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Post by bountyhunter9 on May 29, 2010 12:36:00 GMT -5
Gwek does bring up a good point. There really aren't any pilots with good surivability or damage output in melee to make QR a worthwhile addition.
However, with the second part of Tycho's CE (the 'Intuition' for a pilot ally) could make QR an interesting addition. Move up to base an enemy and force them to target that character or take a Twin (which Tycho also gives to Pilots) AoO that has a good change of hitting. Of course, most of the usable pilots can be killed in one attack, and the more expensive ones aren't worth the risk in most situations. It could be an interesting strategy, but probably not worth keeping QR if we want to drop it.
Thoughts?
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Post by surfrider56 on May 30, 2010 0:54:22 GMT -5
Path of least resistance. If somebody wants to try QR to see if its worth it, fine. But I say ditch it and simplify.
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Post by gwek on May 30, 2010 1:09:50 GMT -5
I'm in the "ditch and simplify" camp.
While I can see the synergy that BH is talking about, I don't know how often it would come into play.
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Post by Dendrite on May 30, 2010 13:13:19 GMT -5
Makes sense to me
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Post by surfrider56 on May 31, 2010 19:19:19 GMT -5
Do we want to do anything involving the suspicion of treason for the empire? Sounds like more Worm Cans; don't we have enough? I say let's not complicate another figure ... how fanboy do we really need to get? Might be nice if not Every mini has ten abilities.
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Post by bountyhunter9 on Jun 24, 2010 0:28:24 GMT -5
Okay, I think the consensus is that we drop Quick Reactions from the CE. I think it was also suggested that Careful Shot +4 would be a possible choice for the CE. Do we want to substitute that, or just leave the CE as is, without QR?
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Post by Dendrite on Jun 24, 2010 9:44:52 GMT -5
While either will do for me, I'm leaning toward just dropping QR and leaving it like that.
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Post by gwek on Jun 25, 2010 0:01:10 GMT -5
I agree with Dendrite. It's not a bad idea, but here, I think maybe simpler is better.
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Post by bountyhunter9 on Jun 25, 2010 11:42:47 GMT -5
Sounds like a plan. I happen to agree. Anyone else have any thoughts on Tycho?
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Post by gwek on Jun 25, 2010 13:08:55 GMT -5
So I think this is what we're looking at, yes? I lowered the cost 1 to account for the reduced commander effect.
Tycho Celchu Cost: 25 Faction: Rebels Hit Points: 60 Defense: 16 Attack: 7 Damage: 10
Unique, Pilot Affinity (May be in a New Republic squad) Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target )
Commander Effect: Pilot allies gain Twin Attack. Once per round, after initiative is determined, 1 Pilot ally can immediately move up to its Speed before any other character activates.
*****
I'm happy with him if you guys are happy with him.
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Post by bountyhunter9 on Jun 25, 2010 14:13:30 GMT -5
So I think this is what we're looking at, yes? I lowered the cost 1 to account for the reduced commander effect. Tycho CelchuCost: 25 Faction: Rebels Hit Points: 60 Defense: 16 Attack: 7 Damage: 10 Unique, PilotAffinity (May be in a New Republic squad) Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target ) Commander Effect:Pilot allies gain Twin Attack. Once per round, after initiative is determined, 1 Pilot ally can immediately move up to its Speed before any other character activates. ***** I'm happy with him if you guys are happy with him. I'm good with it if everyone else is.
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Post by surfrider56 on Jun 25, 2010 18:09:19 GMT -5
Ok by me .....
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Post by gwek on Jul 2, 2010 11:37:40 GMT -5
Okay. Unless we get any dissenters before his official approval date, it looks like we've got a winner.
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Post by Dendrite on Jul 2, 2010 21:25:48 GMT -5
Indeed we do!
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Post by Jm419 on Jul 12, 2010 21:40:38 GMT -5
I'm good with it.
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