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JEDI & GENERALS - A New Custom Set Options
saber1
Posted: Tuesday, December 8, 2009 6:27:07 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Finalized today, I am pleased to share for your feedback. Though perhaps more accurately named Force Users & Commanders, Jedi & Generals sounds so much better.

OLD REPUBLIC
1 Army of Light Jedi
2 Elite Old Republic Soldier
3 Exar Kun, Jedi Prodigy
4 Jedi Healer
SITH
5 Admiral Saul Karath
6 Darth Bane, Lord of the Sith
7 Darth Maul, Shadow Hunter
8 Darth Zannah
9 Marka Ragnos, Sith Spirit
10 Sith Probe Droid
REBEL
11 Commander Skywalker on Tauntaun
12 Leia, Commando on Speeder Bike
13 Major Bren Derlin
IMPERIAL
14 Agent Blackhole
15 Bastion Stormtrooper
16 General Weir
17 Jerec, Imperial Inquisitor
18 Joruus C’Boath, Cloned Jedi Master/Joruus C’Boath, Enraged
19 Scout Trooper Captain
20 Sergeant Irol on Speeder Bike
21 Trooper Davin Felth
NEW REPUBLIC
22 Admiral Gar Stazi
23 Cilghal
24 Corran Horn, Jedi Master
25 Galactic Alliance Captain
26 Meewhal
27 New Republic Pilot
28 Saba Sebatyne, Jedi Master
29 YVH 1C
YUUZHAN VONG
30 Chazrach
31 Thrall Herder
FRINGE
32 Ewok Chieftain
33 Ewok on Speeder Bike
34 Jango Fett, Clone Trooper Template
35 Jodo Kast
36 Mouse Droid (reprint)
37 Rakghoul (reprint)
38 Rancor Keeper
39 Ugnaught Trader
40 Wookie Bounty Hunter
saber1
Posted: Tuesday, December 8, 2009 6:27:39 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
OLD REPUBLIC
1 Army of Light Jedi
2 Elite Old Republic Soldier
3 Jedi Healer
4 Exar Kun, Jedi Prodigy

Army of Light Jedi
Cost: 22
Faction: Old Republic
Hit Points: 70
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Melee, Double Attack
Army of Light (This character may not be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)

Force Powers
Force 3
Force Thrust (Force 1, replaces attacks: 6 squares; 20 damage; save 11 for 10 damage)
Lightsaber Defense (Force 1: Whenever this character is hit by as attack, this character takes no damage with a save of 11)



Elite Old Republic Soldier
Cost: 12
Faction: Old Republic
Hit Points: 30
Defense: 16
Attack: 8
Damage: 10

Special Abilities
Double Attack
Close Quarters Fighting (+4 Attack against adjacent enemies)
Soldier (Counts as a character named Old Republic Soldier)
Vibrosword (+10 Damage against adjacent enemies)



Exar Kun, Jedi Prodigy
Cost: 49
Faction: Old Republic
Hit Points: 120
Defense: 21
Attack: 14
Damage: 20

Special Abilities
Unique, Melee Attack
Jar’Kai Technique (+2 to save rolls for Force powers with Lightsaber in their name while this character has more than half Hit Points remaining)
Niman Style (+2 Attack +2 Defense while this character has more than half Hit Points remaining)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

Force Powers
Force 2, Force Renewal 1
Force Push 2 (Force 2, replaces attacks; range 6: 20 Damage; push back target 2 squares if Huge or smaller)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Block (Force 1: Whenever this character is hit by a melee attack, this character takes no damage with a save of 11)
Lightsaber Reflect (Force 2: When hit by a non-melee attack, this character takes no damage with a save of 11 and the attacker takes damage equal to the prevented damage; save 11)



Jedi Healer
Cost: 22
Faction: Old Republic
Hit Points: 80
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Melee Attack, Double Attack
Army of Light (This character may not be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn)
Healing Tutor (At the start of the skirmish, choose an allied character with a Force rating. That ally gains Jedi Resilience and Avoid Defeat.)
Jedi Resilience (May spend an additional force point per turn to reroll a failed save)

Force Powers
Force 3
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 Damage from a living character)
Force Sense (Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round)
saber1
Posted: Tuesday, December 8, 2009 6:28:13 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
SITH
5 Admiral Saul Karath
6 Darth Bane, Lord of the Sith
7 Darth Maul, Shadow Hunter
8 Darth Zannah
9 Marka Ragnos, Sith Spirit
10 Sith Probe Droid


Admiral Saul Karath
Cost: 22
Faction: Sith
Hit Points: 50
Defense: 16
Attack: 6
Damage: 10

Special Abilities
Unique
Affinity (May be in a Old Republic squad)
Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Old Republic Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique Old Republic characters to your squad immediately before your first activation of the round)

Commander Effect
Your squad may contain non-Unique Old Republic characters. Non-melee allies within 6 squares gain Opportunist.



Darth Bane, Lord of the Sith
Cost: 80
Faction: Sith
Hit Points: 180
Defense: 19
Attack: 15
Damage: 20

Special Abilities
Unique, Melee, Double Attack
Cunning (+4 Attack and +10 Damage against an enemy who has not activated this round)
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
Orbalisk Armor (Whenever this character takes damage, reduce the damage dealt by 10 with a save of 6. Force powers whose name contains Lightning and attacks with Jolt deal +20 damage to this character)
Orbalisk Rage (If this character takes more than 10 damage in a turn, make a save of 11. On a failure, this character gains Savage, Deadly Attack and +10 Damage until the end of his next turn)
Rule of Two (Your squad may contain only 1 additional unique character with a Force Rating)

Force Powers
Force 2, Force Renewal 1, MotF 2
Lightsaber Assault (Force 1, replaces attacks: Make 2 melee attacks)
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)
Overwhelming Force (Force 1: This character's attacks cannot be prevented or redirected this turn)
Sith Rage (Force 1: +10 Damage on all attacks this turn)



Darth Maul, Shadow Hunter
Cost: 54
Faction: Sith
Hit Points: 120
Defense: 21
Attack: 12
Damage: 20

Special Abilities
Unique, Melee
Cunning (+4 Attack and +10 Damage against an enemy who has not activated this round)
Juyo Style (Scores a critical hit, and makes 1 immediate extra attack at +10 Damage, on an attack roll of natural 19 or 20. Force powers deal +10 Damage against this character.)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

Force Powers
Force 1, Force Renewal 1
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage (Force 1: +10 Damage on all attacks this turn)



Darth Zannah
Cost: 40
Faction: Sith
Hit Points: 90
Defense: 21
Attack: 11
Damage: 20

Special Abilities
Unique, Melee
Soresu Style (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Synergy (+4 Attack while within 6 squares of Darth Bane)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

Force Powers
Force 2, Force Renewal 1
Force Grip 2 (Force 2, replaces attacks: sight; 20 damage)
Lightsaber Block (Force 1: Whenever this character is hit by a melee attack, this character takes no damage with a save of 11)
Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11)



Marka Ragnos, Sith Spirit
Cost: 14
Faction: Sith
Hit Points: -
Defense: -
Attack: -
Damage: -

Special Abilities
Unique
Affinity (Your squad may contain characters whose name contains Ragnos)
Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11) while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Speed 4



Sith Probe Droid
Cost: 12
Faction: Sith
Hit Points: 20
Defense: 20
Attack: 0
Damage: 0

Special Abilities
Evade (When hit by a non-melee attack, this character takes no damage with a save of 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)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander Effect
At the end of this character’s turn an allied Sith with Stealth may spend 1 Force Point to switch locations with this character.
saber1
Posted: Tuesday, December 8, 2009 6:28:44 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
REBEL
11 Commander Luke on Tauntaun
12 Leia, Commando on Speeder Bike
13 Major Bren Derlin



Commander Skywalker on Tauntaun
Cost: 29
Faction: Rebel
Hit Points: 80
Defense: 19
Attack: 7
Damage: 20

Special Abilities
Unique
Double Attack
Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack)
Mobile Attack (Can move both before and after attacking)
Rapport (Allies with Hoth in their name are cost -1)
Speed 8

Force Powers
Force 3
Force Vision (Force 1: Before initiative is determined, suppress enemy special abilities that modify initiative for rest of round)
Lightsaber Deflect (Force 1: Whenever this character is hit by a non-melee attack, this character takes no damage with a save of 11)

Commander Effect
Allies with Hoth in their name gain Deceptive and Flurry.



Leia, Commando on Speeder Bike
Cost: 26
Faction: Rebel
Hit Points: 70
Defense: 17
Attack: 7
Damage: 20

Special Abilities
Unique
Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving)
Rapport (Allies with Speeder Bike in their name are cost -1)
Speed 12
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.)

Force Powers
Force 2

Commander Effect
Allies with Commando in their name (including this character) deal +10 Damage against enemies with Stealth.



Major Bren Derlin
Cost: 18
Faction: Rebel
Hit Points: 50
Defense: 18
Attack: 8
Damage: 20

Special Abilities
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Rebel Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique Rebel characters to your squad immediately before your first activation of the round)

Commander Effect
Allies with Tauntaun in their name who begin their move adjacent to this character gain Galloping Attack (As this character moves, it can attack each adjacent enemy, +4 Attack; 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.) and +4 Defense.
saber1
Posted: Tuesday, December 8, 2009 6:29:16 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
IMPERIAL
14 Agent Blackhole
15 Bastion Stormtrooper
16 General Weir
17 Jerec, Imperial Inquisitor
18 Joruus C’Boath, Cloned Jedi Master/Enraged
19 Scout Trooper Captain
20 Sergeant Irol on Speeder Bike
21 Trooper Davin Felth



Agent Blackhole
Cost: 27
Faction: Imperial
Hit Points: 70
Defense: 18
Attack: 7
Damage: 20

Special Abilities
Unique, Melee, Double Attack
Hand of the Emperor (This character can spend his own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn)
Vicious Attack (Triple damage instead of double on a critical hit)

Force Powers
Force 1, Force Renewal 1
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Fright (Force 1, range 6: For the rest of round target enemy gets -4 Attack and cannot make attacks of opportunity, save 16 negates)
Illusion(Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)

Commander Effect
Allied Shadow Stormtroopers within 6 squares gain Cloaked and Cunning Attack.



Bastion Stormtrooper
Cost: 12
Faction: Imperial
Hit Points: 30
Defense: 17
Attack: 7
Damage: 20

Special Abilities
Double Attack
Imperial Loyalist (Immune to Betrayal while an allied character with Emperor or Admiral in its name is in your squad)
Squad Cover (+4 Defense while 3 allies with the same name as this character are within 6 squares)



General Weir
Cost: 24
Faction: Imperial
Hit Points: 50
Defense: 18
Attack: 8
Damage: 10

Special Abilities
Unique, Double Attack
Bloodlust (+10 Damage on attacks against enemies at half Hit Points or less)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Doctrine of Fear (Enemy characters within 6 squares get -4 Attack)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander Effect
Your commandos within 6 squares gain Careful Shot.



Jerec, Imperial Inquisitor
Cost: 52
Faction: Imperial
Hit Points: 110
Defense: 21
Attack: 11
Damage: 20

Special Abilities
Unique, Melee, Double Attack
Jedi Hunter(+4 Attack and +10 Damage against enemies with Force ratings)
Miralukan Sight (May target an enemy regardless of cover)

Force Powers
Force 2, Force Renewal 1
Block Force (Force 2: replaces turn; Target adjacent character cannot spend Force points for the rest of the skirmish. At the beginning of each of target’s turns, target makes a save 16. On a success, negate effect.)
Force Push 3 (Force 3, replaces turn: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 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)
Lightsaber Defense (Force 1: Whenever this character is hit by as attack, this character takes no damage with a save of 11)



Joruus C’Boath, Cloned Jedi Master
Cost: 58
Faction: Imperial
Hit Points: 130
Defense: 21
Attack: 12
Damage: 20

Special Abilities
Unique, Melee, Double Attack
Blinding Arrogance (This character may not benefit from commander effects or spend force points to reroll)
Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.)
Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)

Force Powers
Force 2, Force Renewal 2, Master of the Force 2
Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
Force Push 2 (Force 2, replaces attacks; range 6: 20 Damage; push back target 2 squares if Huge or smaller)
Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)

Joruus C’Boath, Enraged
Cost: - (opposite side of same stat card)
Faction: Imperial
Hit Points: 130
Defense: 20
Attack: 14
Damage: 20

Special Abilities
Unique, Melee, Double Attack
Blinding Arrogance (This character may not benefit from commander effects or spend force points to reroll)
Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)

Force Powers
Force 2, Force Renewal 2, Master of the Force 2
Force Lightning 4 (Force 4, replaces attacks: range 6; 50 Damage to target. Huge or smaller characters are considered activated this round; save 16)
Force Storm 2 (Force 2, replaces attacks: 20 damage to all adjacent characters)
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)



Scout Trooper Captain
Cost: 18
Faction: Imperial
Hit Points: 40
Defense: 17
Attack: 8
Damage: 10

Special Abilities
Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character)
Rapport (Allies with Scout Trooper in their name are cost -1)
Stable Footing (Not slowed by difficult terrain or low objects.)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

Commander Effect
Allies within 6 squares with Scout Trooper in their name gain +4 Attack and Mobile Attack.



Sergeant Irol on Speeder Bike
Cost: 27
Faction: Imperial
Hit Points: 50
Defense: 18
Attack: 7
Damage: 20

Special Abilities
Unique
Speed 12

Flight (Ignores difficult terrain, enemy characters, low objects and pits when 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.)
Repulsor Upgrade (Allies with Speeder Bike in their name gain Speed 12 and lose Accelerate)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

Commander Effect
Allies with Scout Trooper in their name gain Twin Attack.



Trooper Davin Felth
Cost: 19
Faction: Imperial
Hit Points: 60
Defense: 18
Attack: 11
Damage: 20

Special Abilities
Unique, Double Attack
Advantageous Attack (+10 Damage against an enemy who has not activated this round)
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Internal Conflict (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)
saber1
Posted: Tuesday, December 8, 2009 6:29:48 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
NEW REPUBLIC
22 Admiral Gar Stazi
23 Cilghal
24 Corran Horn, Jedi Master
25 Galactic Alliance Captain
26 Meewhal
27 New Republic Pilot
28 Saba Sebatyne, Jedi Master
29 YVH 1C


Admiral Gar Stazi
Cost: 18
Faction: New Republic
Hit Points: 40
Defense: 16
Attack: 6
Damage: 10

Special Abilities
Unique
Cunning +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
Mobile Attack (Can move both before and after attacking)
Strategic Withdrawal (Allied Pilots and non-Unique characters that begin their move adjacent to an enemy may move away from that enemy without provoking an Attack of Opportunity)

Commander Effect
Allied Pilot and non-Unique characters gain Squad Cover.



Cilghal
Cost: 27
Faction: New Republic
Hit Points: 70
Defense: 18
Attack: 10
Damage: 20

Special Abilities
Unique, Melee Attack, Double Attack

Force Powers
Force 2, Force Renewal 1
Force Heal 30 (Force 3, replaces attacks: touch; remove 30 Damage from a living character)
Force Stun (Force 1, usable only on this character’s turn: range 6; target living enemy is considered activated this round; save 11)
Force Sense (Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round)

Commander Effect
Followers with a Force Rating within 6 squares gain Avoid Defeat and Jedi Resilience (May spend an additional force point per turn to reroll)



Corran Horn, Jedi Master
Cost: 48
Faction: New Republic
Hit Points: 130
Defense: 21
Attack: 13
Damage: 20

Special Abilities
Unique, Melee Attack, Double Attack
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Tràkata Technique Mastery (This character's attacks, and the damage from those attacks, cannot be prevented or redirected, save 16 negates)

Force Powers
Force 2; Force Renewal 1, Master of the Force 2
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker.)
Lightsaber Precision (Force 1: This character gets +10 Damage on its next attack)
Master Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)


Galactic Alliance Captain
Cost: 16
Faction: New Republic
Hit Points: 40
Defense: 17
Attack: 8
Damage: 20

Special Abilities
Double Attack
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander Effect
Non-unique characters in your squad with Stealth (including this character) and who have cover cannot be targeted by nonadjacent enemies.



Meewahl
Cost: 25
Faction: New Republic
Hit Points: 80
Defense: 20
Attack: 10
Damage: 20

Special Abilities
Unique, Melee, Double Attack
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Mal’ary’ush Honor Guard (This character gains Bodyguard while adjacent to any character with Solo or Skywalker in its name. May not benefit from commander effects from characters without Solo or Skywalker in their name.)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)



Saba Sebatyne, Jedi Master
Cost: 57
Faction: New Republic
Hit Points: 140
Defense: 22
Attack: 13
Damage: 20

Special Abilities
Unique, Melee Attack, Double Attack
Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates)
Rend +10 (If both its attacks hit the same adjacent character, this character’s second attack gets +10 Damage)

Force Powers
Force 2, Force Renewal 1, Master of the Force 2
Force Leap (Force 1, this character can move through enemy characters without provoking attacks of opportunity)
Force Push 4 (Force 4, replaces attacks: sight; 40 Damage; push back target 4 squares if Huge or smaller)
Force Sense (Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round)
Lightsaber Defense (Force 1: Whenever this character is hit by an attack, this character takes no damage with a save of 11)



YVH 1C
Cost: 23
Faction: New Republic
Hit Points: 60
Defense: 18
Attack: 10
Damage: 10

Special Abilities
Droid
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10)
Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11)
Mobile Attack (Can move both before and after attacking)
Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)
saber1
Posted: Tuesday, December 8, 2009 6:30:19 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
YUUZHAN VONG
30 Chazrach
31 Thrall Herder



Chazrach
Cost: 11
Faction: Yuuzhan Vong
Hit Points: 30
Defense: 15
Attack: 8
Damage: 10

Special Abilities
Melee
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Momentum (If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)



Thrall Herder
Cost: 18
Faction: Yuuzhan Vong
Hit Points: 50
Defense: 15
Attack: 8
Damage: 10

Special Abilities
Double Attack
Empathy (Allies with Savage within 6 squares lose Savage)
Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)

Commander Effect
Allied Chazrach within 6 squares can make 1 immediate attack at +10 Damage when they are defeated.
saber1
Posted: Tuesday, December 8, 2009 6:30:51 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
FRINGE
32 Ewok Chieftain
33 Ewok on Speeder Bike
34 Jango Fett, Clone Trooper Template
35 Jodo Kast
36 Mouse Droid (reprint)
37 Rakghoul (reprint)
38 Rancor Keeper
39 Ugnaught Trader
40 Wookie Bounty Hunter



Ewok Chieftain
Cost: 13
Faction: Fringe
Hit Points: 40
Defense: 16
Attack: 7
Damage: 10

Special Abilities
Melee, Double Attack
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)

Commander Effect
Swarm +1 gives double the attack bonus to allied Ewoks.



Ewok on Speeder Bike
Cost: 15
Faction: Fringe
Hit Points: 30
Defense: 17
Attack: 1
Damage: 20

Special Abilities
Diversion (Enemies within Line of Sight of this character may not move out of Line of Sight of this character during their turn)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Evade (When hit by a non-melee attack, this character takes no damage with a save of 11)
Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving)
Speed 12



Jango Fett, Clone Trooper Template
Cost: 70
Faction: Fringe
Hit Points: 120
Defense: 19
Attack: 10
Damage: 20

Special Abilities
Unique, Double Attack
Bounty Hunter +4 (+4 Attack against Unique enemies)
Clone Reserves 30 (If you roll exactly 6 or 16 for initiative, you can add up to 30 points of characters with Order 66 to your squad immediately before your first activation of the round)
Clone Template (This character can use any special ability on any character with Order 66 currently in play.)
Flamethrower 20 (Replaces attacks: range 6; 20 Damage to target and to each character adjacent to the target)
Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving)
Jedi Hunter (+4 Attach and +10 Damage against enemies with a Force Rating)
Missiles 20 (Replaces attacks: sight; 20 Damage to target and to each character adjacent to target, save 11)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)



Jodo Kast
Cost: 34
Faction: Fringe
Hit Points: 70
Defense: 19
Attack: 10
Damage: 10

Special Abilities
Unique
Bounty Hunter +2 (+2 Attack against Unique enemies)
Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving)
Missiles 20 (Replaces attacks: sight; 20 Damage to target and to each character adjacent to target, save 11)
Mobile Attack (Can move both before and after attacking)
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Virulent Poison Dart (Replaces turn: range 6; 40 damage to target living enemy; save 16)



Mouse Droid (reprint)



Rancor Keeper
Cost: 15
Faction: Fringe
Hit Points: 30
Defense: 12
Attack: 4
Damage: 0

Special Abilities
Melee
Beast Tender (Replaces attacks, touch: remove 20 Damage from a character with Savage. May not be targeted by characters with Savage.)
Protective +20 (+20 Damage while a wounded ally with Rancor in its name is within 6 squares)
Synergy (+4 Attack while an ally with Rancor in its name is within 6 squares)

Commander Effect
Allies within 6 squares with Rancor in their name may ignore the effects of Savage and gain Bodyguard.



Rakghoul (reprint)



Ugnaught Trader
Cost: 9
Faction: Fringe
Hit Points: 10
Defense: 13
Attack: 0
Damage: 10

Special Abilities
Melee
Optics Supplies (Replaces turn: choose one adjacent ally to gain Spotter +10 for the rest of the skirmish)
Ordinance Supplies (Replaces turn: choose one adjacent ally to gain Satchel Charge for the rest of the skirmish)



Wookie Bounty Hunter
Cost: 17
Faction: Fringe
Hit Points: 50
Defense: 18
Attack: 8
Damage: 20

Special Abilities
Double Attack
Madclaw (This character may not benefit from commander effects and may not be in a squad that contains a Wookie character without Madclaw)
Momentum (If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies)
Rend +20 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +20 Damage)
carnorjax1
Posted: Tuesday, December 8, 2009 11:15:31 AM
Rank: Advanced Bloo Milk Member
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Joined: 9/22/2009
Posts: 697
Location: The Squall, Yinchorr
Awesome, love the set choices, but maybe a better name would have been Jedi and Sith?
darkjacen
Posted: Tuesday, December 8, 2009 6:52:41 PM
Rank: Advanced Bloo Milk Member
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Joined: 11/18/2008
Posts: 120
I like the idea of the SA Jedi Resillience. BigGrin So far the Jedi healer is my favorite. Even more so than Exar Kun.
saber1
Posted: Wednesday, December 9, 2009 2:41:29 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Thank you for the feedback. Sith stats have been added above.

EDIT: Darth Zannah and Sith Probe Droid have been tweaked.
saber1
Posted: Friday, December 11, 2009 3:24:03 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Rebel stats posted above!
saber1
Posted: Saturday, December 12, 2009 2:29:06 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
EDIT: Darth Bane has been tweaked
saber1
Posted: Saturday, December 12, 2009 2:57:17 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
Imperials added above. Feedback is welcome.
darkjacen
Posted: Saturday, December 12, 2009 7:43:49 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 11/18/2008
Posts: 120
Whoa...Your Joruus Cboath is really something. A flip-side SWm character? Has that ever been made before? I know the starships game had that, i mean really whoa...Woot

That is quite a figure. One side denotes his more jedi-like side and the other a darksider variant. Great work.ThumbsUp
saber1
Posted: Sunday, December 13, 2009 2:54:31 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
darkjacen wrote:
Whoa...Your Joruus Cboath is really something. A flip-side SWm character? Has that ever been made before? I know the starships game had that, i mean really whoa...Woot

That is quite a figure. One side denotes his more jedi-like side and the other a darksider variant. Great work.ThumbsUp


Thank you for the comments. Thus far, WotC has not made a card-flipping ability in the SWM game. When I was considering Joruus, I was having difficulty pinning his stats down until I realized he was virtually two different people in one body. Then it occured to me that a card flip would represent his dual nature perfectly. After a brief brainstorm, I developed the mechaninc of Unstable Psyche and the rest fell into place.
saber1
Posted: Monday, December 14, 2009 5:26:39 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
NR is up.
darkjacen
Posted: Monday, December 14, 2009 9:15:34 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 11/18/2008
Posts: 120
I like your Cilghal. Avoid Defeat and your Jedi Resilience power is a nice touch. Your Saba Sabatayne isn't something I'd ever want to play against. She's a monster up close and has force push 4.

About your Corran Horn, why no mind trick? Illusion is perfect for him. I'm a bit unsure about his special force push though. Yeah, depending on the situation, he's capable of using telekinesis, but more often he resorts to the Halcyon superior use of mind trick.; Have you considered doing something like Mindtrick 2 (or something) that requires a higher save like 16? That would be more Like the Corran Horn we've seen so far.Smile

Oh yeah Yuuzhan Vong hunter...sweet.ThumpUp
saber1
Posted: Tuesday, December 15, 2009 3:47:53 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 1,450
Location: At the controls
darkjacen wrote:

About your Corran Horn, why no mind trick? Illusion is perfect for him. I'm a bit unsure about his special force push though. Yeah, depending on the situation, he's capable of using telekinesis, but more often he resorts to the Halcyon superior use of mind trick.; Have you considered doing something like Mindtrick 2 (or something) that requires a higher save like 16? That would be more Like the Corran Horn we've seen so far.Smile


Yeah, his Push is awkwardly named and you make a good point about Mind Trick. I had not considered giving him an upgraded ability. I like the idea and it may give him the range I was looking for when I developed his Push. How about:

Jedi Mind Trick 2 (Force 2, usable only on this character's turn: range 6; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)

OR

Jedi Mind Trick Mastery (Force 2, usable only on this character's turn: range 6; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)

OR

Master Mind Trick (Force 2, usable only on this character's turn: range 6; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)
darkjacen
Posted: Tuesday, December 15, 2009 11:32:15 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 11/18/2008
Posts: 120
Master Mind Trick sounds good. It sounds similar to the likes of Knight Speed and Master Speed. Plus with MOTF2 Corran gets to use it twice. (Played against a Corran Horn recently and the regular mind trick can be a real pain.Blink )
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