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Bloo or Bloo not, there is no try.

Fringe Pod Racer 29  
Hit Points: 50
Defense: 16
Attack: 5
Damage: 10
Rarity: Uncommon
Base: Huge
Gender: It
Creator: Lord_Ball
Created: 1/29/2018
Updated: 1/31/2018

Special Abilities

  • Melee Attack (Can attack only adjacent enemies)
  • Machinery (Industrial Repair removes damage from this character)
  • Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
  • Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
  • Strafe Attack (As this character moves, it can attack each enemy whose space it enters; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left. This ability is usable only on this character's turn.)
  • Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
  • 90° Angle Bank (While moving this character can pass through spaces 1 square wide as long as it ends it's turn in a legal space.)

"They have podracing on Malastare. Very fast, very dangerous." - Qui-Gon Jinn

Average Rating: --
surf_rider56
1/30/2018 3:17:12 PM

Actually, while an interesting idea, I don't remember any podracers actually being armed. Not sure how it would be "Still" long enough to be a mounted weapon. The jolt could just be being adjacent to an enemy (at that speed) but Strafe doesn't seem right for a Racer. Like the Bank ability.
Lord_Ball
1/30/2018 3:39:57 PM (Updated: 1/30/2018 4:11:12 PM)

Here's why I came up with those abilities. Basically the "attack" is the beam holding the engines together, hence why it has Jolt (numbness) and Melee (doesn't shoot). Mounted Weapon is a restriction solely there for healing purposes (as melee automatically voids it's other purposes). Strafe is a loose simulation of flying into people shocking them with the beam.
shmi15
1/30/2018 3:44:59 PM

Yea, the strafe and an attack is bothersome on a Podracer... Like the Angle Bank. Jolt I get, but I would just create a new ability, where when they get adjacent make a save of 6 or less or they can't move anymore or attack or something
Lord_Ball
1/30/2018 3:53:43 PM (Updated: 1/30/2018 4:08:17 PM)

I could drop the damage to 0. Based on Jar Jar's reaction when he gets his face in the beam it seemed like it was strong enough to do a little damage which is why I went with 10. I just don't see the purpose of creating a new ability that basically does what this particular combo does (Melee + Jolt + Strafe).
shmi15
1/30/2018 4:23:21 PM

Because Strafe requires an actual attack roll. And I don't recall anyone using the beams as a weapon, except for Sebulba, who "attempted" to, but couldn't even hit a hurt Anakin Pod. I get the idea of it, but its the same reason we have Dark Armor, Force Attuned Armor, VC11,VC6, Dark Armor 2, Damage Reduction, all these abilities are similar. You could drop strafe and jolt, make a new ability combining them somehow, lower his attack, and call it done. Damage 10 is probably fine.
Lord_Ball
1/30/2018 4:40:44 PM (Updated: 1/30/2018 4:43:59 PM)

You kind of lost me there. What's wrong with an attack roll? A missed attack would simulate the target getting out of the way (kind of like those bystanders did when Anakin was forced onto the service ramp). Jolt requires a successful attack (i.e. they have to be hit by the beam), Strafe just lets you try to hit everyone you "try to fly into". I guess I really don't understand the problem you're having. If the main issue is the attack seems high I don't have a problem lowering it to 5 or 4.
shmi15
1/30/2018 4:49:30 PM

Its your piece! You make it how you want those are only suggestions on how I look at it.
Lord_Ball
1/30/2018 4:54:53 PM

I'm just trying to understand the critique. I'm not saying it's a perfect design, I already realized I should swap MW for Machinery (makes more sense).
shmi15
1/30/2018 11:00:15 PM

Well hopefully no one makes a flawless design! lol. To me, your taking two separate things and combining them to make 1 thing happen. Thing 1, He numbs Jar Jar when Jar Jar walks into it. Thing 2, Sebulba attempts to run over Anakin but fails. So the only evidence of Strafe is a failed attempt, and the only thing with Jolt was a fluke, that was in no way shape or form the "attackers" intentions. I get the ideas, and how you came up with them, just to me, and only me maybe, its not jolt and strafe.
surf_rider56
1/31/2018 2:31:56 AM (Updated: 1/31/2018 3:27:48 AM)

.... Strafe, no, but I can understand Jolt in that if you get hit by this thing going at high speed it would knock you senseless, which is pretty much a jolt. Maybe "Jostled" which would be a Jolt ability except with a Save 16.
Lord_Ball
1/31/2018 2:38:26 AM

Ok, yeah I see where you're coming from. Anakin did warn Jar Jar his hand would be numb for hours if he got it in the beam so not really a fluke in the reasoning. Anyway, since you understand where the ideas come from that's all I can really ask.
Lord_Ball
1/31/2018 2:46:33 AM

Well Anakin does strafe the poles on the service ramp. 😁
shmi15
1/31/2018 3:43:23 AM

I stand corrected then! lol
General_Grievous
1/31/2018 8:57:14 AM

Super creative LB! I like it and can picture some shady pod racing planet racing through narrow cracks and plowing into an invading forces armies haha. I would also love to see a custom miniature for this. You win most creative idea from me this time around.
Lord_Ball
1/31/2018 12:42:56 PM

Thanks, I figure when you come in last all the time you have to make some money somehow... There is a BB-8 Monster Truck in the toy aisle that might make for a good pod :)
Lord_Ball
1/31/2018 1:36:38 PM

Surf how's your cost calculator for this one? I kind feel like I'm on the higher end, but hesitate to lower the cost much as it has potential to activate a ton of the opposing squad, but with such a low attack and jolt having a save it's not likely to happen very often either.
shmi15
1/31/2018 1:50:20 PM

In Fringe he gets +4/10 boardwide from Talon. I don't think he is going to be missing much with a 9 attack for 20 damage, thats why I would lower the attack, because of boost. In Rebels the Ithorian guy gives all Melee +4/10. The issue will of course be can he land by only going 16 squares and then finishing. He will hit about 40-50% of the time in games with his bonus
Lord_Ball
1/31/2018 2:16:29 PM

How about a lower defense (16), Jolt is already only effective 50% of the time so paired with the boosts offers a likelihood of roughly 25% or less of the characters attacked being activated. Not great, but not too shabby either, but a lower defense means it'd get chewed to shreds if left exposed.
shmi15
1/31/2018 2:53:18 PM

Yea, if this is your intention with the design its good for what you are wanting. A scissorish piece for an all Fringe squad that has a chance of activating. Are there any other movement things this guy can get in Fringe? Or any Attack boosts that are worthy?
surf_rider56
1/31/2018 3:41:14 PM

.... what bothers me most is the potential to hit so many targets for such a cheap (relatively) cost. In this instance I would agree with jen if he argued about cost. The Calc says 25, but frankly several things bother me. Melee is right in spirit, but shouldn't get bonus's from anything because he's not "Fighting" anything, he's just a loose cannon.
surf_rider56
1/31/2018 3:41:25 PM (Updated: 1/31/2018 3:41:46 PM)

Actually, Loose Cannon could be a new ability; a melee piece that's worded to not be treated as melee. Personally, I'd cost it 30-35; that or reduce its hit points. Could make the character itself roll for every hit to signify the possibility that it could explode (self destruct) after each hit.
shmi15
1/31/2018 3:44:14 PM

Yea, I would imagine anything big being hit by its "power beams" would make it explode or stop working. Atleast things bigger than Jar Jars tongue lol
Lord_Ball
1/31/2018 4:31:51 PM (Updated: 1/31/2018 4:38:04 PM)

so how about up the attack back to 6 and add immutable or perhaps just something where his base stats can't be boosted.
shmi15
1/31/2018 4:43:04 PM

I don't know what immutable is? But me personally, and again, this could just be me, but I couldn't imagine this guys attack being higher than 3/4. And his HP prob about 50. The strafe attack throws me off, but if its what your wanting your doing a good job of doing that.
Lord_Ball
1/31/2018 4:49:53 PM

I can agree on an HP drop. Immutable(Not subject to allied commander effects, special abilities, or Force powers).
shmi15
1/31/2018 5:08:43 PM

Yea, that would give him 3 negative abilities, and some semi decent base stats. I would still say Speed 10... I mean, they were race cars... Even tho I don't 20 square strafing... lol. But I think Speed 10 at the cost, or if you kept this, after immutable he could prob be dropped a point or 2
Lord_Ball
1/31/2018 5:17:26 PM

I went speed 8 for balance as you said 20 square strafe is a bit much, and I whole heartedly agree on that. I'm going to leave immutable off as is it's 8 points more than scout on speeder, close enough stats and a few extra tricks seems balanced enough by comparison.
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