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Lightsabers and Doors - Special Ability? Options
surf_rider56
Posted: Tuesday, June 22, 2010 9:54:19 AM
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I always wondered ... why should a Jedi, or Sith for that matter, be stopped by a door in this game? Doors wouldn't stop them in the SW Universe; heck Qui-Gon cuts through a door Five minutes after we meet him in Ep.1

With that in mind, I came up with this Special Ability, usable, of course only if you have a lightsaber ...

Lightsaber Door Burn Replaces Turn; Instead of making its normal attack, this character removes an adjacent door from the battle map. The former door is now an open space and cannot be closed with Override or similar abilities. Door elimination is halted if this character is defeated before the end of the round.


I figure one round would be about the time it would take to burn through a door, obviously the burn-through being interrupted if the lightsaber wielder is killed.
saeseetiin
Posted: Tuesday, June 22, 2010 10:34:53 AM
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Do you suggest every mini with a lightsaber should have this ability?
surf_rider56
Posted: Tuesday, June 22, 2010 10:51:21 AM
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That's where I'm not sure what to do with it, so to speak. All things being equal, every Jedi should have the Lightsaber Defense power because shouldn't they All be able to deflect an attack? Yet they don't ... so I'm not sure what to do with it. Maybe just used as a SA, like everything else since they all should have the same basic training yet don't all have the same abilities on their respective cards.
saeseetiin
Posted: Tuesday, June 22, 2010 11:56:29 AM
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Well I always thought they should all have deflect I don't know about block because block can just be for better duelists. For the doors I don't know if that would be good for the game or bad for it but I do see what your saying if you have a lightsaber you should be able to melt a hole in the wall and I like the way you made the abilityThumpUp
countrydude82487
Posted: Tuesday, June 22, 2010 3:36:21 PM
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For my group we have house rules for both that have not been to unbalancing.

For door control and character with a lightsaber can destroy 1 adjacent door by replacing their turn, and all characters with a lightsaber and a force rating can use lightsaber defense 16. It gives them a chance but not a grreat one. If a character has a better abillity for the defense one they use it instead.
Gemini1179
Posted: Wednesday, June 23, 2010 2:48:13 AM
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I wonder if it was a simple generic force power like "move faster" or "force point re-roll".

Spend 2 Force Points, adjacent door is considered open and cannot be closed for the rest of the skirmish.
FlyingArrow
Posted: Wednesday, June 23, 2010 2:55:49 AM
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It should be a built-in force power for all characters with lightsabers. Spend 1 force point, but replaces turn. That's my vote. By costing a force point and wasting a turn, it means uggie demos are still valuable as more than just an activation, but it also means uggies/override pieces aren't a must-have in every single squad.
Darth Chaos
Posted: Wednesday, June 23, 2010 3:26:55 AM
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Here are the house rules we use in our shop. We've been working on a lightsaber/door ability, too. And we've been considering adding LS Riposte to the "standard" abilities people with a LS should have, with a save of 16.

1) A character with Force points can spend them to either:

• Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 16)

• Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 16)

Note 1: Not all Force users qualify. Certain special abilities, such as Damage Reduction, list exceptions for enemies “with lightsabers.” It’s usually easy to tell whether or not a character has a lightsaber by checking whether its miniature has a lightsaber in hand, but a few characters do not have visible lightsabers. A character also counts as having a lightsaber if it has the Lightsaber special ability or a Force power whose name contains the word “Lightsaber.” Characters who may effectively use a lightsaber (i.e., can be proven to have had training) also qualify.

Note 2: If a character already has Lightsaber Deflect, Lightsaber Block, or Lightsaber Defense on their card, the printed save is used for that Force Power accordingly. For example: Anakin Skywalker, Jedi, has Lightsaber Block printed on his stat card. Should he need to block, it would only require save 11; however, should he need to deflect, it would require a save 16 to perform the Force power.

2) If a character successfully uses Lightsaber Deflect with a roll of a natural 20, the attack is reflected. The defending character takes no damage and the attacker takes 10 damage, save 11.

3) If declared or used, Lightsaber (+10 Damage against adjacent enemies) changes the character’s attack from non-melee to melee.

4) A lightwhip counts as a lightsaber for purposes of damage reduction.
imyurhukaberry
Posted: Wednesday, June 23, 2010 5:15:14 AM
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Removing doors with a Lightsaber doesn't really take any force to do. I would consider making it an SA for any character with a saber.

As for Jedi opening doors, our group came up with a simple ability: (default force power)
Any character with a force point can open a door within 6 squares. This can be used at any time during this characters turn. Cannot be used to open doors closed by the Override SA.
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