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| sickofpalantirs | 
 Posted: Sun Dec 03, 2006 9:07 am | 
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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.
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menace64 wrote: 
Before I start with the Separatists, let me lay down how they function. Since the droids can’t exert to complete actions, the generals (Wat Tambor, Nute Gunray, etc.) really do take charge and command the armies.
   Activate the Droids [Separatist]
 
Condition • Support Area
 Maneuver: Exert a [Separatist] minion X times to make X [Separatist] droids strength +2 until the regroup phase. Discard this condition.
 
1C207
  oh ow. that seems almost to good for an common oh wait I forgot only the generals can exert OK than it is still pretty good though
  Battle Droid Regiment [Separatist]
 
Minion • Droid
 
Strength-13
 
Vitality-4
 
Roaming-4
 Droid. To play, spot a [Separatist] minion.
 Maneuver: Exert a [Separatist] minion to make this minion  fierce until the regroup phase.
 Skirmish: Exert a [Separatist] minion to make this minion  damage +1 (limit +1).
 
1R212
  fine by me maybe give it twilight cost 7 for those abilities
Included in the culture are several capital starships, which until just now I hadn’t really thought of too much. Note that Capital is an unloaded keyword. Here’s one:
   •InterGalactic Banking Frigate [Separatist]
 
Condition • Support Area
 Capital. To play, spot a [Separatist] minion.
 
While there are less than 4 tokens here, each time your [Separatist] minion exerts, you may place a [Separatist] token here.
 Response: If your [Separatist] minion exerts, remove 2 [Separatist] tokens here to place no token for that exertion.
 
1U227
  what? oh i think I get it 
  •San, Muun Chairman [Separatist]
 
Minion • Muun
 
Strength-5
 
Vitality-3
 
Roaming-4
 Shadow: Play 2 [Separatist] droids to heal San.
 
1U238
  humm how would this ability work? would you play 2 minions at once?
(Pretty basic minion, but his biggest attribute is his ability to exert for costs. That healing ability only makes him better.)
 
And there it is, the culture all about budgeting and spending funds in just the right way. More will be coming soon.   | 
 
 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.   | 
 
 
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| sickofpalantirs | 
 Posted: Sun Dec 03, 2006 9:11 am | 
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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.
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menace64 wrote: Reviews or not, I’m pushing forward.
 
Here’s some Sith cards.
   •Executor, Vader’s Flagship [Sith]
 
Condition • Support Area
 Capital. To play, spot a [Sith] minion.
 Shadow: Remove    and play a [Sith] minion to add a [Sith] token here.
 Response: If a threat is added, remove 2 [Sith] tokens here to add another threat.
 
1R259
  interesting. what is the sith theme? 
  Force Lightning [Sith]
 
Event • Assignment
 Force Power.
Exert your [Sith] minion to exhaust a companion (except the Apprentice).
 
1R262
  oh that would stink maybe make it exert twice to balance it a bit
  •Maul, Dark Warrior [Sith]
 
Minion • Zabrak
 
Strenth-14
 
Vitality-4
 
Roaming-5
 Duelist. Fierce.
Each time you play a force power, Maul is strength +1 until the regroup phase.
 Skirmish: Exert Maul twice to take a [Sith] event into hand from your discard pile.
 
1R274
  ah darn I forgot what duelist does looks good though.
  •Maul’s Lightsaber [Sith]
 
Artifact • Hand Weapon
 
Strength +2
 Lightsaber. Bearer must be a [Sith] minion.
 
If bearer is Maul, he is  damage +1.
Skirmish: If bearer is Maul, exert him to discard a possession borne by a companion he is skirmishing.
 
1R275
  seems OK 
  Uncontrollable Fury [Sith]
 
Event • Skirmish
 
Exert your [Sith] minion twice to make him or her   damage +1.
1C284
  fine by me
  You Are Beaten [Sith]
 
Event • Response
 
If your [Sith] minion wins a skirmish, add a threat (and a burden if the losing companion is destined).
 
1R289
  I take it sith are supposed to corrupt? good card
There. Enjoy them.  | 
 
 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.   | 
 
 
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| menace64 | 
 Posted: Wed Dec 06, 2006 2:00 pm | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Sorry for the delay.
 
 
Two cards for every culture!
 
 
  •Boba, Of the Mandalorian Armor [Criminal]
 
Minion • Human
 
Strength-15
 
Vitality-3
 
Roaming-3
 
Bounty Hunter. Duelist. While you can spot a bounty, Boba’s twilight cost is -3.
 
While bearing a possession, Boba is fierce and each time he wins a skirmish, you may spot a bounty to take 2 [Criminal] cards into hand from your discard pile.
 
1R50
 
 
  Nikto Trapper [Criminal]
 
Minion • Nikto
 
Strength-7
 
Vitality-1
 
Roaming-3
 
While you can spot 2 bounties, this minion is damage +1 and may not take wounds.
 
1C73
 
 
  •An Entire Legion of My Best Troops [Imperial]
 
Condition • Support Area
 
Toil 2. To play, spot an [Imperial] minion (or Palpatine).
 
Each time an [Imperial] minion wins a skirmish, you may add an [Imperial] token here.
 
Each [Imperial] minion is strength +1 for each [Imperial] token here over 3 (limit +3).
 
1U89
 
 
  Imperial Scout Trooper [Imperial] 
 
Minion • Human 
 
Strength-8 
 
Vitality-3 
 
Roaming-4 
 
While you control a forest site, this minion is twilight cost -1 and damage +1.
 
While at a forest site, this minion is strength +1. 
 
1C107
 
 
  •Anakin’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be a Jedi.
 
If bearer is Anakin, he is a duelist.
 
1R133
 
 
  •Gimer Stick [Jedi]
 
Possession • Staff
 
Resistance +1
 
Bearer must be a Jedi.
 
If bearer is Yoda, at the end of each turn in which he did not take a wound, you may remove a training token.
 
1U138
 
 
  •Luke, Bearer of a Legacy [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Destined Resistance-10
 
Destined.
 
Luke is resistance +1 for each [Jedi] condition he bears.
 
If Luke is the Apprentice, each time he is assigned to a skirmish, add a burden and a threat.
 
1C188
 
 
  •Luke, Son of Skywalker [Rebel]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-10
 
Apprentice. Destined.
 
While bearing a lightsaber, Luke is a duelist.
 
Each time a Dark Side player plays a [Sith] minion, he or she may exert that minion to add a burden.
 
1R189
 
 
  •Credits for Corruption [Republic]
 
Condition • Support Area
 
Each time a Dark Side token is added to a condition, add a [Republic] token here.
 
Response: If a Dark Side event is played, remove 2 [Republic] tokens here or discard this condition to prevent that.
 
1R216
 
 
  Gungan Energy Shield [Republic]
 
Possession • Shield
 
Bearer must be a Gungan.
 
The minion crossfire total is -1.
 
Response: If bearer is about to take a wound, discard this possession to prevent that.
 
1C222
 
 
  The Endless Army [Confederacy]
 
Condition • Support Area
 
To play, spot a [Confederacy] minion.
 
Each time a [Confederacy] droid wins a skirmish, you may exert your Separatist to play a [Confederacy] droid from your discard pile; it is fierce until the regroup phase.
 
1R15
 
 
  Swift and Deadly [Confederacy]
 
Event • Skirmish
 
Make your [Confederacy] droid strength +2. You may take the next action.
 
1C39
 
 
  I Hate You! [Sith]
 
Condition • Support Area
 
Skirmish: Discard this condition to make a [Sith] minion strength +1 for each of the following that is true: he or she is at a battleground site; he or she is skirmishing a duelist; he or she is bearing a lightsaber; he or she is wounded.
 
1C267
 
 
  Lightsaber Throw [Sith]
 
Event • Crossfire
 
Force Power.
 
Spot your [Sith] minion bearing a lightsaber to make the minion crossfire total +1.
 
1U268
 
 
  Do-ro’ik Vong Pratte! [Yuuzhan Vong]
 
Event • Assignment
 
Assign your [Yuuzhan Vong] minion bearing a hand weapon to skirmish an undestined companion. The Light Side player may exert that companion to prevent this.
 
1C297
 
 
  The Shaping [Yuuzhan Vong]
 
Condition • Site
 
To play, spot a [Yuuzhan Vong]. Limit 1 per site.
 
When you play this condition, this site loses any keywords it has and gains 2 keywords of your choice.
 
1C312
 
 
  Heart of the Chasm
 
Battleground. Only duelists can be assigned to skirmishes.
 
1U340
 
 
  Ice Cave
 
Tundra. Each character with tundra in its gametext is strength +3 and damage +1.
 
1U342
 
 
 
*Whew*
 
 
Hoped you liked them all! | 
 
Last edited by menace64 on Thu Dec 14, 2006 1:44 am; edited 2 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.
 
 
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| sickofpalantirs | 
 Posted: Wed Dec 06, 2006 4:02 pm | 
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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.
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menace64 wrote: Sorry for the delay.
 
Two cards for every culture!
   •Boba, Of the Mandalorian Armor [Criminal]
 
Minion • Human
 
Strength-15
 
Vitality-3
 
Roaming-3
 Bounty Hunter. Duelist. While you can spot a bounty, Boba’s twilight cost is -3.
 
While bearing a possession, Boba is  fierce and each time he wins a skirmish, you may spot a bounty to take 2 [Criminal] cards into hand from your discard pile.
 
1R7
  make the second ability discard a bounty because it is like the bounty has been claimed 
  Nikto Trapper [Criminal]
 
Minion • Nikto
 
Strength-7
 
Vitality-1
 
Roaming-3
 
While you can spot 2 bounties, this minion is  damage +1 and may not take wounds.
  fine by me
  •An Entire Legion of My Best Troops [Imperial]
 
Condition • Support Area
 Toil 2. To play, spot an [Imperial] minion (or Palpatine).
 
Each time an [Imperial] minion wins a skirmish, you may add an [Imperial] token here.
 
Each [Imperial] minion is strength +1 for each [Imperial] token here over 3 (limit +3).
 
1U46
 maybe a little to good for an uncommon
 
 
  Imperial Scout Trooper [Imperial] 
 
Minion • Human 
 
Strength-8 
 
Vitality-3 
 
Roaming-4 
 
While you control a forest site, this minion is twilight cost -1 and [b]damage +1.
While at a forest site, this minion is strength +1. 
 
1C64
  fine by me.
  •Anakin’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 Lightsaber. Bearer must be a Jedi.
 
If bearer is Anakin, at the end of each of his skirmishes, you may wound each minion assigned to him.
 
1R90
 
[]I like it.[/b]
   •Gimer Stick [Jedi]
 
Possession • Staff
 
Resistance +1
 
Bearer must be a Jedi.
 
If bearer is Yoda, at the end of each turn in which he did not take a wound, you may remove a training token.
 
1U95
  good boy nothin is wrong with most of these.
  •Luke, Bearer of a Legacy [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Destined Resistance-10
 Destined.
Luke is resistance +1 for each [Jedi] condition he bears.
 
If Luke is the Apprentice, each time he is assigned to a skirmish, add a burden and a threat.
 
1C144
  humm, shouldn’ he have some bonus for the rebels?
  •Luke, Son of Skywalker [Rebel]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-10
 Apprentice. Destined.
While bearing a lightsaber, Luke is a  duelist.
Each time a [Sith] minion is played, you may exert Luke to wound that minion.
 
1R145
 nice very nice
  •Credits for Corruption [Republic]
 
Condition • Support Area
 
Each time a Dark Side token is added to a condition, add a [Republic] token here.
 Response: If a Dark Side event is played, remove 2 [Republic] tokens here or discard this condition to prevent that.
 
1R173
 interesting, maybe it should have a larger twilight cost
  Gungan Energy Shield [Republic]
 
Possession • Shield
 
Bearer must be a Gungan.
 
The minion crossfire total is -1.
 Response: If bearer is about to take a wound, discard this possession to prevent that.
 
1C180
 basic cool common!
  The Endless Army [Separatist]
 
Condition • Support Area
 
To play, spot a [Separatist] minion.
 
Each time a [Separatist] droid wins a skirmish, you may exert your [Separatist] minion to play a [Separatist] droid from your discard pile; it is  fierce until the regroup phase.
 
1R218
  perfect cohesion (I had a card like this kinda in your first thread)
  Swift and Deadly [Separatist]
 
Event • Skirmish
 
Make your [Separatist] droid strength +2. You may take the next action.
 
1C242
 what can I say? nice new concept
  I Hate You! [Sith]
 
Condition • Support Area
 Skirmish: Discard this condition to make a [Sith] minion strength +1 for each of the following that is true: he or she is at a  battleground site; he or she is skirmishing a duelist; he or she is bearing a lightsaber; he or she is wounded.
 
1C267
 OK
  Lightsaber Throw [Sith]
 
Event • Crossfire
 Force Power.
Spot your [Sith] minion bearing a lightsaber to make the minion crossfire total +1.
 
1U268
  ow, nothing wrong wiht it though
  Do-ro’ik Vong Pratte! [Yuuzhan Vong]
 
Event • Assignment
 
Assign your [Yuuzhan Vong] minion bearing a hand weapon to skirmish an undestined companion. The Light Side player may exert that companion to prevent this.
 
1C297
 again good
  The Shaping [Yuuzhan Vong]
 
Condition
 
To play, spot a [Yuuzhan Vong]. Plays on a site. Limit 1 per site.
 
When you play this condition, this site loses any keywords it has and gains 2 keywords of your choice.
 
1C312
 nice another new concept
  Heart of the Chasm
 Battleground. Only duelists can be assigned to skirmishes.
 
1U340
 where is this
  Ice Cave
 Tundra. Each character with  tundra in its gametext is strength +3 and  damage +1.
1U342
 interesting hoth trooper bonus eh?
*Whew*
 ditto
Hoped you liked them all!  | 
 
 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.   | 
 
 
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| menace64 | 
 Posted: Wed Dec 06, 2006 4:12 pm | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Thanks, SoP.
 
 
I like the idea of discarding the bounty for Boba, but I think I’ll keep it the way it is. I suppose you can think of Boba’s ability doing what he did with Han in ESB - claiming 2 rewards for the same bounty.
 
 
With the Imperial card, I don’t usually assign rarities based on ability. I think some C/UCs need to be good, else the rares become too in-demand (like Hides did in TTT). An Entire Legion would be an important card for Imperials since they don’t really have pumps, so it would need to be more easily obtainable.
 
 
I like Anakin’s saber too.    
 
 
What do you suggest with Luke, BoaL?
 
 
I raised CfC’s cost to 2.
 
 
Heart of the Chasm is where Luke’s hand got chopped off at the end of ESB. The title comes from an old SWCCG card.
 
 
And the Ice Cave will also work with the Wampa, a creature I’m saving for the next set.
 
 
I’ll get some more cards up later. Any requests? | 
 
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.
 
 
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| menace64 | 
 Posted: Thu Dec 07, 2006 2:11 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I think 2 more of each culture is a good idea.
 
 
  •Lando, Having His Own Problems [Criminal]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-6
 
Each time you add a threat, you may spot a [Criminal] token to heal Lando.
 
Each time the alliance moves, you may add   to remove a threat.
 
1C67
 
 
  On the Run [Criminal]
 
Event • Skirmish
 
Add X threats to make your [Criminal] companion strength +X. If that companion wins the skirmish, you may remove 2 threats.
 
1R75
 
 
  Imperial Walker [Imperial]
 
Possession • Vehicle
 
Strength +3
 
Bearer must be an [Imperial] minion.
 
Bearer is fierce.
 
Each time bearer wins a skirmish, you may remove   to take control of a site.
 
1U111
 
 
  •Tarkin, Grand Moff [Imperial]
 
Minion • Human
 
Strength-5
 
Vitality-4
 
Roaming-4
 
Lurker.
 
At the end of each other [Imperial] minion’s skirmish, you may exert Tarkin to make that minion fierce until the regroup phase.
 
Each other [Imperial] minion is strength +2 for each skirmish you have won at this site.
 
1R124
 
 
  •Mace, Vaapad-master [Jedi]
 
Companion • Human
 
Strength-9
 
Vitality-4
 
Resistance-6
 
Duelist. Jedi. While you can spot 3 Jedi, Mace’s twilight cost is -2.
 
While bearing a lightsaber, each time Mace would take a wound, you may prevent that.
 
Skirmish: Exert Mace X times to make him strength +X.
 
1R149
 
 
  •Mace’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be Mace.
 
He is damage +1.
 
Skirmish: Exert Mace twice to exhaust a minion he is skirmishing.
 
1R150
 
 
  •Artoo, Quirky Astromech [Rebel]
 
Companion • Droid
 
Strength-3
 
Vitality-4
 
Resistance-8
 
Droid. To play, spot a [Rebel] companion.
 
Each time a [Rebel] possession would be discarded, you may add   to prevent that.
 
1C171
 
 
  Hero of a Thousand Devices [Rebel]
 
Condition
 
Strength +1
 
Bearer must be Artoo.
 
While you can spot an exhausted companion, Artoo is strength +1.
 
1U182
 
 
  Naboo Blaster [Republic]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a [Republic] companion.
 
Crossfire: Exert bearer to give bearer long range until the regroup phase.
 
1C228
 
 
  Republic Rifle [Republic]
 
Possession • Ranged Weapon
 
Strength +2
 
Bearer must be a [Republic] companion.
 
1C240
 
 
  Hailfire Stampeder [Confederacy]
 
Minion • Droid
 
Strength-11
 
Vitality-3
 
Roaming-4
 
Droid. Long Range.
 
If a companion dies in this minion’s skirmish, you may make it strength +4 and fierce until the regroup phase.
 
1U22
 
 
  Hailfire Stormer [Confederacy]
 
Minion • Droid
 
Strength-12
 
Vitality-3
 
Roaming-4
 
Droid. Long Range.
 
At the start of the crossfire phase, if this minion is unwounded, make the minion crossfire total +1.
 
1U23
 
 
  •The Count’s Lightsaber [Sith]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be a [Sith] minion.
 
If bearer is Dooku, he is fierce.
 
Response: If bearer is Dooku and he wins a skirmish, exert him to add a threat.
 
1R253
 
 
  •Dooku, Renegade Jedi [Sith]
 
Minion • Human
 
Strength-11
 
Vitality-3
 
Roaming-5
 
Duelist.
 
Each time Dooku wins a skirmish, you may exert another [Sith] minion to add a burden.
 
1U257
 
 
  Coomb Spores [Yuuzhan Vong]
 
Condition • Support Area
 
Response: If your Yuuzhan Vong wins a skirmish, transfer this condition from your support area to the losing companion. Limit 1 per companion. Wound bearer at the start of each alliance phase. (If bearer is the Apprentice, add a burden instead.)
 
1R295
 
 
  •Nom Anor, The Infector [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-8
 
Vitality-3
 
Roaming-6
 
Lurker.
 
At the end of each skirmish, you may exert Nom Anor to transfer Coomb Spores from your support area to the companion involved in that skirmish.
 
1R305
 
 
  Jedi Council Chamber
 
When the alliance moves to this site, heal a companion for each Jedi you spot.
 
1U344
 
 
  Tatooine Expanse
 
Desert. Each character is strength -1 for each wound he or she has.
 
1U361 | 
 
Last edited by menace64 on Thu Dec 14, 2006 1:50 am; edited 3 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? | 
 
 
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| sickofpalantirs | 
 Posted: Thu Dec 07, 2006 8:47 am | 
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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 think 2 more of each culture is a good idea.
 
 mind changing that to one? it makes it a little less hard thing to review
  •Lando, Having His Own Problems [Criminal]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-6
 
Each time you add a threat, you may spot a [Criminal] token to heal Lando.
 
Each time the alliance moves, you may add    to remove a threat.
 
1C24
  um, i kinda get it i guess nothing wrong 
  On the Run [Criminal]
 
Event • Skirmish
 
Add X threats to make your [Criminal] companion strength +X. If that companion wins the skirmish, you may remove 2 threats.
 
1R32
  fine by me
  Imperial Walker [Imperial]
 
Possession • Mount
 
Strength +3
 
Bearer must be an [Imperial] minion.
 
Bearer is  fierce.
Each time bearer wins a skirmish, you may remove    to take control of a site.
 
1U68
  hum, shouldn’t it be possession vehicle? would this be an AT-ST or an AT-AT?
  •Tarkin, Grand Moff [Imperial]
 
Minion • Human
 
Strength-7
 
Vitality-4
 
Roaming-4
 Lurker.
At the end of each other [Imperial] minion’s skirmish, you may exert Tarkin to make that minion  fierce until the regroup phase.
 
Each other [Imperial] minion is strength +2 for each skirmish you have won at this site.
 
1R81
  maybe a little overpowered cut his strength a notch.
  •Mace, Vaapad-master [Jedi]
 
Companion • Human
 
Strength-9
 
Vitality-4
 
Resistance-6
 Duelist. Jedi. While you can spot 3 Jedi, Mace’s twilight cost is -2.
 
While bearing a lightsaber, each time Mace would take a wound, you may prevent that.
 Skirmish: Exert Mace X times to make him strength +X.
 
1R106
  yes yes yes! mace windu! ow that second ability is good. but I like it anyway
  •Mace’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 Lightsaber. Bearer must be Mace.
 
He is  damage +1.
Skirmish: Exert Mace twice to exhaust a minion he is skirmishing.
 
1R107
  fine by me except give it a twilight cost cause it is good
  •Artoo, Quirky Astromech [Rebel]
 
Companion • Droid
 
Strength-3
 
Vitality-4
 
Resistance-8
 Droid. To play, spot a [Rebel] companion.
 
Each time a [Rebel] possession would be discarded, you may add    to prevent that.
 
1C128
  fine by me. he seems like more of a follower type of thing
  Hero of a Thousand Devices [Rebel]
 
Condition
 
Strength +1
 
Bearer must be Artoo.
 
While you can spot an exhausted companion, Artoo is strength +1.
 
1U138
  oh this gives him a little power. I guess it is OK
  Naboo Blaster [Republic]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a [Republic] companion.
 Crossfire: Exert bearer to give bearer  long range until the regroup phase.
 
1C186
  whats long range do? I forgot
  Hailfire Stampeder [Separatist]
 
Minion • Droid
 
Strength-11
 
Vitality-3
 
Roaming-4
 Droid. Long Range.
If a companion dies in this minion’s skirmish, you may make it strength +4 and  fierce until the regroup phase.
 
1U225
  interesting cut its twilight cost by 1 unless long range is really good
  Hailfire Stormer [Separatist]
 
Minion • Droid
 
Strength-12
 
Vitality-3
 
Roaming-4
 Droid. Long Range.
At the start of the crossfire phase, if this minion is unwounded, make the minion crossfire total +1.
 
1U226
  nice, but unless you had a maneuver wound it is almost an automatic wound
  •The Count’s Lightsaber [Sith]
 
Artifact • Hand Weapon
 
Strength +2
 Lightsaber. Bearer must be a [Sith] minion.
 
If bearer is Dooku, he is  fierce.
Response: If bearer is Dooku and he wins a skirmish, exert him to add a threat.
 
1R253
  seems like it should having something special being curved and all. IDK what though
  •Dooku, Renegade Jedi [Sith]
 
Minion • Human
 
Strength-11
 
Vitality-3
 
Roaming-5
 Duelist.
Each time Dooku wins a skirmish, you may exert another [Sith] minion to add a burden.
 
1U257
  finally back to corruption
  Coomb Spores [Yuuzhan Vong]
 
Condition • Support Area
 Response: If your Yuuzhan Vong wins a skirmish, transfer this condition from your support area to the losing companion. Limit 1 per companion. Wound bearer at the start of each alliance phase. (If bearer is the Apprentice, add a burden instead.)
 
1R295
  its blade tip pretty much. change it to exert bearer. if bearer is exhausted each of your minions is strength +1 or something like that
  •Nom Anor, The Infector [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-8
 
Vitality-3
 
Roaming-6
 Lurker.
At the end of each skirmish, you may exert Nom Anor to transfer Coomb Spores from your support area to the companion involved in that skirmish.
 
1R305
  again a plain copy pretty much. i guess it is your choice though
  Jedi Council Chamber
 
When the alliance moves to this site, heal a companion for each Jedi you spot.
 
1U344
  good
  Tatooine Expanse
 Desert. Each character is strength -1 for each wound he or she has.
 
1U361  
 
 i guess it works  | 
 
 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.   | 
 
 
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| menace64 | 
 Posted: Thu Dec 07, 2006 4:43 pm | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Long Range is just a rename of Archer.
 
 
I went ahead and made the changes you suggested. On the topic of Coomb Spores and Nom Anor, I don’t really like what I came up with (like you said, a reprint of Blade Tip). If I think of something better, they’ll change.
 
 
Here are a few cards I’ve wanted to do for a while: Separatist Beasts!
 
 
I was going to save this keyword for my expansion (the name of which is not yet decided), but with these guys I’ll need to use it.
 
 
Savage (This character may not bear possessions.)
 
 
It’s simple enough. Enjoy.
 
 
  Acklay, Bred for Battle [Confederacy]
 
Minion • Acklay
 
Strength-16
 
Vitality-4
 
Roaming-4
 
Fierce. Savage.
 
Each time this minion takes a wound, you may exert a companion (except the Apprentice).
 
1R3
 
 
  Nexu, Bred for Battle [Confederacy]
 
Minion • Nexu
 
Strength-10
 
Vitality-3
 
Roaming-4
 
Fierce. Savage.
 
Response: If this minion’s skirmish is about to end, exert this minion to discard a possession borne by the companion it is skirmishing.
 
1R26
 
 
  Petranaki Driver [Confederacy]
 
Minion • Geonosian
 
Strength-6
 
Vitality-2
 
Roaming-4
 
Shadow: Exert this minion to take a savage [Confederacy] minion into hand from your discard pile.
 
1C28
 
 
  Petranaki Handler [Confederacy]
 
Minion • Geonosian
 
Strength-8
 
Vitality-2
 
Roaming-4
 
Each savage [Confederacy] minion you play is twilight cost -2.
 
1R29
 
 
  Reek, Bred for Battle [Confederacy]
 
Minion • Reek
 
Strength-13
 
Vitality-3
 
Roaming-4
 
Savage.
 
This minion is damage +1 for each wound it has.
 
1R33 | 
 
Last edited by menace64 on Thu Dec 14, 2006 1:52 am; edited 2 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? | 
 
 
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| menace64 | 
 Posted: Fri Dec 08, 2006 5:10 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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For the next couple posts, I’m going to be working with Imperials and Republic - two cultures that I don’t think have had a lot of creative development.
 
 
I think the Imperial culture will be the best at taking sites. Let’s keep going on that theme and see where we end up.
 
 
  Assault Rifle [Imperial]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be an [Imperial] minion. Bearer gains long range.
 
Bearer is strength +1 for each site you control.
 
1C90
 
 
  •Bombing Run [Imperial]
 
Condition • Site
 
To play, spot an [Imperial] minion bearing a ship. Plays on the current site.
 
At the end of each phase, the Light Side player must add   or exert a companion.
 
At the start of the regroup phase, spot an [Imperial] minion bearing a ship to take control of a site. Discard this condition.
 
1C92
 
 
  •Executor, Imperial Command Ship [Imperial]
 
Condition • Support Area
 
Capital. To play, spot 3 [Imperial] cards.
 
Each time you take control of a site, play an [Imperial] capital, or play an [Imperial] ship, add an [Imperial] token here.
 
Skirmish: Remove 2 [Imperial] tokens here to make a companion skirmishing your [Imperial] minion strength -1 for each site you control (limit once per skirmish).
 
1R99
 
 
  •Stormtrooper Champion [Imperial]
 
Minion • Human
 
Strength-12
 
Vitality-3
 
Roaming-4
 
Damage +1.
 
Each time Stormtrooper Champion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
 
1R118
 
 
  TIE Bomber [Imperial]
 
Possession • Ship
 
Strength +1
 
Vitality +1
 
Enclosed. Bearer must be an [Imperial] minion.
 
Bearer may not take wounds during the maneuver phase.
 
Each time you take control of a site, you may make bearer fierce until the regroup phase or take 2 [Imperial] cards into hand from your discard pile.
 
1C125
 
 
 
Well, I think that added some nice depth to the Imperials. | 
 
Last edited by menace64 on Thu Dec 14, 2006 1:54 am; edited 3 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.
 
 
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| sickofpalantirs | 
 Posted: Fri Dec 08, 2006 9:29 am | 
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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.
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first here is my suggestion for Coomb spores, 
 
0 Coomb Spores [Yuuzhan Vong]
 
Condition • Support Area
 
Response: If your Yuuzhan Vong wins a skirmish, transfer this condition from your support area to the losing companion. Limit 1 per companion. exert bearer at the start of each alliance phase. While bearer is exhausted each of your minions is strength +1.
 
1R295
 
 
I will try to do some reviewing later. but now I have to eat. | 
 
 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.   | 
 
 
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