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NEtEua9tM7utwy_1_b.jpg

 

Grand Admiral Thrawn

Empire

Leader, Spy

Cost: 9

~ +2 damage | ~ Focus | ~ Weaken | + evade

--> Grand Admiral's Orders: Choose a friendly figure group. Each figure in that group may interrupt to perform a move or attack. 

~ Investigation: Look at the top 3 cards of any player's command deck. Replace those cards on the top of the deck in any order. 

Health: 11
Speed: 4
Defense: B
Attack: Ranged: BY

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22 hours ago, RogueLieutenant said:

NEtEua9tM7utwy_1_b.jpg

 

Grand Admiral Thrawn

Empire

Leader, Spy

Cost: 9

~ +2 damage | ~ Focus | ~ Weaken | + evade

--> Grand Admiral's Orders: Choose a friendly figure group. Each figure in that group may interrupt to perform a move or attack. 

~ Investigation: Look at the top 3 cards of any player's command deck. Replace those cards on the top of the deck in any order. 

Health: 11
Speed: 4
Defense: B
Attack: Ranged: BY

RogueLieutenant i really liked your idea :) if you dont mind i just changed the picture with my favourite.

Ag7VThb.jpg

Edited by Ace_of_Spades

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6 hours ago, a1bert said:

What does a "figure group" mean? Does it mean just a group, i.e. a deployment group, or something else?

 

Very true.  Sounds almost like you could pick rStormtroopers, and all rStormtroopers could move or attack.  If so, that's extremely overpowered.

 

Though, I'm pretty sure the intent was for deployment group.

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On 2015. 08. 24. at 3:23 PM, RogueLieutenant said:

Phase III Dark Trooper

Empire

Droid - Heavy Weapon

 

Massive, Blast 1 Damage, ~stun, ~Pierce 2 ~2Damage

 

Epic Arsenal: Your attack pool consists of any combination of 3 attack dice. You may not roll more than 2 dice of a single color. 

 

Shock Armor: When defending, if the attacker is within 2 spaces, apply +1Block to your defense. 

 

Health: 14

Speed: 4

Defense: BB

Attack: Ranged: ???

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Another idea of  RogueLieutenant that i realy like

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I was unable to find better artwork for this :(

 

Edited by Ace_of_Spades

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On 2015. 08. 26. at 3:51 AM, Norgrath said:

Elite Nightsister Huntress

9/5

Group Size: 2

Hunter

S: +2 acc, +2d, s: Bleed

Sadism

Night Blinding: Targets with harmful status do not have line of sight to you, you do not block line of sight for these figures.

Health: 7

Speed: 5

Defense: W

Ranged Attack: GG

I'm not sure Night Blinding is at all fair but I thought it was interesting.

 

Concept for a Gen'dai Villain (Campaign/Skirmish Versions):

Cost: 8 (it's this low because of the downside to battle madness)

Hunter, Brawler

+1 Acc, S: +2d, S: Pierce 1, bleed

Regenerate: When this figure activates you may (spend 2 threat/discard one command card from the top of your deck) for him to recover 2D.

Battle Madness: After you resolve an attack, if the target figure was defeated, you become focused. At the end of your activation, if you did not perform an attack, you become stunned.

Health: 10

Speed: 4

Defense: B

Ranged Attack: GR

Sorry guys i canot stop to make these... Another awsome idea from  Norgrath

0sxTHsX.jpg

Btw i am not sure it sould be an an Imperial or Scum card?

 

Edited by Ace_of_Spades

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Here's my idea for a new hero for campaign (I may have posted this before).

My inspiration for this was thinking about the normal credit distribution in a campaign, and how you normally need to let one or two heroes live with sub-optimal equipment. The types of heroes who normally do well on few credits are support heroes, who either boost the strength of their allies or use the strength of their enemies against them. I wanted to try to design a hero who was meant to have low credit investment, but instead of having powerful support abilities, they were able to boost their own combat power until it could compete (somewhat) with item purchases.

So, I designed a Martial Artist - he isn't allowed to use weapons, so you can't buy him any! This is still an early pass at abilities, so let me know what you think of how things are balanced/costed/worded. And if you want the template cards I used (usable outside of photoshop) let me know!

None of the art is mine by the way; I stole it from various places online.

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ACrr9EF.png   Un9wP8Y.png   20iSJtr.png   dKuWgab.png   oLHfOOd.png

Edited by Stompburger

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On 13.04.2017 at 8:05 PM, Ace_of_Spades said:

Sorry guys i canot stop to make these... Another awsome idea from  Norgrath

0sxTHsX.jpg

Btw i am not sure it sould be an an Imperial or Scum card?

 

How are you making that awesome cards?! You are using some app prepared for this or some kind of template? Please share how.

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16 hours ago, Shwarrz said:

How are you making that awesome cards?! You are using some app prepared for this or some kind of template? Please share how.

Thank you for your kind words.

I recreated the FFG templates to be able to create those cards as fast as i can.

I considered to create a website app (with one of my friends) for that as well but i am affraid that will hurt the copyrights of FFG so i gave up that idea.

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On the martial artist: Firstly good bloody job: he looks interesting and creative overall and there's no ability that seems like it's there to make up the numbers. On things I think might be balance problems: Balanced stance looks a little too good with no limit on how many times it can trigger (possibly limit twice per round, or only when he has a ready activation token), light feet might be a bit too good given how important wounding heroes often is to the IP and critical strike suddenly becomes much better (possibly too good) once you get ancient texts and start using blue dice.

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2 hours ago, Norgrath said:

On the martial artist: Firstly good bloody job: he looks interesting and creative overall and there's no ability that seems like it's there to make up the numbers. On things I think might be balance problems: Balanced stance looks a little too good with no limit on how many times it can trigger (possibly limit twice per round, or only when he has a ready activation token), light feet might be a bit too good given how important wounding heroes often is to the IP and critical strike suddenly becomes much better (possibly too good) once you get ancient texts and start using blue dice.

Thanks! Yeah, there definitely aren't any filler abilities - I came up with a lot of abilities, and had trouble figuring out which ones to get rid of!

On the balance issues - I agree, Balanced Stance (ironically :D) might not be balanced. It is very strong; maybe I could just give him a copy of the Evasive ability that Jet Troopers have? I like your idea of having it only be active while he has a ready activation token. That might be enough to balance it.

Critical Strike is very strong - maybe it should be an exhaust. I'm not sure though, for a few reasons. 1: it needs a 4XP ability before it's really powerful, until then you only have a 1/6 change of even hitting it; 2: If you choose to roll a blue die, then you're not rolling a red die, so you're potentially sacrificing damage; and 3: it's not that effective unless they roll 3 blocks or a dodge, AND you roll 3 or more accuracy. Note that you have to roll that Accuracy on a single die too. All that to say - I think there are some things that mitigate it enough that it *might* be okay the way it is. Otherwise, it could probably be balanced by making it an exhaust.

Can you explain why you think Light Feet would be a problem? Are you talking about Blinding Speed? I feel like that one would be a lot more problematic for the Imperial if they're trying to wound him. Light Feet seems pretty good, but I don't see how it would cause serious issues. (though it does hit the Gamorrean Guards pretty hard - maybe I should make it "at least 1 accuracy or Reach").

Thanks again for the feedback!

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Imagine something with a melee attack trying to attack him, they have a 50% chance (or often worse) of just not doing any damage. That's very restrictive on what the IP can do to wound him.

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On 5/6/2017 at 7:41 PM, Norgrath said:

Imagine something with a melee attack trying to attack him, they have a 50% chance (or often worse) of just not doing any damage. That's very restrictive on what the IP can do to wound him.

True, if they are using primarily melee characters. I guess I could either remove the requirement on melee attacks, or remove the accuracy reduction. Then he could only be protected against melee attacks if he was hidden (or if they aren't rolling a green die). Maybe that would fix it...

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I'm currently reading The Guardians of the Whills so I figured I'd take a crack at Baze (and a new attempt at Chirrut). 

guardians-of-the-whills-1536x864-4677099

Baze Malbus

Rebel

Cost: 8

Trooper, Guardian

~Pierce 1 | ~ Block Power Token | +5 Accuracy

--> Sweeping Fire: Choose up to 3 hostile figures within 3 spaces and line of sight. Roll one green die. Each figure suffers damage equal to the damage results. You may not perform attacks this activation. 

--> Overkill: Perform an attack. Remove one red die from your attack pool. This attack gains +4 damage. After this attack resolves, you become stunned and suffer 2 strain. 

Health: 12
Speed: 4
Defense: Black
Attack: Ranged RR

 

Chirrut Imwe

Rebel

Cost: 8

Brawler, Guardian

~Cleave 1 | ~Cleave 1 | ~Stun | ~+1 damage

--> Brutality: Perform two attacks. Each attack must have a different target.

One With the Force: After an attack targeting you resolves, if you suffered no damage, you gain either +1Block or +1Evade for the rest of the round

Health: 8
Speed: 5
Defense: W
Attack: Melee BBY

 

 

The idea with One with the Force is that if you shoot and miss, his defense goes up slightly. If you shoot and miss again, he gets to use it again, and again. So it keeps stacking and doesnt' reset until the next round. 

 

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3 hours ago, RogueLieutenant said:

I was thinking about those, but those wouldn't build up after each attack since you spend them rather than getting a constant effect

Only if the intent in that ability is to give power tokens, which it currently doesn't say it does.

For balance, I would probably suggest making them power tokens (but until we know exactly how those tokens will work it's hard to say if that's too strong or not)

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