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Post by saber1 on Oct 26, 2009 21:50:59 GMT -5
Indeed. It helps a lot. Two quick questions: 1. I like the Tahiri/Riina Kwaad mechanic, but if the stats are printed on either side of the same card, wouldn't it only take up one set spot? Otherwise it would be two set spots for the same card. and 2. I really like the Air Burst Missile on the Heavy Ordinance Mercenary, but I don't think he should have Mobile Attack, because it's a powerful ability. It doesn't really seem to fit the character, with his Limited Movement, and all. 1. Excellent catch. I developed the mechanic after the set was pretty much finished. I'll go back and change it. I've got a few customs to choose from. 2. Good point. I wanted to give him a way to not be so limited with the Merc SA, but now that you pointed it out, it doesn't make any sense conceptually. I'll drop Mobile. Thanks for the feedback!
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Post by saber1 on Oct 26, 2009 23:36:10 GMT -5
Here is one I am considering in place of Riina Kwaad's set slot. Let me know what you think.
Vua Rapuung Cost: 37 Faction: Yuuzhan Vong Hit Points: 120 Defense: 19 Attack: 13 Damage: 20
Special Abilities Unique, Melee Affinity (May be in a New Republic squad that contains Anakin Solo) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Shamed (Not subject to commander effects or Shaper special abilities) Stealth If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets Twin Attack Vicious Attack (Triple damage instead of double on a critical hit)
As you may have noticed, I've also tweaked Shamed to be a bit more accurate to the concept in the novels.
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Post by bountyhunter9 on Oct 27, 2009 13:09:09 GMT -5
Any time. If their are any customs you've made that you would like us to take a closer look at, let us know.
Vua looks good, I don't know the character but from a minis perspective it looks pretty good. I would say it's overcosted, though, with it having no defensive abilities and not being subject to CEs. I would say more 42 (assuming this is non-Unique and non-melee).
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Post by saber1 on Oct 27, 2009 17:48:52 GMT -5
I would say more 42 (assuming this is non-Unique and non-melee). Terrible oversight on my part. Fixed above.
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Post by bountyhunter9 on Oct 28, 2009 10:05:03 GMT -5
I would say more 42 (assuming this is non-Unique and non-melee). Terrible oversight on my part. Fixed above. I think you could cost it at about 35 with Unique and melee. Maybe a little less, but probably no lower than 33.
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Post by Jm419 on Oct 28, 2009 19:50:08 GMT -5
Probably a bit more. 37 would be perfect, I'd say.
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Post by saber1 on Oct 29, 2009 0:02:14 GMT -5
I'll split the dif and go with 36 points. The other option to complete the set is:
Joruus C’Boath, Cloned Jedi Master Cost: 58 Faction: Imperial Hit Points: 130 Defense: 21 Attack: 12 Damage: 20
Special Abilities Unique, Melee, Double Attack Blinding Arrogance (This character may not benefit from commander effects nor spend force points to reroll) Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)
Force Powers Force 2, Force Renewal 2 Master of the Force 2 Force Defense (Force 3: Cancel a Force power used by a character within 6 squares) Force Push 2 (Force 2, replaces attacks; range 6: 20 Damage; push back target 2 squares if Huge or smaller) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Joruus C’Boath, Enraged Cost: 65 Faction: Imperial Hit Points: 130 Defense: 20 Attack: 14 Damage: 20
Special Abilities Unique, Melee, Double Attack Blinding Arrogance (This character may not benefit from commander effects nor spend force points to reroll) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)
Force Powers Force 2, Force Renewal 2 Master of the Force 2 Force Lightning 4 (Force 4, replaces attacks: range 6; 50 Damage to target. Huge or smaller characters are considered activated this round; save 16) Force Storm 2 (Force 2, replaces attacks: 20 damage to all adjacent characters) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)
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Post by bountyhunter9 on Oct 29, 2009 9:17:11 GMT -5
36 is good.
Joruus is interesting. Lots of control with Dominate/Pawn of the Dark Side. FR2 on Joruus Enraged is deadly with Force Lightning 4, as is FR2, MotF2 and Jedi Mind Trick on Joruus, CJM.
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Post by saber1 on Oct 29, 2009 9:56:08 GMT -5
36 is good. Joruus is interesting. Lots of control with Dominate/Pawn of the Dark Side. FR2 on Joruus Enraged is deadly with Force Lightning 4, as is FR2, MotF2 and Jedi Mind Trick on Joruus, CJM. The character is a master at manipulation and force-based attacks, but never really throws a punch or swings a saber. This custom is very heavy on manipulation and offensive force powers but has zero defense against attacks. A good melee/shooter should chew him up quickly if not played wisely. Also, he cannot benefit from commander effects which prevents swapping, bonus to Atk or Def and spending Palp's Force Points. His inability to spend FP to reroll makes him more vulnerable to being stunned, tricked, and all other things that require saves.
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Post by bountyhunter9 on Oct 29, 2009 12:00:04 GMT -5
Yeah I see your point. I think CJM is good, because Mind Trick has a range of 2 and that prevents some abuse. I think he's pretty good, but FR2 and Force Lightning 4 is still scary. Eh, he pays a lot for that. I'd say he's good. Nice work as always.
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Post by saber1 on Oct 29, 2009 21:23:03 GMT -5
Thank you. Which character do think the set needs more?
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Post by bountyhunter9 on Oct 30, 2009 7:46:53 GMT -5
Hmm I'm not sure, both are very interesting characters. It's up to you, though I would say Joruus is probably the better custom (though I may be biased because I don't know who Vua Rapuung is).
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Post by saber1 on Oct 30, 2009 9:53:18 GMT -5
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Post by bountyhunter9 on Oct 30, 2009 14:27:53 GMT -5
After reading that, it would seem that Vua needs Stealth. He has no ranged defense and is not subject to the powerful NR or YV commander effects, so I think it would be fine if you add it, if you want to. It's up to you which you include in this set, they're both very good. And you could always just make another set for the other piece to go in
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Post by Jm419 on Oct 30, 2009 18:22:28 GMT -5
Wait, what is this whole deal with flipping cards? Does that have something to do with Damage levels, like in SSB?
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