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Post by bountyhunter9 on Mar 24, 2010 15:08:12 GMT -5
It's tough to nail down a CE to a custom belonging to one of the big three factions, but I'm sure we can get one. I'll look through some of my Imperial customs and see if there's anything that would fit here.
I found one that might fit well. It's taken from my Maximillian Veers in my set, The Living Force (which can be seen on bloomilk.com under the customs tab or here in the link in my siggy). Here it is:
The attacks of adjacent allies cannot be prevented or redirected.
Basically, Overwhelming Force provided to adjacent allies (and without FP cost). I haven't playtested it extensively, but it opens up a LOT of combinations, and is especially fun when facing Rebel/NR squads with Evade or Republic GOWK squads. It is extremely limited because of the adjacent restriction, but it provides a powerful effect.
I'm not necessarily lobbying for this CE on Joruus, but it is (most unfortunately) my only suggestion right now. I'll continue to look until we nail a CE down, though.
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Post by surfrider56 on Mar 24, 2010 23:07:08 GMT -5
Here's the main problem with giving Joruus a CE; he was definitely an offensive guy; yet the Imps, Rebs, and Republic are the Last faction that need any offensive help. The only thing I can think of to stay in character is that he gets a ridiculus offensive CE but it makes it so costly its prohibitively expensive to either use it or buy him.
Along that line of thought, the expensive to use side, how about something like one follower gets a +x (+30 or +40?) shot at somebody, but is defeated after its shot is taken; a trooper might get one shot, but he dies. The shot may/may not hit, but you lose a man, sorta like the MTB's effect. You can only do it so many times before you run out of bodies ... hey, its a shot outside the box.
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Post by Roque Saber on Mar 24, 2010 23:12:38 GMT -5
I actually really like BH9's suggestion. It's really powerful in itself though, so we might need to tone it down. Maybe something like:
The attacks of adjacent (non-unique?) followers cannot be prevented or redirected against enemies with more than half their Hit Points remaining.
So it's limited in who it affects, and it only works against enemies when they're still healthy. When they're almost dead, though, they revert back to normal (otherwise it might be a little overpowered).
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Post by Dendrite on Mar 24, 2010 23:18:32 GMT -5
I like it too
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Post by gwek on Mar 25, 2010 2:03:17 GMT -5
If we want to play with BH's commander effect, why not circle back to what we wanted the CE to do originally? Why not have it help Combined Fire? In that case, we might even consider removing the "adjacent" limitation.
Something like:
"When a (non-Unique?) follower (within 6 squares/within 2 squares/adjacent) makes an attack that benefit from combined fire, that attack cannot be prevented or redirected."
Very powerful in the right squad, but the down side is that you need to spend an extra activation for each attack. I think it definitely makes combined fire (and therefore Battle Meditation) somewhat more attractive, but at the same time does not completely overpower multi-attack characters.
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Post by Roque Saber on Mar 25, 2010 10:15:30 GMT -5
Wow, why didn't we think of that before? Maybe that hit the proverbial nail on the head. What range should it have? If 6, then Mas would boost it. Do we want that?
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Post by bountyhunter9 on Mar 25, 2010 13:47:03 GMT -5
"When a (non-Unique?) follower (within 6 squares/within 2 squares/adjacent) makes an attack that benefit from combined fire, that attack cannot be prevented or redirected." There it is. Good work Gwek. A 6-square range would probably be best, at the very least it forces Mas to be played (even though he'll show up in most Imperial squads anyway), and wouldn't be broken if the CE had unlimited range. Can we see some updated stats?
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Post by gwek on Mar 25, 2010 15:20:05 GMT -5
I think the real kudos here goes to BH. All I did was change the restrictions to bring it more in line with our earlier discussion.
I sense we're close to another one down...
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Post by bountyhunter9 on Mar 25, 2010 15:57:15 GMT -5
Eh, it was a team effort. I believe this is what we have for Joruus: Joruus C'BaothFaction: Imperial Cost: Hit Points: 110 Defense: 20 Attack: 0 Damage: 0 Unique Dominate Self-Destruct 40 Force 2, Force Renewal 2 Battle Meditation Force Corruption 1 Force Lightning 4 Damage from the attacks of followers within 6 squares that benefit from combined fire cannot be prevented or redirected. OR Whenever a follower within 6 squares makes an attack that benefits from combined fire, damage from that attack cannot be prevented or redirected. All we have to do now is get a cost, and choose which wording for the CEs we like best. The first one makes more sense to me but is untraditional and may not translate as well as Gwek's version, which I made a few slight modifications to.
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Post by Roque Saber on Mar 25, 2010 20:05:10 GMT -5
The second CE flows better, but the first is more clear. I'd cost him in the 40's (maybe even low 50's).
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Post by surfrider56 on Mar 26, 2010 0:28:33 GMT -5
Second CE
Cost? 46-51 depending on how kind do we want to be to another powerful Imp piece. I'd go 49 ...
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Post by gwek on Mar 26, 2010 9:55:00 GMT -5
I don't want to be kind to the Imperials at all. I also think I favor the second, because it makes clearer that each individual attack must use combined fire to benefit. The first one could be read as a character receiving combined fire help on a single attack and then the CE affect all attacks (which was not my intention, at least).
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Post by bountyhunter9 on Mar 26, 2010 10:37:32 GMT -5
Okay, second CE it is. Here's what we have:
Joruus C'boath
Faction: Imperial Cost: Hit Points: 110 Defense: 20 Attack: +0 Damage: 0
Unique Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.) Self-Destruct 40 (When this character is defeated, each adjacent character takes 40 damage)
Force 2, Force Renewal 2 Battle Meditation (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire) Force Corruption 1 (Force 1, replaces attacks: range 6, non-Droids only: 10 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer corrupted.) Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Whenever a follower within 6 squares makes an attack that benefits from combined fire, damage from that attack cannot be prevented or redirected.
Now all we need is a cost. Do we agree with something in the 46-51 range? I think he should stay under 50, but that's just my opinion.
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Post by gwek on Mar 26, 2010 12:31:28 GMT -5
I'd be happy with anything in the 46-51 range. I don't have a problem with keeping him under 50.
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Post by surfrider56 on Mar 26, 2010 22:09:54 GMT -5
I'd be happy with anything in the 46-51 range. I don't have a problem with keeping him under 50. Ok, that's three people in the 46-51 range, with three also going with CE #2 ... With the same three seemingly going with "Under 50" shall we narrow it down to 46-47, or 48-49? I stll say 49 ...
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