Post by gwek on Feb 26, 2009 0:53:01 GMT -5
Camper
Cost: 13
Faction: Fringe
Rarity: Rare
Hit Points: 30
Defense: 13
Attack: 0
Damage: 0
Unique
Custom Modifications (At the start of the skirmish, select one non-Unique droid of large size or smaller. That character gains Unique, Double Attack, and Avoid Defeat for the rest of the skirmish)
Synergy (+4 Defense when an allied character named Jarael is within 6 squares)
Tinkerer (Allies within 6 squares gain Flux Density +10 [+10 Damage if one or more Droid characters combine fire with this character])
Design Notes
Although there's already a finalized Camper on the site, I wanted to try a different, updated take. The original Camper was designed a few sets ago, and with characters like Gha Nackht and Deliah Blue around, perhaps a different version is called for.
I dropped the repair abilities because of the number of other pieces who he'd be similar to. If folks think he really needs Repair or Industrial Repair, it can go back in.
I had a number of different versions of Tinker, but figured I'd start with the most straightforward one first. If this ability is too powerful, my next fallback is Spare Parts (Replaces attacks; select an allied droid who has not activated; that character is considered activated; allies within 6 squares gain Flux Density until the end of the round).
Custom Modifications is a doubled edged sword. While Double Attack can be a great boom to an allied droid, Unique makes it susceptible to bounty hunters and might eliminate the usefulness of certain commander effects. Also, many of the more powerful droid options already have Double Attack, so one must carefully consider if Unique is a fair exchange for Avoid Defeat. If nothing else, it's a good way to "build" Elbee or OOM-9, or even Kronos-327.
No matter how you slice it, though, Camper is quite a friend to the Seps.
Cost: 13
Faction: Fringe
Rarity: Rare
Hit Points: 30
Defense: 13
Attack: 0
Damage: 0
Unique
Custom Modifications (At the start of the skirmish, select one non-Unique droid of large size or smaller. That character gains Unique, Double Attack, and Avoid Defeat for the rest of the skirmish)
Synergy (+4 Defense when an allied character named Jarael is within 6 squares)
Tinkerer (Allies within 6 squares gain Flux Density +10 [+10 Damage if one or more Droid characters combine fire with this character])
Design Notes
Although there's already a finalized Camper on the site, I wanted to try a different, updated take. The original Camper was designed a few sets ago, and with characters like Gha Nackht and Deliah Blue around, perhaps a different version is called for.
I dropped the repair abilities because of the number of other pieces who he'd be similar to. If folks think he really needs Repair or Industrial Repair, it can go back in.
I had a number of different versions of Tinker, but figured I'd start with the most straightforward one first. If this ability is too powerful, my next fallback is Spare Parts (Replaces attacks; select an allied droid who has not activated; that character is considered activated; allies within 6 squares gain Flux Density until the end of the round).
Custom Modifications is a doubled edged sword. While Double Attack can be a great boom to an allied droid, Unique makes it susceptible to bounty hunters and might eliminate the usefulness of certain commander effects. Also, many of the more powerful droid options already have Double Attack, so one must carefully consider if Unique is a fair exchange for Avoid Defeat. If nothing else, it's a good way to "build" Elbee or OOM-9, or even Kronos-327.
No matter how you slice it, though, Camper is quite a friend to the Seps.