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V-Set 3 - Minis, Force Powers and abilities you would like to see Options
Mandelmauler
Posted: Monday, November 29, 2010 5:12:07 AM
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Posts: 230
Location: near Madison, WI
Thud Bug Swarm: Thud bug but for all adjacent to target. Helpful for clearing diplomat and mouse walls.

Razor Bug Missile: Razor bug but for all adjacent to target.
komix
Posted: Monday, November 29, 2010 9:23:57 PM
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Joined: 7/19/2009
Posts: 178
Location: Earth
Kir Kanos, the last Royal Guard
Cost: 60
HP: 110
Def: 21
Att: 13

SA:
Double Attack, Twin Attack
Cloaked
Loner
Parry
Cunning Atack
Bounty Hunter +4

So...
1)No FP! FFS he never was a force user in oppositon to Carnor Jax (Lumyia's apprentice).
2)No melee. He was a heck of a shooter as well !!
3)Bounty Hunter because during CE 1 and 2 he was a BH.
4)Cloaked - remember his action in the end of CE1 ? I say he deserves it
5)Parry - he won a fight with Carnor Jax, which means he's blasted good

AdmiralMotti89
Posted: Monday, November 29, 2010 11:18:14 PM
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Joined: 7/29/2009
Posts: 492
Location: Nebraska
-Boss Nass (Imperial Inquisitor is not too bad actually for this one)
-Another pilot luke (I know HPU is used a lot already, but I'd like one that focuses less on force)
-GOTO (That droid with Kouhun Infestation (name escapes me) could fit)
-An ability such as "Plot Trajectory:" Non unique allies who are about to be defeated by a character using strafe attack or Galloping attack instead immediately return to play with 10 hit points with a save of 6. (Maybe a V-version of the RA-7 as a Navigation Droid or something)
-Snowspeeder virtualized into that republic battle tank from the clone wars video game or into the Gian Speeder.
-AT-ST virtualized into the Two legged walker with the shield in the clone wars video game
- that walker then be outfitted with a shield, maybe this is too crazy, but Plasma Shield (Replaces Attacks; until the end of this character's next turn, this character gains Shields 4)
-also with Proton Mortar: (Replaces attacks; Select Target 6 or more squares away. Target character and each character within 3 squares take 40 damage, save 6 for 20 damage)

This isn't really necessary, and may be changing the game too much, but I think an ability like Restricted might be interesting:
Restricted X (You may have no more than X copies of this character in your squad)
TheHutts
Posted: Tuesday, November 30, 2010 4:14:18 AM
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Joined: 6/23/2010
Posts: 3,561
Location: The Hutt, New Zealand
I haven't thought through how this works, but:
- Grand Master Yoda is a really good piece that is generally excluded from the meta, because Yobuck is so ubiquitous.
- Bail Organa is currently one of the worst pieces in the game.
- In Revenge of the Sith, Organa rescues Yoda
Maybe there could be a new Bail Organa, who could allow pieces with small base size to swap? So you could swap Yoda with Ugnaughts etc.
adamb0nd
Posted: Tuesday, November 30, 2010 4:59:24 AM
Rank: Moderator
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Joined: 9/16/2008
Posts: 2,281
Ohh... i'd like either:

A. New stats for huges that make them competitive enough to play.

or

B. A commander effect that makes huges competitive enough to play.
General_Grievous
Posted: Tuesday, November 30, 2010 8:17:48 AM
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countrydude82487 wrote:
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.



Hmm I see your point, yes drop the empathy or give her something new:
Master of Beasts: Allied savage characters can end their move next to this piece instead of an enemy piece for the purposes of savage. or some such thing haha
markedman247
Posted: Tuesday, November 30, 2010 8:26:44 AM
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Joined: 5/14/2008
Posts: 2,063
This may have been stated:
Levitation 3: Cost 3 FPs, Huge or smaller, Replace Turn (balance issue as that pesky speeder is a pain in the butt). Mini: Yoda, Exiled Jedi Master

Intercepting Shot: (Force 3; If an ally within 6 is hit by an non-melee attack and damage is suffered by an enemy within line of sight, this character may make an attack roll. If that roll is higher than the enemy's attack, then no damage is taken.) Mini: Laranth Tarak (because female gunslingers are hot!) from the Jedi Twilight series. I know this is a bit wordy but the fact that she needs to see the shooter to react is the main thing. I would hate to turn it into a blind point-defense system.
FlyingArrow
Posted: Tuesday, November 30, 2010 12:05:19 PM
Rank: Moderator
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Joined: 5/26/2009
Posts: 8,408
Something to help Heavy Weapon people and Mercenaries...

Battlefield Logistics: At the end of this character's turn, all allies within 6 squares with Heavy Weapon or Mercenary may move (2 or 3?) spaces.

Or maybe just one or the other instead of both HW and Merc.
FlyingArrow
Posted: Tuesday, November 30, 2010 12:35:15 PM
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Posts: 8,408
FlyingArrow wrote:
Something to help Heavy Weapon people and Mercenaries...

Battlefield Logistics: At the end of this character's turn, all allies within 6 squares with Heavy Weapon or Mercenary may move (2 or 3?) spaces.

Or maybe just one or the other instead of both HW and Merc.


That could get pretty ridiculous with a whole squad of mercenaries... tough just to keep track of which ones have moved and which ones haven't. Probably better to scale it down to a number that is small enough to keep track of.

Battlefield Logistics: At the end of this character's turn, up to three allies within 6 squares with Heavy Weapon or Mercenary may move 2 spaces.
FlyingArrow
Posted: Tuesday, November 30, 2010 12:41:47 PM
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Joined: 5/26/2009
Posts: 8,408
Submission: After rolling a save, this character may subtract 8 from the total.

Not sure who should get this, but it would make the B'Omarr Monk more useful - much easier to dominate your own character that way. There's also the rare time when you want to fail an evade save and die so that you can clear LoS for another of your characters to get an attack off. Very situational of course.
markedman247
Posted: Wednesday, December 1, 2010 9:19:00 AM
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Joined: 5/14/2008
Posts: 2,063
FlyingArrow wrote:
Something to help Heavy Weapon people...


I suggested before in the original Special Ability thread for DOTF something along the lines of:

Knockback: If this character does damage on an attack, then you may move the target, if it's base size is equal to or lesser, 2 squares away from this character.

This was attached to a Heavy Weapon expert (Dashade) so that Heavy Weapon characters do a bit more than stand still. Why should force pushers have all the fun with railing kills? :)
FlyingArrow
Posted: Wednesday, December 1, 2010 9:34:58 AM
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Posts: 8,408
markedman247 wrote:
FlyingArrow wrote:
Something to help Heavy Weapon people...


I suggested before in the original Special Ability thread for DOTF something along the lines of:

Knockback: If this character does damage on an attack, then you may move the target, if it's base size is equal to or lesser, 2 squares away from this character.

This was attached to a Heavy Weapon expert (Dashade) so that Heavy Weapon characters do a bit more than stand still. Why should force pushers have all the fun with railing kills? :)


Sounds good, but doesn't help the lack of mobility and sitting-duckedness of the Heavy Weaponers.
rogueshadow16
Posted: Friday, December 3, 2010 9:23:39 PM
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Joined: 4/15/2009
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Location: Cavite City, Philippines
Hmm, how 'bout more mandos with cloak or maybe some commander that grants super stealth... Or maybe a mando that has booming voice... Hahah...
wannabe mexican
Posted: Friday, December 3, 2010 11:10:50 PM
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Joined: 1/10/2010
Posts: 1,153
I'd like to see Numbus Commandos, with either Flight or some form of it.
AdmiralMotti89
Posted: Saturday, December 4, 2010 12:11:53 AM
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Joined: 7/29/2009
Posts: 492
Location: Nebraska
Useable Carth Onasi
R5Don4
Posted: Saturday, December 4, 2010 2:39:54 AM
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Joined: 3/27/2008
Posts: 832
AdmiralMotti89 wrote:
Useable Carth Onasi



I would like an even more unuseable Carth Onasi. A real shining turd like Calo Nord that will never be used even in sealed.
Hydrowhip
Posted: Saturday, December 4, 2010 5:31:53 AM
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Joined: 7/24/2008
Posts: 263
Location: Akron, Ohio
A little extra droid fun...

Separatists

4A-7
Cost: 17
HP: 30
Def: 14
Atk: 5
Dam: 10

Special Abilities:
Unique, Droid
Melee Attack
Rapport (-1 with Asajj Ventress)
Recon
Sensor Jamming: Doors within 6 squares of this character cannot be affected by the special abilities Override or Door Gimmick.

CE: Droids are subject to this effect: At the end of this character's turn, 1 droid follower within 6 squares can make an immediate attack.

Mini to be used: Imperial RA-7 Protocol droid from KotoR set.
CerousMutor
Posted: Saturday, December 4, 2010 7:48:33 AM
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Living characters with Heavy Weapons gain Shields 10.
countrydude82487
Posted: Saturday, December 4, 2010 10:45:11 AM
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Joined: 12/26/2008
Posts: 1,233
CerousMutor wrote:
Living characters with Heavy Weapons gain Shields 10.

are you sure you dont mean sheilds 1 or 2???
Sensorghost
Posted: Sunday, December 5, 2010 1:30:59 AM
Rank: Ewok
Groups: Member

Joined: 10/22/2010
Posts: 2
How about one called...

"I'm fluent in 6 million forms of commmunication" - Allows droids within 6 squares to be subject to commander effects, an acts as a relay orders effect that mouse droids have for non-droids.

It would only be available to protocol droids, and could be like a 6 to 10 point increase for the unit. It would make people dust off some of their 3po and death star protodroid figures.
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