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Post by Sharrakor on Feb 12, 2009 5:09:42 GMT -5
Mandalorian Berserker Cost: 24 HP: 60 Def: 16 Atk: +8 Dmg: 20
Special Abilities Melee Attack; Double Attack Lightsaber Resistance Charging Assault +10 Stable Footing
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Post by Jm419 on Feb 12, 2009 19:42:00 GMT -5
We already have a Mandalorian Crusader in the database, so a name change is going to be necessary.
I like quick draw.
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Post by gwek on Feb 13, 2009 2:27:05 GMT -5
I like Quickdraw in theory, but it seems like something that should be on a unique piece. Put a few of these guys in your squad, and initiative starts to become irrelevant.
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Post by Jm419 on Feb 14, 2009 11:01:58 GMT -5
That's fair. Sharrakor?
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Post by Sharrakor on Feb 14, 2009 17:57:05 GMT -5
Well its not too different to Intuition or commander's with CEs like Leia's or the Bothan's.
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Post by gwek on Feb 14, 2009 21:59:22 GMT -5
I think it's VERY different from those other abilities, in that it allows you to do damage at the beginning of the turn without worrying about initiative (therefore devaluing the idea of initiative in the game).
Sure, Intuition is a great ability, and it allows you to move into position to maximize your attack--or to retreat to safety--but to take action, you STILL need to worry about initiative.
Similarly, the commander effects for Leia and the Bothan Noble both require that THEY first act before the extra attack can be made (again, thereby keeping initiative in the equation).
On the surface, I'll admit that it seems very similar to Intuition, but the true implications of the abilities are very different. Game-shattering? Probably not. Game-changing? Yep, I'd say so.
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Post by Sharrakor on Feb 14, 2009 22:15:15 GMT -5
But the question must be asked then: How game-changing is it? Which ways is it powerful? And which ways is it not?
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Post by gwek on Feb 14, 2009 22:57:40 GMT -5
It's game-changing in that it allows you to do damage that is not contingent on Initiative or activation. That, in and of itself, is potentially HUGE.
The fact that it's on a non-unique (and a decently potent and versatile one at that) only compounds the problem.
With the right commander effects, this guy can gain an additonal +20 damage and Twin Attack. Under the right circumstances, he can dish out 80 damage BEFORE ANYONE ACTS (not to mention what he does on his own activation). Put of few of these guys in a squad, and INITIATIVE DOESN'T MATTER.
That's highly problematic to me, since it messes with one of the basic tenets of the game.
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Post by Jm419 on Feb 16, 2009 12:12:35 GMT -5
I'd have to agree with Gwek. Perhaps we can allow him to move - but not attack - before the round starts.
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Post by gwek on Feb 17, 2009 23:33:21 GMT -5
Bump for further discussion.
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Post by Sharrakor on Feb 20, 2009 6:26:12 GMT -5
Quickdraw (Once per round, after initiative is determined, one character with Quickdraw can make one immediate attack before any other character activates)?
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Post by planeswalker459 on Feb 20, 2009 15:31:40 GMT -5
Better. Still dont know about QD on a non unique, but this version is a step towards the right direction.
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Post by Jm419 on Mar 21, 2009 9:35:29 GMT -5
Another issue is whether Quickdraw or Intuition moves first in a round.
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Post by gwek on Mar 21, 2009 23:25:03 GMT -5
I still think damage at the top of the turn, regardless of initiative, is a bit problematic. With the right commanders, the Mando Crusader can get Twin Attack (40 damage) and possibly extra damage (bringing it to 60 damage). That will kill 2 out of 3 pieces... without any chance to do anything.
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Post by Jm419 on Mar 25, 2009 17:28:43 GMT -5
Right. You forget that he can move 12 squares, before unleashing his fusillade, too.
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