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Custom Stats: Darth Krayt & Darth Nihl Options
saber1
Posted: Friday, May 24, 2013 7:57:29 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
When considering the powerhouse that is Darth Talon, Sith Assassin and the interesting support encapsulated in Darth Wyyrlok III, I found myself wanting the ability to play a One Sith Squad @ 200 points. Krayt is the backbone of the OS, but neither of his versions are inexpensive enough to run well with his brethren. He is a beastly Darth, so how to do him justice while keeping the cost low? Suddenly, I recalled his time in stasis and I had my answer. Potty Palps provided the framework.

Darth Krayt, Dark Lord in Stasis
Cost 33
Hit Points: 100
Defense: 14
Attack: --
Damage: --
Special Abilities
Unique, Melee Attack
Awaken
(When this character is defeated, make two saves, each needing 11; if both succeed you can immediately add a character named Darth Krayt to your squad. The new character sets up in a square this character formerly occupied and may not activate for the rest of the round.)
Camaraderie (An ally with Darth Wyyrlok in its name gains Voice of Darth Krayt (An ally with Darth Krayt in his name may not have his commander effect suppressed. This character may use the ally's Force powers as though they were his own.) Cunning Attack, and Triple Attack)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Regeneration 10 (If this character doesn't move on his turn, remove 10 damage from him at the end of that turn)
Force Powers
Force 3, Force Renewal 1, Master of the Force 2
Force Sense
(Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Sense the Future (Force 2: Once per round, after initiative is determined, you may exchange your initiative check with your opponent's initiative check)
Commander Effect
Abilities with Krayt in their name or text on allies within 6 squares are always considered in effect regardless of restrictions. Adjacent Sith allies gain Bodyguard.
saber1
Posted: Friday, May 24, 2013 8:17:10 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Once Krayt came together, I recognized that Darth Nihl was in need of an update and would be a great compliment to the new Talon. Like her, Nihl includes Hand of Darth Krayt, Synergy and similar downsizing in base stats. However, he's a bit more potent with a Corran Horn-like MR2/Jedi Reflexes combo.

Darth Nihl, Sith Enforcer
Cost 29
Hit Points: 100
Defense: 18
Attack: 11
Damage: 20
Special Abilities
Unique, Melee Attack, Double Attack
Deadly Attack
(Scores a critical hit on an attack roll of natural 19 or 20)
Hand of Darth Krayt (This character can spend his own Force points once per turn and spend Force points from an ally who counts as Darth Krayt once per turn)
Jedi Reflexes (This character can make an attack of opportunity against an enemy character that moves into or out of an adjacent square. Characters with special abilities that ignore characters while moving are subject to this ability.)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Synergy +4 (+4 Attack and +4 Defense while an ally who counts as Darth Krayt is within 6 squares)
Force Powers
Force 3
Brutal Strike
(Force 1, usable only on this character's turn: This character's attacks cannot be prevented and enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn)
Force Grip 2 (Force 2, replaces attacks: sight; 20 damage)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
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