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Drewman-chu
June 22nd, 2011, 11:45 PM
I just started playing Star Wars Heroscape and will be adding some cvards to the mix. I think I need help with the wording and play mechanic of the Sentinels.

http://i625.photobucket.com/albums/tt336/Drewman-chu/IMPERIALSENTINEL.jpg

I need a figure hit zone for Legacy of the Force Darth Vader #71

http://i625.photobucket.com/albums/tt336/Drewman-chu/DARTHVADER.jpg

mac122
June 23rd, 2011, 12:18 AM
I just started playing Star Wars Heroscape and will be adding some cvards to the mix. I think I need help with the wording and play mechanic of the Sentinels.

http://i625.photobucket.com/albums/tt336/Drewman-chu/IMPERIALSENTINEL.jpg

I need a figure hit zone for Legacy of the Force Darth Vader #71


Here's my suggestions for the Sentinels.
Reduce Attack to 2 and Defense to 2 and points to somewhere around 100(maybe less?). The lower numbers represent the mindlessness of the Sentinels without a Sith master to control them.
For Bodyguards of the Dark Side, I'm not sure you need the complexity of having a chosen Sith Unique Hero for each 2 Sentinels. In a high point game, keeping track of which 2 Sentinels go with which Sith Hero could get complicated. I suggest making it a symbiotic relationship. The Sith Hero gets a boost to defense and the Sentinels benefit from the proximity of the Sith Hero to control them.


Bodyguards of the Dark Side
A Sith Unique Hero rolls 1 additional defense die for each adjacent Imperial Sentinel to a maximum of 2 additional defense dice. This Imperial Sentinel adds 2 to its Attack and 5 to its defense when it is within 4 clear sight spaces of a Sith Unique Hero you control. At the end of each round, if there are no Sith Unique Heroes you control in play, roll 1 attack die. A skull rolled counts as an unblockable hit on this Imperial Sentinel.



If no one else beats me to it, I will work up a hit zone for you for Vader.

Here you go. It' a PNG with transparent background.
http://i894.photobucket.com/albums/ac149/mac12264/Misc%20Stuff/druvaderhitzone.png
The number didn't match what you have listed, but this was the only Legacy of the Force Darth Vader I saw.

Drewman-chu
June 23rd, 2011, 08:03 AM
Here's my suggestions for the Sentinels.
Reduce Attack to 2 and Defense to 2 and points to somewhere around 100(maybe less?). The lower numbers represent the mindlessness of the Sentinels without a Sith master to control them.
For Bodyguards of the Dark Side, I'm not sure you need the complexity of having a chosen Sith Unique Hero for each 2 Sentinels. In a high point game, keeping track of which 2 Sentinels go with which Sith Hero could get complicated. I suggest making it a symbiotic relationship. The Sith Hero gets a boost to defense and the Sentinels benefit from the proximity of the Sith Hero to control them.

Thanks Mac I agree and will rework them with some of your ideas. Thanks for the hit zone that's was just what I needed. I have to fix the sentinels one two because I left his axe as a hit zone.

Drewman-chu
June 24th, 2011, 05:07 PM
Here's a updated version of the Imerial Sentinel. What do you think? I think I may take out the bonding. It might make them too powerful.

http://i625.photobucket.com/albums/tt336/Drewman-chu/IMPERIALSENTINEL-1.jpg

Drewman-chu
July 11th, 2011, 10:52 PM
Here is my second Star Wars Custom. I am playtesting and costing these against "The Heroes of Star Wars" cards. Here is a Gotal assassain, see what you think. Can anyone make a hitzone for me? I still need to put the Star Wars logo on too.
http://i625.photobucket.com/albums/tt336/Drewman-chu/GOTALASSASSIN.jpg

mac122
July 11th, 2011, 11:25 PM
http://i894.photobucket.com/albums/ac149/mac12264/Misc%20Stuff/gotalhz.png
Here you go

Drewman-chu
July 13th, 2011, 04:14 PM
Thanks MaC YOUR THE BEST.

heroscaper2010
August 12th, 2011, 01:57 PM
Darth Sidious

Life 5
Move 5
Range 1
Attack 5
Defense 3
Points 250

Species: Human
Hero/Squad: Unique Hero
Class: Sith Lord
Personality: Arrogant


HIS DEATH WAS A NESSACARY ONE

At the beginning of each game, Darth Sidious,
must choose 2 figures, one for his first
apprentice and another for his second
apprentice. If at any time during the
game the first apprentice is destroyed,
Add 2 to the second apprentice's attack and defense.

I SENSE LORD VADER IS IN DANGER

Once per game, if the second apprentice choosen
at the beginning of the game for HIS DEATH WAS
A NESSACARY ONE special power recieve's enough
wounds to be destroyed. Roll the 20-sided die if you
roll a 1-14 destroy the second apprentice. If you roll
a 15 or higher remove all wound markers from the
second apprentice's card, but now only add 1 attack
and defense to the second apprentice. (This power may
only be used if the first apprentice has already been detroyed)

EXECUTE ORDER 66

Once per game, at any time
during your turn with Darth Sidious,
roll the 20-sided die for all of your
opponent's clone groups if you roll:

A 1 destroy Darth Sidious.
A 2-5 nothing happens
A 6-12 take control of any 1 opponent's clone groups.
A 13-19 take control of any 2 opponent's clone groups.
A 20 take control of all opponent's clone groups.

SITH LIGHTNING

Range Special Attack 3
Instead of attacking normally, Darth Sidious may use Sith lightning. Choose a figure to attack within 4 clear sight spaces of Darth Sidious. All figures within 2 spaces of that figure are also effected by Sith Lightning. Roll attack dice once for all effected figures. Each figure rolls defense dice seperately. Sith Lightning does not effect Jedi.

What do you think?

boromir96
August 12th, 2011, 02:01 PM
That would be the fullest card I've ever seen.:D

heroscaper2010
August 13th, 2011, 02:37 PM
That would be the fullest card I've ever seen.:D

Yeah I know, I suggest that we also use the back lol! :D