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His Command Card could be:

Force Ghost

If Yoda has been defeated, place a strain token (i.e. still counts as VPs. Similar to Reinforcements) on his card and place yoda on the battlefield. He cannot attack or be attacked. Whenever an allied figure within 3 spaces makes an attack, you may re-roll any of the attack dice.

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11 hours ago, Majushi said:

His Command Card could be:

Force Ghost

If Yoda has been defeated, place a strain token (i.e. still counts as VPs. Similar to Reinforcements) on his card and place yoda on the battlefield. He cannot attack or be attacked. Whenever an allied figure within 3 spaces makes an attack, you may re-roll any of the attack dice.

I think it´´´ s sort of a good idea, but in terms of balance is propably any "zombie" figure too much - at least for skirmish. Maybe Yoda´´´ s version for campaign could work this way. 

Anyway, I´´´  ve reworked all my cards and I have added command cards for them (see post below). 

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Here are a couple of characters I made thanks :D

Chewbacca 
Rebel atst

Cost-16 
Vehicle- heavy weapon
Massive +3 accuracy 
Surge: blast 2, surge: pierce 3
Targeting computer 
Awkward 
False orders 
Imperial disguise: if you did not attack this round, you can not be the target of attacks
Heath-15
Speed-4
Defense-black, black
Attack- blue, red, red


EWOK 
Furry monsters

 

Cost: 6? 
Figures per group:3
Surge: +1 damage, surge: hidden, surge: piece 1 
Action: Spear throw: preform a range attack  with a red dice. The attack gains +3 accuracy and piece 1
Health: 2, movement: 4, defense: white, if hidden white+black, attack green, red 

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Yep, I think once revealed disguise is given away for good. It´´  s nice idea to infiltrate enemy lines, but I don´t think there should be permanent or long lasting effect of such ability - moreover in such a giant machine. You can also look on Sabine´  s TIE Fighter which operates with a similiar ability (http://xwing-miniatures.wikia.com/wiki/Captured_TIE). From thematic perspective it´  s also a bit illogical that this big machine will be able to infiltrate for so long or repeatedly -> this ability should be gone for good after first attack with this figure (in addition it´ s necessary to count with the fact that this figure propably won´t work for the purposes of controle until it´ s revelation). 

 

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Guys, I have made some final touches to old heroes and their command cards. 
Also I have made other interesting characters from Knights of the Old Republic comics (highly recommend). 


Quinlan and Qui-Gon are in Clone Wars gallery, which will grow over time (although I hope that FF will include at least some Clone Wars characters in the game: Mace Windu for sure, Kit Fisto would be nice, Ahsoka - she is in Rebels, so I´m  counting on her, Anakin would be interesting, etc.). 

 

 

I´m looking forward for some playtests in near future with my GF. =) 

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On 12/20/2016 at 6:06 PM, ThatJakeGuy said:

I've been trying to think of better ways to improve the Wave 1 and 2 Heroes that isn't just a lazy price decrease.

Surprise! I'm back!

Shock and Awe

0 point Imperial Skirmish Attachment

Massive Only. Vehicle Only.

At the beginning of your activation, gain 1 movement point.

After you resolve an attack, you may push all non-massive hostile figures that suffered damage 1 space. They become Weakened.

 

Everything you see about an Imperial armored assault stresses the fact that the giant walkers and tanks are intimidating as kriff in the Blitzkrieg style: they come in, wreck everything, and send people running for cover. I tried to capture that feeling by increasing the speed of Imperial armor and allowing them to scatter groups of enemies after they attack as the Military Might of the Empire is brought to bear.

Edit: I have added Weaken to the ability as well. The first version felt too weak, so I decided to add in something to deal with the excessive amounts of free evades and the powerful surge abilities of the Rebel scum. An AOE weaken will allow the vehicle's squadmates to press home the shock and awe advantage.

Edited by ThatJakeGuy

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•Repulsor Tripod

0 point Skirmish Upgrade

Attachment

E-Web Engineer only

+1 Speed, +3 health

 

The EWebs, to my mind, just need a little kick in the pants for movement and a survivability upgrade. With a range floor of 5 and good surges, I do not see the need for any Firepower upgrades. +3 health may seem like a lot, but that's probably only one extra attack survived on a unique upgrade. Hopefully that could boost the humble machine gun nest back into playability.

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On 2/13/2017 at 0:39 PM, ThatJakeGuy said:

•Repulsor Tripod

0 point Skirmish Upgrade

Attachment

E-Web Engineer only

+1 Speed, +3 health

 

The EWebs, to my mind, just need a little kick in the pants for movement and a survivability upgrade. With a range floor of 5 and good surges, I do not see the need for any Firepower upgrades. +3 health may seem like a lot, but that's probably only one extra attack survived on a unique upgrade. Hopefully that could boost the humble machine gun nest back into playability.

I feel like a straight tweak of existing stats feels a bit boring (even if it balances them). I expect future official tweaks to follow the trend of IG-88 and add new text effects. 

I just can't think of any interesting ones for E-Webs.... 

Dug In- During setup, you may deploy in any space not in a deployment zone. You may not voluntarily exit your space. You may not perform any attacks during the first round. 

Seems way too good to me, but that was the most interesting thing I could think of that seemed to fit the e-web. 

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16 hours ago, RogueLieutenant said:

I feel like a straight tweak of existing stats feels a bit boring (even if it balances them). I expect future official tweaks to follow the trend of IG-88 and add new text effects. 

I just can't think of any interesting ones for E-Webs.... 

 

I wouldn't mind something like "Suppressing Fire":  Whenever you perform an attack, each enemy unit in line of sight that is not being targeted tests Observation.  If they fail, they gain 1 strain token.

 

Or, if that ends up being too powerful, perhaps it could be "Choose an enemy unit not being targeted" instead of "each".

Edited by subtrendy

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26 minutes ago, subtrendy said:

I wouldn't mind something like "Suppressing Fire":  Whenever you perform an attack, each enemy unit in line of sight that is not being targeted tests Observation.  If they fail, they gain 1 strain token.

 

Or, if that ends up being too powerful, perhaps it could be "Choose an enemy unit not being targeted" instead of "each".

They are talking about skirmish-only changes I think. E-webs are just fine in Campaign.

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2 hours ago, subtrendy said:

I wouldn't mind something like "Suppressing Fire":  Whenever you perform an attack, each enemy unit in line of sight that is not being targeted tests Observation.  If they fail, they gain 1 strain token.

 

Or, if that ends up being too powerful, perhaps it could be "Choose an enemy unit not being targeted" instead of "each".

That's definitely a cool campaign upgrade, and i could adapt a similar concept to Skirmish.

 

Covering Fire

0 point Elite Skirmish Upgrade

Attachment

E-Web Engineer only

After you perform an attack and the defender suffered at least 1D, you may exhaust this card to choose a friendly figure within line of sight. That figure becomes Hidden.

Edited by ThatJakeGuy

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11 minutes ago, a1bert said:

"that hits" is not well-defined. Do you mean "does not miss", or "the target suffered damage" (or even "the target figure suffered damage"?

 

Good point, I went into X-Wing wording on that one. Fixed.

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AP-5.jpeg

AP-5

Cost 3

Rebel

Droid

- 1 Block

-->Analyze: If you have line of sight to more hostile figures than friendly figures, choose up to two figures in your line of sight. Those figures become weakened or focused.

Antisocial: At the end of your activation, if there are no friendly figures within 3 spaces, recover 1.

Non-Combatant: You cannot attack. 

Health: 5
Speed: 3
Defense: B
Attack: --

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The idea of a Suppressing Fire command card is a good one. One leader can select a target; the selected leader and a troop squad within 2 squares can interrupt to attack the same target, all damage is cumulative for the purposes of determining strain effect.

When shooting, there is no damage, but the opponent takes one strain for 0 to 2 hits, two strain for 3 to 4 hits and 3 strain for 5 hits or more.

Admittedly, it sounded better in my head, but you see my point.

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On February 3, 2017 at 3:24 PM, afdasdfasfdasdfa said:

I have made some changes to Zayne towards his usefulness.

 

 My images are too big and I can´t reduce their data size, so I uploaded them – I hope you don´t mind.

 

Zayne Carrick:

 

average combatant, hard to kill. Any ideas on his Karmic Luck ability?

 

 

https://drive.google.com/open?id=0Byn1s6u3A2Khd1EzUC1JOF9VMVk

 

Yoda:

 

I really liked few ideas from google doc (see above; all credits to Cladkbar), but I understand him slightly different. 

 

He is small, sort of weak (therefore only 5 HP) but he is also difficult to hit (two whites and luck: I just want him to be pain in the "you know").

 

He blooms in fights (Lightsaber dash reminds me his swift attacks from ep. III): I dont think, he deliveres hard punches: he is more precis (included pierce 3), he can change style of combat (yellow and green dice => good surges). 

 

Force grip represents really well his connection with force.

 

And he is everlasting teacher and morale support for everyone, so Force Ghost may work as a team support (through focusing others - because other skills are limited due the one action limitation).

 

Command card: I was thinking about more actions per activation, small team heal, focusing all force users, giving someone force user trait, permanently giving someone yellow dice to his attack pool (as a result of his teaching). 

 

I dont think he should be OP character at all: I see him more like wisdom oriented character -> so maybe good support..ok, maybe OP cool cuddly support, whom never actually leaves the board. =D 

 

https://drive.google.com/open?id=0Byn1s6u3A2KhMVNjNmdDczZITDQ

 

Jarael:

 

I´m little bit struggling with her. I liked her in the comics as supportive guardian like character, which is irresistible for others (Zayne, Malak, etc.). But she was great fighter at the same time and I feel that her character should hold only one function (guardian x brawler) - so I made her as a full time guardian (protector if you like, because of her name meaning) for the others, because I think this is her true nature (she helped Camper and stayed with him, the same with Carrick - she just needs to be useful).

 

https://drive.google.com/open?id=0Byn1s6u3A2KhOVJqZElLem1XNFE

 

Qui-Gon Jinn

 

Good all around character: strength connection with force and very good fighting skills -> reliant self buff character with slightly weaker defense side of his set. Like in movies, he can easily chain his attacks with force attacks or vice versa. 

 

I thought about Mind trick on him, first I came only with slightly improved Murne Rin´s False orders, but then I tweaked it to more straight forward aggresive approach. 

 

https://drive.google.com/open?id=0Byn1s6u3A2KhTWVKSU5jazB5WnM

 

Quinlan Vos

 

Well.. 2 or 3 dice attacks? It was a tough decision, but I wanted to ilustrate his unconvencial combat style and rage with his kick ability (so 3 die attack and posibly way more damage then he would have with 3 die attack). Additionaly two attacks per round (on different) targets makes him solid DPS choice. 

 

He´s used to work undercover (spy trait) and without beeing spoted (Force stealth) and he is a bit loner so he starts elsewhere then everyone else. 

 

https://drive.google.com/open?id=0Byn1s6u3A2KhYno3UjB4bTdtcjA

 

 

 

I appreciate some feedback:

 

- do have characters too much skills?

 

- how about point cost of figures?

 

- any ideas for better skills?

 

- command cards?

 

 

On December 26, 2016 at 8:25 PM, Clarkbar said:

Hey -afdasdfasfdasdfa thanks for the shoutout and I am glad I got you thinking about a yoda character but I wanted to ask you how did you format your costom characters into IA card format was it really good photoshop or is there another way I am just wondering for my costom characters.

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On 12/26/2016 at 8:25 PM, Clarkbar said:

I added a lot more characters from rogue one and other sources also and plan to update even more including rebels any good suggestions either put in the comments on the document anyone can comment or you also can tell me suggestions on how to make him better in chat in the forums 

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Hello Guys and Girls!

My wife's Favorite Star Wars Character is Ahsoka Tano and she loves playing and painting IA.

So I try to create her a balanced homemade figure to our next aniversary

I really appreciate some feedback and i gladly share my final work with you as well.

This is my current state.

(i used various materials from the web like the headpice for the figure  and the lightsabers made by Sixus1)

Thank you for your help in advance!

Regards:

Ace_of_Spades

TrqCI6K.jpg

 

 

Edited by Ace_of_Spades

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death-troopers_f2f9b53f.jpeg?region=0,0,

 

Death Troopers

Empire

Figures per group: 2

ELITE (there's no regular group for these guys. By default they're elite). 

8 Points. 

Reinforcement Cost: 4

 

~ 2 Damage | +1 acc. | ~ Weaken | Pierce 1

Advanced Squad Training: When attacking, while within 3 spaces of another friendly trooper, you may reroll 1 attack die. 

Priority Target: Figures do not block line of sight for this figure's attacks. 

At Your Command: At the start of your activation, if you are within 3 spaces of a friendly leader, or a friendly figure with a figure cost of 9 or higher, gain 2 movement points. 

Health: 6
Speed: 4
Defense: B
Attack: GG

 

 

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28 minutes ago, RogueLieutenant said:

death-troopers_f2f9b53f.jpeg?region=0,0,

 

Death Troopers

Empire

Figures per group: 2

ELITE (there's no regular group for these guys. By default they're elite). 

8 Points. 

Reinforcement Cost: 4

 

~ 2 Damage | +1 acc. | ~ Weaken | Pierce 1

Advanced Squad Training: When attacking, while within 3 spaces of another friendly trooper, you may reroll 1 attack die. 

Priority Target: Figures do not block line of sight for this figure's attacks. 

At Your Command: At the start of your activation, if you are within 3 spaces of a friendly leader, or a friendly figure with a figure cost of 9 or higher, gain 2 movement points. 

Health: 6
Speed: 4
Defense: B
Attack: GG

 

 

I like it!

 

Regarding the section I've  bolded- I think we could probably do regulars and elites.  Royal guards have both versions, after all.

 

I think "Elite" can be considered a bit of a relative term here.

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2 hours ago, RogueLieutenant said:

death-troopers_f2f9b53f.jpeg?region=0,0,

 

Death Troopers

Empire

Figures per group: 2

ELITE (there's no regular group for these guys. By default they're elite). 

8 Points. 

Reinforcement Cost: 4

 

~ 2 Damage | +1 acc. | ~ Weaken | Pierce 1

Advanced Squad Training: When attacking, while within 3 spaces of another friendly trooper, you may reroll 1 attack die. 

Priority Target: Figures do not block line of sight for this figure's attacks. 

At Your Command: At the start of your activation, if you are within 3 spaces of a friendly leader, or a friendly figure with a figure cost of 9 or higher, gain 2 movement points. 

Health: 6
Speed: 4
Defense: B
Attack: GG

 

 

Like This?

OAwD00d.jpg

Edited by Ace_of_Spades

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