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Post by bountyhunter9 on Nov 5, 2009 17:53:59 GMT -5
Here is the complete list of Old Republic minis and their accompanying stats from my new custom set, The Living Force. Feel free to comment on anything you like or dislike, and bring to attention an incomplete or inaccurate ability description, or something that needs a rename, etc.
1. Nomi Sunrider, Champion of the Force 2. The Revanchist
1. Nomi Sunrider, Champion of the Force
Cost: 52 Hit Points: 110 Defense: 20 Attack: +13 Damage: 20
Special Abilities: Unique Melee Attack Double Attack Greater Mobile Attack Mettle
Force Powers: Force 2 Force Renewal 1 Lightsaber Defense Force Heal 30 Force Alter Sever Force
Commander Effect: Followers with a Force rating within 6 squares gain +4 defense.
2. The Revanchist
Cost: 38 Hit Points: 100 Defense: 20 Attack: +14 Damage: 20
Special Abilities: Unique Melee Attack Double Attack Opportunist Battle Tactics (When you activate this character, you may activate an extra character in that phase)
Force Powers: Force 5 Lightsaber Defense Lightsaber Assault Force Push 2
Commander Effect: Followers can move 2 extra squares on their turns as part of their move.
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Post by Jm419 on Dec 20, 2009 11:45:16 GMT -5
GMA... Seriously, though, Nomi looks petty good. Revanchist is interesting, though probably not worth 40 points. That's a very interesting CE you have there.
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Post by bountyhunter9 on Dec 20, 2009 23:18:24 GMT -5
Yeah. Something unique. I don't even think the OR has a piece with GMA yet...
Yeah, good point on the Revanchist. What would you suggest to make him worth 40? Init control (like Recon)? Or a different CE? I just thought I would take the RBSV's CE and put it on a better piece so it would have more use.
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Post by Jm419 on Dec 21, 2009 14:33:05 GMT -5
The robot thing with Shatterbeam. The Juggernaut, I think it's called.
This is Revan, so you should use some init control, whether through Intuition, Surprise Move, Anticipation (the latter two you don't see so often), or the common MT, or even Expert Tactician. Battle Tactics would go well on this piece as well.
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Post by bountyhunter9 on Dec 21, 2009 18:08:28 GMT -5
What was Battle Tactics, again? Wasn't that similar to CS Ki-Adi-Mundi's CE?
Expert Tact is MT when you have LoS to an enemy, right? I might consider that. What about Tactical Genius? Would that work here?
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Post by Jm419 on Dec 22, 2009 12:26:51 GMT -5
Battle Tactics: (When you activate this character, you may activate an extra character this phase)
Tactical Genius: (You may roll for initiative up to two times, and choose either result)
Either could work. ET can be a little dubious, and even MT can be overused. I'd suggest staying away from it, and using one of our custom abilities.
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Post by bountyhunter9 on Dec 22, 2009 16:45:55 GMT -5
I'll add in Battle Tactics. Should I give him a different CE? I feel like it should be on a cheaper character. I want to keep him in the low 40s, at the most 45, so something crazy like swapping wouldn't work. Hmm. Any ideas?
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Post by Jm419 on Dec 23, 2009 0:09:32 GMT -5
Well, if you use Tactical Genius, you could give him Dodonna's CE - something the OR desperately needs. Battle Tactics, however, is counterproductive to that line of thinking, for obvious reasons.
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Post by bountyhunter9 on Dec 23, 2009 11:33:49 GMT -5
Hmm I'm not sure I want to go throwing around tempo control in this set, I already have one Revan with it, and I'm not sure I want another. It's a good idea, though: looking at the CEs that make other factions as good as they are. Any other good ideas? I was thinking maybe the Intuition-y CE WotC's Revan has, but that kind of defeats the purpose of bringing him into the faction via the Jedi Crusader.
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Post by Jm419 on Dec 23, 2009 12:56:44 GMT -5
Well, tempo control represents tactics. I suppose you could use Battle Tactics - activating three characters a phase - or grant a higher speed, or something.
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Post by bountyhunter9 on Dec 23, 2009 13:24:47 GMT -5
Extra movement is interesting. So this:
Followers can more 2 extra squares on their turns as part of their move (CS General Kenobi's CE)
or this:
Each follower can move 2 extra squares at the end of its turn.
I'm not really sure, both are good, the first one being very old and only on one piece, but the second being better and especially good with the OR (ie Carth or Atton).
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Post by Jm419 on Dec 24, 2009 19:48:54 GMT -5
Actually, I'd say the first one is more useful. Instead of only being able to move six squares, then attack, then move 2 extra squares (even without Mobile Attack), you could move eight squares, then attack. Which would be very helpful for a melee character. The Sith is mainly shooters, though, so the second one would be useful (in essence granting a more limited version of Mobile Attack) - but the first one includes the second one, and some other bonuses that the second one doesn't have, especially for melee. It's up to you.
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Post by bountyhunter9 on Dec 25, 2009 11:40:31 GMT -5
I'll go with flat-out extra movement. I can't decide between the two, so I'll just use the one that's used less often.
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Post by bountyhunter9 on Dec 25, 2009 11:44:47 GMT -5
Okay, I updated the Revanchist. How does he look?
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Post by Jm419 on Dec 25, 2009 12:36:38 GMT -5
Good. Definitely costed appropriately too, if still a little high. I see you went with the first option, that's probably wise.
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