed cost of 30 or less uses 1 or more of its Force points that character gains 1 Force point.

"Pass on what you have learned." ―Yoda to Luke Skywalker


This is meant to help the "students" of the new Jedi Order giving them a limited form of Renewal and a pseduo-reverse Hand of Skywalker (in that he has it not them but it allows them to do the same thing.) Saber1 came up with the CE but what I like to believe it represents is the Students learning more about the Force as they use it.

A few notable students it would help original Jacen and Jaina Solo, Kyp Durron, Ganner, Lowbacca, all the generic NR Jedi and many others (just search NR Force User 1-30 points and you can see all 18 characters it would help, the search will show 19 but Yoda, FS won't work.)
corranhorn
Posted: Wednesday, February 27, 2013 4:10:28 PM
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Joined: 3/14/2009
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I like it, Andy. Nice work. ThumpUp
Lord_Ball
Posted: Tuesday, March 12, 2013 11:57:34 AM
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Joined: 4/19/2010
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Hmm, well since there is already a Dooku entry I will submit

Admiral Trench Cost 27
Hit Points: 70
Defense: 17
Attack: 12
Damage: 10

Special Abilities
Unique
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Blockade (While this character is in play enemy characters may not use the Reserves ability)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Magnetic Signature Tracking (Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round)
Disciplined Leader (This character's commander effect cannot be suppressed)

Commander Effect
Droids are subject to these effects: Non-unique droid followers gain Spotter +10 and Synchronized Fire (Droids)



The Separatists tactics concerning droid troops has always been swarms, yet in SWM true swarm squads have yet to become a viable option. Trench is the perfect candidate to help allieviate that problem.

Edit: See the Revised Version on page 2
corranhorn
Posted: Tuesday, March 12, 2013 12:03:53 PM
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Joined: 3/14/2009
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Lord_Ball wrote:
Hmm, well since there is already a Dooku entry I will submit

Admiral Trench Cost 27
Hit Points: 70
Defense: 17
Attack: 12
Damage: 10

Special Abilities
Unique
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Blockade (While this character is in play enemy characters may not use the Reserves ability)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Magnetic Signature Tracking (Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round)
Disciplined Leader (This character's commander effect cannot be suppressed)

Commander Effect
Droids are subject to these effects: Non-unique droid followers gain Spotter +10 and Synchronized Fire (Droids)


The Separatists tactics concerning droid troops has always been swarms, yet in SWM true swarm squads have yet to become a viable option. Trench is the perfect candidate to help allieviate that problem.


And you've got a great fig for him too! =)
adamb0nd
Posted: Tuesday, March 12, 2013 12:06:23 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 9/16/2008
Posts: 2,294
General Veers, Blizzard Leader 22
Hit Points: 60
Defense: 16
Attack: 6
Damage: 10
Rarity: Rare
Base: Medium
Gender: Male
Creator: adamb0nd
Created: 12/28/2010
Updated: 1/25/2012
Sets: The Unknown Regions
Special Abilities

Unique
Pilot
Ground Pilot +2 (Allies with Mounted Weapon who start their moves adjacent to this character get +2 Speed)
Maximum Firepower (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains + 20 damage until the end of the round, or until this character returns to play.)
Squad Leader (Huge allies with Mounted Weapons gain Troop Cart.)

Commander Effect

Allied Pilots gain Ground Pilot +2 and Maximum Firepower.

Veers's most notable success occurred at the Battle of Hoth by quickly deploying his armored regiment, designated Blizzard Force, into the Echo Base and personally destroying the shield generator protecting the Rebel base.


I made a few characters like this, that would basically turn vehicles into something your pilots could not only "pilot", but enhance. This mechanic would not only help huges, but allow pilots to do what they should be able to do - take advantage of vehicles.

http://www.bloomilk.com/Custom/2655/chewbacca--co-pilot
http://www.bloomilk.com/Custom/2079/luke-skywalker--rogue-leader
http://www.bloomilk.com/Custom/2067/wedge-antilles--red-leader
http://www.bloomilk.com/Custom/2654/darth-vader--imperial-pilot
http://www.bloomilk.com/Custom/2649/general-veers--blizzard-leader

shatterpoint7
Posted: Tuesday, March 12, 2013 12:42:53 PM
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Joined: 4/19/2009
Posts: 487
adamb0nd wrote:
General Veers, Blizzard Leader 22
Hit Points: 60
Defense: 16
Attack: 6
Damage: 10
Rarity: Rare
Base: Medium
Gender: Male
Creator: adamb0nd
Created: 12/28/2010
Updated: 1/25/2012
Sets: The Unknown Regions
Special Abilities

Unique
Pilot
Ground Pilot +2 (Allies with Mounted Weapon who start their moves adjacent to this character get +2 Speed)
Maximum Firepower (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains + 20 damage until the end of the round, or until this character returns to play.)
Squad Leader (Huge allies with Mounted Weapons gain Troop Cart.)

Commander Effect

Allied Pilots gain Ground Pilot +2 and Maximum Firepower.

Veers's most notable success occurred at the Battle of Hoth by quickly deploying his armored regiment, designated Blizzard Force, into the Echo Base and personally destroying the shield generator protecting the Rebel base.


I made a few characters like this, that would basically turn vehicles into something your pilots could not only "pilot", but enhance. This mechanic would not only help huges, but allow pilots to do what they should be able to do - take advantage of vehicles.

http://www.bloomilk.com/Custom/2655/chewbacca--co-pilot
http://www.bloomilk.com/Custom/2079/luke-skywalker--rogue-leader
http://www.bloomilk.com/Custom/2067/wedge-antilles--red-leader
http://www.bloomilk.com/Custom/2654/darth-vader--imperial-pilot
http://www.bloomilk.com/Custom/2649/general-veers--blizzard-leader



Ive been a fan of you pilots for awhile, and I agree that this would be a great change for the game!

Keep the customs coming!
Lord_Ball
Posted: Tuesday, March 12, 2013 12:48:24 PM
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Joined: 4/19/2010
Posts: 1,029
adamb0nd wrote:
General Veers, Blizzard Leader 22
Hit Points: 60
Defense: 16
Attack: 6
Damage: 10
Rarity: Rare
Base: Medium
Gender: Male
Creator: adamb0nd
Created: 12/28/2010
Updated: 1/25/2012
Sets: The Unknown Regions
Special Abilities

Unique
Pilot
Ground Pilot +2 (Allies with Mounted Weapon who start their moves adjacent to this character get +2 Speed)
Maximum Firepower (While removed from play by the Troop Cart special ability, this character gains the following: Replaces attack: Adjacent ally with Troop Cart gains + 20 damage until the end of the round, or until this character returns to play.)
Squad Leader (Huge allies with Mounted Weapons gain Troop Cart.)

Commander Effect

Allied Pilots gain Ground Pilot +2 and Maximum Firepower.

Veers's most notable success occurred at the Battle of Hoth by quickly deploying his armored regiment, designated Blizzard Force, into the Echo Base and personally destroying the shield generator protecting the Rebel base.


I made a few characters like this, that would basically turn vehicles into something your pilots could not only "pilot", but enhance. This mechanic would not only help huges, but allow pilots to do what they should be able to do - take advantage of vehicles.


I like the idea, though I have some concerns.
1) Uggernaught

Personal preference issues *Clearly the following have very little to no actual weight for concern - in order of how much concern I feel each is worth
2) Ability name change as Squad Leader doesn't follow the characteristics of the other "Squad" abilities (perhaps something as simple as "Squadron Leader" or "Ace Pilot" to separate it)
3) seems odd for the Telosian Tank Droid and X-1 Viper (moreso the Telosian as I believe the comic the X-1 was actually used as a transport IIRC)
4) Mount instead of Troop Cart (I'm not a fan of how mount granted cover, but the restriction to 1 figure instead of 2 seems perfect for what you're going for as after the "professional pilot" departs there is still a rookie pilot in command of the "vehicle") - granted this does reduce the potential usefulness a bit, hence why it's at the bottom.

Overall I definitely like what you're going for and certainly would be fun to try at the very least

corranhorn wrote:

And you've got a great fig for him too! =)


Thanks, I only hope to see him on the battlefield in a more "official" setting someday.
shmi15
Posted: Tuesday, March 12, 2013 7:15:38 PM
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Joined: 4/19/2010
Posts: 1,291
Darth Bane Sith Ari
Cost 52

HP 160
D 21
A 13
Dam 30

Special Abilities
Melee
Double
Greater Mobile
Synergy + 4 attack + 4 defense while a character with the name Darth is within 6 squares
Camaraderie An ally With Darth in its name gains Synergy (same one he has)
Sith Ari- Non Unique enemies who attack this character can not have their attack increased
Rule of two- Squads containing this character may only have 1 other character in its squad whose name contains Darth
Rival (Higher point cost) ----( could be worked in with Rule of 2?)
Djem So

Force 4
Renewal 1
MOTF 2
Sith Rage 20
Force Lightning 4
Force Repulse2

CE- After initiative is determined, this character or an ally whose name contains Darth may move 6 squares



Ok, thought behind him.

Sith Ari so he doesn’t get punked by a non Unique, he is the counter to the Lightsides Anakin, its should take a hero to kill him

Rule of 2 so he can take an apprentice ( That’s why he can’t be in a squad with higher costing pieces)

Synergy so if they stay together and work together they can take down a common enemy, like the Sith rule of 2 do. ( could be to strong, and toned down to +2 +2... But I would bump his base stats up 1 each respectively)

CE for a movement breaker for him or his Apprentice, this way you can decide if he should do the work, or send out his apprentice.

No way to negate damage so people will HAVE to use the FS with him to give him Illusion ( will also slow him down from running to close with his CE.

Use the other FS to give the other Sith Lord Sith Rage, and they can use dark aura, which with his lighting can activate people, (could lower the lightning to the one that has a save of 11 for that)

All in all… My dream Bane J
kobayashimaru
Posted: Wednesday, March 13, 2013 4:46:59 AM
Rank: Advanced Bloo Milk Member
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Joined: 8/26/2011
Posts: 915
This thread is maturing into a real creative thinktank!
If only you could pair up/team up with a custom statcard maker, and get some custom minis happening too so we can see what these stats look like when theyre brought to life. BigGrin

Itd be cool to see some vehicle stats, thats my main "peeve"
Some droids wouldnt go astray either,
maybe some aliens... BigGrin archetypes and roles that are rare would be muchly appreciated.

Some icebreaker/idea bouncing concepts:
Id really like to see you tackle Slave 1 (jango fetts) for use as part of a trio (Jango Survivor, Zam Wessel Assassin and Slave 1).
Could there be a new dynamic to the game? Hows about abilities that function similar to the Pathfinding system of Tannhauser?
Deforming/rearranging terrain in real-time during a game would be fun! Hows about smashing together different game elements into SWM?
I'm keen to see what you come up with.
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