Homebrew Characters Thread
Yeah, 10 pts for a single figure group with only 8 health is rough, particularly when it just has a BB attack die, abysmal speed, and pretty mediocre abilities.
Look at Captain Terro, for instance. For only 7 threat, you get a single figure who has a BGY attack, 13 health, better surge abilities, way better speed (including the automatic movement pts) and an ability that allows for direct splash damage.
For this figure, I wouldn't charge more than 5, maybe even 4.
Loving the idea of Phase II Dark Troopers, though!
Edited by subtrendy2
Saw Gerrera
Rebel Extremist
Rebel Faction
Cost: 7
Leader | Hunter
~2Damage | ~ Focus Bleed | +1 Acc.
Questionable Contacts: You may include up to 2 non-unique Mercenary Faction deployment cards in your army.
Ruthless: When you declare an attack, if the target is within 3 spaces, it suffers 2 strain.
Unyielding: After you perform an attack, if the target was defeated, you may perform another attack. Limit once per round.
Health: 9
Speed: 4
Defense: B
Attack: GG
Brask- Hunter, smuggler, leader Rolls 2yellow+green and white. 7 threat and 10 hp
+1 block/evade/surge,may reroll 1 any die. (first line of abilities)
Surge:-bleed/weaken, -heal 2, - +2 damage (second line)
The first line is locked
Client network: When there is a friendly HUNTER or SMUGGLER within 3 spaces you and them within 3 have acces to your first line of abilities once/group/activation.
When any of them is used a network member gains 1g ?power token.
Fine goods: You may spend power tokens while attacking to deal 1 damage to an enemy within 2 spaces of your target and in LOS. You may spend your surge results on these enemies.
Neutral/Mercenary unit who can be recruited as reward by either side (with necessary attachments to adjust him to the winner). Mercenary in skirmish
He is only a video game character but it's hard to find somebody in star wars who is alive and hasn't already got a card/been used here. Some races tend to die very often. Isn't wise to be on bad terms with wookies. Ideas about changing character's name and picture are welcome
Edited by NagyLaci
On 2016. 02. 08. at 4:54 PM, Rogue Dakotan said:Yeah I was debating giving Zeb mobile or not.
Not sure how to make the head bashing work.
-->Bash Heads: If you are adjacent to two enemy figures, who are adjacent to each other. each of those figures suffers 1 damage and become stunned.
Choose two adjacent to you and roll 1 red die. they suffer the damage and you push them 1 space. The lower costed is stunned and the higher is weakened.
Your next attack aganist one of them applies to them both. Maybe. Though crazy OP.
Idea:when attacking you may remove 1 die from the pool to choose 1 stunned character who your attack affects too.
Edited by NagyLaciOn 2016. 02. 05. at 4:14 PM, ThatJakeGuy said:Going back to the Delta Squad guys, they need some clanky opposition.
Droideka
Elite CIS Unit
Droid-Heavy Weapon
+2 Accuracy, ~:+2 dmg, ~:Blast 1, ~: Recover 1
Assault
Tripod: You cannot attack if you have moved this activation, and you cannot move if you have attacked this activation.
Shields: If you have not exited your space this round, when defending against ranged attacks add +2 block to your results.
Speed 6
Health 7 (they had weak chassis and relied on shielding)
Attack BGR
Defense B
9 points
They are about moving then shielding so the abilities arent really good. But it's a nice idea.
In clone wars they roll in like this: ->Move 6 spaces as if you where mobile then become shielded.
Then they start shooting everyone(they shoot back simultaneously though that doesnt work so):
->Shootout:Attack two enemies within 3 of each other then they attack you with combined dice and abilities. If any was defeated you use 1 extra white die.
->Twin blasters:Attack two enemies with -2 accuracy. Ignore 1 die in each attack.
Has speed 3(rolling will make up for it). Uses yellow instead red.
Condition: Shielded
When defending you roll 1 additional black die.
When you attack the target gains 1 evade and a movement point
Discard at the start or at the end of your activation(if you decide to) or when you suffer at least 3 damage from meele attacks in one activation
Edited by NagyLaci1 hour ago, NagyLaci said:They are about moving then shielding so the abilities arent really good. But it's a nice idea.
In clone wars they roll in like this: action: Move 6 spaces as if you where mobile then gain a shield token.
When having a shield token you roll 1 more black die and haveLOS trough figures but you have only 3 speed and your targets gain 1 evade and 1 movement point when you attack them.
Then they start shooting everyone(they shoot back simultaneously though that doesnt work so):
action:Attack two enemies within 3 of each other hen they attack you with combined dice and abilities. If any was defeated you gain 1 extra white.
Discard shield token when you are damaged in meele or when you decide to
That sounds insanely complicated to try to implement
1 hour ago, ThatJakeGuy said:That sounds insanely complicated to try to implement
Indeed, it seems difficult even to me. I'll try to make it simpler.
Only written it because yours(though a very strong unit) seems very hard to use well
If it's not deployed in the best place it will need to waste an activation to get in range.Ad you also get vulnerable there,losing the blocks. Being fast is useless with tripod since you will never need 12 movement points. And if you decide to run, the rebels will be the ones who decide when and how to attack you.
Being tripod actually makes engage suicidal and disengage crippling. Even if you just stay in place and try to assault, the rebels get the first activation and they will either push you or stun you.Maybe kill. By the time you get the threat together they can do all. So due to tripod you get a droid who attacks twice then dies. Maybe runs some first but it won't matter.
But without it you have a monster what is fast, deals a ton damage and is hard to kill. Hard to make it balanced.
Edited by NagyLaci
On 2017. 10. 31. at 5:12 PM, Indy_com said:
Very underpowered.
I would give it 8 threat cost, replace a blue with green and surges: -+1 damage, weaken -pierce 1, recover 2
Rapid fire should be: Roll 2 dice of the same color for each one in your attack pool. Choose pairs of 2 and attack 2 different enemies with them.
How does Unwavering interact with Massive figures ending movement on them?
IG-100 Magna Guard- Droid, guardian, brawler
Reach, Cleave 2,S:+2 damage
SS:stun,S:weaken,S:heal 2
Rampage: You may suffer 2 damage while attacking to become able to spend surges on your Cleave target and to use the same surge up to twice, but only once/target.
Bodyguard: At start of each round give a friendly Unique the master token or place it next to the board. When the Master is adjacent he gets +1surge/evade. When he is defeated you activate instantly, then you are also defeated.When the Master suffers at least 3 damage you may move two spaces and attack the damage's source. Then you choose of getting stunned and weakened or attacked by that enemy. Limited once/activations.
Cost :8
Health:8
Defense: White and Black
Attack:GYY
Edited by NagyLaci
4 hours ago, a1bert said:How does Unwavering interact with Massive figures ending movement on them?
I don't know, maybe he should be able to push figures who enter his space once/activation
Maga guard may need less defense dice, doesn't it?
Edited by NagyLaci
51 minutes ago, ATM2100 said:there isn't a thing like: When you die, perform a move and attack, you may not use rampage during the attack. I think that would be a fitting add-on.
It is good idea but it's abut the master's death, not yours.They will probably focus him by the way. And when would a droid bodyguard rampage if not when the master dies?
Besides, I can't really write much more on this card.
Can upload limit be increased? I have like three pictures and it doesn't let me publish anything but text.
On 2015. 08. 22. at 6:59 PM, Rogue Dakotan said:Cad Bane
Scum & Villainy
Hunter
+Evade,Mobile, ~weaken, ~stun ~focus
Dual Wield: Immediately after performing an attack, you may make a second attack. Limit once per round.
Cunning: While defending, apply +1 Block to the defense results for each Evade result.
Health: 8
Speed: 6Defense: W
Attack: ranged: BY
Cool character but to trigger conditions you need to damage your enemy. With BY he will often either have the surges or the damage.
Would be very good if he would get some headstart in chaining focus.
5 minutes ago, NagyLaci said:
Edited by NagyLaci
8 and 12 points for white and black die? sold that is powerful.
Edited by ATM2100add
Edited by NagyLaci
Here's some stuff I've been working on for the last few months. It's a full custom campaign with new missions, 6 Imperial heroes total, 4 to start, and 2 Rebel class decks. Posting because it's hard to work so long with no feedback.
Edited by Tvboy
I can't argue with having Kir Kanos as a hero. Personally I would had some great armor as on of the 3 XP cards.
@Bitterman did you ever playtest that gonk droid? Seems like 3 of them with like an atdp and bt1 type figures around could be insane (atdp rolling 6 dice?)?