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Post by Darth Chaos on Dec 10, 2009 16:37:34 GMT -5
Here's a generic ARC Trooper! We considered doing several named characters, but the logistics of it is too cumbersome. We may do a generic NULL-ARC in the near future, or possibly a unique NULL. We've also got a generic version of the ARC Sniper on the way soon. We gave him several of the abilities that our RC's had individually, and slightly better stats than our RC's. ARC's were modified genetically to be physically stronger than the RC's. I think a nice mid-range shooter follower should be useful. Anyway, let me know if it looks good or if it needs some tweaking. You can find our custom cards here: DARK SIDE's Custom Minis ThreadSome cards have been updated recently after play testing, so check it out. DC
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Post by bountyhunter9 on Dec 10, 2009 17:10:43 GMT -5
Hmm. He's very powerful, but I'm worried about the synergy he would have in Rex+Flobi squads. Triple with GMA, Cunning, Stealth, 70 HPs and Katarn Armor is crazy. I think if you just flat-out dropped Double, and lowered the cost a couple points, he'd be good. Or dropped Cunning, and gave him a cost of about 29. It depends on what you want to do with them. What do you think? Anyone else have any opinions.
Also, although this is somewhat off topic, I would suggest changing the definition of Katarn Armor. It is identical (I think) to Dark Armor. Generally, it's best to keep abilities with the same definition with the same name. So you might be able to mod it. You could change it to this:
Whenever this character takes damage from an attack (optionally, you could also add in "or ability" here), it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.
I don't think they were infused with or protected against the Force, so taking that part of the protection out of the armor would make sense, IMO.
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Post by Darth Chaos on Dec 10, 2009 17:35:15 GMT -5
Hmm. He's very powerful, but I'm worried about the synergy he would have in Rex+Flobi squads. Triple with GMA, Cunning, Stealth, 70 HPs and Katarn Armor is crazy. I think if you just flat-out dropped Double, and lowered the cost a couple points, he'd be good. Or dropped Cunning, and gave him a cost of about 29. It depends on what you want to do with them. What do you think? Anyone else have any opinions. Yeah, but FLOBI and REX are almost 100pts just by themselves, so it'd cost to pile those CE's on him. I agree he may be a bit powerful, though. I wanted the ARC to be useful!! Haha...
Dropping double would probably work. You really think it would drop the points? Also, although this is somewhat off topic, I would suggest changing the definition of Katarn Armor. It is identical (I think) to Dark Armor. Generally, it's best to keep abilities with the same definition with the same name. So you might be able to mod it. You could change it to this: Whenever this character takes damage from an attack (optionally, you could also add in "or ability" here), it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability. I don't think they were infused with or protected against the Force, so taking that part of the protection out of the armor would make sense, IMO. Yeah, I understand what you're saying. But Dark Armor wouldn't make sense on a clone! I think this way reduces any questions about what Katarn Armor does, since Dark Armor is already handled in the glossary.
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Post by Roque Saber on Dec 10, 2009 19:51:42 GMT -5
Wow, they're tough! Wonderful! I'm not sure he needs stealth. The Commandos were more of the infiltrators (and I don't think they need access to SS )
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Post by Darth Chaos on Dec 11, 2009 3:03:52 GMT -5
Wow, they're tough! Wonderful! I'm not sure he needs stealth. The Commandos were more of the infiltrators (and I don't think they need access to SS ) Well, they are Advanced Recon Commandos, so they're more the infiltrate kind. Get rid of Stealth but leave Double Attack? As is, how much would you cost the piece?
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Post by bountyhunter9 on Dec 11, 2009 16:11:07 GMT -5
I'm not saying you give him Dark Armor, just change Katarn Armor to something similar to the one I posted above.
It's up to you what you want to drop: Cunning, Double, or Stealth, and then we could re-adjust the cost accordingly.
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Post by Darth Chaos on Dec 11, 2009 18:55:42 GMT -5
I'm not saying you give him Dark Armor, just change Katarn Armor to something similar to the one I posted above. It's up to you what you want to drop: Cunning, Double, or Stealth, and then we could re-adjust the cost accordingly. Well, let me go through my process for creating the ARC. I based the ARC on the Storm Commando, who, for 17 points, gets Cunning, Double, Satchel Charge, Stealth, Grenades 20, and Deadeye. I bumped up the HP, Defense, Attack, and Damage, so I adjusted up 1 point per increase. I added Recon and dropped Grenades, which I figured would be of equal value. Recon makes sense because he's an Advanced Recon Clone...hehe. The Katarn Armor just adds to their defense and works story-wise, but doesn't equal the value of the removal of Deadeye, so will probably require a few more points to cost. While I keep possible CE's and SA's in mind when creating a character, I don't necessarily factor them into the cost/creation. I do go for synergy between characters, but I don't make the figs to create dream teams or anything. 26 points is probably too cheap. I'm thinking probably around 29 or 30 points for the ARC as-is.
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Post by bountyhunter9 on Dec 11, 2009 21:58:06 GMT -5
That's actually a good comparison, starting with the Storm Commando, because they are subject to similar CEs (namely SS and GMA+Extra Attack). If you want to keep him like he is, then the cost should probably be around 30, like you said.
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Post by Darth Chaos on Dec 11, 2009 23:11:21 GMT -5
No one on the Imp side can give GMO, but they've got Super Stealth and the Extra Attack.
I know he's a nasty piece, but I don't want to hamstring it. I'd rather cost it effectively, you know?
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Post by Roque Saber on Dec 11, 2009 23:58:26 GMT -5
GMA from Rex who can be brought in through Palps From a playability standpoint for costing, remember that this point range is absolutely dominated by the JWM. This guy has to be able to compete with him. If you drop Stealth, I would keep his cost.
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Post by Darth Chaos on Dec 12, 2009 1:23:09 GMT -5
GMA from Rex who can be brought in through Palps He only gives it to allies with Order 66, so the Storm Commando wouldn't get it. From a playability standpoint for costing, remember that this point range is absolutely dominated by the JWM. This guy has to be able to compete with him. If you drop Stealth, I would keep his cost. If I don't drop anything, what would you cost it?
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Post by bountyhunter9 on Dec 12, 2009 9:50:12 GMT -5
The Storm Commandos can get GMA through the BBSV and TBSV. Easy enough, especially with the Imps and all the ways they can give out Extra Attacks, both to the Vigos and the SCs.
While the mid-to-high 20s is dominated by the JWM, it is a melee piece, meaning that this guy has hugh advantages over it. Especially with the current possibility to get Triple/GMA with what it already has in Cunning and Stealth. A squad with Flobi, Rex, and 3 of these would be insanely powerful at 200 points.
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Post by Darth Chaos on Dec 14, 2009 0:16:26 GMT -5
I made a change. Let me know what you think of Grenades instead of Cunning Attack. I also upped the cost a few points.
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Post by Roque Saber on Dec 14, 2009 14:10:51 GMT -5
I like Cunning better...but it does balance out his damage some more.
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Post by bountyhunter9 on Dec 14, 2009 14:25:48 GMT -5
I agree with RS. Cunning was cool, but Grenades (a fun ability with Stealth, too) balances it out. I think it's much more balanced this way. Good work.
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