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Jabba Options
FlyingArrow
Posted: Wednesday, November 17, 2010 5:40:30 AM
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I just posted this to the Vset2 thread, but people dont' tend to comment there. I'd be curious to hear people's thoughts on this. I just threw it together, but it has some ideas that seem to fit in with the theme and add some new variations on switching sides and movement breaking (relocating your enemy across the board).



Jabba the Hutt, Gangster

Cost: 60
HP: 140
Atk: 8
Def: 15
Dmg: 20
Unique, Melee Attack, Speed 2, Strong-Willed
Immediate Jabba Reserves 20: If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 20 points of non-Unique Gamorrean, Quarren, Gran, Duros, Rodian, Nikto, Twi'lek, Weequay, or Bounty Hunter characters to your squad, adjacent to this character, immediately before your first activation of the round
Trap Door: Replaces Turn. Target adjacent enemy must make a save of 11 (save 6 for enemies with Flight). On a failed save, the enemy takes 50 damage and you place the enemy in either your opponent's starting area or your own starting area. On a successful save, the enemy must either move to an adjacent square (move provokes attacks of opportunity). Otherwise, the enemy takes 30 damage and your opponent places the enemy in their starting area.
Paid Bounty: If a Bounty Hunter defeats a Unique character and then ends its turn adjacent to this character, remove 20 damage from the Bounty Hunter.
My Kind of Scum: Replaces turn, sight. Target Fringe enemy without a force rating must roll a save. Add the enemy's cost. If the sum is less than 25 or if the roll is a natural 1, the enemy joins your squad for the rest of the skirmish.

Commander Effect:
Adjacent non-unique Fringe followers gain Bodyguard. Allied Bounty Hunters may ignore enemies' cover when they are within 6 squares of that enemy.
FlyingArrow
Posted: Wednesday, November 17, 2010 6:06:47 AM
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"non-Unique Gamorrean, Quarren, Gran, Duros, Rodian, Nikto, Twi'lek, Weequay, or Bounty Hunter"

So part of the purpose of the restrictions on Immediate Reserves was to give a use to some of the less used pieces. But I forgot about the TBSV, which would probably render all the other options unused. Moving back to Reserves 15 or removing Twi'lek would eliminate that option. Or just do away with all this and make it non-unique Fringe.

FlyingArrow
Posted: Wednesday, November 17, 2010 6:38:22 AM
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Here's another thought for Jabba:

Captive: Whenever an enemy would be defeated, you may instead choose to place it adjacent to this character. The chosen enemy cannot be activated, cannot move, and does not count as a legal target. Its space cannot be entered, but it provides cover. At the beginning of a round, before initiative is determined, you may defeat the enemy and gain victory points equal to double the cost of the enemy, but only if doing so would end the game. If another enemy ends its turn adjacent to the chosen enemy, the chosen enemy returns to play with full Hit Points.
FlyingArrow
Posted: Wednesday, November 17, 2010 10:40:04 AM
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Here's another version with a few tweaks.

Jabba the Hutt, Gangster

Cost: 60
HP: 120
Atk: 7
Def: 15
Dmg: 20
Unique, Melee Attack, Speed 2, Strong-Willed
Fringe Reinforcements 20
Immediate Jabba Reinforcements 15: If you roll an even number for initiative, you can add up to 15 points of non-Unique Thug, Smuggler, Scoundrel, Mercenary, Blaster-For-Hire, or Gamorrean characters to your squad, adjacent to this character, immediately before your first activation of the round.
Trap Door: Replaces Turn. Target adjacent enemy takes 50 damage and you place the enemy in either your opponent's starting area or your own starting area. Enemies with Flight or Force Leap may avoid this effect with a save of 11.
Taking Captives: Whenever an enemy would be defeated, you may instead place it adjacent to this character. The enemy gains Captive (Cannot be activated, cannot move, and does not count as a legal target. Its space cannot be entered, but it provides cover. If an ally ends its turn adjacent to this character, this character loses Captive, is considered activated, and regains full Hit Points.) If it would end the game and you did not use Taking Captives this round, at the end of the round you may defeat one enemy Captive and gain victory points equal to double its cost.
My Kind of Scum: Replaces turn, sight. Target Fringe enemy must roll a save. Add the enemy's cost. If the sum is less than 25 or if the roll is a natural 1, the enemy is considered activated and joins your squad for the rest of the skirmish.

Commander Effect:
If this character is targeted by a non-adjacent enemy, you may change the target to be a non-unique ally within 4 squares instead, even if that ally would not normally be a legal target. Allied Bounty Hunters gain +10 damage versus Unique enemies and may ignore enemies' cover when they are within 6 squares of that enemy.



Reinforcements during the game... like reserves but killing the reinforcements does not count toward victory points.
qvos
Posted: Wednesday, November 17, 2010 12:08:13 PM
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Ya, Good job Flying Arrow. I like the special abilities on This Jabba. Very Cool!
FlyingArrow
Posted: Wednesday, November 17, 2010 12:29:05 PM
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qvos wrote:
Ya, Good job Flying Arrow. I like the special abilities on This Jabba. Very Cool!


Thanks - any favorites/comments/criticisms? I wanted to see a Jabba that was thematic and could have an impact on the game (to be worth a high cost). The necessary slow speed is a pain, though. Taking Captives and the spawned thugs with enhanced "bodyguard" should make enemies come close, though.
Lord_Ball
Posted: Wednesday, November 17, 2010 9:19:52 PM
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FlyingArrow wrote:
"non-Unique Gamorrean, Quarren, Gran, Duros, Rodian, Nikto, Twi'lek, Weequay, or Bounty Hunter"

So part of the purpose of the restrictions on Immediate Reserves was to give a use to some of the less used pieces. But I forgot about the TBSV, which would probably render all the other options unused. Moving back to Reserves 15 or removing Twi'lek would eliminate that option. Or just do away with all this and make it non-unique Fringe.



you could try limiting it to "Non-Unique Fringe Followers".
Human Black Sun Vigo
Posted: Thursday, November 18, 2010 9:03:55 AM
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I agree with Lord_Ball. If it's just non-Unique Fringe Followers, it'd work fine. Or, you could also include all of those characters with Rapport for Jabba. What happened with those characters? Wizards didn't print any characters with Jabba Rapport since before they screwed up the cards. Since Boutny Hutners, I think.
FlyingArrow
Posted: Thursday, November 18, 2010 11:06:44 AM
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Human Black Sun Vigo wrote:
I agree with Lord_Ball. If it's just non-Unique Fringe Followers, it'd work fine. Or, you could also include all of those characters with Rapport for Jabba. What happened with those characters? Wizards didn't print any characters with Jabba Rapport since before they screwed up the cards. Since Boutny Hutners, I think.


I switched it more to roles than races - a bunch of the scum-like roles that Jabba would tend to associate with (minus Assassin and Bounty Hunter). If it were just followers, I don't think it would bring back any unused people. It would be all the usual suspects... Mice, IG-86, Kel Dor, etc. But I guess it doesn't make much of a difference.
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