|   | 
 
 
 
| Author | 
Message | 
 
| menace64 | 
 Posted: Mon Nov 27, 2006 3:10 am | 
 | 
 
 
 | 
 
 
| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
I’ve spent some time developing it, and I’ve now finished work on the cardlist for the base set, Legacy of the Force. This set spans all six movies, and hosts a swarm of new abilities and mechanics.
 
 
But first, the cultures:
 
 
Confederacy
 
Dubbed The Endless Army, the Confederacy culture has both the means and the might to quell any thought of resistance. The Separatist leaders command the legions of lethal droid soldiers into battle, and only the dead of their opponents will be left behind.
 
 
Criminal
 
The culture for all the miscreants, gangsters, smugglers and bounty hunters. The Dark Side aspect of this culture deals in blood, putting credits on the heads of companions and waiting for that big payoff, while the Light Side revolves around Han (and company) as he tries to make a somewhat honest living on the edge.
 
 
Imperial
 
Since day one, the Empire has struck a note of dread and fear in the hearts of billions. Using an endless supply of clones and conscripts, the Imperial culture ends all hope for the Alliance through sheer strength of numbers, both on land and in the sky.
 
 
Jedi
 
The Jedi have the unique ability to spread their influence past their own culture by training other characters to Knighthood. Also, through a unique mechanic that taps into the Force, the Jedi can control, counter and kill almost anything that the Dark Side can throw at them.
 
 
Rebel
 
Calling on assistance from furry friends, the Rebel culture relies on its pool of followers and tricky hit-and-run tactics to survive. When called upon, Rebel companions can take to the air in a dazzling display of resilience and strength, commanding control of space few others can confront.
 
 
Republic
 
Whether its the Grand Army of the Gungans or the Grand Army of the Republic, this culture knows how to get the job done. Excellent synergy makes every card in this culture effective, and any army of minions will be hard-pressed to break the Republic’s front line.
 
 
Sith
 
Dark and twisted, the Sith are a true force to be reckoned with. Through knowledge of the Dark Side Arts, the Sith will work to corrupt the Apprentice; because, let’s face it, you can never have too many Darths.
 
 
Yuuzhan Vong
 
Being extragalactic invaders, the Yuuzhan Vong are entirely absent in the Force. The Jedi have no way to repel them. The Rebels aren’t equipped to oppose them. Each warrior is unquestioningly devoted to the cause of conquest, and seemingly nothing can stand in their way.
 
 
Legacy of the Force
 
 
This set is completed!
 
 
1.	The Force, Bound to All
 
2.	The Force, The Powerful Ally
 
 
Confederacy Culture (43 Cards):
 
3.	Acklay, Bred for Battle
 
4.	Activate the Droids
 
5.	Banking Clan Freighter
 
6.	Barraging Droideka
 
7.	Battle Droid Patroller
 
8.	Battle Droid Protector
 
9.	Battle Droid Regiment
 
10.	Battle Droid Rifle
 
11.	Battle Droid Skirmisher
 
12.	Battle Droid Squad
 
13.	Buzz Droids
 
14.	Commerce Guild Corvette
 
15.	Cyborg’s Strike
 
16.	The Endless Army
 
17.	Engaged
 
18.	Fortified Droideka
 
19.	Geonosian Flier
 
20.	Geonosian Swarmer
 
21.	Grievous, Supreme Commander
 
22.	Grievous’ Lightsabers
 
23.	Hailfire Stampeder
 
24.	Hailfire Stormer
 
25.	InterGalactic Banking Frigate
 
26.	Invisible Hand
 
27.	Nexu, Bred for Battle
 
28.	Nute, Neimoidian Pawn
 
29.	Petranaki Driver
 
30.	Petranaki Handler
 
31.	Poggle, The Lesser
 
32.	Precise Volley
 
33.	Rank and File
 
34.	Reek, Bred for Battle
 
35.	Rite of Economic Investment
 
36.	San, Muun Chairman
 
37.	Shu, Commerce Guild Presidente
 
38.	Super Battle Droid Commander
 
39.	Super Battle Droid Suppressor
 
40.	Swift and Deadly
 
41.	Techno Union Starship
 
42.	Trade Federation Battleship
 
43.	Tri-fighter Encircler
 
44.	Tri-fighter Sweeper
 
45.	Wat, Foreman of the Techno Union
 
 
Criminal Culture (43 Cards):
 
46.	Any Means Necessary
 
47.	Aqualish Lowlife
 
48.	Bib, Malicious Majordomo
 
49.	Blind Luck
 
50.	Boba, Of the Mandalorian Armor
 
51.	Bossk, Bounty Hunter
 
52.	Chewbacca, Bound for Life
 
53.	Chewbacca, Protector
 
54.	Chewbacca’s Crossbow
 
55.	Dash, Not Such a Bad Guy
 
56.	Death Mark
 
57.	Debnoli, Good-natured Patron
 
58.	Gamorrean Guard
 
59.	Gamorrean Rager
 
60.	Han, Adrift Scoundrel
 
61.	Han, Very Nice Man
 
62.	Han’s Blaster
 
63.	Hidden Compartments
 
64.	Independent Operation
 
65.	Jabba, Crime Lord
 
66.	Jango, Master Hunter
 
67.	Lando, Having His Own Problems
 
68.	Lando, Respectable Enough
 
69.	Lobot, Cybernetically Reformed
 
70.	Millennium Falcon 
 
71.	Mos Eisley Crowd
 
72.	Nikto Brawler
 
73.	Nikto Trapper
 
74.	No Disintegrations
 
75.	On the Run
 
76.	Outrider
 
77.	Outrigging
 
78.	Posted Reward
 
79.	Precautionary Warning
 
80.	Quarren Raider
 
81.	Reaping the Rewards
 
82.	Retort
 
83.	Scum and Villainy
 
84.	Sebulba, Crooked Racer
 
85.	Slave One
 
86.	Sorry About the Mess
 
87.	Sympathetic Gunrunner
 
88.	Vibro-ax
 
 
Imperial Culture (40 Cards):
 
89.	An Entire Legion of My Best Troops
 
90.	Assault Rifle
 
91.	Black-squadron TIE
 
92.	Bombing Run
 
93.	Calculating Captain
 
94.	Chimaera
 
95.	Completed on Schedule
 
96.	The Death Star
 
97.	Dewback
 
98.	The Empire Strikes Back
 
99.	Executor, Imperial Command Ship
 
100.	False Sense of Exposure
 
101.	Imperial Ace
 
102.	Imperial Blaster
 
103.	Imperial Gunner
 
104.	Imperial Malice
 
105.	Imperial Pilot
 
106.	Imperial Sandtrooper
 
107.	Imperial Scout Trooper
 
108.	Imperial Scout Walker
 
109.	Imperial Snowtrooper
 
110.	Imperial Star Destroyer
 
111.	Imperial Walker
 
112.	Ominous Display
 
113.	Overrun
 
114.	Piett, Admiral of the Empire
 
115.	Propaganda
 
116.	Something Special Planned for Them
 
117.	Stormtrooper Armor
 
118.	Stormtrooper Champion
 
119.	Stormtrooper Marcher
 
120.	Stormtrooper Platoon
 
121.	Stormtrooper Raiding Party
 
122.	Stormtrooper Runner
 
123.	Subjugation
 
124.	Tarkin, Grand Moff
 
125.	TIE Bomber
 
126.	TIE Interceptor
 
127.	Vengeance
 
128.	Voices Suddenly Silenced
 
 
Jedi Culture (39 Cards):
 
129.	Aayla, Twi’lek General
 
130.	Alter Perception
 
131.	Anakin, Bearer of Great Strength
 
132.	Anakin, Headstrong
 
133.	Anakin’s Lightsaber
 
134.	Anakin’s Starfighter
 
135.	At an End, Your Rule Is
 
136.	Be Mindful of Your Future
 
137.	Damn Idealistic Crusade
 
138.	Gimer Stick
 
139.	Help Me Obi-Wan Kenobi
 
140.	Jedi Knight
 
141.	Jedi Mind Trick
 
142.	Jedi Robes
 
143.	Jedi Starfighter
 
144.	Jedi Youngling
 
145.	Knight’s Training
 
146.	Lightsaber Deflect
 
147.	Lightsaber Sweep
 
148.	Mace, Senior Council Member
 
149.	Mace, Vaapad-master
 
150.	Mace’s Lightsaber
 
151.	Obi-Wan, The Enforcer
 
152.	Obi-Wan, Wizened Wizard
 
153.	Obi-Wan’s Lightsaber
 
154.	Obi-Wan’s Starfighter
 
155.	Qui-Gon, Mindful of the Living Force
 
156.	Qui-Gon, Unorthodox Teacher
 
157.	Refuge
 
158.	Return of the Jedi
 
159.	Shatterpoint
 
160.	Shmi, Mother of the Chosen One
 
161.	Skywalker’s Training
 
162.	Trust
 
163.	Use the Force
 
164.	Well-trained Knight
 
165.	Yoda, Exiled Master
 
166.	Yoda, Senior Council Member
 
167.	Yoda’s Lightsaber
 
 
Rebel Culture (41 Cards):
 
168.	A New Hope
 
169.	Ackbar, Admiral of the Alliance
 
170.	Antilles Maneuver
 
171.	Artoo, Quirky Astromech
 
172.	Artoo, A Slight Flutter
 
173.	The Battle of Endor
 
174.	Chirpa, Chieftain
 
175.	Crix, Defector
 
176.	Dodonna, Rebel Tactician
 
177.	Ewok Assault
 
178.	Ewok Resourcefulness
 
179.	Ewok Spearman
 
180.	Exchange of Fire
 
181.	Hardy Tauntaun
 
182.	Hero of a Thousand Devices
 
183.	Home One
 
184.	I Am a Jedi
 
185.	Leia, Bearer of Potential
 
186.	Leia, Daughter of Skywalker
 
187.	Logray, Shaman
 
188.	Luke, Bearer of a Legacy
 
189.	Luke, Son of Skywalker
 
190.	Luke’s Cloak
 
191.	Luke’s Lightsaber
 
192.	Kazak, Elder
 
193.	Paploo, Extremist
 
194.	Rebel Blaster
 
195.	Rebel Loyalist
 
196.	Rebel X-wing
 
197.	Rebel Y-wing
 
198.	Rendezvous Point
 
199.	Rogue Squadron Pilot
 
200.	Targeting Computer
 
201.	Threat to the Empire
 
202.	Threepio, The Golden One
 
203.	Threepio, Protocol Droid
 
204.	Trench Warfare
 
205.	Warrior’s Courage
 
206.	Wedge, Gifted Pilot
 
207.	Wedge, Rogue Squadron Leader
 
208.	Wicket, Befriended
 
 
Republic Culture (40 Cards):
 
209.	Amidala’s Blaster
 
210.	An Army of One
 
211.	Attack of the Clones
 
212.	Bly, Clone Commander
 
213.	Clever Diversion
 
214.	Clone Soldier
 
215.	Cody, Clone Commander
 
216.	Credits for Corruption
 
217.	Diversionary Tactics
 
218.	Electropike
 
219.	Energy Boomba
 
220.	Fambaa Shield Dome
 
221.	Grand Army of the Republic
 
222.	Gungan Energy Shield
 
223.	Gungan Infantry
 
224.	Humbling
 
225.	Jar Jar, Bombad General
 
226.	A Name and a Face
 
227.	Naboo Blaster
 
228.	Naboo Starfighter
 
229.	Nass, Boss of Otoh Gunga
 
230.	Nick of Time
 
231.	Nubian Transport
 
232.	No More Negotiations
 
233.	Noble Sacrifice
 
234.	Padme, Courageous Leader
 
235.	Padme, Royal Senator
 
236.	Panaka, Head of Security
 
237.	Panaka, Protector of the Queen
 
238.	Raised for War
 
239.	Republic Concussion Grenade
 
240.	Republic Rifle
 
241.	Ric, Bravo Squadron Leader
 
242.	Sabe, Queen’s Handmaiden
 
243.	Support in the Senate
 
244.	Tarpals, Gungan Warrior
 
245.	Tarpals, Hardened Leader
 
246.	Theed Palace Guard
 
247.	Typho, Bodyguard
 
248.	Typho, Protector of the Senator
 
 
Sith Culture (40 Cards):
 
249.	Asajj, Sith Assassin
 
250.	The Chosen One
 
251.	The Circle is Now Complete
 
252.	Cloak of the Sith
 
253.	The Count’s Lightsaber
 
254.	Dark Revelation
 
255.	Disarmed
 
256.	Do What Must Be Done
 
257.	Dooku, Renegade Jedi
 
258.	Ebbing
 
259.	Executor, Vader’s Flagship
 
260.	Force Choke
 
261.	Force Flurry
 
262.	Force Lightning
 
263.	Force of Will
 
264.	Fulfilling His Destiny
 
265.	The Great Purge
 
266.	Hand of the Emperor
 
267.	I Hate You!
 
268.	Lightsaber Throw
 
269.	Lightsaber Thrust
 
270.	Limitless Power!
 
271.	Mara, Agent of the Emperor
 
272.	Master and Apprentice
 
273.	Master of the Dark Arts
 
274.	Maul, Dark Warrior
 
275.	Maul’s Lightsaber
 
276.	Overwhelmed
 
277.	Palpatine, Galactic Emperor
 
278.	The Phantom Menace
 
279.	Poisonous Words
 
280.	Revenge of the Sith
 
281.	Risen
 
282.	Sidious’ Edict
 
283.	Uncontrollable Fury
 
284.	Under the Veil
 
285.	Vader, Sworn to Darkness
 
286.	Vader’s Anger
 
287.	Vader’s Lightsaber
 
288.	You Are Beaten
 
 
Yuuzhan Vong Culture (37 Cards):
 
289.	Absent in the Force
 
290.	Amphistaff
 
291.	Carr Agent
 
292.	Carr Infiltrator
 
293.	Carr Saboteur
 
294.	Carr Spotter
 
295.	Coomb Spores
 
296.	Coralskipper
 
297.	Do-ro’ik Vong Pratte!
 
298.	Formed in Their Fashion
 
299.	Glorious Combat
 
300.	Hopeless
 
301.	Lah Assaulter
 
302.	Lah Predator
 
303.	Lah Shearer
 
304.	Lah Slasher
 
305.	Nom Anor, The Infector
 
306.	Nowhere to Hide
 
307.	An Offered Sacrifice
 
308.	Shai Beater
 
309.	Shai Breaker
 
310.	Shai Combatant
 
311.	Shai Murderer
 
312.	The Shaping
 
313.	Shedao Shai, Commander of the Fleet
 
314.	Shimrra, Supreme Overlord
 
315.	Thud Bug
 
316.	Tsavong Lah, Warmaster
 
317.	Victory or Death
 
318.	Voxyn Devourer
 
319.	Voxyn Hunter
 
320.	Wave of Destruction
 
321.	Worldship
 
322.	Worthy Opponent
 
323.	Yomin Carr, Advance Scout
 
324.	Yuuzhan Vong Armor
 
325.	Yuuzhan Vong Berserker
 
 
Adventure Path (40 Cards):
 
326.	Back Door
 
327.	Coruscant Undercity
 
328.	Dagobah Swamp
 
329.	Detention Control Room
 
330.	Dregs’ Dive
 
331.	Dune Sea
 
332.	Echo Base Stronghold
 
333.	Emperor’s Throne Room
 
334.	Endor Forest
 
335.	Execution Arena
 
336.	Ewok Village
 
337.	Fields of Geonosis
 
338.	Galactic City
 
339.	Grand Hall
 
340.	Heart of the Chasm
 
341.	Hoth Tundra Plains
 
342.	Ice Cave
 
343.	Jabba’s Audience Chamber
 
344.	Jedi Council Chamber
 
345.	Kachirho Shores
 
346.	Landing Pad
 
347.	Lava Fields
 
348.	Massassi Temple
 
349.	Mos Eisley Cantina
 
350.	Mustafar Lava-flow
 
351.	Mygeeto Bridge
 
352.	Naboo Forest
 
353.	Naboo Swamp
 
354.	North Ridge
 
355.	Old Ben’s Hut
 
356.	Opera House
 
357.	Opulent Office
 
358.	Padme’s Apartment
 
359.	Rebel War Room
 
360.	Slave Quarters
 
361.	Tatooine Expanse
 
362.	Tauntaun Pen
 
363.	Temple Briefing Room
 
364.	Theed River
 
365.	Utapau Sinkhole
 
 
 
Terminology changes:
 
Ring-bearer becomes Apprentice
 
Ring-bound becomes Destined
 
Ringed Resistance becomes Destined Resistance
 
Unbound becomes Undestined
 
Free Peoples becomes Light Side
 
Shadow becomes Dark Side
 
Fellowship Phase becomes Alliance Phase
 
Shadow Phase becomes Dark Side Phase
 
The Fellowship becomes The Alliance
 
Archery Phase becomes Crossfire Phase
 
Archer becomes Ranged
 
 
New Loaded Keywords:
 
Apparition (While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)
 
Bounty X (When bearer loses a skirmish to a bounty hunter minion, that minion’s owner may discard this condition to draw up to X cards.)
 
Droid (This character may not exert or be exerted.)
 
Duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.)
 
Enclosed (Discard other possessions and artifacts borne by bearer. Bearer may not take wounds during the crossfire phase.)
 
Savage (This character may not bear possessions.)
 
Shroud X (At the start of this minion’s skirmish, you may remove [X]. The opposing companion’s strength must be X more than this minion’s strength in order for the Alliance player to win the skirmish.)
 
Training X (When you play this, add X training tokens here. At the start of each of your turns, remove a training token here. When there are no training tokens here, training is complete; discard this condition and all benefits of the training last until the end of the game.)
 
 
New Unloaded Keywords:
 
Bounter Hunter (for Boba and company)
 
Capital (for support area conditions representing large ships)
 
Ewok (for specific [Rebel] followers)
 
Jedi (yeah... for Jedi)
 
Lightsaber (for hand weapons)
 
Separatist (for the leaders of the Confederacy)
 
 
Other:
 
- Smaller starships and vehicles are now possessions (Possession • Ship and Possession • Vehicle, respectively).
 
- A character is piloting when he or she is bearing a ship.
 
- A charcter is unenclosed when he or she is not bearing an enclosed card.
 
 
Feel free to contribute! Let me hear your ideas! | 
 
Last edited by menace64 on Thu Dec 28, 2006 2:31 am; edited 52 times in totalRiddle 9
 
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
 
 
Who am I? | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| Turin06 | 
 Posted: Mon Nov 27, 2006 3:54 am | 
 | 
 
 
 | 
 
 
| 
Joined: 24 Oct 2006
Posts: 197
Location: Good Question
 | 
When me and my freinds made some star wars dc’s before we made a mechanic for the bounty hunters by which you played conditions called ’bounties’ on companions which gave your minions boosts. For example:
 
 
(1) Bounty (Criminal)
 
Condition Support Area
 
Shadow: Exert a (Criminal) minion to transfer this to a companion.
 
Each minion with the keyword bounty hunter skirmihing this companion is damage +1.
 
 
(3) Rodian Bounty Hunter (Criminal)
 
Minion Rodian
 
Str:7
 
Vit:3
 
Site:3
 
Bounty Hunter +3
 
 
The bounty hunter bonus activates only when fighting a companion with a bounty. | 
 
 | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| Gate Troll | 
 Posted: Mon Nov 27, 2006 8:48 am | 
 | 
 
 
 | 
 
 
| 
Joined: 15 Aug 2006
Posts: 384
Location: Udun Vale, Home of the one and only... Gate Troll!
 | 
  Coruscant Thug [Criminal]
 
Strength 6
 
Vitality 2
 
Site 3
 
Hunter 1. Assignment: Assign Coruscant Thug
 
to the companion with the lowest strength.
 
If two or more companions are tied the Alliance
 
Player choses. | 
 
| "Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains that victory."-George S. Patton. | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| sickofpalantirs | 
 Posted: Mon Nov 27, 2006 9:08 am | 
 | 
 
 
 | 
 
 
| 
Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
 | 
| ah yes good old SW DC"S been tried twice on this site. why nto just bump up the old thread? | 
 
 Sop's haves/ top wants 
 
(mm)"SoP: you will always be the Official CC Spammer in my heart"
 
"DáinIronfoot"
 
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.   | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| Gate Troll | 
 Posted: Mon Nov 27, 2006 9:24 am | 
 | 
 
 
 | 
 
 
| 
Joined: 15 Aug 2006
Posts: 384
Location: Udun Vale, Home of the one and only... Gate Troll!
 | 
  Spaceway Mercenary [Criminal]
 
Strength 8
 
Vitality 3
 
Site 3
 
Hunter X. Spot X [Criminal] Minions.
 
 
  Hidden Blaster [Criminal]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a [Criminal].
 
Bearer is Ranged while skirmishing
 
a non-hunter character. | 
 
| "Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains that victory."-George S. Patton. | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| menace64 | 
 Posted: Mon Nov 27, 2006 1:34 pm | 
 | 
 
 
 | 
 
 
| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
Turin, I used to have a mechanic kinda like that.
 
 
But, after some thought, I came up with a more streamlined Bounty theme:
 
 
Bounty X When bearer loses a skirmish to a bounty hunter minion, that minion’s owner may discard this condition to draw up to X cards.
 
 
That isn’t super on its own, but I can see the Criminal culture "buying" lots of expensive gadgets by discarding lots of cards from hand (so the bounties pay for more useful wares!).
 
 
Example:
 
 
  Any Means Necessary [Criminal]
 
Condition 
 
Bounty 2. To play, spot a non-bounty hunter. Bearer must be a companion. Limit 1 per bearer. 
 
Skirmish: Exert your bounty hunter skirmishing bearer to make bearer strength -1.
 
1U46
 
 
  •Outrigging [Criminal] 
 
Condition • Support Area 
 
To play, spot a bounty hunter. 
 
Each time you claim a bounty, you may add a [Criminal] token here. 
 
Regroup: Remove a [Criminal] token here to place a [Criminal] card from your discard pile on top of your draw deck.
 
1R77
 
 
  Reaping the Rewards [Criminal] 
 
Event • Response 
 
If you just claimed a bounty, discard 2 cards from hand to take up to 3 [Criminal] possessions into hand from your discard pile.
 
1C81
 
 
 
How ’bout it? I think this is a sweet idea! | 
 
Last edited by menace64 on Thu Dec 14, 2006 1:25 am; edited 1 time in totalRiddle 9
 
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
 
 
Who am I? | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| Turin06 | 
 Posted: Mon Nov 27, 2006 4:04 pm | 
 | 
 
 
 | 
 
 
| 
Joined: 24 Oct 2006
Posts: 197
Location: Good Question
 | 
 | 
 
 
| Back to top | 
 | 
 
| menace64 | 
 Posted: Tue Nov 28, 2006 3:52 am | 
 | 
 
 
 | 
 
 
| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
I’m tired but can’t really sleep. So, to pass the time, I think I’ll start making up some keywords. I may or may not use any of these.
 
 
Savage (For each wound on this character, it is damage +1.)
 
 
- A variant on the enduring theme, fit more for creatures like the Rancor.
 
 
Enclosed (A character bearing this card may not take wounds during the crossfire phase)
 
 
- A keyword for vehicles that transfer to characters.
 
 
Duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.)
 
 
- I figure someone with professional training in combat (Jedi, Sith) will have an easier time killing ’lesser’ characters.
 
 
Swift (At the beginning of the assignment phase, suspend the phase and start an assignment and skirmish phase against this character and an opponent’s character. When that skirmish resolves, resume the suspended phase.)
 
 
- Okay, yeah, really complicated. Basically, the character moves so fast he can slice through an extra dude. And I know that it would allow a dark side minion to assign to the apprentice (and if I really cared all that much I’d include that restriction somewhere).
 
 
One for the Dark Side:
 
Shroud X (At the start of this minion’s skirmish, you may remove [X]. The opposing companion’s strength must be X more than this minion’s strength in order for the Alliance player to win the skirmish.)
 
 
- It took me a while to get that one worded correctly (well, I think it’s worded correctly now). I really like this mechanic, as it portrays how blinded the Jedi became as Palpatine’s power grew.
 
 
One for the Light Side:
 
Apparition (While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)
 
 
- I haven’t thought that one through at all. It just came to me. 
 
 
How do you like these? Which ones do you think should make the cut? | 
 
Riddle 9
 
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
 
 
Who am I? | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| sickofpalantirs | 
 Posted: Tue Nov 28, 2006 8:08 am | 
 | 
 
 
 | 
 
 
| 
Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
 | 
menace64 wrote: I’m tired but can’t really sleep. So, to pass the time, I think I’ll start making up some keywords. I may or may not use any of these.
 
 
Savage (For each wound on this character, it is damage +1.)
 
 
- A variant on the enduring theme, fit more for creatures like the Rancor.
 
 nice and simple keep it
 
 
Enclosed (A character bearing this card may not take wounds during the crossfire phase)
 
 
- A keyword for vehicles that transfer to characters.
 
 nah not that cool.
 
 
Duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.)
 
 
- I figure someone with professional training in combat (Jedi, Sith) will have an easier time killing ’lesser’ characters.
 
 fine by me keep it
 
 
Swift (At the beginning of the assignment phase, suspend the phase and start an assignment and skirmish phase against this character and an opponent’s character. When that skirmish resolves, resume the suspended phase.)
 
 
- Okay, yeah, really complicated. Basically, the character moves so fast he can slice through an extra dude. And I know that it would allow a dark side minion to assign to the apprentice (and if I really cared all that much I’d include that restriction somewhere).
 
 to complicated ditch it
 
 
One for the Dark Side:
 
Shroud X (At the start of this minion’s skirmish, you may remove [X]. The opposing companion’s strength must be X more than this minion’s strength in order for the Alliance player to win the skirmish.)
 
 
- It took me a while to get that one worded correctly (well, I think it’s worded correctly now). I really like this mechanic, as it portrays how blinded the Jedi became as Palpatine’s power grew.
 
 fine by me
 
 
One for the Light Side:
 
Apparition (While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)
 
 
- I haven’t thought that one through at all. It just came to me. 
 
 interesting your choice on thsi one
 
 
How do you like these? Which ones do you think should make the cut?  | 
 
 Sop's haves/ top wants 
 
(mm)"SoP: you will always be the Official CC Spammer in my heart"
 
"DáinIronfoot"
 
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.   | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| Turin06 | 
 Posted: Tue Nov 28, 2006 5:51 pm | 
 | 
 
 
 | 
 
 
| 
Joined: 24 Oct 2006
Posts: 197
Location: Good Question
 | 
| I’d really like to become heavily involved in this. It looks like fun. | 
 
 | 
 
 
 | 
 
 
| Back to top | 
 | 
 
 
| 
 | 
 
 
All times are UTC - 4 
| 
Page 1 of 15 [141 Posts] | 
 
Goto page: 1, 2, 3, ..., 13, 14, 15 Next | 
 
 
 | 
  |