Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/4/2009 Posts: 78
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A few of these characters are the same as in My custom set... Nice
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 63
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Goran Beviin
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/7/2009 Posts: 75
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For 144 points your chuck isn't really worth it. He needs something crazy like quad twin and regen 50 for 144. Or something like that.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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I hope you are being sarcastic. Lets take a look. He has stealth and when you win initiative he cannot be attacked at all on top of his fighting style which gives him automatic counter-attacks against adjacent enemies. He has GMA and Speed 8 which allows great mobility and a quick sprint to gambit. Cunning +20 and Quad Attack give him at least 80 Damage per turn with a possible 160. He crits 10% of the time and auto kills his target 5% of the time. Add to that Flurry and Living Weapon and the damage really adds up. He owns any piece he bases and we haven't even covered the Beard Powers yet.
On the second round, he can take a second turn. Precision ups his total damage potential to 200 and Overwhelming makes sure it sticks. On the second round, he can deal a potential of 400 damage assuming he never rolls a 1, uses Precision and Creative Control. Not even the mighty Darth Bane can withstand the Norissian Master.
Chuck Norris Cost: 144 Faction: Fringe Hit Points: 200 Defense: 24 Attack: 20 Damage: 20
Special Abilities Unique, Melee Attack, Quadruple Attack Chun Kuk Do Style Mastery (When this character is attacked by an adjacent enemy, he may make an immediate attack at +10 Damage against the attacker) Cunning +20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Death Touch (If this character rolls a natural 20 on an attack the target, and any adjacent bodyguard, are defeated) Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack) 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) Greater Stealth (This character may only be targeted by an enemy within 6 squares. If you win initiative, this character may not be targeted.) Living Weapon (Characters take 10 Damage when they become adjacent to this character) Lone Wolf (This character may not be in a squad that contains other Unique characters) Speed 8
Beard Powers Beard 3; Beard Renewal 3; Master of the Beard 3 Creative Control (Beard 5: At any time, negate the current turn. This character may immediately take a turn.) Black Belt (Beard 2: For the remainder of round, ignores all Lightsaber styles.) Fist Precision (Beard 1: This character gets +10 Damage for remainder of round) Healing Tears 100 (Beard 10, replaces attacks: touch; remove 100 damage from a living character. This power may not be used.) Overwhelming Beard (Beard 1: This character's attacks cannot be prevented or redirected, ever)
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