Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/7/2009 Posts: 66
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I've been busy working on finishing the Mancave, 3 more days work of work and it should be all done and ready. Due to this I have not had time to put together a set after reading Dynasty of Evil. But here is my take on some of the characters, I hope everyone enjoys them as much as I did putting them together.
Old Republic
1 Master Obba Coast 37 HP 110 DEF 18 ATTACK 15 DAM 20 SA Unique Melee Double Artifact Hunter (Artifacts coast 1 less in this squad +2 attack agents enemy with an artifact) Affinity (Sith Artifacts can be in this squad) FP Force 4
2 Medd Tandar Coast 20 HP 60 DEF 14 ATT 11 DAM 20 SA Unique Melee Artifact Hunter (artifacts coast 1 less in this squad +2 attack agents enemy with an artifact) FP Force 2 Force Pull (force 1 , replaces movement, range 6 pull enemy 2 squares closer, enemy losses attack for this round.)
Sith 3 Darth Andeddu's Holocron Coast 7 HP - DEF - ATT - DAM - SA - Unique Artifact At start of game give any character with a force rating the Holocron they gain the following effects Essence of life Sith lightning +2 ATT +2 DEF +10 DAM 1 Force point Each round holder must roll a 5 to be able to activate When hold of the Holocron is defeated all adjacent characters roll, highest roll can take the Holocron
4 Darth Bane Coast 68 HP 160 DEF 20 ATT 19 DAM 30 SA Unique Melee Double Attack Rule of Two (can only have one other Darth in this squad) Brute Strength Attack (After a critical hit make another attack) Jedi Hunter (+4 attack +10 dam agents enemy force user) FP Force 4 FR 1 Sith Lightning Storm (Force 4 Range 6 all characters enemy and ally take 50 damage) Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage) Transfer Essence (Force 1, usable only on this character's turn: Choose 1 living ally. Remove that ally from play and place this character in that ally's space; that ally is defeated.)
5 Darth Zannah Coast 60 HP 150 DEF 23 ATT13 DAM 10 SA Unique Melee Soresu style fighting (when attacked by an adjacent enemy with twin attack and both miss make two attacks with +2 attack) Rule of Two (can only have one other Darth in this squad) Jedi Hunter (+4 attack +10 dam agents enemy force user) FP Force 3 FR 1 Dark Side Tendrils (force 3 target range 6 roll 1-5 10 damage 6-10 add another 10 damage 11-15 add another 10 damage 16-19 add a permanent -2 attack and -2 def 20 defeated) Summon Fears (force 2 target range 6 cannot attack until target rolls better than 15)
Fringe
6 Captain Jedder Coast 24 HP 40 DEF 12 ATT 13 DAM 20 SA Unique Double attack Affinity (any mercenary can be in this squad no matter the factions and they coast 1 less) CE Mercenary followers gain a + 6 instead when combining fire If you start with 20 Mercenaries they gain +2 attack
7 Huntress Coast 46 HP 110 DEF 20 ATT 13 DAM 10 SA Unique Vibrodaggers +10 (+10 dam agents adjacent enemy) Melee twin (when making attacks agents adjacent enemy make for each attack make a second attack) Hired Assassin (at start of game choice 1 unique enemy gain +3 attack+2 def +10 dam and +1 speed agents that target) Cruelty (If a savage character defeats another savage character this character can make an immediate extra activation) FP Force 3 Force suppression (force 2 range 6 cancel force power by enemy) Force vision (force 1 +2 attack +2 def rest of round)
8 Mercenary Faction Fringe Coast 4 HP 10 DEF 10 ATT 3 DAM 10 SA Sonic Detonators (at start of skirmish roll greater than 15 pick a location where on map 15 and less a location on your half of the map write down where this location is it is the first person to walk in to it has a -2 attack -2 def for remainder of skirmish)
9 Mercenary Coast 4 HP 10 DEF 10 ATT 3 DAM 10 SA Flash Grenade (Replace attack target range 6 character and all adjacent characters are considered activated save of 11 at which they take a -4 attack -4 def -10 dam for next activation)
10 Mercenary Coast 4 HP 10 DEF 10 ATT 3 DAM 10 SA Tangle Gun (replace attack make an attack if successful enemy is in a web that has HP 40 and DEF 10 once web is defeated enemy must make a move to get out of left over web. Can only combine fire with other tangle Guns for each extra gun you also gain +10 HP +2 DEF along with normal combine fire)
11 Mercenary Coast 4 HP 10 DEF 10 ATT 3 DAM 10 SA Stun gun (replace attack make an attack if successful enemy takes no damage but considered activated can combine fire only with people with stun guns)
12 Lucia Coast 41 HP 140 DEF 18 ATT 12 DAM 20 SA Unique Body Guard Loyalty (at start of game pick one unique ally +4 defense when using body guard on that ally for rest of game. If that ally is defeated +4 attack agents who defeats it) Affinity (Gloom Walkers can be in this squad no matter the faction and coast 1 less)
13 Serra Doan Coast 17 HP 40 DEF 13 ATT 7 DAM 10 SA Unique Dark Revenge (when a unique ally is defeated +5 attack +10 dam agents enemy who defeated that unique, until another unique is defeated) FP Force 2 Force Heal 20
14 Set Harth Coast 33 HP 90 DEF 17 ATT 14 DAM 10 SA Unique Lightsaber +10 (+10 Damage against adjacent enemies) Twin attack Artifact Hunter (artifacts coast 1 less in this squad +2 attack agents enemy with an artifact) FP Force 3 Transfer Essence (Force 1, usable only on this character's turn: Choose 1 living ally. Remove that ally from play and place this character in that ally's space; that ally is defeated.)
EDIT: I messed up with Transfer essence while editing them together in order I fixed it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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I had a much simpler version of the Huntress:
The Huntress Fringe Cost: 29 HPs: 90 Def: 19 Atk: 10 Damage: 20 SA Stealth Twin Attack Force Disruption: (Enemy's force powers cost an additional force point within 6 of this character, save 11) Intuition Bloodthirsty
Force Powers Force 3
"It wasn't the thrill of the hunt that thrilled the Iktochi assassin, it was the violence."
Right now, I would have to make a decision on whether Force Disruption would be: 1) Replace Attack- highly unlikely as it was a natrually occuring ability 2) Natural Ability- leading to anyone within 6 having to save and thus causing double to reroll with a force point but unable to be disrupted by Absorb Force or Force Defence.
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