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Inside the minds of the designers - Ommin, Sith Sorcerer - ! warning ! spoilers inside Options
leshippy
Posted: Monday, August 11, 2014 4:46:53 AM
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Post subject: Ommin, Sith Sorcerer (R)PostPosted: Mon Feb 24, 2014 11:18 pm
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Holy crap. I can't believe we haven't caught this till now. We have not started this thread.

Who has the idea behind this piece?

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 1:24 am
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So nobody even reads my posts in the PT stats thread? :P

swinefeld wrote:
Unless I totally overlooked it, there is no thread started for

8. Ommin, Sith Sorcerer


swinefeld wrote:
Designers, need to start a thread for

8. Ommin, Sith Sorcerer


swinefeld wrote:
Bunch of stat blocks added over the last few days.
1st post should be up to date as far as what is set for PT.

Set list reordered with Mira in Fringe, set numbers 35-39 changed as a result.

STILL need a thread started for - 8. Ommin, Sith Sorceror

:lol: :lol: :lol: :lol:


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 9:41 am
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I have no idea who this character is. But if nobody else has an idea or direction, then how about a cheap-ish Sith Sorcery character? FR1, Sith Sorcery, 20ish points? Maybe MotF2 so that she/he can Force Grip for 10 damage and then use Sorcery on his turn?

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 10:17 am
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swinefeld wrote:
So nobody even reads my posts in the PT stats thread? :P


:lol: :lol: :lol: :lol:


Sorry man. Lots to keep track of.

I will look on wookiepedia and see what I can come up with

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 10:42 am
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LESHIPPY wrote:
swinefeld wrote:
So nobody even reads my posts in the PT stats thread? :P


:lol: :lol: :lol: :lol:


Sorry man. Lots to keep track of.

I will look on wookiepedia and see what I can come up with

Oh, I totally understand that, believe me. Just having a little fun with it. :)
Here's some stuff on him.

Quote:
As a Sith sorcerer, Ommin displayed a considerable mastery of Sith magic and of the dark side in general. According to Jedi Master Arca Jeth, Ommin's dark side energy was the strongest he had ever encountered. On several occasions, the King was able to lash out through the dark side of the Force and attack Jedi that were great distances away from him. His attack was so powerful that it was able to incapacitate even a Jedi Master, as done with Jeth.

Ommin was able to channel the dark side in such a manner that it permeated the very atmosphere of Onderon so that the Jedi Knights present felt their strength in the Force diminished.[8] He was also able to project blasts of what was described as "infinite hatred."

Quote:
Sutta Chwituskak (literally "Flung Spears" in Sith language[4]) was the proper name of the Bolt of Hatred, an ancient Sith technique conjured through magic. The Force user would create a radiant sphere of pure hatred which they could hurl at any target in their direct line of sight.

Ommin was also proficient with Sith lightning

Ommin was able to summon dark side spirits from Chaos, as he did with the spirit of Freedon Nadd, and he also claimed ability to create these spirits as well. According to Ommin, he could subject individuals to the power of the dark side so heavily that they would be forced to call on its power to save themselves. After the victim succumbed to the darkness, Ommin would destroy the body and then resurrect them as a dark side spirit.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 11:33 am
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ok i have read the comics with this guy in them. I just needed to be reminded who he was.

He is a fairly bad ass sith that can summon force spirits. But his body is so drained that he has to be connected to a machine.
http://starwars.wikia.com/wiki/Ommin

So this is my first thoughts. I am not sure they are well thought out or how they might interact with stuff.

Ommin, Sith Sorcerer
Cost 40
HP 50
DEF 19
ATK 0
Dam 0

Emplacement
Bolt of Hatred - Replace Attack- Target enemy and one adjacent character adjacent take 30 Damage save 16
Rapport - Characters whose name contains Dark Force Spirit cost 1 less
Sith Sorcerer (Maybe should be Sith Magic)- Enemy characters within 6 squares or move within 6 squares of this character lose 1 force point

Force
Force 4 Renew 2 MOTF 2
Lightning 4(Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Sith Sorcery 4 (Force 4, usable only on this character's turn: 1 Enemy character within 12 squares are considered activated this round; save 16) -

Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)


So not a Battery - But a strong force user that can cause same major problems - This guy takes out Arca Jeth then deals with Nomi Sunrider, Ulic and Cay Qel-Droma, the Vultan Oss Wilum, Dace Diath, Tott Doneeta, and the Miraluka Jedi Shoaneb Culu before Ulic finally destroys him.

I would like Sith Sorcery 4 to be able to go through walls and doors and not have to target. Might be too much though. Might be a big rules problem. Having this guy move around I think would also be too much.

Heck the whole thing might be too much, but I wanted to get the conversation started.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 3:01 pm
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Maybe renew 1 is would be better.

Round 1 gains 2 total 6 and probably won't spend any.
round 2 gains 2 total 8 and could use Sith Sorcerery 4
Round 3 Gains 2 total 10 or 8 if used Sit sorcery 4 and could use it again this round or could lightinging
doing something every turn could be too much

Quote:
Sith Sorcerer (Maybe should be Sith Magic)- Enemy characters within 6 squares or move within 6 squares of this character lose 1 force point
This might need to do 10 Damage as well. just a thought.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 4:40 pm
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Sith Sorcery would have to be renamed, since it makes no sense in terms of a progression from Sith Sorcery.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Feb 25, 2014 7:17 pm
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Kol Skywalker FS currently has this Force Power, and we should consider it for Ommin as well:

Quote:
Force Control (Force 2, Cancel an opponent's Force Ability when gained or on this character's turn)

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 9:00 am
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LESHIPPY wrote:

Ommin, Sith Sorcerer
Cost 40
HP 50
DEF 19
ATK 0
Dam 0

Emplacement
Bolt of Hatred - Replace Attack- Target enemy and one adjacent character adjacent take 30 Damage save 16
Rapport - Characters whose name contains Dark Force Spirit cost 1 less
Presence of the dark side - Enemy characters within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage.

Force
Force 4 Renew 1 MOTF 2
Force Control (Force 2, Cancel an opponent's Force Ability when gained or on this character's turn)
Lightning 4(Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Sith Magic (Force 4, usable only on this character's turn: 1 Enemy character within 12 squares is considered activated this round; save 16)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
.


Made some tweaks
Changed renew to 1. i think 2 might be too much.
Added Force Control
Renamed Sith Socery 4 to Sith Magic
Renamed Sit Sorcer to Presence of the dark side and added 10 damage to this. The peason being that sense this is a 40 point piece he should be able to do a bit of damage.

I was also thinking about an ability called Summon at the start of the skirmish one force spirit can set up adjacent to this character. - Thoughts?

Thinking of the future - a piece that would go along with this guy is a generic dark force spirit. Not sure what it wold do at the moment maybe just distraction. I would think it would be low cost.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 11:46 am
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This guy is looking pretty interesting.

:?: Sith Magic - you wrote 1, but the rest of the wording seems to indicate all enemies. Not sure which it is.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 1:18 pm
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swinefeld wrote:
This guy is looking pretty interesting.

:?: Sith Magic - you wrote 1, but the rest of the wording seems to indicate all enemies. Not sure which it is.

I think Ii fixed it. Replaces "are" with "is" activated. My original thought was two enemies at range 12, but I figured that was two much for the range.

I am still not sure the wording is right for what I envision or if what I envision is too much. What I would like this to do is be able to ignore wall, doors and targeting rules. Basically, pick a character within 12 and try to activate them. Yes it can be powerful should work 3/4 of the time. However, considering the price of the piece and that it cost 4 FP to do i think it might be ok.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 1:31 pm
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Plain and simple, you can't ignore walls/doors, because that is how we count range. It isn't an issue if it is like Zam's worms (can't think of the name at the moment), and doesn't need LOS, but it having a range is always going to be blocked by walls.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 2:09 pm
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Following Kouhun as Scott indicated would be something like this:

(except without targeting here)

Quote:
Sith Magic Sith [Force 4, usable on this character's turn: 1 enemy character within 12 squares (ignoring line of sight and cover) is considered activated this round; save 16]

It could be worded to ignore terrain when counting distance, but that would likely be opening a Pandora's Box of trouble down the road.

I'll be staying out of any such debate. ;)


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 3:35 pm
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Yeah, I don't see how you could rewrite it without breaking the fundamental rule of range, and how we count range. In other words, it can't, and shouldn't be done.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 3:59 pm
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I just noticed that the wording in the example I posted above may not be sufficient, but the idea is sound. I'll rework it if that is the direction chosen.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 4:05 pm
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I am fine with it working like Zam's worms.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 4:20 pm
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Quote:
Ommin, Sith Sorcerer
Cost 40
HP 50
DEF 19
ATK 0
Dam 0

Emplacement
Bolt of Hatred - Replace Attack- Target enemy and one adjacent character adjacent take 30 Damage save 16
Rapport - Characters whose name contains Dark Force Spirit cost 1 less
Presence of the dark side - Enemy characters within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage.
Summon [at the start of the skirmish one force spirit can set up adjacent to this character.]

Force
Force 3 Renew 1 MOTF 2
Force Control (Force 2, Cancel an opponent's Force Ability when gained or on this character's turn)
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.)
Sith Magic Sith [Force 3, usable on this character's turn: 1 enemy character within 12 squares (ignoring line of sight and cover) is considered activated this round; save 16]
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)


Changes made

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 6:54 pm
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Quote:
Summon [at the start of the skirmish one force spirit can set up adjacent to this character.]

note: I did read your idea about having cheap generic Sith Spirits in the future.

Still, I'm unclear as to what exactly you have in mind here, or how it will work.
Is this a reinforcement type ability? Does it apply to the existing spirits?

Please elaborate when you have time. :)


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 11:30 pm
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Summon [At the beginning of the skirmish one character whose name contains Dark Force Spirit can set up adjacent to this character.]

This guy has emplacement so he can set up anywhere on his side of the map. Summon allows a Dark Force Spirit to setup along side him.

Does that help?

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Feb 26, 2014 11:43 pm
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Yep, sure does. Forgot about Emplacement. :roll:

thanks


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sun Mar 02, 2014 6:21 pm
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After some thoughts, we might not want Force Control on this guy. The counter shouldn't be on a character that starts with Renewal, as that will be a little too much, I think. Although this character's cost and fragility may be a bit much.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sun Mar 02, 2014 7:00 pm
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^ agree with the renewal issue, and also Les's comment on Kol (about trying to balance a new power on 2 different pieces at the same time).

That was going on with Force Fog in set 7, and things got muddied up for a bit sorting it out. Better to just avoid that situation.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon Mar 03, 2014 12:24 pm
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LESHIPPY wrote:
Quote:
Ommin, Sith Sorcerer
Cost 30
HP 100
DEF 20
ATK 0
Dam 0

Emplacement
Unique
Melee Attack
Bolt of Hatred - Replace Attack- Target enemy and one adjacent character adjacent take 30 Damage save 16
Rapport - Characters whose name contains Dark Force Spirit cost 1 less
Presence of the dark side - Enemy characters within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage.
Summon [At the beginning of the skirmish one character whose name contains Dark Force Spirit can set up adjacent to this character.]

Force
Force 3 Renew 1 MOTF 2

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.)

Sith Magic Sith [Force 3, usable on this character's turn: 1 enemy character within 12 squares (ignoring line of sight and cover) is considered activated this round; save 16]

Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)



So after reading Scott's post I looked and Palpy on Throne and had forgotten how much HP he had for his cost, so I adjusted the cost, HP, and Def. If it needs to be adjusted again one way or the other I am fine with that. Also removed force control

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Mar 04, 2014 12:58 pm
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LESHIPPY wrote:
Presence of the dark side - Enemy characters within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage.

Timing on this is a little unclear. The first half seems to have no timing at all. (Does this happen when they activate? When Ommin activates?) Usually it is when a character activates or at the end of a characters turn. The second half seems movement based (ie jedi reflexes or mines) - but keep in mind that means it is instant death to anything with 10hp left within 6 squares.

Scott and Dave would have to help out with wording, but regardless of what you choose I believe you do need a timing specification.

Example:
Presence of the dark side - Enemy characters that activate within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage at the end of their turn.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Mar 04, 2014 2:04 pm
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Good points, Tim. I hadn't fully parsed the wording until you mentioned it.

Suggestion: (name change just popped to mind, a tad shorter)

Quote:
Dark Side Presence [An enemy that activates or moves within 6 squares of this character loses 1 Force point; that enemy takes 10 damage at the end of that turn.]


If they don't take damage until end of turn, they should lose the FP immediately or they could spend their last one against you and lose nothing. Also triggers on out of turn movement, could be changed to the enemy's turn.

Does this wording catch moving into a square within 6? (kinda brain dead atm)

Also, maybe living only...?


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Mar 04, 2014 2:54 pm
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Quote:
Presence of the dark side - Enemy characters that activate within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage at the end of their turn.


I like this an i think it covers what i was thinking. If you move with in 6 of this guy you lose a FP and take damage. If you activate while within 6 of this guy you lose a FP and take 10 damage. Since the character is emplaced, I don't think it is too abusive. This abilities reuse ability might be tough since we are building it around an emplaced piece.

I don't mind that it does damage to droids as well, but if we need to make it not to effect droids that is fine.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri Mar 07, 2014 12:29 am
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LESHIPPY wrote:
Quote:
Presence of the dark side - Enemy characters that activate within 6 squares or move within 6 squares of this character lose 1 force point and take 10 Damage at the end of their turn.


I like this an i think it covers what i was thinking. If you move with in 6 of this guy you lose a FP and take damage. If you activate while within 6 of this guy you lose a FP and take 10 damage. Since the character is emplaced, I don't think it is too abusive. This abilities reuse ability might be tough since we are building it around an emplaced piece.

I don't mind that it does damage to droids as well, but if we need to make it not to effect droids that is fine.


With that version they don't lose the FP until end of turn. If they have just enough FP to do something they won't be prevented. Is that what you want?


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri Mar 07, 2014 10:11 am
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no. i wanted to work like mines in that aspect. Enter the range or activate in range and lose the FP and take 10 Damage.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri Mar 07, 2014 12:20 pm
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LESHIPPY wrote:
no. i wanted to work like mines in that aspect. Enter the range or activate in range and lose the FP and take 10 Damage.

Gotcha, thanks for clarifying the immediate aspect.
Tim had expressed some concern about the instant death to anything at 10hp, but I suppose testing will tell if it's too much.

Quote:
Presence of the Dark Side [An enemy that activates or moves within 6 squares of this character loses 1 Force point and takes 10 damage]

That covers the intent as I understand it.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri Mar 07, 2014 3:31 pm
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cleaned up

Quote:
8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 100
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 16]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Presence of the Dark Side [An enemy that activates or moves within 6 squares of this character loses 1 Force point and takes 10 damage]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 1
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 16]


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri Mar 07, 2014 3:35 pm
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Quote:
Tim had expressed some concern about the instant death to anything at 10hp, but I suppose testing will tell if it's too much.



if you know that this is going to happen why would you ever move into the range?

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swinefeld Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon Mar 10, 2014 9:01 pm
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bump for PT or changes


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon Mar 10, 2014 9:11 pm
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PT

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue Mar 11, 2014 11:53 pm
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I'm just adding this guy rather than bumping it yet again


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Mar 12, 2014 7:48 am
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Power of the Dark Side, along with Emplacement, will make him a great gambit-controller. I'll be interested to see what PT results show.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed Mar 12, 2014 1:08 pm
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swinefeld wrote:
I'm just adding this guy rather than bumping it yet again

Thanks Dave

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 1:10 pm
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Where are we at with this guy?
Quote:
8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 100
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 16]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Presence of the Dark Side [An enemy that activates or moves within 6 squares of this character loses 1 Force point and takes 10 damage]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 1
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 16]
[/quote]

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 1:27 pm
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Do we have any PT results for him? If not then I think we need some. Presence of the Dark Side is pretty big. How many times does it activate? Right now it reads as though a character could take 60 damage by moving 6 to be adjacent to him. I also wonder if Bolt of Hatred might be too much at Save 16, since he can easily get Exar DFS in there, which turns it into rangeless auto-damage (save 20).

Sith Magic is also new and needs to be tested. Save 16 abilities in Sith are very powerful, thanks to Exar DFS.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 2:24 pm
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I agree this guy has to be playtested and I just haven't done this yet. The earliest I can get to it is Sunday.

Quote:
Presence of the Dark Side [An enemy that activates or moves within 6 squares of this character loses 1 Force point and takes 10 damage]


I would like to see this work like mines where I thought you just made one save not a save for each square you entered.

Quote:
Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 16]

The intent was to have the target roll the save.

Quote:
Sith Magic is also new and needs to be tested. Save 16 abilities in Sith are very powerful, thanks to Exar DFS.


Yes it is powerful but a 30 point piece that can move and isn't a force battery should be. Right? As for Exar DFS. By chossing him you can't choose another Exar to play. To be very abusive you would start Exar next to Ommin, but then whoever Exar haunts isn't going to benfit from renewal or rage that he hands out becasue they are out of range.

With Bolt and Magic They could be used close up where Exar would be a problem, but tehy could be also used at a range that might stretch Exar to far.

Now am not saying they don't need to be changed. Just trying to express what is going through my head.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 2:25 pm
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Change those save 16's into save 11's, and add a save 11 to Presence of the Darkside, and I think he will be good.

At a save 11, Presence of the Darkside introduces some very, very fascinating choices for the opponent to get Gambit. I like it.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 2:27 pm
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Quote:
8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 100
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 16]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Presence of the Dark Side [An enemy that activates or ends their move within 6 squares of this character loses 1 Force point and takes 10 damage]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 1
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 16]


Slight tweak to Presence of the Darkside. One save. Didn't add in proposed save.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 2:40 pm
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I think these are good changes; the "ends their move" on Presence of the DS and the saves changing to 11 are great.

But I do think that the saves need to be 11 (not 16) on Bolt of Hatred and Sith Magic too. If it weren't Exar's Dark Aura, I wouldn't be so worried. As it currently is, it's a save 20 with Exar nearby. Sith Magic is already really good because it ignores targetting and has a huge reach, which no other activation-mechanic currently does (Sith Sorcery doesn't target but only has a range of 6).

Question about Presence of the DS:
"...activates or ends their move"...does that mean a piece can take dmg and lose FP twice on its turn? Or is it just once on its turn? I think that'll need to be clarified. Right now it looks like it could mean twice.


This guy just screams to be played with Exar DFS, and it seems like they'll have a very "Sithy" feel when played together, which is great. Forcing your opponent to roll save 15s all game (from lightning or bolts or magic) is going to be lots of fun.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 2:46 pm
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Even without Exar, save 16 is practically automatic. I don't like those two abilities being nearly automatic.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 02, 2014 3:01 pm
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Quote:
8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 100
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Presence of the Dark Side [An enemy that activates or ends their move within 6 squares of this character loses 1 Force point and takes 10 damage]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 1
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 9:55 am
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So I played this guy twice last night.
Karness Muur
Ommin
Exar DFS
Shae Vizzla
Darth Bandon
Sorcerer Acolyte
Ugy x3
MD
---Map Tomb of Acolytes


Second squad
New Bane
Ommin
Exar DFS
Shae Vizzla
Darth Bandon
Sorcerer Acolyte
Ugy x2
MD
R7
---Map Cantina


Played both against
Talon IB
New Xizor
New Guri
New Faleen BG
TBSV
NBSV
New Kalt BST
MD


First game went really bad for the sith. I feel that map had alot to do with it. Guri was able to intuition
and drop 60 on Muur how moved the next round to get out of the way only to get in hit by the TBSV for 80. That = Dead Muur and not much damage ou put left. I wasn't able to even use Ommin

Second Game went better for the sith. Bane drops Talon and then hits Guri for 60. Ommin activates the Falleen BG then Guri next round both with Exar near by. Shae also hits the BG and Xizor with missles. Falleen fails saves xizor fails and makes one.
Guri Moves and takes out Shae

Bandon and Acolyte take down the NBSV. At the end it was Ommin with 1 force and Bandon vs Guri and Xizor with the TBSV

Here is my thoughts. Sort of compairing himt o paply on throne. Ommin runs out of Force way to quick and will get shot up with no defense except illusion, which you have not enough force to use.

So I think we need to add evade and renewal 2. When he activates in round two he will have 7 force and might be able to burn three of Sith Magic. Leaving him 4 to reroll evades or illusion or both. 20 with no cover is pretty easy to hit, and I don't want to change that becasue the guy was hooked up to a machine to keep him alive.

Maybe it should be damage reduction 10 and bump his HP to 120 since evade might not make since not sure

So to summarize.
Increase Renewal to 2.
Add evade and no bump to HP
or
Add Damage reduction and make HP 120

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 5:40 pm
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I think this is the way to go:
--FR2
--Add DR 10
--set HP at 120

Illusion will be easier to use when he's got FR2.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 6:44 pm
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Also, add the save 11 to Presence of the Darkside.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 7:50 pm
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I also think it should be "an enemy that ends their move..." (ie, remove the "activates or" portion) because right now it looks like it can take effect twice: if a character starts it turn next to him and doesn't move out of the PotDS area and then ends his move.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 7:53 pm
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I think I got everything.

LESHIPPY wrote:
Quote:
8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 120
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Damage Reduction 10

Presence of the Dark Side [An enemy that activates or ends their move within 6 squares of this character loses 1 Force point and takes 10 damage, save 11]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 2
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 8:27 pm
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LESHIPPY wrote:
I think I got everything.

LESHIPPY wrote:
Quote:
8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 120
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Damage Reduction 10

Presence of the Dark Side [Once per turn, an enemy that activates or ends their move within 6 squares of this character loses 1 Force point and takes 10 damage, save 11]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 2
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]


Clarified Presence of the darkside.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Mon May 05, 2014 8:49 pm
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Looks good. I assume that we need another PT, to see if the new build works properly?

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 06, 2014 9:38 am
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thereisnotry wrote:
Looks good. I assume that we need another PT, to see if the new build works properly?


Yeah that would be good. Also test against melee would be the absolute best, but we can take what we can get. let me send it to a play tester

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed May 14, 2014 2:48 pm
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LESHIPPY wrote:
thereisnotry wrote:
Looks good. I assume that we need another PT, to see if the new build works properly?


Yeah that would be good. Also test against melee would be the absolute best, but we can take what we can get. let me send it to a play tester


bump


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 15, 2014 7:38 am
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I haven't heard back from the guy that I sent the play test to. So....what are the rest of you thinking?

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 16, 2014 3:20 pm
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LESHIPPY wrote:
I haven't heard back from the guy that I sent the play test to. So....what are the rest of you thinking?

I'll bite.

1) Space issues for sure. No definition on Emplacement, drop Rapport

take out 'of this character' - shouldn't really be needed
Quote:
Dark Side Presence [Once per turn, an enemy that activates or ends its move within 6 squares loses 1 Force point and takes 10 damage, save 11]

possibly just call it Dark Presence if it makes a difference


2) Summon needs a bit of a tweak (unless we have to just glossary it for space)
Quote:
Summon [During setup, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character on your half of the battle map]


TJ spotted the thing with Summon.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Fri May 16, 2014 4:05 pm
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I have a guy ply testing this over the weekend. He should have results Monday.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sat May 17, 2014 6:14 pm
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I playtested this against the Kokomo guys and the thinking is that he should be 35 instead of 30 because he is a bit more powerful then Palpy on the throne.

That is the only change.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sat May 17, 2014 9:36 pm
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Ok, thanks for getting that PT. I'm fine with the change to 35.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sat May 17, 2014 10:40 pm
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Sounds fair.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sat May 17, 2014 10:50 pm
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Those sounded like 'done' votes, so I'm going to go ahead and start QC. But of course feel free to make more changes if that was only approving the cost increase and there is more to discuss.
Quote:
8/45 Ommin, Sith Sorcerer 35pts
(R) Sith

HP 120
DEF 20
ATK +0
DAM 0

Special Abilities
Unique. Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Damage Reduction 10 [Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.]

Presence of the Dark Side [Once per turn, an enemy that activates or ends its move within 6 squares of this character loses 1 Force point and takes 10 damage, save 11]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character on your half of the battle map]

Force Powers
Force 3
Force Renewal 2
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: Choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Sat May 17, 2014 11:54 pm
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i want to see what he other play test says, but I think we are very very close

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 22, 2014 12:13 am
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How did the playtest go? I like how this piece is intimidating even though he has emplacement, but at the same time isn't in the epic power-level.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 22, 2014 8:13 am
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Just got this Haven't read it yet.

Character Play tested:
Stats used:

8/45 Ommin, Sith Sorcerer 30pts
(R) Sith

HP 120
DEF 20
ATK +0
DAM 0

Special Abilities
Unique
Melee Attack
Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]
Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]
Damage Reduction 10
Presence of the Dark Side [Once per turn, an enemy that activates or ends their move within 6 squares of this character loses 1 Force point and takes 10 damage, save 11]
Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]
Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character]

Force Powers
Force 3
Force Renewal 2
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]


V-SET 8 PLAYTEST FORM/INFORMATION

MAP PLAYED: Theed

YOUR NAME: Han Taylor (HanSolo79) bloomilk.com/swmgamers.com

FACTION: Sith

TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 11

TOTAL COST: 200pt

REINFORCEMENTS (IF APPLICABLE): n/a

V-SET 8 MINIS: 1

[Test Squad]
--Soul Sucking Sith (Ommin, Sith Sorcerer)--
55 Freedon Nadd
36 Darth Traya
30 Ommin, Sith Sorcerer
24 Alema Rar
13 Exar Kun, Dark Force Spirit
24 Klatooinian Assassin x2
6 Mouse Droid x2
12 Ugnaught Demolitionist x4

(200pts. 13 activations)


OPPONENT’S NAME: Nathan Tidwell (Roguejedi421) bloomilk.com

FACTION: Mandalorian

TOTAL NUMBER OF V-SET 8 MINIS PLAYED: 3

TOTAL COST: 200

REINFORCEMENTS (IF APPLICABLE): n/a

V-SET 8 MINIS: none

[Opposition Squad]
--[--SUPER MAUL--]--
55 Mandalore the Preserver
45 Darth Maul, Death Watch Overlord
34 Mandalorian Training Sergeant
22 Death Watch Saboteur x2
8 R7 Astromech Droid
18 Death Watch Mercenary x3
12 Mouse Droid x4
6 Ugnaught Demolitionist x2

(200pts. 15 activations)


(1) How did the characters abilities interact with each other?
Freedon Nadd provided a +4 atk to the non-force users within 6 squares, Exar Kun DFS cost -1 with Rapport from Ommin & Exar haunted Darth Traya.

(2) Did you understand how the Special Abilities/Commander Effect interactions work after reading them just once?
Yes, though I was initially confused with the Summon ability, and as you know I bloomailed you about this prematurely (woops), soon realizing 10 minutes later what it allowed for during the play-test set-up.

(3) Did the abilities on the character(s) make sense? Was anything out of place or missing?
Everything made sense. Nothing seemed out of place or missing but with only 2 dark force spirits available to the Sith faction currently I don’t see the Summon ability being useful as of right now, since Ommin really doesn’t synergize well with what those 2 spirits offer (unless I overlooked something); his Rapport with dark force spirits is still nice though.

(4) Did the mini(s) work?
Yes it did.

(5) Is the cost accurate?
The cost seemed accurate.

(6) Any suggestions for it/them?
None.

(7) Analysis/description of the game
As you might be able to notice the Test squad was built with draining Force Points in mind, and activating enemies; it also satisfied a little flavor to boot :)

Test squad player won map, and the Opposition squad player decided to have him set-up first; Test squad player chose the side with the “missing steps” (difficult terrain designation) to the gambit zone room. Ommin was placed in the gambit zone on a square where cover was available. Opposition squad won 1st round initiative.
By the end of the round, the Opposition squad had lost a mouse droid by way of a successful attack being landed from 1 out of 2 attempts by the Klat Assassins; both Maul and Alema had Force Cloaked, and Ommin gained 5 points from gambit. The majority of the Opposition squad had begun migrating towards the outside of the gambit zone building (on it’s side of the map) in an effort to escape being targeted from the Klat Assassins - which had been positioned in cover to attack down the north/south street way; none of the pieces were able to enter the 1st room of the gambit zone building though.

Opposition squad won 2nd round initiative, and took it. Maul was moved out of his starting square, and into a square with cover that still was potentially targetable, by Saber Dart only, from the north/south street way. Both Klat assassin’s were able to eliminate one mouse droid in cover, and another which had been keeping the door open in the room from where the Opp squad had started; that in turn closed that door, and cut off sight for the R7 who had locked a door towards the end of the 1st round, slowing the migration of the Test squad from the previous round. Opp squad moved 2 DW Merc’s into the east/west street on its side of the map safely covered by the mid-map buildings.
Alema then used Saber Dart against Maul, who failed the save, and elected not to use a FP to reroll. Freedon, Darth Traya, 2 uggies, and Exar FS all began to enter the middle gambit zone buildings by the far right entrance (from the Test squad POV). Opp squad began moving the DW Sabs, and a remaining Merc just outside, and inside of the entrance to the mid-map buildings.

Opposition squad won 3rd round initiative, and took it. Maul was moved into the room where the DW pieces were positioned but failed the poison save from Saber Dart, and again elected not to reroll. Freedon ran into the gambit zone room (to the left of the gambit room door enough to avoid being possibly targeted if the door was opened) using a FP to move faster. This round was all about positioning for the next round as it turned out, and the door separating the gambit zone room from the north/south room was never opened during the round; setting up for an “action packed” 4th round.
All the DW pieces were now in the room north/south of the gambit zone room. The Mando Training Sergeant had moved within range of that room where Maul, and the other pieces were but still fell 8 or so squares away from the entrance to the west (Opp squad POV). Darth Traya, Exar DFS, and the uggies were positioned to allow them to either enter the gambit zone room or move through the northern door, and onto the east/west street where the Mando TS, and the rest of the squad not named Death Watch was currently placed. Alema, and both Klat Assassin’s had been moved into position to be able to either make ranged attacks down the north/south street or into the gambit zone room and/or the room just outside of it where the DW pieces, and Maul were currently positioned.

4th round initiative went to the Opp squad again, and wasn’t deferred. Maul was moved up, and used to open the door with some cover provided by the wall (this allowed Maul to benefit from Cloak); the thinking being that now the DW pieces would be able to attack Ommin (who was the only character targetable initially). What the Opp squad player had not realized is that Freedon had the ability to activate all enemy characters within 6 for the round with Sith Sorcery, and this is exactly what was executed with the Test squads’ first move; Freedon moved 6 squares, which got him adjacent to Maul, and then used Sith Sorcery plus making an attack (which did not cause any damage due to Maul having Parry, Tera Kasi, and Beskar’gam). Maul was already activated, however, all but one of the DW pieces were in range of the ability, and now had to roll a save to avoid being activated. All but one failed the save but this one DW piece (who was just barely in range) in turn failed the save from Ommin’s Sith Magic ability, which was used as the second activation of the Test squads’.
Now only one DW merc was available, and was used to make the only attack it could legally make - that being against Freedon Nadd whose defense with cover was 26; the single attack missed as a result. Next Opp squad activated an uggie who blew open a door that would allow an R7 to be moved more easily from the buildings aligning their starting spaces, and into the east/west street, where the rest of their squad was. Test squad used Alema Rar to Saber Dart a DW merc, who failed the save, and was eliminated. An uggie was then used to blow open the door that separated Darth Traya, Exar DFS, and the two uggs from the gambit zone room.
Opp squad moved the Mando TS closer to the entrance just outside of the room where all the DW, and Maul were; also moving the R7 out onto the street. Darth Traya moved into the gambit zone room, and was positioned in cover, using Sith Hunger to auto-eliminate another DW Merc. Time was called, and the round finished out without any other attacks.

Test squad won with 4 rounds of gambit, and eliminating 3 mice, and 2 DW Mercs.

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LESHIPPY Online
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 22, 2014 8:22 am
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I think with the final play test in, we can call him done.

Quote:
8/45 Ommin, Sith Sorcerer 35pts
(R) Sith

HP 120
DEF 20
ATK +0
DAM 0

Special Abilities
Unique. Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Damage Reduction 10 [Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.]

Presence of the Dark Side [Once per turn, an enemy that activates or ends its move within 6 squares of this character loses 1 Force point and takes 10 damage, save 11]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character on your half of the battle map]

Force Powers
Force 3
Force Renewal 2
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: Choose 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]

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FlyingArrow Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 22, 2014 10:55 am
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Designer intent question on Sith Magic:

Should Sith Magic follow the targeting rules? Ignoring line of sight and cover means the only remaining rule is adjacency. Should be able to ignore adjacent enemies and target someone else within 12 squares if he wants to?

If he should be able to ignore adjacent characters, then it's easier to just say this doesn't target at all. This also gets around Diplomat, Draw Fire, etc.
Quote:
Sith Magic [Force 3, usable on this character's turn: Choose 1 enemy within 12 squares; that enemy is considered activated this round; save 11. This ability does not target.]


If he should not be able to ignore adjacent characters, then it should be more explicit that this does count as targeting.
Quote:
Sith Magic [Force 3, usable on this character's turn: Choose 1 target enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]


Then option 3 is to ignore adjacency but still target so that it's subject to Diplomat and Draw Fire. I don't think any other ability does this, but here goes:
Quote:
Sith Magic [Force 3, usable on this character's turn: Choose 1 target enemy within 12 squares ignoring adjacency, line of sight, and cover; that enemy is considered activated this round; save 11]


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Sithborg Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 22, 2014 11:38 am
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Quote:
8/45 Ommin, Sith Sorcerer 35pts
(R) Sith

HP 120
DEF 20
ATK +0
DAM 0

Special Abilities
Unique. Melee Attack

Bolt of Hatred [Replaces attacks: sight; 30 damage to target enemy and 1 character adjacent to the target; save 11]

Emplacement [Cannot move or be moved. Set up anywhere on your half of the battle map.]

Damage Reduction 10 [Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.]

Presence of the Dark Side [Once per turn, an enemy that activates or ends its move within 6 squares of this character loses 1 Force point and takes 10 damage, save 11]

Rapport [Characters whose names contain Dark Force Spirit cost 1 less when in the same squad as this character]

Summon [At the start of the skirmish, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character on your half of the battle map]

Force Powers
Force 3
Force Renewal 2
Master of the Force 2

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.]

Illusion [Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11]

Sith Magic [Force 3, usable on this character's turn: Target 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11]


Fixed. Avoid Kouhun confusion.

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Thu May 22, 2014 11:41 am
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Cool

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swinefeld Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 27, 2014 11:54 am
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This has been sent to QC

As noted back a page or two, I expect significant space issues.

I believe Emplacement and/or DR10 will need to be undefined, and Rapport may have to go entirely. So you may want to take a look at it.

(That is at 5.5/6.5 - allows a little breathing space around headers)

Also, recommend shortening SA name to Dark Presence, or Dark Side Presence if it fits.


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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 27, 2014 1:10 pm
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Ta Da
Image

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swinefeld Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 27, 2014 1:41 pm
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Cool.

I should note, my template doesn't incorporate any graphics, it's just the area where the text should fit, so I can't cheat. :)

I see a few things - but waiting for response from other QC guys.


Tagged Scott on FB with a last-minute question about Summon.


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swinefeld Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 27, 2014 3:03 pm
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Here's what TJ and I came up with:

- Semicolon after Melee Attack, not period

- Take out period after Emplacement

- Presence of the Dark Side ; save 11 (swap out comma with a semicolon, add a space after)

- Sith Magic (3?) - add a comma after '12 squares'

Should we make Magic variable on FP spent?


Last edited by swinefeld on Wed May 28, 2014 10:54 am, edited 1 time in total.

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FlyingArrow Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 27, 2014 7:55 pm
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I think it should be "Sith Magic 3". Even if it isn't, future design teams are likely to create Sith Magic 1, 2, 4, or 5 anyway. It's pretty easy to see how it could vary by modifying the range and save number.


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swinefeld Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Tue May 27, 2014 8:49 pm
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FlyingArrow wrote:
I think it should be "Sith Magic 3". Even if it isn't, future design teams are likely to create Sith Magic 1, 2, 4, or 5 anyway. It's pretty easy to see how it could vary by modifying the range and save number.


Agreed.

Better to put a number on it now and establish the pattern. It won't disturb the layout.


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LESHIPPY Online
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed May 28, 2014 9:06 am
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Fixed

Image

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Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed May 28, 2014 10:56 am
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+1


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FlyingArrow Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed May 28, 2014 11:32 am
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+2


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swinefeld Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed May 28, 2014 1:38 pm
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Noting the change to Summon from Scott's response to my rules inquiry (via Facebook)

Quote:
Summon [During setup, 1 ally whose name contains Dark Force Spirit may set up adjacent to this character on your half of the battle map]


QC had actually discussed that wording at one point, and it got lost somewhere in the final rush to get things done.

** Updated card image has been sent to printer.


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Markedman247 Offline
Post subject: Re: Ommin, Sith Sorcerer (R)PostPosted: Wed May 28, 2014 3:57 pm
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+3 I guess
FlyingArrow
Posted: Monday, August 11, 2014 7:29:09 PM
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On paper, this is probably my favorite piece in the set.
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Posted: Tuesday, August 12, 2014 1:50:19 PM
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FlyingArrow wrote:
On paper, this is probably my favorite piece in the set.

+1

I'm interested in generic DFS's with Distraction, that could be fun!
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