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V-Set 3 - Minis, Force Powers and abilities you would like to see Options
swinefeld
Posted: Tuesday, January 4, 2011 1:48:54 AM
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FlyingArrow wrote:
Put this one on a Wookiee or Yuzzem or other physically-strong character:

Character Throw Replaces attacks: Remove adjacent lower-cost small character from the battle grid. Range 6; 20 damage, target is considered activated this round; save 11. Huge and larger characters ignore the nondamaging effect. Return the small character to the battle grid adjacent to target, 10 damage to small character.

Glossary:
Instead of making its normal attack, this character can throw an adjacent lower-cost small character (enemy or ally) at an enemy within 6 squares, causing damage to both the thrown character and the enemy. Remove the small character from the battle grid before making the targeting decision. Return the small character to the battle grid adjacent to the target. If no adjacent space is available, place the small character as close to the target as possible. If the small character is placed on a pit space, it is defeated immediately.


Cool idea!
Bolded part needs a normal pit save.
Don't want my Yoda going out like a punk. Razz
FlyingArrow
Posted: Tuesday, January 4, 2011 2:08:44 AM
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swinefeld wrote:
FlyingArrow wrote:
Put this one on a Wookiee or Yuzzem or other physically-strong character:

Character Throw Replaces attacks: Remove adjacent lower-cost small character from the battle grid. Range 6; 20 damage, target is considered activated this round; save 11. Huge and larger characters ignore the nondamaging effect. Return the small character to the battle grid adjacent to target, 10 damage to small character.

Glossary:
Instead of making its normal attack, this character can throw an adjacent lower-cost small character (enemy or ally) at an enemy within 6 squares, causing damage to both the thrown character and the enemy. Remove the small character from the battle grid before making the targeting decision. Return the small character to the battle grid adjacent to the target. If no adjacent space is available, place the small character as close to the target as possible. If the small character is placed on a pit space, it is defeated immediately.


Cool idea!
Bolded part needs a normal pit save.
Don't want my Yoda going out like a punk. Razz


I don't either - that's why it's lower-cost characters only. Smile
I thought about having a save or spending a force point to avoid the effect, but limiting it to lower-cost seemed like a simple way to balance it. I guess you could have an issue, though, if this ability wound up on a really expensive wookiee.
I also didn't include the pit save because there may not be a space adjacent to the pit.
swinefeld
Posted: Tuesday, January 4, 2011 3:12:46 AM
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- facepalm!

It would help if I read more closely, lol.
Desslok
Posted: Tuesday, January 4, 2011 12:13:34 PM
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It's not a power or character, but I thought of something I'd like to see on the next set: the name/set of the recommended mini printed right on the card. Not very big text or anything, just something in the border to make sorting through trying to find the miniatures easier and faster.
LBPB
Posted: Tuesday, January 4, 2011 11:19:20 PM
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Desslok wrote:
It's not a power or character, but I thought of something I'd like to see on the next set: the name/set of the recommended mini printed right on the card. Not very big text or anything, just something in the border to make sorting through trying to find the miniatures easier and faster.

That would be smart ! ThumpUp
BENE
Posted: Saturday, January 8, 2011 11:46:45 AM
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I like Desslok's suggestion too. It would come in useful if in V3 we have some allowance for IG-88A, IG-88B, IG-88C, and IG-88D, where we could use the 3 specific IG-88 pieces and I guess and IG-86, which by the way, are the pieces I'd like to see done.
What would be the best way to do them? Maybe reprint the original stats with a semi-unique status for each, or print one set of new stats that can be used on 4 unique pieces.
I'd like to see a REPROGRAM special ability, where like in Tales of the Bounty Hunters, IG-88 was able to put a sleeper program in other droids so that they'd become his army against organics. The idea of REPROGRAM would be that he has the ability to convert enemy droids to his own faction. "Reprogram: Replaces attacks. All adjacent enemy droids are converted to this character's side if they fail a save of 11. A save of 1 does not convert the droid character, but does defeat it."
Considering IG-88's ability to download his personality into other droids, perhaps that could be worked in as well.
AdmiralMotti89
Posted: Sunday, January 9, 2011 1:25:01 PM
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BENE wrote:
I like Desslok's suggestion too. It would come in useful if in V3 we have some allowance for IG-88A, IG-88B, IG-88C, and IG-88D, where we could use the 3 specific IG-88 pieces and I guess and IG-86, which by the way, are the pieces I'd like to see done.
What would be the best way to do them? Maybe reprint the original stats with a semi-unique status for each, or print one set of new stats that can be used on 4 unique pieces.
I'd like to see a REPROGRAM special ability, where like in Tales of the Bounty Hunters, IG-88 was able to put a sleeper program in other droids so that they'd become his army against organics. The idea of REPROGRAM would be that he has the ability to convert enemy droids to his own faction. "Reprogram: Replaces attacks. All adjacent enemy droids are converted to this character's side if they fail a save of 11. A save of 1 does not convert the droid character, but does defeat it."
Considering IG-88's ability to download his personality into other droids, perhaps that could be worked in as well.


The way I did an IG-88A as a custom was to make him pretty expensive, with rapport -10 for other IG-88's, and allowing up to 3 other characters whose names contain IG-88 (ignoring Unique for those 3), as long as none of them have the same name as each other. He'd also have a GGDAC type Commander effect. I might have prevented unique living characters from being in his squad as well. I really never intended it to be compititive to the max, just a cool theme option.
BENE
Posted: Monday, January 10, 2011 1:21:54 PM
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AdmiralMotti89 wrote:
BENE wrote:
I like Desslok's suggestion too. It would come in useful if in V3 we have some allowance for IG-88A, IG-88B, IG-88C, and IG-88D, where we could use the 3 specific IG-88 pieces and I guess and IG-86, which by the way, are the pieces I'd like to see done.
What would be the best way to do them? Maybe reprint the original stats with a semi-unique status for each, or print one set of new stats that can be used on 4 unique pieces.
I'd like to see a REPROGRAM special ability, where like in Tales of the Bounty Hunters, IG-88 was able to put a sleeper program in other droids so that they'd become his army against organics. The idea of REPROGRAM would be that he has the ability to convert enemy droids to his own faction. "Reprogram: Replaces attacks. All adjacent enemy droids are converted to this character's side if they fail a save of 11. A save of 1 does not convert the droid character, but does defeat it."
Considering IG-88's ability to download his personality into other droids, perhaps that could be worked in as well.


The way I did an IG-88A as a custom was to make him pretty expensive, with rapport -10 for other IG-88's, and allowing up to 3 other characters whose names contain IG-88 (ignoring Unique for those 3), as long as none of them have the same name as each other. He'd also have a GGDAC type Commander effect. I might have prevented unique living characters from being in his squad as well. I really never intended it to be compititive to the max, just a cool theme option.


Well there's some pretty cool ideas to mess around with IG-88 in the game mechanics. I think IG-88 would be a great mini-team, just like, oh, I don't know, Omega squad.
BENE
Posted: Tuesday, January 11, 2011 1:45:35 PM
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Me again. I'd also like to see an ability where characters who's name contains "mercenary" and those with the SA ability of "mercenary" can benefit from the same CE.
TreebeardTheEnt
Posted: Tuesday, January 11, 2011 8:57:46 PM
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Desslok wrote:
It's not a power or character, but I thought of something I'd like to see on the next set: the name/set of the recommended mini printed right on the card. Not very big text or anything, just something in the border to make sorting through trying to find the miniatures easier and faster.


If not the whole name at least the set and piece number. Example: KotOR12
Lord_Ball
Posted: Tuesday, January 11, 2011 9:43:54 PM
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TreebeardTheEnt wrote:
Desslok wrote:
It's not a power or character, but I thought of something I'd like to see on the next set: the name/set of the recommended mini printed right on the card. Not very big text or anything, just something in the border to make sorting through trying to find the miniatures easier and faster.


If not the whole name at least the set and piece number. Example: KotOR12

unfortunately...
wannabe mexican
Posted: Thursday, January 13, 2011 2:51:53 AM
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I just thought of one.

Villip: This character can be affected by commander effects limited to a range of 6 even when it is moe than 6 squares away fom the commander or mouse droid.

Obviously Yuuzhan Vong specific, but may be useless due to the Yammosk war coordinator.
Lord_Ball
Posted: Thursday, January 13, 2011 3:28:44 AM
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wannabe mexican wrote:
I just thought of one.

Villip: This character can be affected by commander effects limited to a range of 6 even when it is moe than 6 squares away fom the commander or mouse droid.

Obviously Yuuzhan Vong specific, but may be useless due to the Yammosk war coordinator.


Perhaps changing it to read something like:
(On this characters turn chose 1 allied commander effect, this character counts as being within range regardless of location on the battle map)

Because the yammosk still requires "counting range", this would allow the character with villip to recieve the benefits of the CE when locked inside a room.
saber1
Posted: Thursday, January 13, 2011 3:11:23 PM
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Location: At the controls
Ordnance Supplies Replaces turn: choose 1 adjacent ally to gain Satchel Charge for the rest of the skirmish)
-(species X) Trader

Concentrate All Fire If you win initiative, until the start of the next round, enemy characters can only target 1 character in your squad per turn. This affects abilities like Double Attack that allow an attacker to target more than 1 character, and abilities like Galloping Attack that generate attacks against multiple characters.
-Admiral Ackbar (NR)

Adaptive Tactics Once per round, before resolving abilities like Master Tactician, subtract 1 from your opponent's final initiative roll for each character in your squad that has line of sight to an enemy
-Admiral Ackbar (NR)

Air-Burst Missiles 30 Replaces attacks: sight; 30 damage to target, save 11. 10 damage to each character within 6 squares of that target; save 11.
-Heavy Ordnance Mercenary

Army of Light Cannot be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn.
-Any AoL era Jedi

Beast Tender Replaces attacks: touch; remove 20 damage from a character with Savage. Cannot be targeted by characters with Savage.
-Malakili/Generic Rancor Keeper

Blorash Jelly Replaces attacks: range 6; 10 damage, target is considered activated this round, and target is ensnared; save 11 negates. Each time the ensnared character activates, it must attempt a save of 11. On a failure, that character takes 10 damage and is considered activated that round. On a success, that character is no longer ensnared.
-Various Yuuzhan Vong

Experimental Pistol Upgrade Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage roll twice when attacking, choosing either roll. If either roll is a natural 1, the attack misses and the attacker takes 10 damage.
-Verpine Tech Specialist

Healing Tutor At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Avoid Defeat and Jedi Resilience.
-Healing proficient jedi
saber1
Posted: Thursday, January 13, 2011 3:14:18 PM
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Inspiring Allies' commander effects normally limited to 6 square have unlimited range as long as that commander has line of sight to this character
-Mon Mothma (NR)

Jar'Kai Technique While this character has more than half Hit Points remaining, whenever he makes a save by using a Force power whose name contains Lightsaber, add +2 to the result.
-Vader's Apprentice, A'sharad Hett, various double lightsaber wielding foce users

Jedi Resilience May spend 1 additional Force point per turn to reroll a failed save
-Various Jedi

Juyo Style Scores a critical hit on an attack roll of natural 19 or 20. Whenever this character scores a critical hit, it can make 1 immediate extra attack at +10 Damage. Whenever this character takes damage from a Force power, it takes 10 extra damage.
-Darth Maul

Madclaw Not subject to commander effects; cannot be in a squad that contains a Wookiee without Madclaw
-Wookie Bounty Hunter

Optics Supplies Replaces turn: choose 1 adjacent ally to gain Spotter +10 for the rest of the skirmish
-(species X) Trader

Synergy (+4 Atk, Anakin Solo) +4 Attack while an allied character named Anakin Solo is within 6 squares
-Tahiri Veila

Tràkata Technique This character's attacks cannot be prevented or redirected. An enemy can avoid this effect with a save of 11.
-Corran Horn, Jedi Master

Unorthodox Whenever an enemy uses Lightsaber Block or Parry to prevent damage from this character's attack, that enemy must make a save of 13 instead of 11
-Various curved hilt and/or reverse grip lightsaber wielders

Unyielding When this character activates, he must attempt a save of 11. On a success, damage from this character cannot be prevented or redirected this round.
-Goran Beviin
saber1
Posted: Thursday, January 13, 2011 4:00:47 PM
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Light Armor Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.
-Various Jedi

Brotherhood of Darkness +1 Attack for each ally within 6 squares with Brotherhood of Darkness
-Various BoD era dark siders

Sith Tenacity May spend an additional Force Point per turn to reroll an attack
-Various persistent Sith

Thought Bomb Replaces turn: This character and each ally with a Force rating within 6 squares must spend 1 Force, if possible. 20 damage to each character with a Force rating within line of sight of this character for each Force point spent.
-Lord Kaan

Armor Retrofit Replaces turn: adjacent character with Mounted Weapon gains Damage Reduction 10 for rest of skirmish
-(species X) Technician

Repair Kit Replaces turn: adjacent character gains Industrial Repair 10 for rest of skirmish
-(species X) Technician

Overprotective While an injured ally with Luke in its name is within 6 squares he gains Internal Conflict and this character gains +20 damage and Draw Fire
-Owen and Beru Lars

Heritage Discovered When this character is defeated an ally with Luke in its name with 10 or less attack gains +2 attack, +2 defense and Impulsive Advance for rest of skirmish
-Owen and Beru Lars

Tactical Superiority Your Pilot allies gain +2 Attack for each Pilot that has attacked the target this round
-Baron Fel, Ace Pilot/Saber 1

Military Decryption Suppresses the effects of Recon on enemy characters
-Ghent

Crushgaunts If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage and make a save of 17. On a success, that enemy is -10 Damage for rest of skirmish.
-Jag Fel, Jedi Hunter or Goran Beviin

Experimental Rifle Upgrade Allies within 6 squares with non-melee attacks that deal exactly 20 Damage gain Jolt and take 10 Damage on a natural attack roll of 1.
-Lando Calrissian, Arms Dealer or (species X) Technician

Mighty Cleave Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack at +20 Damage against another adjacent enemy
-Lowbacca

Concealed Not considered a legal target while adjacent to an ally
-Villip

Scaled Hide Immune to the effects of special abilities with Stun, Shock or Jolt in their name
-Barabel Scout

Vibroshields Damage from an attack is reduced by 10, save 11. On a natural 19 or 20 against a nonmelee attack the attacker takes damage equal to the prevented damage, save 11.
-Kar Vastor or Korunnai

Repulsorlift Upgrade Replaces turn: choose 1 adjacent ally with Accelerate to gain Speed 12 for the rest of the skirmish
-(species X) Technician

Entechment +10 Damage for rest of skirmish if this character defeats an enemy. This ability does not stack.
-Ssi-Ruuk



saber1
Posted: Thursday, January 13, 2011 4:17:34 PM
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Blaster Assault Force 1, replaces attacks: Make 2 non-melee attacks
-Laranth Tarak

Blaster Deflect Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11
-Laranth Tarak

Force Throw Force 3, replaces turn: Move 1 target enemy within 6 squares up to 3 squares in any direction. This move does not provoke attacks of opportunity. If the enemy ends this move adjacent to a wall or another character, the target and each character adjacent to that target take 30 damage.
-Vader's Apprentice

Force Vision Force 1: Supress enemy special abilities that modify initiative this round
-Various force users

Jedi Mind Trick Mastery Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunies this turn; save 16.
-Corran Horn, Jedi Master
Kamikaze13
Posted: Friday, January 14, 2011 10:25:24 AM
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New republic R-2 D-2 with Disruptive
Human Black sun vigo
Mistryl assassin
GenoHaradan Elite Assassin
GenoHaradan Disbatcher
GenoHaradan Infiltrator
GenoHaradan Operative
GenoHaradan Recruiter
Rogue Gen'dai
Gen'dai Bounty Hunter
Gen'dai Mercenary
Galactic Alliance Commando
Galactic Alliance Guard
Galactic Alliance Sniper
Galactic Alliance Munitions Expert
New Republic Trooper with Repeating Blaster
New Republic Spy
Veteran Antarian Ranger
A Chewbacca with an ability that scares Mouse Droid's, like in A New Hope
Some mini's of The Old Republic MMORPG
A (weaker?) Cad Bane with a comander effect for fringe
ARC Trooper captain
Storm Commando strike leader
Darthbane53
Posted: Monday, January 17, 2011 10:48:56 PM
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Double post sorry
Darthbane53
Posted: Monday, January 17, 2011 10:49:41 PM
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Well I know this seems a bit hopefull but heres a short list of uber caracters that have been greatly neglected and could make amazing minis

Darth Zannah [Sith] (Darth Banes apprentice, possiably a buffed out sith witch typed charachter who can really mess with enemys tactically and uses force powers to give her team the upper hand as opposed to being another sith beat stick)

Valenthyne Farfalla [Old Republic] (Pretty Boy of the Army of light who fought along side lord hoth, he would be a good addition to the OR as he could boost troops stats and be a decent fighter and hold his own, some where along the lines of a buffed up Kit Fisto (From CS)

Kas'im [Sith] (The man who taught Darth Bane him self and is revered {Check wookieepedia!} as the best blade master who ever lived, despite the fact the sith is full of guys like this he would be the exception, almost purely a beat stick and one who is scary enough to have jedi run when they see him)

Set Harth [Fringe] (This quirky little guy would make a nice addition for some fringe jedi, not anything superpowerfully just more like some of the Non-All-Star Jedi From ROTS)

Lord Hoth Army of Light Commander[Old Republic] (I know he just came out but I dont think he lived up to his potentional in minis stats, hes more or less the Obi-Wan of the OR. I think that he needs to be a guy who can be a tank for the old republic who dont have one yet)
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