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Post by bountyhunter9 on Apr 13, 2009 8:10:52 GMT -5
Cahhmakt, Leader of the Red EclipseCost: HP: 50 Defense: 17 Attack: +9 Damage: 20 Special Abilities:Unique Melee Attack Mighty Swing Regeneration 10 Red Eclipse Crew Member (counts as a character whose name contains Red Eclipse) Gang +1 (Red Eclipse) Commander Effect:Allied non-unique Trandoshans and Weequay gain Red Eclipse Crew Member (counts as a character whose name contains Red Eclipse), Charging Assault +10, and Gang+1 (Red Eclipse).
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Post by gwek on Apr 13, 2009 12:16:01 GMT -5
I think the question is this: is he really worth making as a unique?
(And, by extension, do we really need Red Eclipse pieces?)
While we're not limited by WotC's setlist constraints and can certainly make even the most minor of characters into a unique, I find that trying to stick to their mindset as much as possible can help produce pieces that "feel more real."
While the stats are decent, I don't think he's anything like the piece that WotC would make.
The core stats are VERY impressive for such a punk character. He's basically on par with a mid-level Jedi. Also worth noting that he's much better than Bossk, who should really be the "iconic Trandoshan."
Looking at the special abilities, again, I think they may be a big much for a bit player, although they're not a bad mix. He is, however, missing Regeneration, which is a "signature" Trandoshan ability.
The commander effect, I think, may be a bit too specific, and that has to do with the Red Eclipse pieces. I don't know what you have in mind for the Red Eclipse pieces, but why not just make them Trandoshans and/or Weequay (eg, "Trandoshan Slaver" instead of "Red Eclipse Slaver")?
Right now, his commander effect impacts only two pieces being created solely to support him. They will likely see little play without one another, and will likely not get further support (in other words, there will be no more "Red Eclipse sub-faction" pieces). If instead, he had a commander effect that did something for non-unique Trandoshans and/or Weequay, his potential crew suddenly expands dramatically, and there are a lot more options for squad building.
Regardless of whether Cahhmakt stays as a unique or becomes a generic "Trandoshan Slaver Captain," I guess I'd see him as something of a cross between Tion Medon and the Weequay Leader.
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Post by bountyhunter9 on Apr 13, 2009 14:21:02 GMT -5
OK I changed him up a bit. Those are good points, Gwek. I changed the CE to affect more pieces, lowered the HP and attack, took away Momentum and gave him Regeneration 10 (thanks on that one, I forgot about that). Now he can only get one attack at a maximum 30 damage and only +9 attack. I would like to keep him as a unique, though.
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Post by maverick on Apr 13, 2009 23:31:18 GMT -5
I think Gweks first point (and sub-point) still stands. Can you make a case for Cahhmakt??
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Post by bountyhunter9 on Apr 14, 2009 14:53:03 GMT -5
There have been more obscure characters that have been made into a unique. I don't see much of a problem with Cahhmakt as a unique rather than a generic Slaver Captain.
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Post by maverick on Apr 14, 2009 19:44:23 GMT -5
perhaps GWEK would like to adopt him to the KOTOR set
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Post by gwek on Apr 14, 2009 21:00:13 GMT -5
Oh, yeah, with BH's permission, I'll almost certainly be nabbing a version for my KotOR set (although he might become a generic instead).
I think the stats are pretty good, but don't necessarily love the commander effect. Don't get me wrong, I think Advantageous Cover is a great ability, but I think it would be cooler to see something that works well with existing Weequay/Trandoshans, or something that sort of implies "slaver crew" (or preferably both).
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Post by bountyhunter9 on Apr 15, 2009 14:49:37 GMT -5
You have my permission to put him in your KotOR set, even if he becomes a generic "Trandoshan Slaver Captain" or something, I'm fine with that.
Yeah, I thought the CE was pretty lame to, for a slaver anyway. I always pictured them as more offensive than defensive. I don't know what would be a good fit at this point. Maybe change it so the Trandoshans and Weequay gain Cunning Attack (or something like Deceptive/Advantageous Attack becuase Cunning's used so much). Any suggestons for the CE?
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Post by Sharrakor on Apr 16, 2009 3:01:57 GMT -5
Net Gun 11?
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Post by bountyhunter9 on Apr 16, 2009 14:34:18 GMT -5
That is definitely more slaver-like, but would it be too much if a lot of pieces had it? I would be willing to give it that, but I would like to hear if someone thinks that it's too much.
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Post by gwek on Apr 16, 2009 17:58:40 GMT -5
I think Net Gun would be too powerful as a commander effect. Definitely interesting... but scary!
The (non-custom) Weequay and Trandoshans tend to be at their best in melee:
*Trandoshan Merc has Double Claw Attack and Rend+10. *Trandoshan Scavenger has Melee Attack and Mighty Swing. *Weequay Merc has Melee Attack *Weequay Leader has Melee Attack, Mighty Swing, and provides Mighty Swing as a commander effect. *Weequay Thug is the only one who doesn't fit the "theme."
Now, if I recall correctly, the Red Eclipse crew used sort of blitzkrieg boarding tactics. Yeah, I know that they DID use ranged weapons, but even then, it was sort of at close quarters.
So I'm thinking maybe something that goes against adjacent opponents (maybe a bonus to attack, or even Close-Quarters Fighting), or maybe something that is based on having Mighty Swing (although given the number of characters who have--who can get--Mighty Swing, that might be pretty danged powerful).
How about something like this:
Non-Unique Trandoshan and Weequay allies gain Charging Assault+10 and/or Close Quarters Fighting.
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Post by bountyhunter9 on Apr 16, 2009 18:44:05 GMT -5
That sounds like a very good idea. Ironically enough, I just played that part of KotOR II. Most of the slavers did attack in melee, and a few used blasters. Charging Assault +10 allows them to close the gap quickly and deliver an extra-powered attack. Since most of the minis already have melee attack, I think that Crowd Fighting would work better than Close-Quarters Fighting. What do you think?
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Post by gwek on Apr 16, 2009 21:31:59 GMT -5
Crowd-Fighting is interesting.
I was also thinking of Gang (Red Eclipse).
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Post by bountyhunter9 on Apr 17, 2009 14:20:35 GMT -5
Gang could work very well too, as all of the Trandoshans/Weequays effected by the CE have low attack bonuses. Which would work best?
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Post by gwek on Apr 17, 2009 14:32:01 GMT -5
I think the CE I like best is "Allied non-Unique Trandoshans and Weequay gain Charging Assault+10 and Gang+1," except that it doesn't quite work with the definition of Gang.
I think you'll need to create an identifier special ability to make it work:
Red Eclipse Crew Member (Counts as a character whose name contains Red Eclipse)
And also re-define Gang (changing "Dark Hellion" to "Red Eclipse")
Gang +1 (+1 Attack against a target for each other ally whose name contains Dark Hellion within 6 squares of that target)
That then makes the commander effect:
"Allied non-Unique Trandoshans and Weequay gain Red Eclipse Crew Member, Charging Assault+10, and Gang+1 (Red Eclipse)."
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