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V-Set 3 - Minis, Force Powers and abilities you would like to see Options
Darth_Sal
Posted: Monday, November 15, 2010 5:06:50 AM
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Shape Charge: Replaces Attacks; Designate an adjacent square of wall terrain to be destroyed. For the remainder of the skirmish, that square acts as difficult terrain.

ARC Trooper Demolitionist anyone?
FlyingArrow
Posted: Monday, November 15, 2010 10:46:07 AM
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I like to second the vote for handmaidens. Here's another flavor...

Amidala's Decoy (mini: ?)
Republic
COST: 18
HP: 60
DEF: 15
ATT: +6
DAM: 10

Special Abilities:
Mobile Attack
Rapport (this character costs 1 less in squads with a unique character who counts as Padme Amidala)
Bodyguard
Amidala's Decoy (At the end of this character's turn, any two characters in your squad with Amidala in their names may exchange positions.)



Ronson
Posted: Tuesday, November 16, 2010 6:06:48 AM
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I posted a bunch of ideas on SMW but I thought of an interesting Darth Maul that I think reflects his character well.

Darth Maul
HP: 160
Def: 20
Att: 12
Dam:20

Unique, Melee, Quadrouple Attack, Greater Mobile Attack, Deadly Attack, Stealth, Crowd Fighting

Force 4
Lightsaber Riposte, Dispationate Killer, Force Leap, Force Cloak
FlyingArrow
Posted: Wednesday, November 17, 2010 5:38:02 AM
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How about a new Jabba?


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.




Just some ideas thrown out there. Note that with Paid Bounty, Jabba will pay a bounty to your opponent as well if they have a Bounty Hunter that kills a unique character.
Darth O
Posted: Wednesday, November 17, 2010 9:27:54 AM
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I think we need a good Wolf Sazen.
Darth O
Posted: Wednesday, November 17, 2010 2:19:03 PM
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And a Mandalore the Indomitable on Basilisk would rule!
Hydrowhip
Posted: Thursday, November 18, 2010 7:35:36 AM
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How about a Chief Chirpa mini with the following:

Affinity (C-3PO): A character named C-3PO may be in your squad regardless of faction, this does not include combination versions of C-3PO.
Rapport (Non-Unique Ewoks -1): This does not include conscripted "ewoks".
Ewok Conscription: All characters in your squad are considered "ewok" for the rest of the skirmish.

CE: All "ewok" followers gain Swarm +2 (ewok) and It's a Trap!

Credit to adamb0nd for the Swarm +2 idea.
clixjunkie
Posted: Friday, November 19, 2010 12:42:40 AM
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I don't know if the current set has it or not, but a Sith unit with door control of some kind would be nice.

Maybe even a force power that can blow down doors.
imyurhukaberry
Posted: Friday, November 19, 2010 12:53:41 AM
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Location: East Coast
DARTH NIHILUS, LORD OF HUNGER (use Nihilus mini)
Sith
COST: 73
HP: 90
DEF: 20
ATT: +12
DAM: 20

Special Abilities:
Unique
Melee Attack
Double Attack
Stealth
Spirit Armor (When this character is reduced to 0 hit points, he can spend 1 force point to gain 20 hit points. This ability can be used more than once per turn.)

Force Powers:
Force 3
Drain Life 2 (Force 2; Range 6; 20 damage to one living target, save 16. Remove damage from this character equal to damage done to target.)
Force Resistance (Force 2; this character gains Force Immunity until the end of the round.)
Sith Rage
Wound in the Force (At the beginning of each round, all living enemy characters with force points within 6 squares, unaffected by terrain, take 10 damage and lose 1 force point. Abilities that reduce damage cannot be used to prevent this damage. This character gains hit points and force points equal to the damage done and force points lost by enemy characters.)

Commander Effects:
Followers with a force rating gain Drain Life 1.

"He is a wound in the Force, more presence than flesh, and in his wake life dies… sacrificing itself to his hunger." ―Visas Marr
Zalkrie
Posted: Friday, November 19, 2010 3:10:37 AM
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imyurhukaberry wrote:
DARTH NIHILUS, LORD OF HUNGER (use Nihilus mini)
Sith
COST: 73
HP: 90
DEF: 20
ATT: +12
DAM: 20

Special Abilities:
Unique
Melee Attack
Double Attack
Stealth
Spirit Armor (When this character is reduced to 0 hit points, he can spend 1 force point to gain 20 hit points. This ability can be used more than once per turn.)

Force Powers:
Force 2
Drain Life 2 (Force 2; Range 6; 20 damage to one living target, save 16. Remove damage from this character equal to damage done to target.)
Force Resistance (Force 3; this character gains Force Immunity until the end of the round.)
Sith Rage
Wound in the Force (At the beginning of each round, all living enemy characters with force points within 6 squares, unaffected by terrain, take 10 damage and lose 1 force point. Abilities that reduce damage cannot be used to prevent this damage. This character gains hit points and force points equal to the damage done and force points lost by enemy characters.)

Commander Effects:
Followers with a force rating gain Drain Life 1.

"He is a wound in the Force, more presence than flesh, and in his wake life dies… sacrificing itself to his hunger." ―Visas Marr


I really like this Huk!!!
countrydude82487
Posted: Friday, November 19, 2010 3:15:01 AM
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a piece like this would be nice

Human Special operations soldier
Faction (fringe)
Cost : 27
Hp: 60
defense: 16
Attack: 11
Damage: 20
Special Abilities

Accurate shot
Twin attack
Stealth
Cover Fire (Replaces turn; until the start if this characters next turn, this character may make an attack of opportunity against any legal target that moves into his line of sight. Characters with flight cannot ignore this special ability. )
FlyingArrow
Posted: Friday, November 19, 2010 3:33:02 AM
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I think Cover Fire is a great idea. Giving him Accurate Shot and Twin seems a bit much though. Also, "until the start of next turn" powers adds to the bookkeeping. What about this version:

Cover Fire: This character may make an attack of opportunity against any legal target that moves (including targets with Flight). If this character uses this ability, enemies may ignore this character's cover for the rest of the turn.


It's an 'always on' option so there's less bookkeeping, but restricted to legal targets. And while he gets first shot he opens himself up to return fire (since he's giving away his position with the cover fire).
confute
Posted: Friday, November 19, 2010 8:51:59 AM
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Just read the last several pages on this thread. Let me say that there are a lot of great ideas, inventive, fresh, and potentially very fun options to include in the game.

Makes me think of the last several sets from wotc, wish they would have been as creative as this community!

Thanks Dean starting this thread.
Jester007
Posted: Friday, November 19, 2010 12:05:55 PM
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Posts: 522
CerousMutor wrote:
Force Pull (Force 4, replaces attacks: direct line of sight; target 1 enemy character can be moved to within 6 squares but not adjacent to this character; save of 11 target takes 20 damage and is not moved)


Beat me to Force Pull, but I would restrict the distance the target gets moved. Doing a board-wide square change is just too over powered. Basically, I would have it work like Push, but moving the target closer. Maybe something like this:

Force Pull 2 (Force 2. Replaces Attacks. Range 6: Target enemy character takes 20 damage and is moved 2 squares closer to this character)

or

Force Pull 4 (Force 4. Replaces Attacks. One enemy withing line of sight take 40 damage and is moved 4 squares closer to this character.)


I would also like to see these abilities/force powers:

Covering Fire: When this character Combines Fire with another character, the attacking character benefits from the effects of Combined Fire for all of it's attacks during the turn.

Gravity Field: All characters withing 6 squares of this character lose Flight.

Motion Tracker: Enemy characters withing 6 squares of this character lose Cloaked.

Force Manipulation (Force 2. Make one enemy within 6 square re-roll any die roll) [Yes, I even mean Saves, Attacks, etc. Anytime an enemy character rolls a d20]

That's all I got for now. Will post when I next get a crazy idea.

Sincerely,
Jester007
General_Grievous
Posted: Friday, November 26, 2010 9:31:31 AM
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Ok after rereading Death troopers I have two new requests:

Jareth Sartoris (Imperial Officer from Rebel Storm No 29)
Faction Imperial
Cost 15
HP 50
Def 16
Atk 11
Dmg 20
SA
Double Attack
Bloodthirsty
Avoid Defeat
Immunity (this character is unaffected by poison [and rakghoul disease])


Death trooper (Any stormtrooper with a bit of red paint after haha)
Faction Imperial
Cost 5
HP 30
Def 12
Atk 8
Dmg 10
SA
Savage
Melee Attack
Double Attack
Ambush
Blackwing Virus (same as Rakghoul disease but insert this name)

Also maybe:
Blaster (+2 Atk, 10 Damage)



Also while we're requesting obscure ones:


Rianna Saren (Iktotchi Tech Specialist)
Faction Rebel (fringe?)
Cost 26
HP 60
Def 18
Atk 8
Dmg 20
SA
Unique
Rapport/Synergy for Zeeo
Opportunist
Mobile Attack
Close Quarters Fighting
Fang of Ryloth (same as Poisoned Blade)


Zeeo (ASN Assassin Droid)
Faction Rebel (Fringe?)
Cost 21
HP 40
Def 20
Atk 0
Dmg 0
SA
Unique
Rapport/Synergy for Rianna
Energy Shield
Override
Tow Cable




Laranth Tarak (Twilek Bodyguard) *from Coruscant Nights!*
Faction Republic/Rebel
Cost 20
HP 70
Def 18
Atk 10
Dmg 10
SA
Unique
Synergy/Rapport for Jax Pavan
Twin Attack

Force 2
Blaster Barrage
General_Grievous
Posted: Friday, November 26, 2010 9:57:14 AM
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Mandelmauler wrote:
SA: Huge allied characters gain stable footing.


cicrush13 wrote:
Celeste Morne!!!!
Rakghouls could use a bit of a power boost


Seconded both of these. I want to take that huge idea one step further, perhaps:

Heavy Duty Mechanic (human engineer)
Faction: Fringe, Separatist,
Cost 8
HP 10
Def 12
Atk 4
Dmg 10
SA
*give her either one, two, or all of these abilities, raise cost accordingly)
Engine Upgrade (Huge allied characters gain stable footing)
Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits)


Munn Weapons Designer (Munn Tactician)
Faction Seperatist/Imperial
Cost 10
HP 10
Def 12
Atk 4
Dmg 10
SA
Shields upgrade (Huge characters with droid or mounted weapon gain shields 1)
Armor Upgrade (Huge characters with droid or mounted weapon gain Damage reduction 10, if this character already has damage reduction 10, they gain damage reduction 20)
Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits)


But what about the melee huges you might ask?


Nightsister Beast Tender (Nightsister)
Faction Fringe
Cost 20
HP 60
Def 18
Atk 11
Dmg 20
SA
Melee Attack
Empathy

Force 3
Force Lightning
Beast Control; Force 1(This characters commander effects have the range restriction removed until the end of this character's next turn.

CE
Large Savage characters within 6 gain Ambush
Huge Savage characters within 6 get +10 damage against adjacent enemies.

niner
Posted: Saturday, November 27, 2010 10:46:10 PM
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Location: Wherever the Rogues are stationed.
sorry if this has been said or is coming out but the Sith need door control. Also a commander effect that goes something like allied jedi knights/masters gain force renewal
countrydude82487
Posted: Sunday, November 28, 2010 3:45:31 AM
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Posts: 1,233
General_Grievous wrote:
Mandelmauler wrote:
SA: Huge allied characters gain stable footing.


cicrush13 wrote:
Celeste Morne!!!!
Rakghouls could use a bit of a power boost


Seconded both of these. I want to take that huge idea one step further, perhaps:

Heavy Duty Mechanic (human engineer)
Faction: Fringe, Separatist,
Cost 8
HP 10
Def 12
Atk 4
Dmg 10
SA
*give her either one, two, or all of these abilities, raise cost accordingly)
Engine Upgrade (Huge allied characters gain stable footing)
Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits)


Munn Weapons Designer (Munn Tactician)
Faction Seperatist/Imperial
Cost 10
HP 10
Def 12
Atk 4
Dmg 10
SA
Shields upgrade (Huge characters with droid or mounted weapon gain shields 1)
Armor Upgrade (Huge characters with droid or mounted weapon gain Damage reduction 10, if this character already has damage reduction 10, they gain damage reduction 20)
Weapons Upgrade (Huge allied characters without the melee attack ability gain +10 damage for the rest of the skirmish, this bonus damage is multiplied for critical hits)


But what about the melee huges you might ask?


Nightsister Beast Tender (Nightsister)
Faction Fringe
Cost 20
HP 60
Def 18
Atk 11
Dmg 20
SA
Melee Attack
Empathy

Force 3
Force Lightning
Beast Control; Force 1(This characters commander effects have the range restriction removed until the end of this character's next turn.

CE
Large Savage characters within 6 gain Ambush
Huge Savage characters within 6 get +10 damage against adjacent enemies.



i like these ideas, but i see one problem with the nightsister. WIth the Nightsister having empathy the commander effect will be lost, because of empathy removes savage.

Segastorm
Posted: Sunday, November 28, 2010 10:01:00 AM
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Joined: 4/9/2010
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Location: West Bend, Wisconsin
okay


Maybe some more ranged stuff for the Vong.

A way for the republic to get more acts in a more effective way than the other factions

A way for the Sith to become more competitive

More effective swap stuff for Imperial swap squads

Tempo control and/or more speed for the OR

Possibly death shot stuff for mandos

A trick or 2 on Yobuck swap squads

Possibly more effecive mobile for Seps

More cost effectiveness for the NR

ehhh and something else that's good for the meta.

Now for the casual stuff

Gungan stuff, like Boss Nass

Seeing the Muur Talisman for Celeste Monroe would be nice

A new luke with dark temptation or something

A vader with internal strife or anything similar

A palpatine able to turn others with a force rating to his squad

A Kazdan that is actually pretty good

Another Asajj Ventress

Some more ehh...bounty hunter/criminal stuff, like Chop'aa notimo or Kleef

That's all I got for now

dreadtech
Posted: Sunday, November 28, 2010 10:16:31 AM
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Joined: 7/23/2008
Posts: 933
Head-Hunter (This character gains accurate shot and +4 attack against enemies who have command effect(s).

Or
Head-Hunter (This character gains +4 attack and 10 damage against any enemies who have command effects.)

Spy/infiltrator, Allies within 6 squares gain Head-Hunter +2 (+2 attack and 10 damage against enemies with command effect)
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