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V-Set 24 Spoiler Thread!!! Options
DarkDracul
Posted: Thursday, April 21, 2022 7:17:20 PM
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V-Set 24 - Path to Victory
Old Republic - 1
01–

Sith - 4
02–
03–
04–
05–

Republic - 3
06– Clone Lieutenant Jesse
07–
08–

Separatists - 2
09– AQ-Series Battle Droid
10– Dark Acolyte Master

Rebels - 7
11–
12–
13–
14– Rogue One Tracker
15–
16– Taidu Sefla
17– Weeteef Cyu-Bee

Imperial - 4
18– Governor Arihnda Pryce
19– Inferno Squad Commando
20–
21–

New Republic - 2
22– Company 77 Trooper on Orbak
23– General Hera Syndulla

Fringe - 6
24–
25–
26–
27– Nightbrother Archer
28– Nightsister Zombie
29– Ziton Moj, Head of Black Sun

Mandalorians - 1
30– Skull Squadron Officer

Mini-Set -Jedi Fallen Order
Republic - 2
1.– Cere Junda
2.– Taron Malicos

Rebels - 3
3.– Cal Kestis and BD-1
4.– Greez Dritus
5.– Merrin, Nightsister of Dathomir

Imperial - 1
6.

---------------------------------------------------------------------------------------------------------
DarkDracul
Posted: Thursday, April 21, 2022 7:17:56 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/18/2008
Posts: 914
Location: Kokomo
Thank you for the donations from our vset 24 supporters!

DarthMaim
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DarthJoe8
Darth_ted_82
Adamb0nd
DarkDracul
Posted: Thursday, April 28, 2022 7:33:19 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 914
Location: Kokomo
17/30 Rebel
Weeteef Cyu-Bee *Small base

Cost 14
HP 30
Def 15
Att +5
Dam 20

Special Abilities
Unique. Partisan. Stealth
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Careful Shot +6 [On this character's turn, if he doesn't move, he gets +6 Attack]
Demolition Charge [Replaces turn: 1 adjacent Huge or larger enemy with Mounted Weapon is defeated; save 6]
Proximity Mines 20 [Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.]

Weeteef served Saw Gerrera's Partisans as a sharpshooter and demolitions expert.

02/06 Republic
Taron Malicos

Cost: 40
Hit Points: 120
Defense: 20
Attack: +14
Damage: 20

Special Abilities
Unique. Nightbrother. Melee Attack; Double Attack
Jar'kai Style [On his turn, if this character's first attack hits, he can make 1 extra attack]
Synergy +4 [Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 get +4 attack while within 6 squares of this character.]
Tactician +4 [Add +4 to the initiative roll except on a roll of 1]

Force Powers
Force 3. Force Renewal 1
Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]
Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]
Telekinetic Throw [Force 2; Replaces attacks; Useable while this character is in low objects; 40 damage to one target enemy within 6 squares.]

Commander Effect
Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 gain Double Attack and Greater Mobile Attack.

There's power there. Beyond Jedi understanding. Power I control. I would offer you the same thing.


27/30 Fringe
Nightbrother Archer

Cost: 8
Hit: 10
Def: 14
Att: +4
Dam: 10

Special Abilities
Nightbrother [Counts as a character whose name contains Nightsister]
Tandem Shot [If a Nightsister ally combined fire or made an attack this phase, until the end of the phase this character gains Plasma Bolt -4 (Enemies get -4 to saves to prevent damage from this character's attacks)]

Dathomir thirsts for your blood!


9/30 Separatist
AQ-Series Battle Droid

Cost: 15
HP: 50
Def: 16
Atk: +3
Dam: 10

Special Abilities
Droid. Stealth
Camaraderie [Quarren allies gain Stable Footing, Charging Assault and Valiant]
Charging Assault [Replaces turn: Can move up to double speed, then make an attack against an adjacent enemy]
Light Blaster Cannons [Replaces attacks: Make 2 attacks, at +10 Attack for 10 Damage. Cannot gain abilities while making these attacks.]
Relay Orders [Each allied commander can count distance from this character as well as from itself for the purpose of commander effects]
Stable Footing [Not slowed by difficult terrain or low objects]
Turbulence [Adjacent squares also count as difficult terrain.]
Valiant [+10 Damage against an enemy that is within 6 squares of an allied character]

"Send out the aqua droids." ― Asajj Ventress


6/30 Republic
Clone Lieutenant Jesse

Cost 27
Hit Points: 70
Defense: 17
Attack: +10
Damage: 20

Special Abilities
Unique. Order 66. Double Attack
Camaraderie [A medium based ally whose name contains Captain Rex gains Trooper]
Disciplined Leader [This character's commander effect cannot be suppressed]
Squad Maneuver [This character gains Evade while 3 allies with the same name as this character are within 6 squares]
Trooper [Counts as a character named 501st Clone Trooper]
Willing to Serve [Counts as a follower for purposes of allied commander effects]

Commander Effect
Allied 501st troopers gain Squad Maneuver.

Commander Rex, you're in violation of Order 66. I accuse you of treason against the Grand Army of the Republic.


16/30 Rebel
Taidu Sefla

Cost 25
Hit Points: 70
Defense: 18
Attack: +9
Damage: 20

Special Abilities
Unique. Rogue One. SpecForce.
Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy]
Grenades 30 [Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11]
Sniper [Other characters do not provide cover against this character's attack]

Commander Effect
Non-Unique SpecForce and Rogue One allies gain Accurate Shot.


14/30 Rebel
Rogue One Tracker

Cost 18
Hit Points: 50
Defense: 16
Attack: 7
Damage: 20

Special Abilities
SpecForce
Twin Attack [Whenever this character attacks, he makes 1 extra attack against the same target]
Long-Range Vision [+4 Attack against targets farther than 6 squares away]
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)

"Light it up!" —Cassian Andor on Scarif


29/30 Fringe
Ziton Moj, Head of Black Sun

Cost 28
Hit 50
Def 18
Atk +10
Dam 10

Special Abilities
Unique. Black Sun Vigo. Evade
Blaster Upgrade [Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack]
Camaraderie [Falleen and Fringe allies with Glitterstim, Musician, or Pheromones gain Black Sun Vigo]
Opportunist +20 [+4 Attack and +20 Damage against an enemy who has activated this round]
Pheromones [Cancel an attack from a living enemy within 6 squares that targets this character; the attacker can avoid this effect with a save of 11]
Rapport [Black Sun characters cost 2 less when in the same squad as this character]

Commander Effect
If all allies are Black Sun, this character gains the following commander effect:
At the end of this character's turn, you may activate 1 Black Sun ally within 6 squares who has not yet activated this round. This does not count as one of your 2 activations this phase.

Stand down! You are now all slaves of the Black Sun Clan!


30/30 Mandalorian
Skull Squadron Officer

Cost: 26
Hit Points: 80
Defense: 18
Attack: 9
Damage: 20

Special Abilities
Mandalorian Protector. Pilot. Twin Attack
Bodyguard [If an adjacent ally would take damage from an attack, this character can take the damage instead]
Camaraderie [Allied Mandalorian Protectors gain Pilot]
Rival [This character cannot be in a squad that contains any character whose name contains Death Watch]
Synergy +4 [Mandalorian pilot allies get +4 attack while within 6 squares of another Mandalorian pilot ally]
Rapport [Unique Mandalorian Protectors cost 1 less when in the same squad as this character]

Commander Effect
Allied Mandalorian Protectors gain Greater Mobile Attack.

"Skull Squadron to General Depa Billaba…I think we can buy you those two minutes." -Fenn Rau


22/30 New Republic
Company 77 Trooper on Orbak

Cost: 18
Hit Points: 50
Defense: 15
Att: 3
Dmg: 10

Special Abilities
Resistance. Melee Attack; Speed 8
Galloping Attack [As this character moves, he can attack each adjacent enemy, +4 Attack; this turn, this character cannot attack any enemy twice and cannot move directly back into a space he has just left. This ability is usable only on this character's turn.]
Orbak [At the end of it's turn, you may replace this character with a character named Resistance Trooper. The replacement character starts with damage equal to the damage currently on this character and is considered activated this round.]

JL-4410, was the lead groom responsible for tending to the group's orbak contingent.


23/30 New Republic
General Hera Syndulla

Cost: 35
Hit Points: 90
Defense: 18
Attack: 9
Damage: 20

Special Abilities
Unique. Pilot. Twi'lek. Double Attack; Evade
Affinity [Your squad may include a character whose name contains Chopper regardless of faction]
Allegiance [If all living Unique allies in your squad were New Republic pilots immediately before the first activation of the skirmish, non-Unique New Republic pilots without a Force rating gain Double Attack and Greater Mobile Attack]
Call for Support [If all living Unique allies are New Republic pilot allies, at the end of this character's turn you may move a New Republic pilot follower without a Force rating within 6 squares up to 6 squares]
Valiant [+10 Damage against an enemy that is within 6 squares of an allied character]

Commander Effect
New Republic pilot followers without a Force rating gain Valiant.

At the end of this character's turn, 1 New Republic pilot follower without a Force rating within 6 squares can make an immediate attack.

Hello Vanguard. Welcome to the Nadiri Dockyards.


19/30 Imperial
Inferno Squad Commando

Cost 21
Hit: 60
Def: 17
Att: +8
Dam: 20

Special Abilities
Pilot. Resistance
Affinity [May be in a New Republic squad]
Mines 20 [An enemy that moves adjacent to this character takes 20 damage; save 11]
Shared Armament [At the start of this character's turn, choose a special ability that replaces attacks from a commando ally within 6 squares. This character gains the chosen special ability this turn.]
Shielded [Replaces attacks: This character and allied Commandos within 6 squares lose Evade and gain Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]

"We need more troopers like you." —501st Stormtrooper


18/30 Imperial
Governor Arihnda Pryce

Cost 27
Hit Points: 80
Defense: 18
Attack: +10
Damage: 20

Special Abilities
Unique. Melee Attack; Double Attack
Explosive Supplies [Replaces turn: Choose 1 adjacent ally to gain Satchel Charge]
Inside Information [Replaces attacks: If this character has line of sight to an enemy at the start of his turn, 10 damage to any 1 enemy in an opponent's starting zone; save 16]
Parry [When hit by a melee attack, this character takes no damage with a save of 11]
Rebel Hunter [+4 Attack and +10 Damage against Rebel enemies]
Strong-Willed [Cannot be affected by Jedi Mind Trick]
Commander Effect
Non-Unique Imperial Pilot and Trooper allies gain Rebel Hunter.

I serve the Empire until the end.


28/30 Fringe
Nightsister Zombie

Cost: 6
Hit Points: 20
Defense: 14
Attack: 6
Damage: 10

Special Abilities
Melee Attack
Exclusive Loyalty [Not subject to commander effects of allies who are not Nightsister]
Nightsister Zombie[This character does not count as a living character. Whenever this character defeats a living enemy you can immediately add a character named Nightsister Zombie to your squad. The new character sets up in a square that enemy formerly occupied. If this character has no allies with Chant of Resurrection it is immediately defeated.]


05/06 Rebel
Merrin, Nightsister of Dathomir

Cost 25
Hitpoints: 80
Defense: 18
Attack: +8
Damage: 10

Special Abilities
Unique. Mantis Crew. Twin Attack
Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense]
Camaraderie [Mantis Crew allies gain Twin Attack]
Cunning Attack [+4 Attack and +10 Damage against an enemy who has not activated this round]

Force Powers
Force 2. Force Renewal 1
Chant of Resurrection [Force 2, replaces turn; For the rest of the skirmish: Whenever a living Nightsister ally is defeated, with a save of 11, you can immediately add a non-living Nightsister to your squad.]
Teleport [Force 1, replaces attacks: Place this character into an unoccupied square within 4 squares. After changing position, she may make 1 attack.]

Commander Effect
Mantis Crew and Nightsister allies gain Cunning Attack.

When you face one Nightsister of Dathomir . . . you face us all!


3/6 Rebel
Cal Kestis and BD-1

Cost 35
HP 100
Def 18
Att +8
Dam 20

Special Abilities
Unique. Mantis Crew. Melee Attack
Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense]
BD Unit [At the start of this character's turn, choose one of the following effects; Designate one door within 4 squares as open this turn, Target enemy gets -2 defense this turn; Remove 10 damage from this character.]
Leeching Attack [If this character deals damage with an attack; at the end of the turn he gains 1 Force point]
Wall Climber [This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall.]

Force Powers
Force 3
Force Stasis [Force 1, usable only on this character's turn: range 6; target enemy's speed is reduced to half until the end of its next turn, Save 11 negates.]
Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]
Force Push 2 [Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller]
Lightsaber Throw [Force 1, replaces attacks: Attack 1 enemy within 6 squares]

BD toss me a stim!


1/6 Republic
Cere Junda

Cost 43
HP 120
Def 18
Att +10
Dam 10

Special Abilities
Unique. Mantis Crew. Double Attack; Parry
Affinity [May be in a Rebel squad]
Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense]
Camaraderie [Mantis Crew allies gain Double Attack]
Force Bond [An ally whose name contains Cal Kestis gains Lightsaber Reflect]
Lightsaber [+10 Damage against adjacent enemies]

Force Powers
Force 2. Force Renewal 1
Force Repulse 3 [Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.]
Force Withdraw [Force 1, useable only on this character's turn: Until the start of this character's next turn or until it spends a Force point, it gains Force Immunity.]
Lightsaber Reflect [Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage, save 11]

Commander Effect
An ally whose name contains Cal Kestis gains Parry.

We will always struggle. But that is the test. It's the choice to keep fighting that makes us who we are.


4/6 Rebel
Greez Dritus

Cost 19
HP 60
Def 12
Att +6
Dam 10

Special Abilities
Pilot. Mantis Crew. Greater Mobile Attack
Agile [This character can move 2 extra squares at the end of its turn]
Allegiance [If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense]
Camaraderie [Mantis Crew allies gain Agile]
Gambler's Luck [Once per turn, this character can reroll an attack, adding +4 to the result. If the attack misses, this character takes 10 damage.]

Commander Effect
At the start of the skirmish, choose 1 Unique living Rebel Commander to not violate the requirements of Allegiance for the rest of the skirmish.
If a character whose name contains Cere Junda is in your squad, Mantis Crew allies gain Greater Mobile Attack.

Greezy money, baby.


10/30 Separatist
Dark Acolyte Master

Cost 33
HP 90
Def 18
Att +11
Dam 20

Special Abilities
Melee Attack; Double Attack; Ambush
Affinity [May be in a Sith squad]
Absorb Life Energy [When a living enemy is defeated by this character, remove 10 damage and this character gets +1 Attack and +1 Defense. These bonuses are cumulative.]
Bloodthirsty [+10 Damage on melee attacks against enemies at half Hit Points or less]
Djem So Style [Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.]
Savage Force Renewal [While this character has Savage, he gains Force Renewal 1]

Force Powers
Force 3
Indiscriminate Rage [Force 1: +2 Attack and +10 Damage until the end of this character's turn. At the end of that turn, make a save of 11. If the save fails, this character gains Savage.]
Lightsaber Sweep [Force 1, replaces attacks: Can attack each adjacent enemy once]

Commander Effect
Savage characters are subject to this effect:
Non-Unique medium Separatist and Sith allies with Melee Attack and a force rating gain Indiscriminate Rage and Absorb Life Energy.
----------------------------------------------------------------------------------------------------------------------------------
DarkDracul
Posted: Friday, April 29, 2022 1:52:27 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 914
Location: Kokomo
Bump // Saved
jen'ari
Posted: Monday, May 2, 2022 10:52:35 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/3/2014
Posts: 2,046
[quote=DarkDracul]02/06 Republic
Taron Malicos

Cost: 40
Hit Points: 120
Defense: 20
Attack: +14
Damage: 20

Special Abilities
Unique. Nightbrother. Melee Attack; Double Attack

Jar'kai Style [On his turn, if this character's first attack hits, he can make 1 extra attack]

Synergy +4 [Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 get +4 attack while within 6 squares of this character.]

Tactician +4 [Add +4 to the initiative roll except on a roll of 1]

Force Powers
Force 3. Force Renewal 1

Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]

Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]

Telekinetic Throw [Force 2; Replaces attacks; Useable while this character is in low objects; 40 damage to one target enemy within 6 squares.]

Commander Effect
Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 gain Double Attack and Greater Mobile Attack.

There's power there. Beyond Jedi understanding. Power I control. I would offer you the same thing.


What is the build with this guy? He has cool things on him, but what squad do you put him in? Some lame Nightbrother squad? Why does he have to be a Commander? Don't we have enough loser Jedi Commanders that do not do anything for the Faction?
Just drop his trash CE and then put the piece out as a follower.
Cassus fett
Posted: Monday, May 2, 2022 12:01:46 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/10/2010
Posts: 680
Location: The Shadowlands of Kashyyyk
jen'ari wrote:
[quote=DarkDracul]02/06 Republic
Taron Malicos

Cost: 40
Hit Points: 120
Defense: 20
Attack: +14
Damage: 20

Special Abilities
Unique. Nightbrother. Melee Attack; Double Attack

Jar'kai Style [On his turn, if this character's first attack hits, he can make 1 extra attack]

Synergy +4 [Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 get +4 attack while within 6 squares of this character.]

Tactician +4 [Add +4 to the initiative roll except on a roll of 1]

Force Powers
Force 3. Force Renewal 1

Force Pull 2 [Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy.]

Telekinesis [Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]

Telekinetic Throw [Force 2; Replaces attacks; Useable while this character is in low objects; 40 damage to one target enemy within 6 squares.]

Commander Effect
Non-Unique Nightbrother allies and large based non-Unique allies with Order 66 gain Double Attack and Greater Mobile Attack.

There's power there. Beyond Jedi understanding. Power I control. I would offer you the same thing.


What is the build with this guy? He has cool things on him, but what squad do you put him in? Some lame Nightbrother squad? Why does he have to be a Commander? Don't we have enough loser Jedi Commanders that do not do anything for the Faction?
Just drop his trash CE and then put the piece out as a follower.


I’d have put it a little more diplomatically, but yeah, I agree the CE is dookie. Incredibly odd choice to make him Republic and not Fringe too. By the time you meet him in game there’s no loyalty to the Jedi Order or former Republic left.
spryguy1981
Posted: Wednesday, May 4, 2022 1:53:02 PM
Rank: Advanced Bloo Milk Member
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Joined: 2/16/2009
Posts: 1,328
Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.
jen'ari
Posted: Wednesday, May 4, 2022 2:24:07 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/3/2014
Posts: 2,046
spryguy1981 wrote:
Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.


Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing.
gholli69
Posted: Thursday, May 5, 2022 3:23:36 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/12/2012
Posts: 385
Location: Kokomo, IN
jen'ari wrote:
spryguy1981 wrote:
Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.


Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing.




There are other interesting combos, like at-rts, or flash speeders.
Cassus fett
Posted: Thursday, May 5, 2022 9:06:12 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/10/2010
Posts: 680
Location: The Shadowlands of Kashyyyk
gholli69 wrote:
jen'ari wrote:
spryguy1981 wrote:
Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.


Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing.




There are other interesting combos, like at-rts, or flash speeders.


That’s a negative Big Hoss. Flash Speeder is both Huge base and missing Order 66. AT-RT’s, Ariel Clone Captain’s, Clone on Speeder, and Gelagrubs.
jen'ari
Posted: Thursday, May 5, 2022 9:06:47 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/3/2014
Posts: 2,046
gholli69 wrote:
jen'ari wrote:
spryguy1981 wrote:
Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.


Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing.




There are other interesting combos, like at-rts, or flash speeders.


It is not interesting. And if it was, make it a Special Ability and drop all the nightbrother stuff. He cant be the version of himself that is a Jedi General and the version where he disregards the jedi way at the same time.
Cassus fett
Posted: Thursday, May 5, 2022 12:36:48 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/10/2010
Posts: 680
Location: The Shadowlands of Kashyyyk
jen'ari wrote:
gholli69 wrote:
jen'ari wrote:
spryguy1981 wrote:
Gelagrubs get pretty potent at +14(18 w/Opp) Double (Triple with Clone Commander) for 30 (40 with Opp.) It's a lot of fun.


Gelagrubs? that is the idea? gelagrubs..... does anything else at all have to be said? embarrassing.




There are other interesting combos, like at-rts, or flash speeders.


It is not interesting. And if it was, make it a Special Ability and drop all the nightbrother stuff. He cant be the version of himself that is a Jedi General and the version where he disregards the jedi way at the same time.


Hence why I commented on him being Republic and not Fringe. His entire kit including half the CE is clearly based on when Cal meets him on Dathomir. This large based O66 nonsense comes from like, a single line of background info from a data log or something.
kobayashimaru
Posted: Thursday, May 5, 2022 10:15:47 PM
Rank: Advanced Bloo Milk Member
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Joined: 8/26/2011
Posts: 1,174
Some of the lurkier of us,
were wanting the seldom-used pieces, like the Gelagrubs,
to finally compete with the Lancer squad combos after all these years...

Well, some folks this-VSet are finally looking into making
Gelagrubs Great Again (again) BigGrin
seriously, the Gelagrubs look okay, but they gather a lot of dust compared with speeders etc.
SurfRider tried too to make Gelagrubs awesome as a faction for his custom cards,
which saw a lot of uses.

(cue Palpatine evil cackle),
just some minor tinkering with the midichlorians folks.
DarkDracul
Posted: Friday, May 6, 2022 8:05:38 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/18/2008
Posts: 914
Location: Kokomo
***Incoming*** Spoiled on SHNN 5/5/22
AQ-Series Battle Droid & Clone Lieutenant Jesse
kiki
Posted: Tuesday, May 10, 2022 10:14:24 PM
Rank: Advanced Bloo Milk Member
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Joined: 6/15/2017
Posts: 126
DarkDracul wrote:
***Incoming*** Spoiled on SHNN 5/5/22
AQ-Series Battle Droid & Clone Lieutenant Jesse


Jesse! We need to cook!
kobayashimaru
Posted: Wednesday, May 11, 2022 4:04:50 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/26/2011
Posts: 1,174
mmmmm battledroids... *drool noise*

hopefully it boosts Destroyer Droids and the Scorponek Droids
(since those were in The Mandalorian).

Also, will there be
"Steroided Hutt on Robo-Chair" at any point,
or do we already have that?

I have some 1:48 Whale Cephalopod Miniature Dreadnaught Replacers,
so, I'm good to deploy those instead of Jabba.
DarkDracul
Posted: Sunday, May 15, 2022 8:01:34 PM
Rank: Advanced Bloo Milk Member
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Joined: 4/18/2008
Posts: 914
Location: Kokomo
Thank You for the donations!

DarthMaim

gandalfthegreatestwizard

DarthJoe8

Darth_ted_82

DarkDracul
Posted: Sunday, May 22, 2022 11:23:11 AM
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Joined: 4/18/2008
Posts: 914
Location: Kokomo
Added: Skull Squadron Officer & Ziton Moj, Head of Black Sun

Only $800 more is needed to go to print.
DarkDracul
Posted: Friday, June 10, 2022 12:17:48 PM
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kobayashimaru
Posted: Saturday, June 11, 2022 1:13:58 AM
Rank: Advanced Bloo Milk Member
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Joined: 8/26/2011
Posts: 1,174
Yeah... I've been meaning to get you folks
a miniSDXC spooler-array to solve some of this stuff

Still, Looking Forward to This VSET,
finally get some older pieces back and playable for
as we start to be able to do Face To Face Real World Minis Again! Yippee
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