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Designer insights - Zygerrian Slaver Options
leshippy
Posted: Wednesday, September 25, 2013 9:57:06 AM
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So after reading the top 5 picks from the recently released set and subset I figured that you folks might want to see what we discussed about some of the pieces. Below is the recap of the design threads for the highlighted character.

'm not really sure what to do with this guy; I'm not sure whose idea it was. We could do a piece with Slave Owner again, but Watto from set 5 had that and is Fringe, and I'm not sure how much we want to give that out. Ruthless seems like a fitting ability for a slaver, so we could give it that.

So maybe this for a base:

Quote:
Zygerrian Slaver

7 points

20 HP
16 Def
+6 Att
10 Dam

Slave Owner (At the start of the skirmish, during set up, choose one living follower on your squad,that character gains the Special ability Slave (This character has Savage and -2 Defense unless an allied commander is within 6 squares) and Self Destruct 30. If the chosen character would join an opponents squad the chosen character is instead defeated)
Ruthless (Damage dealt by critical hits cannot be prevented or redirected)


I'm really not sure about cheaper non-unique Slave Owner right after Watto. Should probably get something else to make him more distinct, or just remove slave owner. Anyone else have any ideas?

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Weeks Offline
Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 11:35 am
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What about something weird like this.

Slave Driver (or something similar I don't want their to be a ton of slave theme names)
Once per turn you may activate 1 character who costs 5 points or less that doesn't count as one of your activations. At the end of the turn the activated character takes 10 damage.

So you can get 1 free activation to do something with your fodder but at the cost of 10 damage to them. That will kill most of them and could be kinda cool with swarms to get one extra act out of things. Just imagine this guy cracking a whip and making your dudes run faster.

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Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 1:01 pm
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Weeks wrote:
What about something weird like this.

Slave Driver (or something similar I don't want their to be a ton of slave theme names)
Once per turn you may activate 1 character who costs 5 points or less that doesn't count as one of your activations. At the end of the turn the activated character takes 10 damage.

So you can get 1 free activation to do something with your fodder but at the cost of 10 damage to them. That will kill most of them and could be kinda cool with swarms to get one extra act out of things. Just imagine this guy cracking a whip and making your dudes run faster.

I like Slave Driver a lot. It's a nice way to make sure a certain door gets exploded before your uggie dies...and it's a 18-square range for it too. It's also a perfect MTB-exit-strategy. It's also handy in Bomb squads too (Poggle, Nom, whatever).

Anyway, back to your regularly-scheduled designing. :)

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Echo Offline
Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 1:16 pm
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Ok, yeah, I love Slave Driver. It's both flavorful and useful. You couldn't use it on the MTB, though, since it specifies 5 points or less. You could use it on a Naboo Soldier, which would probably be really strong, and it's very useful for things like Ugnaughts and Bombs. You could also use it on a Rodian Diplomat and not kill it since they have 20 HP so you could move it 24 squares in a round if you need to. Or so you could move it to within 6 of one guy with Stealth, kill that guy, use the Slaver to move it to within 6 of another guy with Stealth, then kill THAT guy.

Quote:
Zygerrian Slaver

9 points

20 HP
16 Def
+6 Att
10 Dam

Slave Driver (Once per turn you may activate 1 character who costs 5 points or less that doesn't count as one of your activations. At the end of the turn the activated character takes 10 damage.)
Ruthless (Damage dealt by critical hits cannot be prevented or redirected)


Is 9 points right for this? It has limited uses, but those uses can be really strong (Bombs and Naboo Troopers or Soldiers being by far the strongest). Having a Naboo Soldier run 12, then activate this guy to move another 6, shoot with twin, then die and shoot with twin death shots is probably the top end of effectiveness for this ability, but the Naboo squad is so tight on points that paying 9 points probably means taking out 2 or 3 threats just to get more uses out of the threats you have. Or you can drop a Pilot for one of these guys, but the Pilot is a better option in the hybrid squad and Slave Driver doesn't work with the pure Pilot squad.

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Weeks Offline
Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 2:29 pm
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Well if it turns out being too strong we can just turn that into an activation where all it can do is move.

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Echo Offline
Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 2:46 pm
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I think just moving would limit its usefulness a little to much to basically just bombs and very occasional situations like the Rodian Diplomat.

Think of it this way, though: At 9 points, instead of activating one character twice, you could have just gotten TWO MORE of that character (except for characters that cost exactly 5 points, then you could get 80% of another one). Sometimes you could have gotten 3 or even 4 more of that character (Poggle Bombs). So say you want to put this guy in a squad with Poggle Bombs as a way to set them off on your turn and move them extra far; is that really better than just getting 4.5 more bombs? I don't really think it is. Is it better to use this on an Ugnaught to hurry up and blow a door up but kill the Ugnaught, or is it better to just play 3 more Ugnaughts?

It's the reason the Squib Trader isn't a good piece. Yeah, I could give Satchel Charge or Relay Orders to one of my big pieces, or something like a Diplomat. That's pretty useful. Or I could just play 3.33 more Mouse Droids/Ugnaughts. Pretty much every time I'd rather take the 3.33 extra characters, because that's much more useful. Of course, the Squib also has the problem of being a very slow character (the "Supplies" abilities really should have been Replace Attacks instead of Replace Turn, but that was a WotC decision), while this guy actually increases the speed of your squad and gives other interesting bonuses due to the damage, but I think it's still a similar situation.

By that line of reasoning, I actually think 9 points is alright for where he is. Let playtesting see where to go with it. It might actually need to drop another point or 2 (probably not lower than 7).

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Weeks Offline
Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 2:48 pm
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Echo wrote:
I think just moving would limit its usefulness a little to much to basically just bombs and very occasional situations like the Rodian Diplomat.

Think of it this way, though: At 9 points, instead of activating one character twice, you could have just gotten TWO MORE of that character (except for characters that cost exactly 5 points, then you could get 80% of another one). Sometimes you could have gotten 3 or even 4 more of that character (Poggle Bombs). So say you want to put this guy in a squad with Poggle Bombs as a way to set them off on your turn and move them extra far; is that really better than just getting 4.5 more bombs? I don't really think it is. Is it better to use this on an Ugnaught to hurry up and blow a door up but kill the Ugnaught, or is it better to just play 3 more Ugnaughts?

It's the reason the Squib Trader isn't a good piece. Yeah, I could give Satchel Charge or Relay Orders to one of my big pieces, or something like a Diplomat. That's pretty useful. Or I could just play 3.33 more Mouse Droids/Ugnaughts. Pretty much every time I'd rather take the 3.33 extra characters, because that's much more useful. Of course, the Squib also has the problem of being a very slow character (the "Supplies" abilities really should have been Replace Attacks instead of Replace Turn, but that was a WotC decision), while this guy actually increases the speed of your squad and gives other interesting bonuses due to the damage, but I think it's still a similar situation.

By that line of reasoning, I actually think 9 points is alright for where he is. Let playtesting see where to go with it. It might actually need to drop another point or 2 (probably not lower than 7).


Ok PT at is. If its too good just sticking a range 6 on it will nerf too much abuse of it.

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Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 10:14 pm
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It needs to be Once per phase or round. It makes no sense once per turn. Or really overpowered.

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Post subject: Re: Zygerrian SlaverPostPosted: Fri Dec 21, 2012 10:32 pm
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Yeah, it should be "once per round on this character's turn". That also prevents you from doing things like taking its turn and then pawning it and doing it again in the same round.

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LESHIPPY Online
Post subject: Re: Zygerrian SlaverPostPosted: Mon Dec 24, 2012 1:05 am
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Below are the three episodes of the Clone Wars I was thinking of when I suggested this piece. I really didn't have much of an idea other than the use of the light whips that they use. I could see this could be a good piece to have swarm. Let me think it over the next few days.

http://starwars.wikia.com/wiki/Kidnapped
http://starwars.wikia.com/wiki/Slaves_of_the_Republic
http://starwars.wikia.com/wiki/Escape_from_Kadavo

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Weeks Offline
Post subject: Re: Zygerrian SlaverPostPosted: Tue Dec 25, 2012 11:11 am
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We have a ligjtwhip SA we could use. Could be interesting on a non-unique.

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Post subject: Re: Zygerrian SlaverPostPosted: Tue Dec 25, 2012 12:28 pm
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Yeah Lightwhip would be cool. I'll watch those episodes after I get home.

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Echo Offline
Post subject: Re: Zygerrian SlaverPostPosted: Wed Dec 26, 2012 1:42 pm
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Ok, so I watched those three episodes. Lightwhip definitely goes on, so does Melee. Ruthless can come off since Lightwhip does the same thing on all attacks.

Quote:
Zygerrian Slaver

7 points

30 HP
16 Def
+6 Att
10 Dam

Melee Attack
Slave Driver (Replaces attacks: range 6; 1 non-Unique living ally with a cost of 5 or less 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)
Lightwhip (This character counts as having a lightsaber. This character's attacks and damage from its attacks cannot be prevented.)


Worded Slave Driver to basically be a replace attacks range 6 Pawn of the Dark Side that only works on living allies that cost 5 or less. Adding Lightwhip and Melee resulted in a net cost reduction, and adding the extra restrictions to Slave Driver lowered the cost some too, but I increased the HP to 30, so the cost went down to 7.

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Weeks Offline
Post subject: Re: Zygerrian SlaverPostPosted: Wed Dec 26, 2012 2:59 pm
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Echo wrote:
Ok, so I watched those three episodes. Lightwhip definitely goes on, so does Melee. Ruthless can come off since Lightwhip does the same thing on all attacks.

Quote:
Zygerrian Slaver

7 points

30 HP
16 Def
+6 Att
10 Dam

Melee Attack
Slave Driver (Replaces attacks: range 6; 1 non-Unique living ally with a cost of 5 or less 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)
Lightwhip (This character counts as having a lightsaber. This character's attacks and damage from its attacks cannot be prevented.)


Worded Slave Driver to basically be a replace attacks range 6 Pawn of the Dark Side that only works on living allies that cost 5 or less. Adding Lightwhip and Melee resulted in a net cost reduction, and adding the extra restrictions to Slave Driver lowered the cost some too, but I increased the HP to 30, so the cost went down to 7.



Man, these guys in a swarm against GOWK would be pretty awesome. Can't stop the damage!

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Post subject: Re: Zygerrian SlaverPostPosted: Wed Dec 26, 2012 3:14 pm
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Except it's +6 for 10 damage. Lightwhip is more for flavor than anything.

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Post subject: Re: Zygerrian SlaverPostPosted: Wed Jan 02, 2013 1:12 pm
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Should we add swarm to this guy?

Or maybe Swarm +2 - Get +2 attack for each character adjacent to the target. Or how ever it is worded. You guys get the idea.

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Post subject: Re: Zygerrian SlaverPostPosted: Fri Feb 01, 2013 3:17 pm
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Quote:
Zygerrian Slaver

7 points

30 HP
16 Def
+6 Att
10 Dam

Melee Attack
Slave Driver (Replaces attacks: range 6; 1 non-Unique living ally with a cost of 5 or less 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)
Lightwhip (This character counts as having a lightsaber. This character's attacks and damage from its attacks cannot be prevented.)
Swarm +2 (+2 Attack against a target for each allied Zygerrian Slaver adjacent to that target)


Swarm is cool, mostly a flavor addition so no increase in cost. PT.

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Post subject: Re: Zygerrian Slaver*PostPosted: Fri Feb 01, 2013 3:21 pm
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Should we add Melee reach 2?

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Post subject: Re: Zygerrian Slaver*PostPosted: Fri Feb 01, 2013 3:23 pm
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never mind. I didn't read slave driver close enough

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Post subject: Re: Zygerrian Slaver*PostPosted: Fri Feb 01, 2013 3:36 pm
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Here is a thought about slave driver real quick with exploding geonosis drones.

vset 6 Sideous 65
Zygerrian Slaver x3 21
San 10
r7x2 16
poggle 9
Drones x39

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Post subject: Re: Zygerrian Slaver*PostPosted: Fri Feb 01, 2013 3:42 pm
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LESHIPPY wrote:
Here is a thought about slave driver real quick with exploding geonosis drones.

vset 6 Sideous 65
Zygerrian Slaver x3 21
San 10
r7x2 16
poggle 9
Drones x39


The problem is if you do something like this you'll lost pretty much every single game against OR or even just Disruptive. Basically the same as just playing straight Drones, but a little better. Graham went either 2-2 or 3-1 (I don't remember) with an almost all-drone squad at 100 points at GenCon 2011; some squads you'll practically auto-win against, but some squads you'll auto-lose against.

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Post subject: Re: Zygerrian Slaver*PostPosted: Fri Feb 01, 2013 4:03 pm
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Add new Talon Karde and only get 15 drones?

Probably also drop a slaver to add 3 more drones for a total of 18

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Post subject: Re: Zygerrian Slaver*PostPosted: Sat Feb 02, 2013 11:19 pm
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Re figured my math and ran this
Darth Sid 65
Talon Karde IB 38
Z-Slaver x3 21
R7 x 2 16
San Hill 10
Poggle 9
G Drone x 20

Report in play test thread

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Post subject: Re: Zygerrian Slaver*PostPosted: Sun Feb 03, 2013 2:28 pm
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I still like it a lot based on that test, but really Naboo Troopers are going to be the biggest possibility for brokenness I think. Also, the squad you played against wa especially poorly matched; it was almost entirely melee (Panaka as the only shooter) with no Disruptive, and lots of Force users against Ysalimiri. I don't think the result would have been different if you had just played 10 more drones instead of the 3 slavers. In fact, that's what really needs to be tested: not whether a squad with slavers can do well overall, but if it can do as good or better than a squad without them. If you would always rather just play more of the cheap characters that you are using slaver driver on (Drones, Naboo Troopers, whatever), then they won't ever be worth playing.

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Feb 04, 2013 1:15 pm
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So when you are saying Naboo troopers are you talkinga bout a squad that looks like this?

Plo JM 40
Mon Mothma 23
Admril Y 21
Panaka Theed 20
Q Amidala 16
Lobot 27
R7 8
Naboo Trooper x 9 45

Reinforcements Z-slaver x2, ugy x2

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Feb 04, 2013 1:30 pm
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No, Plo Koon is rarely worth it in those squads. At GenCon I played this:

--For The Queen--
23 Mon Mothma
21 Admiral Yularen
20 Captain Panaka of Theed
20 Commander Gree
16 Queen Amidala
18 Naboo Pilot x2
9 R2-D2, Astromech Droid
8 Mas Amedda
40 Naboo Trooper x8
4 Rodian Diplomat
8 Spaarti Clone Trooper Demolitionist x2
3 Mouse Droid
9 Naboo Soldier x3

(199pts. 24 activations)

You could take out the Mouse and 2 Troopers for 2 Slavers, or a Pilot and a Spaarti or the Diplomat for 2 slavers. Getting an extra activation out of one of the Troopers is a big deal, and you could also get 2 activations out of a Soldier and then kill them with the 10 damage for more shots. Or do the same thing on a Trooper who has taken 20 damage.

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Post subject: Re: Zygerrian Slaver*PostPosted: Sun Apr 07, 2013 11:56 am
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LESHIPPY wrote:
Re figured my math and ran this
Darth Sid 65
Talon Karde IB 38
Z-Slaver x3 21
R7 x 2 16
San Hill 10
Poggle 9
G Drone x 20

Report in play test thread


Could not find this page for my own, I may have double threaded so feel free to combine.

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Post subject: Re: Zygerrian Slaver*PostPosted: Sun Apr 07, 2013 1:24 pm
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Found and posted in playtest thread

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 08, 2013 8:41 am
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I do hate how this character can be used with bombs, although I also think the MTB is a better bomb detonator in general. The 10 damage can probably go, and we could do something slightly different with this piece.

Quote:
Zygerrian Slaver

6 points

30 HP
16 Def
+6 Att
10 Dam

Melee Attack
Slave Driver (Replaces attacks: range 6; 1 non-Unique living ally with a cost of 10 or less may move up to double its speed.)
Lightwhip (This character counts as having a lightsaber. This character's attacks and damage from its attacks cannot be prevented.)
Swarm +2 (+2 Attack against a target for each allied Zygerrian Slaver adjacent to that target)


Dropped the cost to 6 and changed Slave Driver. Now it works on characters of cost 10 or less but only moves them and doesn't do damage. It's still got lots of uses to get things into position; now you can use an Ugnaught to destroy a door that's 18 squares away from it, you can move Wicket into a better position for Traps, you can move a Noble into a better blocking position (or move a Rodian Diplomat into place to get It's a Trap! off), and if you wanted to combine this guy with the MTB or something you still could technically set up a nice bombing run, but it would more than likely be with just 1 bomb or at least only 1 bomb more than you normally would (if a character is surrounded by bombs already, you could always have just set off one of those). Still could be good in a Naboo Trooper/Pilot squad since you could then either move a Trooper 24 squares to base somebody since basing someone with one of those is often almost as bad as killing them, since the AoOs are brutal and killing the Trooper would mean getting a death shot. I'm not sure if that's really better than just playing another Trooper, though.

With this change I think that the Naboo squad is the only real big concern.

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 08, 2013 2:10 pm
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32 squares for a Naboo pilot to run and base someone. It's like having an extra r2. Make it 5 or less cost. That at least excludes the pilot. And at that point you're either getting this guy or another trooper.

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 08, 2013 2:55 pm
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We could price him at 8 and have it work only on characters that cost as much as him or less. Then it works on Wicket, Felucians, Bothan Saboteurs, and Juno Eclipse but not on Naboo Pilots.

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 08, 2013 3:05 pm
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Echo wrote:
We could price him at 8 and have it work only on characters that cost as much as him or less. Then it works on Wicket, Felucians, Bothan Saboteurs, and Juno Eclipse but not on Naboo Pilots.


That would be fine with me.

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Post subject: Re: Zygerrian Slaver*PostPosted: Sun Apr 21, 2013 10:32 pm
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Confirming cost 8 for the Slaver and in Slave Driver?


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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 22, 2013 11:48 am
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yes

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Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 22, 2013 12:27 pm
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thanks
QC: updated

Quote:
Zygerrian Slaver (Fringe)
cost 8

30 HP
16 DEF
+6 ATK
10 DAM

Melee Attack
Slave Driver [Replaces attacks: range 6; 1 non-Unique living ally with a printed cost equal to or less than this character may immediately move up to double its speed]
Lightwhip [This character counts as having a lightsaber. This character's attacks and damage from its attacks cannot be prevented.]
Swarm +2 [+2 Attack against a target for each allied Zygerrian Slaver adjacent to that target]


Last edited by swinefeld on Mon Apr 22, 2013 2:30 pm, edited 1 time in total.

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Echo Online
Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 22, 2013 12:30 pm
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Actually, can we word it like this:

[Replaces attacks: range 6; 1 non-Unique living ally with a printed cost equal to or less than this character may immediately move up to double its speed.]

That makes it so we can technically use it on other characters in the future with a higher cost and it auto-adjusts. It could be on say, a 15 point Imperial piece to move troopers around better while still avoiding nasty stuff like faster Naboo characters or Poggle/Nom Bombs.

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swinefeld Online
Post subject: Re: Zygerrian Slaver*PostPosted: Mon Apr 22, 2013 2:28 pm
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Good call, I should've thought of that. Will edit.


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LESHIPPY Online
Post subject: Re: Zygerrian Slaver*PostPosted: Fri Apr 26, 2013 12:12 pm
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Post subject: Re: Zygerrian Slaver*PostPosted: Fri Apr 26, 2013 1:12 pm
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+1

I read your post on FB, so if you don't add FT, no problem.
Just throwing it out here since I'm not seeing much input coming from others.

"Ruined were these slavers, but refuse they did to change their ways."
―Yoda


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LESHIPPY Online
Post subject: Re: Zygerrian Slaver*PostPosted: Tue Apr 30, 2013 9:11 pm
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From Jason -
Zyg Slave Driver
While slave driver is an awesome ability, in its most broken applications it just makes the really good stuff better. You would take this guy and a rodian and save 2 pts every time over an amanamin in a swap squad and you would gain 6 squares of movement. In naboo Troopers it would help get them into range. In something like what Weeks played at Tennesee, you could drop the Lancer and Sid for a couple of these and one of the speeders (probably Durge) and probably do quite well. We couldn't really think of a way to change this guy as if he did 10 damage (like pawn) he just makes poggle even better (and doesn't help with moving ugos or other utility pieces). However, as I was typing this up I thought of an idea. What if he cost 13 (to avoid the amanamin) and let non-u living dudes who cost MORE than he does move. That would allow you to get your Jedi (and more expensive tech or whatever) into the battle but also take care of the problem of making the super cheap swarm type squads better and also not let swap go super nuts either.

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Post subject: Re: Zygerrian Slaver*PostPosted: Tue May 07, 2013 9:03 am
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bump ^


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Post subject: Re: Zygerrian Slaver*PostPosted: Thu May 16, 2013 9:37 am
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bump: I neglected to order the SAs properly.
Lightwhip
Slave Driver
Swarm
and some FT:
"Ruined were these slavers, but refuse they did to change their ways."
―Yoda

Also, this seems worthy of some discussion
LESHIPPY wrote:
From Jason -
Zyg Slave Driver
While slave driver is an awesome ability, in its most broken applications it just makes the really good stuff better. You would take this guy and a rodian and save 2 pts every time over an amanamin in a swap squad and you would gain 6 squares of movement. In naboo Troopers it would help get them into range. In something like what Weeks played at Tennesee, you could drop the Lancer and Sid for a couple of these and one of the speeders (probably Durge) and probably do quite well. We couldn't really think of a way to change this guy as if he did 10 damage (like pawn) he just makes poggle even better (and doesn't help with moving ugos or other utility pieces). However, as I was typing this up I thought of an idea. What if he cost 13 (to avoid the amanamin) and let non-u living dudes who cost MORE than he does move. That would allow you to get your Jedi (and more expensive tech or whatever) into the battle but also take care of the problem of making the super cheap swarm type squads better and also not let swap go super nuts either.


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LESHIPPY Online
Post subject: Re: Zygerrian Slaver*PostPosted: Thu May 16, 2013 10:02 am
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Fixed

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Post subject: Re: Zygerrian Slaver*PostPosted: Thu May 16, 2013 3:26 pm
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card looks fine
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Posted: Wednesday, September 25, 2013 10:14:54 AM
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Thanks for posting this. Great read.
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