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 StasisCost 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 PowersForce 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 EffectAbilities 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.