Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2010 Posts: 1,390 Location: Florida
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Deffinatly want to see more from the darth bane books, You guys knocked it out of the park with Zannah and kaan is really cool too, I know more minor characters wont make it but heres a few I think would make awesome minis.
Caleb Medicine Man Cost: 31 Hit Points: 50 Defense: 17 Attack: 5 Damage: 10 Special Abilities Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.) Emergency Life Support (Adjacent living allies gain Avoid Defeat) Heal 30 (Replaces attacks: touch; remove 30 damage from a living character) Augment Healing (Adjacent allies that use Heal or Force Heal double the amount of damage removed) Pure of Heart (Can not be on a squad containing characters from the Empire, Separatist or Sith Faction if any of those characters have a force rating.) "He was a healer. Wise. Strong. A man who commanded respect." ―The Huntress
Githany Cost: 37 Hit Points: 90 Defense: 18 Attack: 9 Damage: 20 Special Abilities Triple Attack (On her turn, this character can make 2 extra attacks instead of moving) Paralysis (A living enemy hit by this character's attack is considered activated this round; save 11) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Force PowersForce 5 Force Lightning 5 Force 5, replaces turn: range 6; 60 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 16
The Huntress Cost: 63 Hit Points: 70 Defense: 16 Attack: 12 Damage: 20 Special Abilities Unique Double Attack (On his turn, this character can make 1 extra attack instead of moving) Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Loner (+4 Attack if no allies are within 6 squares) Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
Force PowersForce 4 Sever Force Force 3: replaces turn; Target adjacent character cannot spend Force points for the rest of the skirmish
Also some of the jedi who never made it from the episode 1 consule such as these
Yaddle Cost: 33 Hit Points: 130 Defense: 21 Attack: 13 Damage: 20 Special Abilities Unique Melee Attack (Can attack only adjacent enemies)
Force Powers Force 3 Force Renewal 1 This character gets 1 Force point each time he activates Force Light Force 3. Range 6; Replaces Turn, Target enemy loses two force point's Save 16, on a failure target enemy cannot benefit from Force Renewal on it's next turn Morichro Force 3, replaces attacks: range 6, non-Droids only; 10 damage and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage and can not activate that round. On a success, that character is no longer corrupted. "Tell you, I will not. Your hold over these people will end by your own hand. Rule by terror you do. Die by fear you will." ―Yaddle, to Tulak
Oppo Rancisis Cost:53 Hit Points: 140 Defense: 22 Attack: 13 Damage: 20 Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Triple Attack (On his turn, this character can make 2 extra attacks instead of moving) Force PowersForce 4 Battle Meditation Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire Malacia Force 2, usable only on this character's turn: range 2; target living enemy is considered activated this round and takes 20 damage and cannot make attacks of opportunity this turn; save 16
And lastly some more sith I would want to see!!!
Darth Wyyrlok III Cost: 72 Hit Points: 150 Defense: 20 Attack: 14 Damage: 20 Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Synergy (+4 Attack and 10 damage while an ally named Krayt is within 6 squares) Force PowersForce 3 Force Renewal 1 This character gets 1 Force point each time he activates Sith Lightning 30 Force 2, replaces attacks: range 6; 30 damage Sith Sorcery Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11 Force Grip 2 Force 2, replaces attacks: sight; 20 damage Force Lightning Reflect Force 2,when this character is targeted by an ability that contains the word lightning this character takes no damage and the attacking character takes damage equal to the damage that would have been dealt to this character ; save 11 Darth Wyyrlok was a Master in the One Sith, and the most trusted servant of Darth Krayt. A Chagrian, Wyyrlok was the third to hold that title after his grandfather and his mother before him
Darth Andeddu Cost;65 Hit Points: 120 Defense: 17 Attack: 10 Damage: 20 Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Force PowersForce 6 Illusion Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11 Force Lightning 2 Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target Eternal Hatred Force 2: Whenever this character would be defeated, make a save of 6; on a success, this character is restored to full Hit Points instead of being defeated "Essence transfer is the secret of eternal life. The physical body will always weaken and fail, yet it is nothing but a shell or vessel. When it is time, it is possible to transfer your consciousness—your spirit—into a new vessel…as I have done with this Holocron." ―Darth Andeddu
Dark Lord Belia Darzu Cost:46 Hit Points: 70 Defense: 19 Attack: 9 Damage: 20 Special Abilities Invisibility (Cannot be targeted by nonadjacent enemies) Melee Attack (Can attack only adjacent enemies) Rapport (A character whose name contains Techno Beast costs 1 less when in the same squad as this character.) TechnoBeast Master (Cannot be targeted by characters with TechnoBeast) Force PowersForce 4 Mechu-Deru Force 2 Touch: Adjacent character (ally or enemy) gains the Cyborg and TechnoBeast ability and is counted as both a droid and living creature. Target creature takes 10 damage and gains Dark Lord Belia Darzu Body guard Save 16. Commander Effect All technobeasts within 6 squares gain +3 attack.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Something that is an advantage for characters with Master in their name. They should boost or be boosted by their apprentice.
For example, on a Young Jedi Apprentice or something like that...
Special Abilities:
Apprentice - This character gains Force Renewal 1 if an ally whose name contains Master has a Force rating
Quick Learner - At the beginning of the skirmish, select an ally with a Force rating whose name contains Master. Choose one of the ally's Force Powers. This character gains that Force Power for the rest of the skirmish.
Synergy - +4/+4 if within 6 of a ally whose name contains Master and has a Force rating
Defensive Stance - Whenever an enemy moves into a space that is adjacent to both this character and an ally with a Force rating whose name contains Master, the enemy takes 20 damage.
Force Powers:
Support - Force 1: If an adjacent ally with a Force rating whose name contains Master misses an attack, the attack is considered re-rolled with a result of 16.
Combined Assault - Force 1: If an ally with a Force rating whose name contains Master attacks an adjacent enemy, grant the ally +4 Attack and +20 Damage for this attack.
Padawan Retribution - Force 2: If an enemy defeats an ally with a a Force rating whose name contains Master, gain +4 Attack, +10 Damage, and Twin Attack versus that enemy.
Not all of these on the same character, but something along these lines.
I especially like Defensive Stance as a Gallop/Strafe stopper.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Darth Sideous, Separatist Hologram 20, hp20, def20, atk0, dmg0 SA unique CE allied separatist characters with a force rating gain force renewal 1 while within 6 squares of this character
Geonosian Queen 50, hp70, def16, atk0, dmg 0 Unique Emplacement Geonosian reserves (20 points on 5, 10, 15, 20) hive queen (allied geonosians within 6 squares gain protective +20) brain invaders (living enemy characters defeated by geonosians in your squad are now under your control with 10 hp and savage, save 16) CE Geonosian allies gain +4 atk +4 defense and charging assault
Geonosian Brute on Piccodor 20, 90, 16, 11, 30 SA: melee attack cleave Vicious Attack Empathy
Infiltrator Droids (RM Assassin Droid) 20, hp 50, def 15, atk 8, 10 SA, Droid damage reduction 10 twin stealth bomb(replaces turn, this character and one adjacent infiltrator Droid are immediately defeated, all characters within 6 squares take 100 damage, save 11 for half damage. (damage could also be lessened with the range increased)
San hill, Opportunistic Banker 18, hp 50, def 13, ATk 3, dmg 10 SA Unique melee attack Diplomat Spoils of War (once per round, when an enemy character is defeated, you may immediately add up to 6 points of separatist droid characters to your squad, these new characters begin in your starting area) bribe (replaces attacks; target living adjacent non-unique fringe enemy joins your squad, they can avoid this effect with a save of 11) Rapport unique characters cost 1 less when in the same squad as this character
Commander Sorbek, prison warden (RM Trandoshan) 17, Hp 60, def 17, ATk 8, dmg 20 SA Unique Bloodthirsty CE Droids are subject to this effect each time a follower misses an attack, it may reroll with +4 attack, if it still misses that character is defeated and each other non-unique ally has +1 attack. This bonus is cumulative.
Argente Passal (gotal merc) Cost 30 HP 50 Def 13 Atk 4 Dmg 10 SA Unique Evade Project Instinction (Replaces turn: living characters within 12 squares gain savage and -4 defence until the end of the round, they can avoid this effect with a save of 11. Enemy characters that fail this save join your squad until the end of the round.
Octuptarra (Tri-Droid) 21, Hp 70, def 15, ATk 11, dmg 20 SA Droid Damage Reduction 10 Triple Attack Self destruct 40 Suppressive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round)
Huge crab Droid 40, hp 180, def 16, ATk 9, dmg 30 SA Droid Damage Reduction 20 Weak Spots 10 Energy bubble (replaces attacks, target enemy within 6 squares and all adjacent characters are considered activated this turn, save 16) Sure Footed Muckrucker (allied characters within 6 squares gain sure-footed and +2 defense)
Crab droid 25, hp 80, def 18, ATk 8, dmg 20 sure footed momentum Muckrucker (allied characters within 6 squares gain sure-footed and +2 defense)
Homing spider droid 55, hp 150, def 17, ATk 14, dmg 40 SA Droid Speed 8 Sure footed damage reduction 20 Weak spot 10 accurate shot sustained shot (once per turn, if this character's attack defeats an enemy, you may make another ranged attack) Point defense cannon (this character can make attacks of opportunity on characters that move into or out of an adjacent square, characters with special abilities that ignore characters while moving are subject to this effect) Crushing Assault (replaces turn; this character may move up to it's speed and then attack. This character cannot enter any square twice. During this movement this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage dealt) OR Huge (this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage effect.
Heavy Hailfire 40, hp 100, def 15, atk 10, dmg 30 SA: droid sure footed wheeled missiles 40 or Advances missiles 40 (save 16) dual fire (this character can use abilities that replaces attacks twice instead of once) damage reduction 20 Weak Spots 10 Crushing Assault (this character may move up to it's speed and then attack. This character cannot enter any square twice. During this movement this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage dealt) OR Huge (this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage effect.
Corporate alliance persuader tank 30, hp 200, def 16, atk 10, dmg 30 SA: droid damage reduction 20 Weak spots 10 double attack mounted weapon doctrine of fear speed 10 Sure footed Crushing Assault (this character may move up to it's speed and then attack. This character cannot enter any square twice. During this movement this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage dealt) OR Huge (this character can enter squares occupied by large or smaller enemy characters, an enemy character affected in this way takes 10 damage and must immediately move to an empty square adjacent to this character. Save 6 to avoid the damage effect.
Aqua Droid Droid Ambush double attack Then: Aquatic (+4 atk, +10 damage, and flight when in low Ground squares containing water) OR Adapt to Environment (+4 atk and +4 defense while in low ground)
Separatist Nimbus commando 12, hp 50, def 17, ATK 8, dmg 20 Stealth Evade Squad defense Flight Speed 8
Munn guard 5, hp 10, def 13, atk 4, dmg 10 SA: bodyguard
Geonosian soldiers 16, hp 50, def 17, atk 8, dmg 20 SA: flight sonic weapon mobile attack splash 20 Stap 20, hp 50, def 16, atk 6, dmg 30 speed 8 twin strafe
Cortosis Super Battle Droid 17, 50, def 15, ATk 6, dmg 20 damage reduction 10 Cortisol Cortosis Armor 17 (if this character makes a parry save of 17 or higher; an adjacent enemy with a lightsaber has -20 damage for the rest of the skirmish) parry
Commando Droid with Energy Shield 21, hp 60, def 17, atk 8, 10 SA energy shield Squad firepower Droid twin attack Close quarters fighting
Pilot Battle Droid 6, hp 20, def 9, atk 0, dmg 10 pilot Gunner +20 Ground pilot Programmed algorithms (this character counts as a cyborg for the purpose of commander effects)
General Loathsoam, ground force commander 15, hp 60, def 16, atk 8, dmg 10 rapport 10 for huge droids CE huge droid followers gain advanced shields 1, stable footed and flanking attack
Durge on speeder bike 35, HP 140, def 18, ATk 12, dmg 20 unique accelerate strafe attack bounty hunter regeneration 20 Resilient flight penetration 10 CE Allied Lancer Droids gain penetration 10
Captain Mar Tuk, tactician Cost 45, hp 50, def 14, atk 5, dmg 10 SA Unique Seperatist reserves 30 CE as long as a droid in your squad has line of sight to an enemy you can choose to activate 1, 2 or 3 characters that turn, this does include droid and savage characters. Separatist Droid allies gain self destruct 10
Assassin Droid [RM crab droid] Cost 40, hp 100, atk 10, dmg 20 Sa: double attack stealth programmed target assassin spider swarm (replaces turn: all enemy characters within 6 squares take 10 damage save, 11)
Advanced Dwarf Spider Droid Cost 18, hp 50, def 17, atk 9, dmg 30 Sa splash 20 droid
Techno Union Scientist Cost 10, hp 30, def 14, atk 6 Sa Cybernetic Upgrades (non-unique living followers gain cyborg and savage) Empathy
As well as more clone wars! Books, comics, games, etc...
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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Leia Organa, Captured Princess
Cost: 20 HP: 50 Def: 16 Atk: 6 Dmg: 10
Captured: An opponent sets up this character along with his or her squad. This character does not count as a legal target or the nearest enemy, may not be damaged, and cannot open doors or hold doors open. This character may only move; it may not attack or use other abilities. If at the beginning of a round, the total cost of enemies within 6 squares (counting distance through closed doors) is less than 20, this character loses Captured. If an ally ends its movement adjacent to this character, this character loses Captured.
Somebody's Got to Get us Out of Here: Replaces turn; once per skirmish, if an ally is adjacent, this character and one adjacent ally may move three squares, ignoring closed doors and walls.
A Little Short for a Stormtrooper: While this character has Captured, allies with Stormtrooper in their name gain Spy (This character does not count as a legal target until it makes an attack or uses an ability that deals damage).
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