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"The Mandalorian Crusades" Custom Set Options
darthsithis
Posted: Monday, July 12, 2010 4:43:28 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/21/2009
Posts: 85
Finally after several weeks of compiling info and stats I have completed my full set. I really want to hear everyones opinion so don't be too merciful. :)

Join the Crusade! For Mandalore!

Old Republic:

1 Jedi Bodyguard, UC Medium Base
2 Mical the Disciple, R Medium Base
3 Master Kavar, VR Medium Base
4 Master Vrook Lamar, VR Medium Base
5 The Jedi Exile, Wound in the Force, VR Medium Base

Sith:

6 Sith Imperial Commando, C Medium Base
7 Sith Assault Trooper, C Medium Base
8 Sith Grenadier, C Medium Base
9 The Malevolence, Sith Cultist, C Medium Base
10 Imperial Agent, UC Medium Base
11 Sith Trooper Lieutenant, UC Medium Base
12 Darth Vitus, R Medium Base
13 Darth Andeddu, VR Medium Base
14 Darth Nihilus, Lord of Hunger, VR Medium Base
15 Darth Traya, Lord of Betrayal, VR Large Base (She will be surrounded by three floating lightsabers.)

Mandalorians:

16 Mandalorian Conscript, C Medium Base
17 Mandalorian Recruit, C Medium Base
18 Mandalorian Neo-Crusader, C Medium Base
19 Togorian Mandalorian Commando, C Large Base
20 Mandalorian Sharpshooter, C Medium Base
21 Force Sensitive Mandalorian Commando, UC Medium Base
22 Neo-Crusader Shock Trooper, UC Medium Base
23 Death Watch Captain, UC Medium Base
24 Mandalorian Protector, UC Medium Base
25 Mandalorian Yuuzhan Vong Hunter, UC Medium Base
26 Mandalorian Drill Sergeant, UC Medium Base
27 Jiang, Mandalorian Training Master, R Medium Base
28 Cassus Fett, Neo-Crusader Field Marshall, VR Medium Base
29 Canderous Ordo on Basilisk War Droid, R Huge Base
30 Mandalore the Preserver, VR Medium Base
31 Kelborn, R Medium Base

Fringe:

32 Mandallian Giant, UC Large Base
33 Mandalorian Mercenary Captain, UC Medium Base
34 Mandalorian Rouge, C Medium Base
35 Bendak Starkiller, Mandalorian Gladiator, R Medium Base
36 Shae Vizla, Bounty Hunter, R Medium Base
37 Hssiss, UC Large Base
38 Tarentatek, R Huge Base
39 Cannok, C Small Base
40 Baragwin Game Hunter, C Medium Base

All feedback is greatly appreciated and looking forward to hearing from you.
darthsithis
Posted: Monday, July 12, 2010 5:28:14 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/21/2009
Posts: 85
OLD REPUBLIC:

Jedi Bodyguard, 20pts Medium Base

HP: 70
Def: 17
Att: 10
Dmg: 20

Affinity: May be in a Republic or New Republic Squad
Melee Attack: Can attack only adjacent enemies
Bodyguard:If an adjacent ally would take damage from an attack, this character can take the damage instead
Last Stand: If this character were to be defeated, this character can make an immediate attack at +4 attack +20 damage

FP: Force 2, Force Sense:Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round

In the days of the Old Republic, Jedi often served as senatorial guards and escorts for the good of the Republic.


Mical the Disciple, 27pts Medium Base

HP: 100
Def: 18
Att: 10
Dmg: 10

Unique
Bodyguard: (If an adjacent ally would take damage from an attack, this character can take the damage instead.)
Double Attack:On its turn, this character can make 1 extra attack instead of moving
Lightsaber:+10 Damage against adjacent enemies
Heal 20:Replaces attacks: touch; remove 20 damage from a living character

FP: Force 4: Force Push 2: Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller
Lightsaber Block: Force 1: When hit by a melee attack, this character takes no damage with a save of 11
Force Stun: Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11

"You are a wasted pawn of the Republic, young one. You could have been so much more, even with your wide-eyed innocence, your naive love for others."
―Kreia, to Mical

Master Kavar, 55pts Medium Base

HP: 120
Def: 20
Att: 12
Dmg: 20

Unique
Melee Attack: Can attack only adjacent enemies
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Ataru Style Mastery: +4 Attack and Twin Attack if exactly 1 enemy is within 6 squares
Lightsaber Duelist: +4 Defense when attacked by an adjacent enemy with a Force rating
Hide in the Force: (When this character is within 6 squares of 3 characters this character cannot be targeted by a force power and is not effected by force powers.)

FP: Force 2, Force Renewal 1: Lightsaber Sweep:Force 1, replaces attacks: Can attack each adjacent enemy once
Force Repulse 3: Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.
Lightsaber Block: Force 1: When hit by a melee attack, this character takes no damage with a save of 11
Master Speed:Force 1: This character can move 6 extra squares on its turn as part of its move

"The famed Jedi Guardian."
―Canderous Ordo

Master Vrook Lamar, 58pts Medium Base

HP: 130
Def: 19
Att: 12
Dmg: 20

Unique
Melee Attack: Can attack only adjacent enemies
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Shien Style Mastery: (When hit by a nonmelee attack, this character takes no damage with a save of 11 and a chosen enemy, within line of sight, takes damage equal to the prevented damage; save 11)
Force Affinity: (Force Form: If this character does not move as part of its turn this character gains 3 Force Points.)
Hide in the Force: (When this character is within 6 squares of 3 characters this character cannot be targeted by a force power and is not affected by force powers.)

FP: Force 2, Force Renewal 1: Force Push 4: (Force 4, replaces attacks: sight; 40 damage; push back target 4 squares if Huge or smaller), Force Stun: Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11
Force Heal 30:Force 2, replaces attacks: touch; remove 30 damage from a living character
Force Lightning 1:Force 1, replaces attacks: range 6; 20 damage
Master of the Force 2:May spend Force points up to 2 times in a single turn

"Always rushing into action without thinking of the consequences. What? You were expecting thanks?"
―Vrook, to the Jedi Exile

The Jedi Exile, Wound in the Force, 75 pts Medium Base

HP: 130
Def: 21
Att: 13
Dmg: 20

Unique
Melee Attack:Can attack only adjacent enemies
Empathy: Allies with Savage within 6 squares lose Savage
Strong Force Bond: (Before the skirmish begins select an allied character, that character can use this character's force powers as if they were their own and the selected character also gains Force Renewal 1 until either character is defeated. If these characters are within 6 squares of each other they gain +4 Att and +4 Def. If one character is defeated the other character loses half of its current HP, save 11. If the character selected is defeated select another ally with a force rating to benefit from this special ability. These characters can spend each others force points as if they were their own.) (The character cannot spend force points more than once per turn and can't combine force points with the character.)
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Wound in the Force: (This character does not count as having a force rating. If this character defeats an enemy with a force rating, this character gains that character's force points.)
Learn Through the Force: (If a character within 6 squares has a specific fighting style or force form, this character may use that character's style as if it were its own. This character can have multiple different forms/styles.)
Lightsaber Duelist: +4 Defense when attacked by an adjacent enemy with a Force rating

FP: Force 2, Force Renewal 2: Force Defense: Force 3: Cancel a Force power used by a character within 6 squares
Force Lightning 2:Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target
Force Repulse 5:Force 5, replaces turn: 50 damage to all characters within 5 squares; push back Huge or smaller characters to 6 squares from this character. Huge or smaller characters are considered activated this round; save 16
Lightsaber Reflect (10 damage):Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage, save 11

CE: Allies gain Protective +10: (+10 Damage while a wounded ally whose name contains Jedi Exile is within 6 squares.) Followers within 6 squares gain Evade: When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11.

"When you returned to us, we saw what had happened. You carry all those deaths at Malachor within you, and it has left a hole, a hunger that cannot be filled."
―Vrook Lamar
darthsithis
Posted: Monday, July 12, 2010 6:39:40 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/21/2009
Posts: 85
SITH:

Sith Imperial Commando, 18pts Medium Base

HP: 40
Def: 17
Att: 8
Dmg: 10

Trooper (sith trooper)
Stealth: If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets
Satchel Charge: Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed
Twin Attack: Whenever this character attacks, it makes 1 extra attack against the same target
Quick Reactions: +6 Attack when making attacks of opportunity

Soldiers of the Sith Empire, these men were trained to carry out the Emperor's will more discretely than others.

Sith Assault Trooper, 17pts Medium Base

HP: 40
Def: 17
Att: 10
Dmg: 20

Charging Fire: Replaces turn: Can move up to double speed, then attack
Inspired Assault: (+4 Attack and +10 damage while a commander is within 6 squares of this character.)

In attempts to break stalemates across the galaxy, elite bands of assault troopers were formed to penetrate deep into the enemy lines swiftly.

Sith Grenadier, 12pts Medium Base

HP: 20
Def: 15
Att: 5
Dmg: 10

Grenades 20: Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11
Adhesive Grenades: (Replaces Attacks: range 6, targeted character and characters within 2 squares cannot move as part of their turn turn.)
Trooper (Sith trooper)
Plasma Grenades: A non-living character that is subject to this character's Grenades ability is considered activated this round and +10 damage; save 11. Huge and larger characters ignore this effect.

To spread fear into the ranks of the enemy, grenadiers were deployed into Sith squads to dissolve enemy lines.

The Malevolence, Sith Cultist, 14pts Medium Base

HP: 40
Def: 16
Att: 8
Dmg: 20

Melee Attack
Andeddu's Bodyguard:
(If Darth Andeddu is an adjacent ally and would take damage from an attack, this character can take the damage instead.)
Synergy: (+4 Attack, +4 Defense with Andeddu)
Rapport (Cost -1 when in a squad with Darth Andeddu)

FP: Force 3: Sith Hatred: Force 1, usable only on this character's turn: 10 damage to all enemies within 2 squares, Lightsaber Block: Force 1: When hit by a melee attack, this character takes no damage with a save of 11

Worshipers of the Immortal God-King Andeddu, they guard his body on his hidden fortress on Prakith, waiting for generations for the day he would rise again.

Imperial Agent, 38pts Medium Base

HP: 70
Def: 17
Att: 9
Dmg: 20

Stealth: If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Loner: +4 Attack if no allies are within 6 squares
Accurate Shot: Can attack an enemy with cover even if it's not the nearest enemy.
Opportunist: +4 Attack and +10 Damage against an enemy who has activated this round.
Paralysis Dart: usable only on this character's turn, range 6; targeted living character is considered activated, save 16.
Deployed Shield: This character is considered to be in cover if it has not moved as part of its turn, regardless of location. When this character takes damage from a non-melee attack, it reduces the damage dealt by 10 with a save of 11.
Fire Support Mission: Replaces turn: Choose 1 enemy within line of sight, ignoring cover, 60 damage to target enemy and every character within 2 squares; save 6. A successful save reduces the damage to 10.

"Imperial intelligence operatives are clearly just as deadly as their Sith superiors."
―Jedi Master Gnost-Dural

Sith Trooper Lieutenant, 28pts Medium Base

HP: 50
Def: 16
Att: 8
Dmg: 20

Twin Attack: Whenever this character attacks, it makes 1 extra attack against the same target
It's a Trap!: Enemies with Stealth within 6 squares lose Stealth
Grenades 20: Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11

CE: Sith Trooper followers gain Relay Orders: Each allied commander can count distance from this character as well as from itself for the purpose of commander effects. Sith Trooper allies within 6 squares gain Twin attack

Behind each Sith Trooper is a strong leader pushing forward the lines no matter what the cost.

Darth Vitus, 40pts Medium Base

HP: 110
Def: 19
Att: 13
Dmg: 20

Unique
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Melee Attack: Can attack only adjacent enemies

FP: Force 5: Sith Sorcery: Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11
Sith Alchemy: (Force 1, Can only be used on this character's turn: range 6, targeted character gains Savage for the remainder of the skirmish.)
Sith Experimentation: Force 3, Replaces turn: Select a living allied character, that character is to be removed from play and replaced with Massassi Sith Mutant with full health, save 11. On a failed save the selected character is defeated.
Illusion:Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11.

CE: This commander effect includes savage characters: Savage characters gain +4 Attack and +4 Defense.

An ancient Sith Lord who based himself on the moon Oricon, where he could carry out dark experiments of Sith Alchemy to create creatures steeped in the dark side of the force.

Darth Andeddu, 90pts Medium Base

HP: 200
Def: 18
Att: 16
Dmg: 20

Unique
Melee attack: Can attack only adjacent enemies
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Twin Attack: Whenever this character attacks, it makes 1 extra attack against the same target
Deadly Attack: Scores a critical hit on an attack roll of natural 19 or 20
Jedi Hunter: +4 Attack and +10 Damage against enemies with Force ratings

FP: Force 3, Force Renewal 3: Dark Force spirit 1: If this character is defeated, each enemy character with a Force rating loses 1 Force point each time it activates for the rest of the skirmish
Illusion 2 (Force 2, When hit by an attack, this character takes no damage with a save of 6. The attacking enemy character may spend a force point to negate this power.)
Force Lightning 3: Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 11.
Transfer Essence 2 (Force 2, usable only of this character's turn; choose 1 living ally. Remove that ally from play, that ally is considered defeated and this character moves into that character's place and has full health.)
Sith Sorcery: Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11
Master of the Force 2: May spend Force points up to 2 times in a single turn

CE: Sith allies with a force rating gain +4 Attack and Illusion. Malevolence followers within 6 squares gain Force Renewal 1.

"They were searching for me—my enemies—searching through the Force to find me, end me, steal away my knowledge—my power!"
―Darth Andeddu

Darth Nihilus, Lord of Hunger, 59pts Medium Base

HP: 180
Def: 19
Att: 12
Dmg: 20

Unique
Melee Attack Can attack only adjacent enemies
Double attack: On its turn, this character can make 1 extra attack instead of moving
Affinity: (Visas Marr may be in this character's squad regardless of faction.)
Lord of Hunger: (When this character activates, if there are characters within 6 squares with a force rating, remove 1 force point from all characters within range and give them to this character. If this character does not activate within 6 squares of a character with a force rating this character takes 10 damage and loses a force point. If this character activates with no force points and cannot gain force points it gains Force Savage: (This character must end its move next to an enemy with a force rating if it can and does not benefit from commander effects until this character gains another force point.)

FP: Force 4: Force Corruption 2: Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted.
Sith Hunger: Force 1, replaces attacks: range 6; 20 damage to target living enemy, and remove 20 damage from this character. If the target has Force points remaining, transfer 1 Force point from the target to this character.
Master of the Force 2: May spend Force points up to 2 times in a single turn
Drain Life 6: (Force 6, Replaces turn, range 6; characters within 6 squares take 30 damage each which then the damage dealt is removed from this characters health. If there are characters with a force rating that have 30 or less health remaining, after damage is dealt, they are defeated and all their force points are transfered to this character, save 16.)

"There is no strength in the hunger he possesses… and the will behind his power is a primal thing. And it devours him as he devours others—his mere presence kills all around him, slowly, feeding him. He is already dead, it is simply a question of how many he kills before he falls."
―Kreia

Darth Traya, Lord of Betrayal, 70pts Large Base

HP: 120
Def: 20
Att: 12
Dmg: 20

Unique (Counts as both Traya and Kreia)
Melee Attack: Can attack only adjacent enemies
Affinity: Jedi Exile ( The character whose name contains Jedi Exile may be in this character's squad regardless of faction. If The Jedi Exile is in a squad with this character, this character loses the special ability Sith Triumvirate)
Triple Attack: On its turn, this character can make 2 extra attack instead of moving
Sith Triumvirate: (Characters in this squad whose names are Darth Sion, Darth Nihilus, Darth Traya cost -5 each. If they are within 6 squares of this character they gain Force Renewal 1 and Jedi Hunter, including this character. All characters must be in the squad for special ability to take place.)
Lord of Betrayal: (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish. Also, if an enemy is defeated within 6 squares of this character, it will join this character's squad with half health unless the character makes a save of 16.)

FP: Force 2, Force Renewal 1: Lightsaber Mastery: (Force 4: replaces turn, for the remainder of the skirmish this character gains Melee Reach 5.), Pawn of the Dark Side: Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage
Force Cloak: Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked
Drain Life 3: Force 3, usable only on this character's turn: range 6; 20 damage to target living enemy and to each living enemy adjacent to target, save 11. Remove damage from this character equal to the damage dealt.

CE: Followers within 6 squares gain Betrayal: On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish

"I use it as I would use a poison, and in the hopes of understanding it, I will learn the way to kill it. But perhaps these are the excuses of an old woman who has grown to rely on a thing she despises."
―Darth Traya on the Force
darthsithis
Posted: Monday, July 12, 2010 7:13:50 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/21/2009
Posts: 85
MANDALORIANS:

Mandalorian Conscript, 5pts Medium Base

HP: 10
Def: 15
Att: 4
Dmg: 10

Stealth: If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets

Mandalorians were not biased against who joined their ranks in times of need, only to be united by the call of war.

Mandalorian Recruit, 8pts Medium Base

HP: 10
Def: 15
Att: 4
Dmg: 10

Cunning attack: +4 Attack and +10 Damage against an enemy who has not activated this round
Advantageous Cover: +8 Defense from cover instead of +4

Even the most young of Mandalorians had to be trained to use their surroundings as a weapon.

Mandalorian Neo-Crusader, 10pts Medium Base

HP: 20
Def: 11
Att: 6
Dmg: 10

Cloaked: If this character has cover, it cannot be targeted by nonadjacent enemies
Flight: Ignores difficult terrain, enemy characters, low objects, and pits when moving

In an effort to help cohesion and uphold order among the motley ranks, a new generation of more uniform armor was implemented at the suggestion of the Mand'alor's closest advisor, Cassus Fett,[17] thus forming a powerful new generation of warriors known as the Neo-Crusaders.

Togorian Mandalorian Commando, 14pts Large Base

HP: 30
Def: 17
Att: 8
Dmg: 20

Stealth: If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets
Double Claw Attack: On its turn, this character can make 1 extra attack instead of moving; both attacks must be against adjacent enemies
Bravado: +4 Attack and +20 Damage against an adjacent enemy with a higher point cost

These large bipeds were willfully contracted into the Mandalorian rank due to their natural instincts of stealth and relentlessness.

Mandalorian Sharpshooter, 18pts Medium Base

HP: 40
Def: 17
Att: 8
Dmg: 30

Cloaked: If this character has cover, it cannot be targeted by nonadjacent enemies
Sniper: Other characters do not provide cover against this character's attack
Heavy Weapon: Can't attack and move in the same turn\

They were regarded as elite units, and individual troopers in these squads were cross-trained in different combat skills, and expected to be able to act more effectively on their own initiative than normal troops.

Force Sensitive Mandalorian Commando, 20pts Medium Base

HP: 40
Def: 17
Att: 10
Dmg: 10

Opportunist: +4 Attack and +10 Damage against an enemy who has activated this round
Stealth: If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets
satchel charge: Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed

FP: Force 2, Blaster barrage: Force 1, replaces attacks: Can attack every legal target once

Even in the ranks of the Mandalorians, there were no men who were not touched by the force.

Neo-Crusader Shock Trooper, 26pts Medium Base

HP: 60
Def: 18
Att: 10
Dmg: 20

Grenades 20: Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11
Blast Cannon +20: (+20 Damage against targets within 6 squares)
Covering Fire!: (Replaces turn, this character can attack every legal target once at -5 attack. If an enemy is hit by this character's attack they are considered activated, save 11.)
Deadly Attack: Scores a critical hit on an attack roll of natural 19 or 20

Shock Troopers had their own hierarchy, reporting ultimately to Cassus Fett, who saw that they had the best equipment available from the War Forges.

Death Watch Captain, 30pts Medium Base

HP: 70
Def: 18
Att: 10
Dmg: 20

Flight: Ignores difficult terrain, enemy characters, low objects, and pits when moving
Greater Mobile Attack: Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.
Strict discipline: (Followers within 6 squares whose name contains Death Watch lose Internal Strife and gain Inspired Assault: (+4 Attack and +10 damage while a commander is within 6 squares of this character.))

CE: Mandalorian followers within 6 squares gain Bloodthirsty: +10 Damage on melee attacks against enemies at half Hit Points or less

"Not everyone on Mandalore believes our commitment to peace is a sign of progress. There is a group that calls itself Death Watch. I imagine these are the renegades you are looking for. They idolize violence and the warrior ways of the past."
―Duchess Satine Kryze of Mandalore

Mandalorian Protectors, 20pts Medium Base

HP: 50
Def: 17
Att: 9
Dmg: 20

Accurate Shot: Can attack an enemy with cover even if it's not the nearest enemy
Missiles 20: Replaces attacks: sight; 20 damage to target and to each character adjacent to that target; save 11
Flight: Ignores difficult terrain, enemy characters, low objects, and pits when moving
Recon: Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy
Cunning Attack: +4 Attack and +10 Damage against an enemy who has not activated this round

These men were formed as a branch of the Mandalorian Supercommandos, in response to the devastation of the Clone Wars.

Mandalorian Yuuzhan Vong Hunter, 25pts Medium Base

HP: 40
Def: 18
Att: 10
Dmg: 20

Cloaked: (If this character has cover, it cannot be targeted by nonadjacent enemies)
Crushgaunt 10: (+10 damage against an adjacent enemy. Special abilities that reduce damage are reduced by 10 against this character's adjacent attacks.)
Yuuzhan Vong Hunter: (+4 Attack and +10 against an enemy who has Force Immunity.)
Parry: When hit by a melee attack, this character takes no damage with a save of 11
Sniper: (Other characters do not provide cover against this character's attack)
Trained Senses: [/b](If there is an enemy that is line of sight and has cover, that character can be targeted by this character's attacks, regardless of special ability.)

While the Yuuzhan Vong crusaded against the Jedi, the Mandalorians, under the leadership of Boba Fett, studied the Yuuzhan Vong to learn how to best destroy the menace to the galaxy.

Mandalorian Drill Sergeant, 29pts Medium Base

HP: 70
Def: 17
Att: 8
Dmg: 30

Melee Attack: Can attack only adjacent enemies
Melee Reach 2: When attacking, this character treats enemies up to 2 squares away as adjacent
Parry: When hit by a melee attack, this character takes no damage with a save of 11
Battle Stimulant Enhancements: Allies within 6 squares with who make an attack against an adjacent enemy gain +10 damage and Gregarious: (+4 Attack if an ally is within 6 squares.)
Mandalorian Code: If an allied Mandalorian follower within 6 squares makes an attack roll of 1 that character is defeated.
Booming Voice: Allies' commander effects normally limited to 6 squares have unlimited range

As followers and enforcers of the strict codes of the Mandalorians, Drill Sergeants ensured that the penalty for any violation of the codes was death, to eliminate any weaknesses in their ranks.

Jiang, Mandalorian Training Master, 35pts Medium Base

HP: 110
Def: 19
Att: 10
Dmg: 30

Unique
Melee Attack: Can attack only adjacent enemies
Affinity:(A character whose name contains Durge may be in this character's squad regardless of faction.)
Star Pupil: (At the start of the skirmish, select an allied character. That character gains Evade, Parry, and +3 Attack, which stacks on top of additional commander effects, for the remainder of the skirmish until it is defeated. If defeated select another ally to benefit from this special ability.)
Double attack: On its turn, this character can make 1 extra attack instead of moving
Parry: When hit by a melee attack, this character takes no damage with a save of 11
Evade: When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11

CE: Non-unique Mandalorian followers within 6 squares gain Mandalorian Squad Firepower: +10 Damage while 3 Mandalorian allies are within 6 squares.

A former Neo-Crusader, Jiang became the trainer of the young Durge, to train him in the ways of the Mandalorians.

Cassus Fett, Neo-Crusader Field Marshall, 55pts Medium Base

HP: 130
Def: 20
Att: 12
Dmg: 20

Unique
Rapport: (Characters whose name contains Crusader or Commando cost -2 points)
Double attack: On its turn, this character can make 1 extra attack instead of moving
Greater mobile Attack: Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.
Stealth:
Mandalorian Steel Armor 18: (When hit by an attack make a save of 15, if sucessful reduce damage by 10. Whenever this character rolls 18 or better on a save against an enemy with a melee attack, that enemy's damage is reduced an additional 10.)
Final Shot: +30 Damage against a character with 50 Hit Points or less remaining

CE: Mandalorian followers gain Mandalorian Steel Armor 19: (When hit by an attack make a save of 15, if sucessful reduce damage by 10. Whenever this character rolls 19 or better on a save against an enemy with a melee attack, that enemy's damage is reduced an additional 10.) Neo-Crusader followers within 6 squares with Grenades 20 gain Grenades 40.

Whereas the Mandalorians before Fett's time had simply conquered worlds without bringing them into the fold of Mandalorian culture, Fett saw a need to use their conquests to their advantage.

Canderous Ordo on Basilisk Droid, 55pts Huge Base

HP: 120
Def: 19
Att: 10
Dmg: 30

Unique
Triple Attack: On its turn, this character can make 2 extra attack instead of moving
Strafe Attack: As this character moves, it can attack each enemy whose space it enters; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left. This ability is usable only on this character's turn.
Mounted Weapon: Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character
Flight: Ignores difficult terrain, enemy characters, low objects, and pits when moving
Regeneration 10: If this character doesn't move on its turn, remove 10 damage from it at the end of that turn
Speed 12: Can move up to 12 squares and attack, or 24 squares without attacking

"I can't describe what it feels like to look directly down at a world, falling continuously as you circle it, with barely fifteen centimeters of armor plate protecting you. When the magnetic locks disengaged on my droid I plunged out of the drop bay towards the battle that waited below."
―Canderous Ordo

Mandalore the Preserver, 65pts Medium Base

HP: 120
Def: 19
Att: 12
Dmg: 30

Unique (counts as Canderous Ordo)
It's a Trap!: Enemies with Stealth within 6 squares lose Stealth
Affinity: (This character may be in a squad that has a character named Jedi Exile regardless of faction.)
Rapport: (Basilisk War Droid -5)
Armor of Mandalore: (When hit by an attack make a save of 11, if sucessful reduce damage by 10. Whenever this character rolls 17 or better on a save against an enemy with a melee attack, that enemy's damage is reduced an additional 10.)
Triple Attack: On its turn, this character can make 2 extra attack instead of moving
Regeneration 10: If this character doesn't move on its turn, remove 10 damage from it at the end of that turn
Mandalorian Reinforcements 20: During setup, after seeing your opponent's squad, you can add up to 20 points of Mandalorian characters to your squad
Mandalorian Reserves 30: If you roll exactly 11 for initiative, you can add up to 30 points of Mandalorian characters to your squad immediately before your first activation of the round

CE: Mandalorian allies gain +3 defense and Mandalorian Assault: +4 Attack while 3 Mandalorian allies are within 6 squares

"I brought them here, gave them a purpose. The galaxy will be ours again, I promise you. That is the future."
―Mandalore the Preserver

Kelborn, 30pts Medium Base

HP: 90
Def: 19
Att: 10
Dmg: 10

Unique
Ambush: This character can move and then make all its attacks against 1 enemy who has not activated this round
Vibrosword: (+10 damage against adjacent enemies.)
Triple Attack: On its turn, this character can make 2 extra attack instead of moving
It's a Trap: Enemies with Stealth within 6 squares lose Stealth
Cloaked: If this character has cover, it cannot be targeted by nonadjacent enemies
Opportunist: +4 Attack and +10 Damage against an enemy who has activated this round
Loner: +4 Attack if no allies are within 6 squares

In the hidden Mandalorian base on the moon Dxun, under the tutelage of Mandalore the Preserver, Kelborn rose through the ranks to become a masterful swordsman and scout.
darthsithis
Posted: Monday, July 12, 2010 12:02:05 PM
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Joined: 8/21/2009
Posts: 85
FRINGE:

Mandallian Giant, 24pts Large Base

HP: 90
Def: 14
Att: 8
Dmg: 30

Melee Attack: Can attack only adjacent enemies
Affinity: (If in a Mandalorian Squad this character can come under Mandalorian Commander effects and gains Blaster 20.)
Melee Reach 2: When attacking, this character treats enemies up to 2 squares away as adjacent
Speed 5: Can move only 5 square and attack, or 10 squares without attacking
Warrior Training: (If an enemy character moves into a space adjacent to this character, save 11, this character can make an immediate attack. Including every square within its melee reach.)
Damage Reduction 10: Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.

After several attempts to conquer the Mandallian home planet, the Mandalorians recognized the Mandallian Giants as equals on the field of battle.

Mandalorian Mercenary Captain, 26pts Medium Base

HP: 50
Def: 17
Att: 10
Dmg: 20

Mandalorian: (counts as a mandalorian)
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Sniper: Other characters do not provide cover against this character's attack
Accurate Shot: Can attack an enemy with cover even if it's not the nearest enemy
Mandalorian Reserves 20: If you roll exactly 11 for initiative, you can add up to 20 points of Mandalorian characters to your squad immediately before your first activation of the round

CE: This character's squad may include non-unique Mandalorian characters

In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy.

Mandalorian Rouge, 15pts Medium Base

HP: 40
Def: 18
Att: 11
Dmg: 20

Mandalorian (counts as a mandalorian)
Melee attack: Can attack only adjacent enemies
Cloaked: If this character has cover, it cannot be targeted by nonadjacent enemies

In times of war, ex-Mandalorians became a highly valued asset.

Bendak Starkiller, 58pts Medium Base

HP: 120
Def: 20
Att: 11
Dmg: 20

Unique
Mandalorian
Melee Attack: Can attack only adjacent enemies
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Mandalorian Steel Armor 18: (When hit by an attack make a save of 15, if sucessful reduce damage by 10. Whenever this character rolls 18 or better on a save against an enemy with a melee attack, that enemy's damage is reduced an additional 10.)
Bounty Hunter +4: +4 Attack against Unique enemies
Greater Mobile Attack: Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.
Heavy Blaster +10: (Replaces attack, sight; +10 Damage when attacking a non-adjacent enemy and gains the special ability Accurate shot for this attack.)
Parry: When hit by a melee attack, this character takes no damage with a save of 11

Under the alias "Starkiller" the former Neo-Crusader became a notorious bounty hunter and joined a dueling ring on Taris, but later retired due to rule restrictions that limited the games to non-lethal.

Shae Vizla, Bounty Hunter, 45pts Medium Base

HP: 110
Def: 18
Att: 8
Dmg: 10

Unique
Mandalorian
Bounty Hunter +4: +4 Attack against Unique enemies
Flamethrower 20: Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target
Missiles 20: Replaces attacks: sight; 20 damage to target and to each character adjacent to that target; save 11
Dual Weapons System: (Can use a special ability that replaces attacks twice in one turn)
Flight: Ignores difficult terrain, enemy characters, low objects, and pits when moving
Mobile Attack: Can move both before and after attacking
Twin Attack: Whenever this character attacks, it makes 1 extra attack against the same target

A Mandalorian bounty hunter that aided the Sith Empire in the sacking of Coruscant during the Great Galactic War.

Hssiss, 35pts Large Base

HP: 100
Def: 14
Att: 10
Dmg: 20

Melee Attack: Can attack only adjacent enemies
Ambush: This character can move and then make all its attacks against 1 enemy who has not activated this round
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Savage: This character must end its move next to an enemy if it can and does not benefit from commander effects
Dark Side Poison: (+10 damage against living characters, and the target is poisoned. Each time the poisoned character activates, it must attempt a save of 11. On a failure that character takes 10 damage. On a success, that character is no longer poisoned.)
Speed 8: Can move up to 8 squares and attack, or 16 squares without attacking
Vicious Attack: Triple damage instead of double on a critical hit
Synergy: (+4 Attack, Hssiss)

FP: Force 3: Force Invisibility: (Force 1, Cannot be targeted by a non-adjacent enemy for the remainder of the skirmish. This force power becomes inactive when this character attacks an enemy character.)

These Dark Side Dragons were drawn to suffering and carnage through the force, which they could manipulate to mask their presence and ambush unaware foes.

Tarentatek, 65pts Huge Base

HP: 150
Def: 17
Att: 13
Dmg: 20

Savage: This character must end its move next to an enemy if it can and does not benefit from commander effects
Melee attack: Can attack only adjacent enemies
Double Attack: On its turn, this character can make 1 extra attack instead of moving
Force Immunity:Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities
Damage Reduction 10: Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.
Charging Assault +10: Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy
Jedi Hunter: +4 Attack and +10 Damage against enemies with Force ratings
Poison +10: +10 Damage to living enemy; save 11

"The terentatek is a predator, and we Jedi are its prey."
―Deesra Luur Jada

Cannok, 5pts Small Base

HP: 30
Def: 13
Att: 3
Dmg: 20

Melee attack: Can attack only adjacent enemies
Savage: This character must end its move next to an enemy if it can and does not benefit from commander effects
Absorb Minerals: +10 Damage against Droid enemies and enemies with Mounted Weapon
Swarm +1 (Cannok): +1 Attack against a target for each other ally named Cannok adjacent to that target

"That's the problem with cannoks… if you turn your back on the pests, they'll eat anything they can get in their mouth."
―Zuka

Baragwin Game Hunter, 14pts Medium Base

HP: 40
Def: 15
Att: 8
Dmg: 20

Parry: When hit by a melee attack, this character takes no damage with a save of 11
Intuition: Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates
Speed 4: Can move only 4 squares and attack, or 8 squares without attacking
Damage Reduction 10: Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.
Savage Hunter[/b]: (+4 attack and +10 Damage against a character with Savage.)

Baragwin were noted for their thick skin which could resist most physical attacks, and acute sense of smell. This led some of them into careers as big-game and bounty hunters.
darthsithis
Posted: Thursday, July 15, 2010 8:25:46 AM
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Joined: 8/21/2009
Posts: 85
updated. changes up stats for the exile, andeddu, nihilus, and traya. if anyone knows what fighting style does master kavar teach the exile in the game so i can adjust his character appropriately. im pretty sure it is ataru, and i dont really feel like playing it over again to figure out, plus wookieepedia doesnt say.
darthsithis
Posted: Saturday, September 11, 2010 12:20:22 PM
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Joined: 8/21/2009
Posts: 85
updated
Human Black Sun Vigo
Posted: Sunday, September 12, 2010 11:49:36 AM
Rank: Advanced Bloo Milk Member
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Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Looks pretty good, but Master Speed is already an ability, and the Tarentatek seems about 15 points undercosted. Thinking of entering it in Darthbane53's/my Custom contest?
darthsithis
Posted: Monday, September 13, 2010 1:47:50 AM
Rank: Advanced Bloo Milk Member
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Joined: 8/21/2009
Posts: 85
thanks for the help. i updated them both, and for my sakes i updated andeddu's commader effect. and yes i did enter into the contest. Good luck :)
cicrush13
Posted: Monday, September 13, 2010 2:20:52 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/15/2009
Posts: 909
Location: Michigan
Do any of the creatures have large/huge bases?
darthsithis
Posted: Monday, September 13, 2010 2:41:17 AM
Rank: Advanced Bloo Milk Member
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Posts: 85
I already have it specified on the list at the top, but i'll do it anyway next to the character details (updated now)
darthsithis
Posted: Wednesday, September 15, 2010 12:28:14 PM
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edited took out felucian warrior and added baragwin game hunter
brennan
Posted: Thursday, September 16, 2010 1:48:11 AM
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Posts: 268
Kewl, some of the characters are undercosted but you represented them very accurately. I really like traya but u mite wanna bump her cost up to 70ThumpUp
darthsithis
Posted: Thursday, September 16, 2010 2:00:29 AM
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Joined: 8/21/2009
Posts: 85
thanks for the tip, can do
Lord_Ball
Posted: Thursday, September 16, 2010 3:09:54 AM
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Joined: 4/19/2010
Posts: 1,029
Mical the Disciple - given the Abandon the Force ability I feel his stats are too high for that point in his life (I would just give them a slight boost over the COTF Consular - 70/80 hp, 18 def, 10 attack).
Master Kavar - he's a bit overpowered Quadruple and Whirlwind and Ataru Mastery Drop Ataru Mastery for regular Ataru so he's not gaining twin or up the cost considerably
Master Vrook Lamar - I'm not keen on Force Affinity, gaining Force 4 seems a bit high, I'd suggest dropping it to 2.
The Jedi Exile, Wound in the Force - Learn Through the Force - drop the "these forms/styles stack" as that would indicate the exile could potentially benefit from Ataru multiple times gaining +4 for each one or worse if surrounded by Djem So user could make a multitude of retaliatory strikes for each attack on her.
Sith Assualt Trooper - Feels a bit overpowered compared to the commando (or even worse compared to the Elite Trooper), I'd cost the Assualt Trooper at 17 or 18.
Mandalorian Steel # - why the save of 15 - it's "unnatural"
darthsithis
Posted: Thursday, September 16, 2010 3:48:43 AM
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thanks for the help. ive adjusted them accordingly. do you think i should give vrook lamar force renewal 1 and take his starting force points to 2?
Lord_Ball
Posted: Thursday, September 16, 2010 4:27:28 AM
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Joined: 4/19/2010
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Well I consider Force Affinity(Force 2) a bit weaker than Force Renewal 1, but Force Affinity (Force 4) was overall probably pretty close to FR 2 in strength, so FR 1 would not be a bad move, but drop Force Affinity altogether then. Force 2 with FR1 does sound like a good balance for him.

given the changes you made to Mical you could drop his cost a few points (dropping abandon the force took away a potentially large drawback).
darthsithis
Posted: Thursday, September 16, 2010 5:34:39 AM
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id rather keep force affinity because in the game vrook lamar was the strongest in the force and taught the jedi exile force affinity. so i want to try to keep if all possible. ill up force affinty to +3FP to make up for no FR
CerousMutor
Posted: Thursday, September 16, 2010 9:13:13 AM
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Joined: 8/27/2008
Posts: 990
I'd maybe drop Darth Andeddu's def to 18 from 19, or Drop his HP. I know you sacrifice one of you own minis for it but its still one hell of an FP that has no 'Luck of the roll' in it. Then again his cost sort of balances it out...hmm tough one.
darthsithis
Posted: Thursday, September 16, 2010 10:20:01 AM
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Joined: 8/21/2009
Posts: 85
well I figured sion has a similar fp, but andeddu is much more powerful than he is so i just wanted to make that a point but ill lower his def. plus you gotta figure you run out of allies before you run out of fp lol. unless you are really liberal with your force powers lol.
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