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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/11/2009 Posts: 166 Location: Near Mankato, MN
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We have a Master Tactician, but not a regular Tactician? And what about a Force Pull? Plus a ability I call Common Soldier, let me know what you think, is there any SA you would to see in the future?
Tactician(You automatically choose who goes first except on a roll of 10 and below, you cannot use this ability if your opponent has the Special Ability Master Tactician in play)
Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
Common Soldier(This Character counts as a Non-Unique for the purposes of commander effects only)
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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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I have seen a suggestion of Tactician SA something like:
Tactician (x) (You automatically choose who goes first on an initiative roll higher than X. If 2 players have Tactician, the character with the lower value has priority.)
Master Tactician is effectively Tactician 1.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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Maelstorm (Force 5) - Replaces turn: All characters within 6 squares take 60 DMG and is pushed back 6 squares, if huge or smaller. Each character can reduce the damage and forced movement in half with a save of 11. Each character is considered activated, save 16 each.
Sith Alchemy (Force 4) - Replaces turn: Target follower within 2 sqares that doesn't have a force rating; that character gains +2 ATK and +1 Force [and is considered to have a force rating] for the rest of the skirmish. This effect can only be used once per character used on.
Greater Sith Alchemy (Force 6) - Replaces turn: Target follower within 2 squares that doesn't have a force rating; that character gains +3 ATK, +2 Force [and is considered to hvae a force rating], and gains Sith Rage for the rest of the skirmish.
Pummel (Force 3) - Replaces attacks: Target within 6 squares takes 10 DMG for each low object within 6 squares of it, save 11 to reduce the damage by 1/2.
Jedi Rage (Force 2) - +4 ATK and +10 DMG on all attacks this turn.
Impale (Force 3) - Replaces attacks. Target within 6 sqaures takes 50 DMG and is considered activated, save 16. Next turn, this character cannot use this ability or make a normal attack.
Focus Defense (Force 2) - Usable only on this character's turn. +4 DEF for the rest of this round.
Greater Force Cloak (Force 4) - Replaces turn: this character gains Invisibility for the rest of the skirmish.
Greater Battle Meditation (Force 4) - Replaces turn. This character gains this additional CE for the rest of the round: All allies who combine fire gain an additional +4 ATK bonus and gain +4 DEF for the rest of the round, and enemies cannot combine fire.
Force Disruption (Force 3) - Usable only on this character's turn. Enemy CE's are negated for the rest of this round.
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2009 Posts: 908 Location: Felucia, near the Ancient Abyss
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kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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swmimperial130 wrote:kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit? have you ever been hit by someone (or i guess pulled by someon by the collar)...well, lets just say that its OBVIOUS that it hurts. SO, like in SWM, its like been hit/jerked by an "invisible hand" (the Force)...:P my
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? you pull them onto their face. Its like in jedi outcast you can use force pull to trip people more or less closer to you. my abillities i would like to see are Circuit override (replaces turn: Sight; choose 1 allied non-unique droid, that character takes an immediate turn, which does not count as one of your activations this phase, even if it has already been activated this round. The target character may only move up to half its speed this round) Negotiator (replaces turn: range 4; enemy living character joins this character’s squad; save 6) Order 66 survivor (may not be in a squad with any characters that have the Order 66 ability) Blaster deflect (force 1, when hit by a non-melee attack, this character takes no damage with a save of 6) Biometric scanner (Replaces turn: living enemy characters lose stealth and cloaked untill the end of the round.) Cover fire (Replaces turn; until the start of his next turn this character may make an attack of opportunity against any legal target that moves into his sight at a -4 attack. Allied within 6 of this character gain +4 defense) Expert Cloner (when a non-unique living ally within 12 of this character is defeated, it may make a save of 11.If it succeeds instead of being defeated it is at 10 hip points. Non-unique characters that don’t have mounted weapon, with the order 66 special ability only need to make a save of 6 and return to full hip points) Adept Negotiator (Force 3;range 6: replaces attacks; target must make a save of 6, or join this characters squad) Makashi style (when hit by a melee attack, this character takes no damage with a save of 11) Melee Riposte (whenever this character is hit by a melee attack, make a save of 11. On a success this character may make an immediate attack.) Named Target (+10 damage against unique enemies) Willing to follow (this character counts as a follower for purposes of allied commander effects) Force superiority (+4 attack and +10 damage against an opponent who does not have a force rating)
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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swmimperial130 wrote:kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit? Lets say a bus crash onto you unexpectedly.... now picture it without the bus, that's force push. As for the pull, I just don't see how anyone would take damage, you're drawing the enemy closer, but because of the 2 feet in front, you wouldn't lose much of the balance... compared to being pushed and falling behind from the heel (as there's no grip compared to the toes)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/19/2009 Posts: 286
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no spear of midnight black. what about a form zero special ability.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/19/2009 Posts: 286
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kenred2 wrote:swmimperial130 wrote:kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit? Lets say a bus crash onto you unexpectedly.... now picture it without the bus, that's force push. As for the pull, I just don't see how anyone would take damage, you're drawing the enemy closer, but because of the 2 feet in front, you wouldn't lose much of the balance... compared to being pushed and falling behind from the heel (as there's no grip compared to the toes) what if you think of it as a force push in the opposite direction. i've always wished for an unwritten force user door control. like using a force point to reroll u could use one to pretty much overide a door or better yet you could use 1 force point to mimic door gimmick and 2 to mimic override.
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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creme_brule wrote:swmimperial130 wrote:kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit? have you ever been hit by someone (or i guess pulled by someon by the collar)...well, lets just say that its OBVIOUS that it hurts. SO, like in SWM, its like been hit/jerked by an "invisible hand" (the Force)...:P my Getting pulled by an invisible hand to the collar does not take 20 damage... compared to being pushed forcefully into the ground with a slight accidental concussion. Being pulled doesn't mean you can fall face flat onto the ground, since the legs become more instinctive to position automatically
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Rank: Wookiee Hunter AT-ST Groups: Member
Joined: 10/31/2008 Posts: 57
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Assassin-+4 attack + 10 damage against unique commanders
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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kenred2 wrote:creme_brule wrote:swmimperial130 wrote:kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit? have you ever been hit by someone (or i guess pulled by someon by the collar)...well, lets just say that its OBVIOUS that it hurts. SO, like in SWM, its like been hit/jerked by an "invisible hand" (the Force)...:P my Getting pulled by an invisible hand to the collar does not take 20 damage... compared to being pushed forcefully into the ground with a slight accidental concussion. Being pulled doesn't mean you can fall face flat onto the ground, since the legs become more instinctive to position automatically like obsidian said, think of it as an opposite force push--like an [invisible] bus hitting you towards you...linda like when you get pushed into somebody from anoter person... my
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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creme_brule wrote:kenred2 wrote:creme_brule wrote:swmimperial130 wrote:kenred2 wrote:swmtrader wrote: Force Pull 2( Force 2, replaces attacks: range 6; 20 damage; move target 2 squares closer to this character, if Huge or smaller
How does one take damage from a Force Pull? how does one take damage from a force push when there is nothing they fall into or hit? have you ever been hit by someone (or i guess pulled by someon by the collar)...well, lets just say that its OBVIOUS that it hurts. SO, like in SWM, its like been hit/jerked by an "invisible hand" (the Force)...:P my Getting pulled by an invisible hand to the collar does not take 20 damage... compared to being pushed forcefully into the ground with a slight accidental concussion. Being pulled doesn't mean you can fall face flat onto the ground, since the legs become more instinctive to position automatically like obsidian said, think of it as an opposite force push--like an [invisible] bus hitting you towards you...linda like when you get pushed into somebody from anoter person... my That's a good one, because in that scenario, if the person is not facing you, but instead seen from the back... in that perspective, if someone force push from that person's back, in front of him would be like being pulled. But still, a push and pull has an action... each action is distributed by the amount of force applied in 1 direction. Newton's Law: "For every action, there is always an equal and opposite reaction" Now for body mechanics, I think being pushed hard can hurt someone than being pulled
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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Reckless Intuition - Once per turn, after initiative is determined, this character may move up to double speed and make an immediate attack. If this effect is used, for the rest of the round this character takes double damage from attacks/effects. Impulsive Intuition - If a unique allied hcaracter is defeated, this character gains Intuition for the rest of the skirmish. ...and of course...: [Increadible] Droid Luck (this is supposed to be used by R2-D2) : When this character is hit by an attack, this character takes no damage with a save of 6. i mean, cmon! have you EVER seen R2 get hit more than 3 times in ALL 6canon episodes?! jeez!! like, in ep. 4, on the (forgot the ships name) tantive IV, you see all this blaster fire whizzing above R2 and C3po, and C3po is complaining while r2 beeps happily and just "strolls" along the corridors...*puff* *puff* alright...done with my rant...:P my
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/11/2008 Posts: 1,122
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I take it you've played way too much Force Unleashed (which isn't a bad thing) You've done some good work with the new Unleased powers; I don't care if pulls do damage. And I especially like the Negotiater ability.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/30/2008 Posts: 337
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Maybe something to add to the pull or push for the Jedi/Sith. How, about a Jedi with Force Override. I've been waiting for a Jedi with door control. I'll definatly need to work on that one for myself and maybe have a different name for it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/28/2009 Posts: 79
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Lightning Reflect (force 3) when targeted by a force power whose contains lightning in its name this character takes no damage with a save of 11.And the attacker takes 20 damage,save 11. why not? mace did it this one is for the vong Droid Hater: +4 att and 10 dam against droids and cyborgs characters
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/21/2009 Posts: 406
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creme_brule wrote:Reckless Intuition - Once per turn, after initiative is determined, this character may move up to double speed and make an immediate attack. If this effect is used, for the rest of the round this character takes double damage from attacks/effects. Impulsive Intuition - If a unique allied hcaracter is defeated, this character gains Intuition for the rest of the skirmish. ...and of course...: [Increadible] Droid Luck (this is supposed to be used by R2-D2) : When this character is hit by an attack, this character takes no damage with a save of 6. i mean, cmon! have you EVER seen R2 get hit more than 3 times in ALL 6canon episodes?! jeez!! like, in ep. 4, on the (forgot the ships name) tantive IV, you see all this blaster fire whizzing above R2 and C3po, and C3po is complaining while r2 beeps happily and just "strolls" along the corridors...*puff* *puff* alright...done with my rant...:P my we;; how many times did you see chewbacca, han solo, leia and luke get hit?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Oscarlindo wrote:this one is for the vong Droid Hater: +4 att and 10 dam against droids and cyborgs characters Agreed and seconded, also maybe add: characters with droid and cyborg cannot be in a squad with this character. There would be a wicked SA/CE for the vong. I personally want the huges to make a comeback since they are all collecting dust right now, I would like to see an "engineer/scientist/etc..." that has this SA for all huge mounted weapon/droid characters. Reinforced Plating; huge characters with damage reduction 10 gain damage reduction 20, otherwise it gains damage reduction 10. I think this would bring back the huges into at least decently playability.
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