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  #1  
Old September 16th, 2009, 06:38 PM
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Point cost for a Q10 mod?

Hey there,

Wanted a bit of help pricing a custom mod of Q10. Here are the stats.

************************
L - 5
M - 5
R - 8
A - 4
D - 4

Abilities:
  1. Spectral Damping Field
    When any friendly figure within 4 clear sight spaces of Major G5 is targetted for an attack by a non-adjacent figure, roll the 20-sided die. 18 or higher, all figures within 4 spaces of G5 no longer have any visible hit zones for the duration of the targeting figure’s/squad's turn. Major G5 is not affected by this ability.
  2. Synchronize
    Range 6. Before moving, roll the d20. 1-10, you may move up to 4, and attack with any 2 Common soulborgs in range that you control. 11-17, you may move up to 6, and attack with any 3 Common soulborgs in range that you control. 18 or higher, you may move up to 8, and attack with any 4 Common soulborgs in range that you control. Soulborgs that attack need not have moved this turn.
  3. Power Reroute
    For each wound on Major
    G5's Army Card, add 1 to
    his Defense number.
Disciplined Soulborg Major
************************

I was trying to consider things like "no special attacks like Q10, but equal defense at 3 lives," "pseudo-bonding means more attacks with squads," "wider-range, less-likely smoke powder-ish ability" etc.

What might have to change (if anything) to the basic stats to keep the cost close to that of Q10? Many thanks for your help.
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Old September 16th, 2009, 08:15 PM
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Re: Point cost for a Q10 mod?

G5 is really cool, but really powerful. He would cost well over 200 points with his current stat and ability arrays.

If you try to get him down to ~150 Points simply through stat reduction you are going to end up with a very fragile character; something along the lines of 3, 5, 6, 2, 2.

I think that your best bet is probably to weaken Synchronize-If you restructure it to something like this:
  • 1: Destroy 1 Common Soulborg figure within range
  • 2-5: Nothing Happens
  • 6-13: Move 4, Attack with 2
  • 14-18: Move 6, Attack with 3
  • 19-20: Move 8, Attack with 4
then he's back near the 150 Point range. A chance for somethin to go awry always brings the price down into a reasonable range.

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Old September 16th, 2009, 10:13 PM
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Re: Point cost for a Q10 mod?

About 210
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Old September 16th, 2009, 10:13 PM
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Re: Point cost for a Q10 mod?

Power Reroute is also a fairly strong power, given that he has 5 life and already a hardy 4 defense.
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Old September 17th, 2009, 10:11 AM
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Re: Point cost for a Q10 mod?

Quote:
Originally Posted by Killometer View Post
I think that your best bet is probably to weaken Synchronize-If you restructure it to something like this:
  • 1: Destroy 1 Common Soulborg figure within range
  • 2-5: Nothing Happens
  • 6-13: Move 4, Attack with 2
  • 14-18: Move 6, Attack with 3
  • 19-20: Move 8, Attack with 4
then he's back near the 150 Point range. A chance for somethin to go awry always brings the price down into a reasonable range.


Quote:
Originally Posted by rouby44 View Post
Power Reroute is also a fairly strong power, given that he has 5 life and already a hardy 4 defense.
Perhaps lowering his Life to 4 and his Defense to 3 would help. That would give him a max Defense of 6 which is high but not unheard of.
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  #6  
Old September 17th, 2009, 11:18 AM
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Re: Point cost for a Q10 mod?

Thanks for the great suggestions and analysis! I actually meant to put Life=4, but anywho...
Got a better idea of how to structure it now.
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