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Post by Darth Chaos on Dec 14, 2009 16:24:09 GMT -5
Ok, so here's the ARC Trooper Sniper. I basically upgraded our Republic Commando - Sev, who functions as a Sniper. The only really neat item is Head Shot, a special ability I created for this mini. The object of Head Shot is to balance out the overwhelming amount of Evade available in the game at the moment. It's also supposed to make Soresu rolls much more difficult. I have about 4 alternate definitions for it, so let me know if the one on the card causes any confusion. And please let me know if it looks good or if it needs some tweaking. You can find our custom cards here: DARK SIDE's Custom Minis ThreadSome cards have been updated recently after play testing, so check it out. DC
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Post by bountyhunter9 on Dec 14, 2009 19:37:25 GMT -5
That's a powerful sniper, much different than WotC's interpration. I think his HP may be a bit high for a sniper, especially one that also has Katarn Armor. Head Shot is really cool, but I would reword it to:
Head Shot (Enemy special abilities that avoid damage with a save of 11 instead require a save of 16 when attacked by this character)
Just so it doesn't sound like a commander effect.
Also, just out of curiosity, what are the other definitions for Head Shot you have?
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Post by Darth Chaos on Dec 14, 2009 22:22:21 GMT -5
Yeah, he's tough, but he's an ARC who specializes. I'm thinking of dropping Katarn Armor for Careful Shot, but I kinda wanted all the ARCs to be outfitted the same bascially (Stealth, Katarn Armor, Order 66) then go from there.
Here are the definitions I came up with:
Head Shot (Enemy special abilities that avoid damage with a save 11 require a save 16 instead)
This is the one I used. I think I will modify mine to match what you suggested.
Head Shot (Target enemy's special abilities that avoid damage with a save 11 require a save 16 instead)
This one might do the same thing as yours and be a little more concise. What do you think?
Head Shot (Suppresses target enemy's special abilities that avoid damage)
This one doesn't allow a save at all.
Head Shot (Evade rolls against this character's attacks require a save 16)
This one only works against Evade, not Soresu.
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Post by Darth Chaos on Dec 15, 2009 8:33:07 GMT -5
I adjusted Head Shot to be a little more clear. The first version made it sound like a board-wide effect, when I really only wanted it against attacks from the ARC. Let me know what you think.
Also, I just realized that Head Shot also affects Lightsaber Deflect, in addition to Soresu and Evade, which is pretty cool, but also makes it WAY more effective. So I'm inclined to leave the cost at 29. Thoughts?
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Post by saber1 on Dec 15, 2009 12:05:30 GMT -5
This is a really cool custom. Head Shot is very nice and a welcome addition to the game (in limited quantities). My only suggestion is to weaken Katarn Armor.
Considering that none of the Fett's have armor, Dark Armor requires a save 11 as does most Crab Armor I feel that a clone's staying power should be less. That leaves a save 16 as the only place left to go. However, though it would only work 25% of the time, he also has Stealth to keep him on the board. I think a save 16 would still be useful, but be more in-line with where a clone, even an ARC, should fall in the order of armored SW critters. It would also allow for a reduction in the character's cost and leave their survivability significantly higher than the current WotC clone figures.
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Post by Darth Chaos on Dec 15, 2009 14:45:42 GMT -5
On another board I've been discussing the grey areas in Head Shot. Energy Shields and Molecular Shielding are problematic, in that they also allow the target enemy to avoid damage, but the save is made by the attacker.
So how's this?
Head Shot (When attacked by this character, Special Abilities where the target may avoid damage with a save of 11 instead require a save of 16)
Or
Head Shot (Enemy Special Abilities where the target may avoid damage with a save of 11 instead require a save of 16 when attacked by this character)
??
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Post by Darth Chaos on Dec 15, 2009 22:27:49 GMT -5
This is a really cool custom. Head Shot is very nice and a welcome addition to the game (in limited quantities). My only suggestion is to weaken Katarn Armor. Considering that none of the Fett's have armor, Dark Armor requires a save 11 as does most Crab Armor I feel that a clone's staying power should be less. That leaves a save 16 as the only place left to go. However, though it would only work 25% of the time, he also has Stealth to keep him on the board. I think a save 16 would still be useful, but be more in-line with where a clone, even an ARC, should fall in the order of armored SW critters. It would also allow for a reduction in the character's cost and leave their survivability significantly higher than the current WotC clone figures. I like the idea of raising the Katarn save to 16, but I'm worried about costing the ARC's so aggressively that no one would ever use one of our RC's, which I think are pretty well costed. I mean, I set our Sev at 20pts. So why use Sev if the ARC Sniper costs 25? I also want to avoid an "army" of ARCs, so costing them higher fits better with the limited number of ARCs produced in the stories. Of course they do need to be costed so they're competitive, too, otherwise why make the cards, right? Jango and Boba have a much higher HP value, which accounts for their lack of an armor SA, I think. It's "built-in," don't you think? Someone suggested I add Careful Shot to the Sniper. It makes sense, I guess, especially if I adjust Katarn to a save 16. I just want to avoid a full card of abilities for a relatively low point cost mini.
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Post by Darth Chaos on Dec 16, 2009 0:24:01 GMT -5
I've been trying to figure out how to word Head Shot.
What about this:
Head Shot (Damage from this character's attacks cannot be avoided or prevented)
This eliminates all the problems with Energy Shields and Molecular Shields.
It also opens up Lightsaber Deflect and Lightsaber Reflect, as well as Evade and Soresu.
It still allows damage to be reduced, which is cool, because armor is armor, right?
And I think Bodyguard would still function as normal.
So now it's powerful enough that a character with a +10 attack and the right CE's suddently becomes REALLY dangerous. 29 points looks more aggressive as a cost?
What do you think?
The only other option I have is to try keeping the restrictions in the wording. This is the best I've come up with:
Head Shot (When attacked by this character, Special Abilities where the target may avoid damage with a save of 11 require a save of 16 instead)
Or
Head Shot (When attacked by this character, if the target may avoid damage with a save 11, require a save 16 instead)
Or
Head Shot (If target enemy's special abilities allow it to avoid damage with a save of 11, require a save 16 instead)
I've got a headache...
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Post by saber1 on Dec 16, 2009 0:53:14 GMT -5
I've tweaked your first iteration from the post above. Now it requires a save for the ARC Trooper (he actually has to hit the target's head). This still keeps the wording simple and covers the interactions you were concerned with but adds just enough "challenge" to make it a bit more accurate to the context.
Head Shot (Damage from this character's attacks cannot be avoided or prevented, save 6)
Also, have you considered adding "redirected" to the wording?
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Post by Darth Chaos on Dec 16, 2009 0:53:25 GMT -5
Here's a new version of the sniper, this time with a modified version of Head Shot, increased damage, and Careful Shot instead of Deadeye. I'm thinking maybe 30 points is closer to true. Thoughts?
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Post by Darth Chaos on Dec 16, 2009 1:13:29 GMT -5
I've tweaked your first iteration from the post above. Now it requires a save for the ARC Trooper (he actually has to hit the target's head). This still keeps the wording simple and covers the interactions you were concerned with but adds just enough "challenge" to make it a bit more accurate to the context. Head Shot (Damage from this character's attacks cannot be avoided or prevented, save 6) Also, have you considered adding "redirected" to the wording? I like the idea of the ARC making the save. That could be interesting! I've considered putting redirected into the wording. The problem is that WOTC wasn't very consistent with their use of prevent, avoid, redirect, etc. I figure that if you're somehow avoiding or preventing the damage, you can redirect it. If you can't avoid or prevent it, you can't redirect it. I dunno... Do you think the SA is too powerful now?
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Post by saber1 on Dec 16, 2009 11:41:56 GMT -5
I think the save 6 should tie it up nicely.
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Post by bountyhunter9 on Dec 16, 2009 17:06:21 GMT -5
I'm not sure it needs a save of 6, I mean it will happen most of the time anyway and needless saves can really slow down a character's turn.
Also, if you want to keep Katarn Armor the same as it is now, I would suggest dropping the HP a bit, to50 or at least 60. He's very tough for a sniper.
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Post by Darth Chaos on Dec 17, 2009 2:14:23 GMT -5
Ok, this is getting close to the final version before serious play-testing. We adjusted Katarn Armor so the save is a 16. We're going to leave Head Shot as is for now. I like the idea of having a character who can shoot you no matter what. Now we just need to see whether the ability is TOO powerful or just very functional. We upped his cost to 32. It's a bit pricey, but it could be well worth it. Let me know what you think! DC
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Post by saber1 on Dec 17, 2009 11:55:40 GMT -5
I'm not sure it needs a save of 6, I mean it will happen most of the time anyway and needless saves can really slow down a character's turn. How would things slow down? A save for HS would simply replace a save for Evade or LS Deflect. Besides, a save 6 doesn't guarantee it will happen every time, which is one reason I like it. Its likely to happen, but not guaranteed. Or should WotC do away with all save 6 text because "it will happen most of the time anyway"?
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