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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2009 Posts: 487
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here's to helping wizards come out w/ some great new special abilities (and force powers)!
Anti-Affinity (A character whose name contains X may not be in your squad) Slow Poison (Enemies damaged by this character's attack take 20 damage every time they activate for the rest of the skirmish, save 11) Last Stand (If this is the last character in your squad, he get +2 defense, +2 attack, and +10 damage for the rest of the skirmish) Countermoves (Suppresses all commander effects) Crack Training (Replaces turn; touch; place this character and an adjacent ally out of play. At the beginning of the next round, return each character to in their previous positions, they are considered activated this round. The adjacent ally gets +4 attack and +4 defense for the rest of the skirmish) Undercover (As long as this character hasn’t attacked an enemy, he cannot be targeted. An adjacent enemy can use its turn to negate this special ability for the rest of the skirmish, save 11)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2009 Posts: 102
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I like all of those. But on the slow poison, there should be an initial save and then a save for each activation if the initial is failed. Once you make the save the slow poison should go away. Similar to corruption. Maybe thats what you were going for anyway but couldn't be sure.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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Gambler ( Every init, you and your opponent take a guess at your init roll. If either suceeds, they get to remove any enemy from play. That character is defeated.) Cloner ( your squad may have more than 1 of the same unique character [ e.g. Han, Scoundrel and Han in STA or 2x Luke Hoth Pilot etc.])
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Rank: Wookiee Freedom Fighter Groups: Member
Joined: 4/6/2009 Posts: 14 Location: Knoxville, TN
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How bout some of these.
Extra Firepower( This character can activate twice per round as long as both times are used to combine fire)
Critical Error( Whenever the first natural 20 is rolled each turn that player must reroll it)
Pinpoint Accurate Shot( This character can attack an enemy with cover as though it does not have cover and its attacks cannot be prevented or redirected)
Force Shift( Force 1:This character can only be attacked 1 time this turn)
Force Shockwave( Force 4:Choose a direction away from this character ignoring diagonals;20 damage to each character in that direction within 20 squares;This is negated by walls)
Force rejuvenation( Force 8: replaces turn; unactivate each other activated character in your squad)
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Rank: Wookiee Freedom Fighter Groups: Member
Joined: 4/6/2009 Posts: 14 Location: Knoxville, TN
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Cloner is a really cool idea but I think it would be just too powerful, especially in the right factions. Maybe it should be worded like this:
Cloner (The unique rule does not apply for exactly two other characters in your squad)
That way you couldn't make a squad of ten wickets, but you could still have two bobas.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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That's what I actually originally did it as. Love the Shift, btw!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 201
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Last stand
When this character is a defeat make a save of 6 if successful this character gains 20 hp -2 defence and +1 attack and dies either after being killed or 3 rounds.
good?
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Difficult Target: Attacking this character does not trigger Twin Attack. Tactician +X: Add X to your initiative total. Quick Reflexes: +4 Atk on AoOs and may make AoOs against characters with Flight. Blor'ash Jelly: Replaces attacks; range 6. Target Medium or Smaller figure gains Speed 0 until they make a successful save 11 at the start of their turn. Assasin: +10 Dam against Unique enemies and ignores Diplomat SA. Press the Attack: Force 1. Until the end of the turn, this character gains Extra Attack.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/28/2009 Posts: 79
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booming warcry:commander effects limited to followers affects all characters in your squad
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/8/2009 Posts: 149
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Greater Accurate Shot (Enemies do not have cover against this character's attacks.)
Teach you, super stealth.
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Rank: AT-RT Groups: Member
Joined: 6/19/2009 Posts: 33
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total door control
replaces turn, mini can open or shut every door at once
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
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I like the Blorash Jelly idea, but it does add one more limitation against melee since shooters might still have a target without moving.
Here are a couple from some customs I've done in the past
Jedi Arrogance (+4 Attack and +10 Damage against enemies without Force ratings) [designed for Jorus C'Baoth, but could easily apply to a variety of Force users, especially on the darkside.]
Vibroblade (+10 Damage against adjacent enemies) [basically the lightsaber ability, but not using that word since it is used to specify other abilities]
Droid Hatred (This character gains Accurate Shot against Droid characters) [something for Vong, although they do not have any shooters really to benefit. I considered +10 damage, but we already have that in Ion Gun]
No Blasters (All characters within 6 square can only attack adjacent enemies) [for a Wuhrer character from the Cantina - could work for others to give a little boost to melee pieces since the shooters lose their ranged advantage]
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/21/2008 Posts: 193 Location: Dallas / Fort Worth
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Sithborg wrote:Tactician +X: Add X to your initiative total. I would do Tactician like this so that it interacts with Mater Tactician: Tactician X: Roll for initiative as normal, except you automatically choose who goes first if your roll is X or greater.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/10/2009 Posts: 469 Location: 719
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hand of 2 (for Darth Bane/sith) only 1 other force user can be in a squad, this character upon death grants master of the force 2, 4 force points if they have renewal or force renewal +1 if they don't have renewal and grants "Darth" to their name giving them +4 atk, +4 def to the other force user
gotta get around-pilot allies gain flight
Jabba the Hutt bounty boss special affect Only one prize-if one or more bounty hunters are within 6 of a unique ally, the BH that kills the unique ally gains (unsure here, I was thinking either +10 damage or extra attack) the other takes 10 damage. I think this would be an affect that could affect all players involved, leads to a bounty hunt of who can get that kill first, because you benefit from getting the kill.
more later
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/28/2009 Posts: 206 Location: Dagobah, FL
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@shatterpoint7 I like the "last stand".
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Deepstrike: This figure must start be placed on your oppoments half side of the map at the start of the game before intitive is rolled.
Name obviously inspired by Warhammer 40,000, I would of picked ambush, but thats already been assigned to something. XD Definately game changing, though it's not an ability I would like to see as a commander effect. The entire Mandolorian Army being set up in shooting range at the start of the game? Ow... XD
Automated: This figure may be placed anywhere on your side of the map and cannot move. If an opsing figure moves into this charcters line of sight, this charcter can make an attack immediately. This cannot attack on your turn.
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Rank: Wookiee Hunter AT-ST Groups: Member
Joined: 10/31/2008 Posts: 57
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Sithborg wrote: Assasin: +10 Dam against Unique enemies and ignores Diplomat SA.
I thought a an SA named assassin a couple of years ago except it was +4+10 against characters with commander effects
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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Inventer of the Force ( may spend force points as many times as he likes!) Submission ( affected by all allied ce's) Rebellious ( not affected by ce's)
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Rank: Young Krayt Dragon Groups: Member
Joined: 7/16/2009 Posts: 50 Location: janesville wi.
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greater evade "when this character makes an evade save they can move up to two squares and attacker loses any further attacks if they lose line of sight" or greater parry "when this character make a succesful parry save they can move 1 square directly away from the attacter canceling any further attacks"
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/24/2009 Posts: 251 Location: ZAFT Headquarters, Planet Zi, GFFA
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slvader77 wrote:greater evade "when this character makes an evade save they can move up to two squares and attacker loses any further attacks if they lose line of sight" or greater parry "when this character make a succesful parry save they can move 1 square directly away from the attacter canceling any further attacks" You never know, the new Veers might be a test subject for just such an ability...
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