Oh, I didn't think about making a part of his Space Ranger armor and reward card. That's good.
Homebrew Characters Thread
On 7/14/2017 at 2:23 PM, subtrendy2 said:Now that we're getting another big vehicle, I wouldn't mind another creature sometime soon. Maybe another creature in a blister. Gorax is pretty big, but if they could pull it off it'd be pretty cool.
1/2 your army cost while neutering him by giving all small figures (almost everybody) an extra white die?
22 minutes ago, caseycheesecake said:1/2 your army cost while neutering him by giving all small figures (almost everybody) an extra white die?
Sounds like some serious neutering, but he'd be pretty good against lists that include other expensive heroes like Vader.
Plus, I have the feeling you can get ready for some crazy long games.
On 7/14/2017 at 10:07 PM, Fightwookies said:IF he doesn't have have skill called "to infinity and beyond!", then what are we even doing here?
If he doesn't have a "Mrs. Nesbitt" build, then what are we even doing here?
Edited by Smashotron
Mercenary Faction
Droid, Hunter
Cost: 9
~pierce 2 | ~focus | ~ BLOCK POWER TOKEN
-->--> Rotary Barage: Move up to 2 spaces. Then perform a ranged attack using 2 red dice against each hostile figure within line of sight. Each attack gains +3 acc. then become weakened.
Priority Target: Figures do not block line of sight for this figure's attacks.
Health: 12
Speed: 4
Defense: B
Attack: Ranged RBY
I've always liked the Rebel trooper design a lot. Probably my favorite Rebel soldier design in Star Wars, maybe even moreso than Stormtroopers.
That in mind, since the commandos have a character in Fenn that seems inspired by their aesthetic, I figured I'd try to create a hero that could look like and buff the Rebel Troopers. I imagine him as a bit of a support character, with a focus on commanding non-unique Rebel allies. Sort of the other side of Murne's coin, if you play her for Company of Heroes.
Arden Jarddes
Health: 10
Endurance: 5
Speed: 4
Defense: B
Phys: BG
Obv: GYB
Mech: B
New to Command: You earn Rebel Troopers as allies. During setup of each mission, after the optional deployment of an ally, you make take x strain to deploy a non-unique Rebel ally. Reduce their threat cost by how much strain is taken.
Like a Son to Me: Whenever a non-unique Rebel ally is defeated, take a strain and you may become focused. If you are already focused, take an additional strain.
1XP: Move out!: When you use "New to Command", you and each non-unique Rebel ally gain one movement point, to be spent immediately.
1XP: Self Preservation: You gain +1 Health and +1 Endurance
2XP: Recruitment: Gain a regular Rebel ally card, or the elite version of an ally that you already own.
2XP: Gaining Confidence: When you use "New to Command", before gaining threat, immediately reduce the ally's cost by two threat.
3XP: Grenadiers: Non-unique Rebel allies gain- (spend an action) Choose a spot within 3 spaces and roll a yellow die. Units on or adjacent to that space get X damage, where X is the damage result of the die
3XP: Rebel Legions- Use after resolving "New to Command". As long as it would not cause the threat dial to exceed 20, you may deploy another non-Unique Rebel ally.
4XP: Hold!: You gain (special action)- Each Rebel ally within 3 spaces of you gets focused and becomes hidden.
4XP: Air of Command: When resolving "New to Command", each stress token you gain lowers the threat cost of the unit by two.
Thoughts? Never created a hero before, so I'm not sure if he's too over or underpowered.
I really like how the deployment system works, but I'm not sure it's balanced. The stress of command literally being depicted by stress tokens, and the opportunity for that stress to be lessened as literal experience is gained seems pretty cool. Eventually to the point that the Rebels could deploy a Rebel trooper squad without paying threat, and Arden only has to pay 2 strain- doesn't seem bad, or too unbalanced, but you also have to consider the 6 XP that went into making that possible.
As much as I like Rebel Troopers, I wanted to give the Rebels the opportunity to gain other units as well. I like Recruitment, but... well, is it enough? 2 XP isn't bad, but I'm not sure that it shouldn't have some additional buff. I guess if there's a unit the Rebels really want, though, the 2XP isn't a bad price to pay.
I'm not totally sold on Grenadiers or Hold!. I want abilities that buff the units, but these could be extremely adjust if needed.
I really really like "Like a Son to Me", and how that plays out. Losing one Rebel trooper per activation is both harmful and motivating for Arden, but losing more than that quickly just becomes harmful.
Bor Gullet
Mercenary
Creature
Cost: 3
2x2 base
-->Bor Gullet will know the Truth : Choose a hostile figure within 2 spaces. The player controlling that figure must reveal their hand of command cards. All command cards drawn by that player must be revealed when drawn until Bor Gullet is defeated.
-->Tentacle Embrace: Choose an adjacent figure. If it has not activated yet this round, it may not activate this round. If it is the only figure in its group, exhaust its deployment card. If it has already activated this round, it suffers 4 strain.
Non-Combatant: You may not perform attacks.
Health: 10
Speed 2
Defense: B
Attack: --
Phase III Dark Trooper
Cost 17, Elite
+1 Damage, +1 Block, ~: Pierce 2, Reach
Phrik Alloy Plating: When defending, apply +2 Evade to the defense results.
-> -> Missile Barrage: Perform three ranged attacks with a red and blue die.
-> Crushing Blow: Deal 3 Damage to a small adjacent hostile figure.
-> -> Jetpack: Place your figure on an empty space within 6 spaces.
Arsenal: Your attack pool consists of any combination of 2 attack dice.
Health: 15
Speed: 3
Defense: BB
Attack: ? ?
Rand Ghent - Force Initiate
A while ago someone suggested making a Force user hero that could sort of choose either the Light Side or the Dark Side. I thought this was a good idea, so I decided to try it!
Edit: Need to update image links
Edited by Stompburger
Yet another attempt to make a decent Jodo Kast.
•Jodo Kast
Boba Fett Wannabe
Mercenary Faction
Hunter
Cost: 8
+1 Evade () | Mobile | ~Focus
-->Sennari Poison Dart: Choose a hostile figure within 3 spaces and in line of sight. That figure suffers 2 Strain and becomes Weakend.
Impersonator: When you delcare an attack, chose a ~ ability on an hostile deployment card. You may use that ability during this attack.
Health: 9
Speed: 5
Defense: B
Attack: BG
* Droid Aide
Skirmish Upgrade
Cost: 2
Attachment
Leader Only
At the start of the mission, place the Imperial Courrier Droid companion in your space. The Imperial Courrier Droid activates at the start or end of your activation.
* Imperial Courrier Droid Companion Card
Abilities used by the leader with the Droid Aide attachment that choose or affect adjacent friendly figures, or figures within 2 spaces, can choose or affect other friendly figures within 3 spaces of you.
"Beep boop"
Health: 4
Speed: 3
Defense: --
Attack: --
On 9/22/2017 at 5:04 PM, RogueLieutenant said:* Imperial Courrier Droid Companion Card
Abilities used by the leader with the Droid Aide attachment that choose or affect adjacent friendly figures, or figures within 2 spaces, can choose or affect other friendly figures within 3 spaces of you.
"Beep boop"
Wouldn't Advanced Com System be one point cheaper and do the same thing? (Without the beep, boop though. So there's that)
Yeah I was ripping off that card. But trying to figure out how to make it a little different lol.
The benefit with the droid is that it allows the leader to hide back by a terminal or something. They don't have to follow around the troops they're commanding.
28 minutes ago, RogueLieutenant said:The benefit with the droid is that it allows the leader to hide back by a terminal or something. They don't have to follow around the troops they're commanding.
Oh I see it now, it is an Adv Com System that triggers off of the companion! I misread that part at first. That could be extra neato
Yup. The droid acts like a relay.
On 9/25/2017 at 2:11 PM, RogueLieutenant said:Yup. The droid acts like a relay.
Okay, that's actually really cool. Now to just figure out the best way to use it with Kayn...
9 hours ago, ThatJakeGuy said:Okay, that's actually really cool. Now to just figure out the best way to use it with Kayn...
A neat Skirmish fix for Somos would be a point reduction and this new companion with ACS baked in.
I'm sure there's already been an Aphra, but screw it...
•Doctor Aphra, Hired Technician
Mercenary
Smuggler - Spy
Cost: 4
~:+1D,+2Acc ; ~: Hide
~Distracting Fire: If this attack does not miss, the target becomes weakened. (Insta-FAQ: you just need the accuracy, not to do damage)
Quick Fix: Once during your activation, choose an adjacent friendly Droid or Vehicle. That figure recovers 2 [Damage] or gains 1 [Surge Power Token]
Health: 8
Speed: 4
Defense: W
Attack: BY
•Permanent Retainer
Skirmish upgrade
Imperial
0 points
Include this card in your army only if you have Darth Vader, BT-1, or 0-0-0 in your army.
You may include •Doctor Aphra, Hired Technician in your army, ignoring faction restrictions.
Command Card: Big Score
Aphra only
Use at the start of the round. You lose 2 VP and your opponent gains 2 VP.
At the end of the round, if Dr. Aphra is on the battlefield, your opponent loses 4 VP and discards a card at random. You gain 4 VP and draw a card.
This version of doctor Aphra will be a great complement to both the mercenary droid army and the Sorin Droid / vehicle Army. She can act as both a minor support character and a minor debuff character, as well as having access to a great suite of command cards. Her own Command Card has a steep initial price, but if you can keep her alive it will pay huge dividends.
Edited by ThatJakeGuy3 hours ago, ThatJakeGuy said:This version of doctor Aphra will be a great complement to both the mercenary droid army and the Sorin Droid / vehicle Army. She can act as both a minor support character and a minor debuff character, as well as having access to a great suite of command cards. Her own Command Card has a steep initial price, but if you can keep her alive it will pay huge dividends.
So this version will work well with Sorin IF you also have Vader, 0-0-0 and BT-1. Not much room left for any of Sorin's other droids and vehicles...
Edit; Unless you just Temp Alliance her in.
The Permanent Retainer is to get her in without using Temp Alliance correct?
Edited by Majushi6 hours ago, Majushi said:The Permanent Retainer is to get her in without using Temp Alliance correct?
Yes sir, and you only need one of Vader, 000, or BT, not all three.
14 hours ago, ThatJakeGuy said:~Distracting Fire: If this attack hits, the target becomes weakened. (Insta-FAQ: you just need the accuracy, not to do damage)
That wording already exists. They just say "if the attack does not miss" rather than, if it hits.
Here is my homemade ketsu :
I hadn't realised this thread existed, so there may be some redundancy / going over old ground here... but here's some ideas I came up with today (made with my card editor ). Not at all playtested, really just brainstorming, thoughts and feedback welcome.
And some of the models I intend to use for them (from Star Wars Miniatures game):
Edited by Bitterman
This is my first pass at a battle droid hero for Imperial Assault campaign. Inspirations were K2S0 from Rogue One, the HK Assassin droids you get as allies in the Knights of the Old Republic games, and Federation heavy battle droids from the prequels.
Please let me know what you think, if he seems interesting and balanced. And if you have any name recommendations those are welcome as well!