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Post by Sharrakor on Jan 29, 2009 4:49:11 GMT -5
Sith Grenadier (12) HP: 10 Def: 16 Atk: +5 Dmg: 10
Special Abilities Trooper Grenades 20 Adhesive Grenades (A character that is subject to this character's Grenades ability may not move until the end of its next turn; save 11. Huge or larger characters ignore this effect)
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Post by Zuty on Jan 29, 2009 12:24:59 GMT -5
I like his Adhesive Grenades, but from my understanding they did not cause any damage (Or at least not 20 points in my opinion). I would word it so that if they are hit by the (and fail the save) you may instead make it so they cannot move for their turn. This would have no save, because they failed the Grenades save. So it is an auto "No Move" SA if they fail the first save, but they take no damage. IDK, I just think the two saves could be made into one and you chose the outcome. ~Zuty
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Post by Jm419 on Jan 29, 2009 17:37:22 GMT -5
Or, they are considered activated? They couldn't shoot either, if I remember correctly.
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Post by Sharrakor on Jan 29, 2009 18:11:31 GMT -5
No Adhesive Grenades just stopped them from moving. Zuty: Should I change it to Cryo-Ban Grenades? I recall them doing damage and having the adhesive effect.
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Post by Jm419 on Jan 29, 2009 18:14:43 GMT -5
Don't we have a Cryo-Ban in the database?
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Post by gwek on Jan 29, 2009 22:20:17 GMT -5
Y'know, I just compared him to the Sith Guard and the Sith Trooper and I think he might be a little too cheap.
For example, while he costs 2 more than the Sith Guard, his stats are superior enough to already put him up around +3 (cost of 8). The Sith Guard has Quick Reactions, which are situational and defensive, worth a point, maybe 2. Grenades 20 are worth more than that on their own, and the ability to stop movement in multiple opponents, even with a save, has got to be worth, maybe 5 points (if not more).
He similarly compares favorably to the Sith Trooper. Although the ST has higher damage, Grenades 20 are a solid compensation (especially given the low attack rate on these characters).
I don't think it's the intention here, but the Sith Grenadier makes the Sith Guard and Trooper (and possibly also the Operative) largely obsolete.
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Post by Sharrakor on Jan 29, 2009 22:59:06 GMT -5
Suggestion for cost then?
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Post by gwek on Jan 29, 2009 23:25:52 GMT -5
As is? Somwhere in the 12-15 range, probably. It's tough to price because there really isn't a comparable "stopping" ability, is there?
Also, I think the phrasing of the Adhesive Grenade might need to be nerfed. "Until the end of his next turn" is more from the RPG, isn't it? In Star Wars Minis, typically, something like this will last until the end of the round, but not carry over. If you hit someone who already activated, too bad!
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Post by Jm419 on Jan 30, 2009 17:52:31 GMT -5
Yeah. Gwek brings up a good point.
However, I'd say that 10 -12 is more appropriate than 15.
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Post by gwek on Jan 31, 2009 1:17:56 GMT -5
Want to settle on 12?
That's just pricey enough that the Grenadier isn't an obvious alternative all the time.
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Post by Jm419 on Jan 31, 2009 13:29:23 GMT -5
12 would work for me.
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Post by gwek on Feb 9, 2009 21:22:55 GMT -5
Anyone else have thoughts on this guy while we wait for Sharrakor?
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Post by Jm419 on Feb 9, 2009 21:37:15 GMT -5
No. Let's wait on him.
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Post by Sharrakor on Apr 15, 2009 3:58:50 GMT -5
Sith Grenadier (12) HP: 10 Def: 16 Atk: +5 Dmg: 10 Special AbilitiesTrooper Grenades 20 Adhesive Grenades (A character that is subject to this character's Grenades ability may not move until the end of the round; save 11. Huge or larger characters ignore this effect)
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Post by Jm419 on Apr 17, 2009 15:35:51 GMT -5
So, shall we be done?
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