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Some of my custom stats I dug up from Wizards aswell as a few new ones. Options
CerousMutor
Posted: Monday, May 17, 2010 5:06:54 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Nick Rostu, Renegade
Fringe
27
Hit Points 90
Defence 18
Attack +9
Damage 20
Unique
Special Abilities This Character may not be in a squad with characters that have Order 66 Double Attack (On his turn, this character can make 1 extra attack instead of moving); Mobile Attack (Can move both before and after attacking)
Grenades 40 (Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11)
Clone Vengance (+4 and +10 Damage against Sepratist and Imperialcharacters and characters with Order 66)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Lord Nyax
Cost: 61
Hit Points: 100
Defense: 22
Attack: 9
Damage: 20

Unique ;
Special Abillities; Cyborg ; Melee Reach 2;
Twin Attack; Mobile Attack;
Unstable If this character is wounded, he must make a save of 6 to be able to spends Force Points on this turn.
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force

Force 1;
Force Renewal 1
Force Repulse 3(Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 6 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Master Speed (Force 1: This character can move 6 extra squares on his turn as part of his move)

Commander Effect
Non-Unique Followers within 6 squares gain +4 Attack +10 damage (I've played around with his stats a bit, I really think this is the best playable version)



Darth Bane on Drexl
Sith Size = Gargantuan
points 72
Hit Points: 200
Attack 12
Defense: 17
Damage: 30
Special: Unique; Melee
Twin Attack; Double Attack; Melee Reach 3;
Mobile Attack
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Speed 12 (Can move up to 12 squares and attack, or 24 squares without attacking)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10; Adjacent enemies with lightsabers ignore this special ability)
Rend +20 (If all of its melee attacks hit the same adjacent enemy, this character's final attack gets +20 Damage)

Force 2.
Force Renewal 1

Sith Lightsaber Throw 3 (Force 3, replaces attacks: Make 1 attack each on 3 enemies within 6 squares, these enemys do not have to be adjacent to this character or each other)
Force Lightning 4 (Force 4, replaces turn: range 6; 50 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 16)

Joruus C'baoth, Guardian of Wayland
Fringe
60
Hit Points 80
Defense 23
Attack -
Damage -
Special: Unique
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Dominate Mind (Sight; Once per round, after initiative is determined, one character can take an immediate turn. This does not count as activating that character this round, or count as one of your 2 activations this phase.)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist [+4 Defense when attacked by an adjacent enemy with a Force rating])
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend Joruus C'baoth's Force points as if they were its own)

Force 3.
Force Renewal 1

Master of the Force 3 (May spend Force points up to 3 times in a single 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 16)
Force Scream (Force 2, usable only on this character's turn: Enemy characters within 6 squares take 10 damage and are pushed back 1 square save 11; moved characters are considered activated this round)
Force Aura (Force 5, replaces turn: For the rest of the skirmish, this character gains the following ability: Enemy characters within 6 squares can only attack adjacent characters regardless of Special Abilities and Force Powers)

Commander Effect
Followers with a force rating within 6 squares can use 1 Force power 1 extra time per turn.

"You don't understand power...Conquering worlds you'll never even visit isn't power. Neither is destroying ships and people and rebellions you haven't looked at face-to-face."



Tahiri Veila, Bounty Hunter
Fringe
43
HP- 90
Def- 18
Atk- 10
Dmg- 20
Special Abilities
Unique

Melee Attack (Can attack only adjacent enemies)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Vongsense (Yuuzhan Vong are effected by Force Powers used by this character)
Bounty Hunter +2 (+2 Attack against Unique enemies)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Bounty Target (After setup, choose any 1 enemy. This character gets +4 Attack and +10 Damage against the chosen enemy.)

Force Powers Force 5
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked [cannot be targeted by nonadjacent enemies])
Master Speed (Force 1: This character can move 6 extra squares on his turn as part of his move)
Force Override (Force 1: usable on this characters turn, locked doors are considered open to this character for the remainder of this turn)


Vergere, Force Tutor
Fringe
38

Hit Points 50
Defense 18
Attack -
Damage -

Unique,
Force Tutor (At the start of the skirmish, choose an allied character that character gains Force Renewal 1 and 1 of Vergere’s Force Powers for the rest of the skirmish; that character can spend its own Force points once per turn and spend Force points from a character named Verger once per turn)

Force 3.
Force Renewal 2
Master of the Force 2
(May spend Force points up to 2 times in a single turn)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked [cannot be targeted by nonadjacent enemies])
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Force Silence (Force 3, replaces turn; For the rest of the skirmish, this character is considered not to have force points for the benefits of enemy attacks and special abilities; Force powers cannot be cancelled or redirected when used by this character)
Force Aura (Force 5, replaces turn: For the rest of the skirmish, this character gains the following ability: Enemy characters within 6 squares can only attack adjacent characters regardless of Special Abilities and Force Powers)


Bane Malar, Bounty Hunter
Fringe 60
Hit Points 120
Defence 20
Attack +11
Damage 20

Unique Special Abilities
Twin Attack Mobile Attack (Can move both before and after attacking)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Bounty Hunter +2 (+2 Attack against Unique enemies)
Glitterstim Boost (Once per round, immediatly before initiative is determined this character may use this ability, remove 20 Hit Points; this character gains the following for the remainder of this round Bounty Hunter +8, Accurate Shot and Intuition [Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates])

The inmates of the Kessel spice mines dreaded the name Bane Malar. Those he brought in alive were terrified of him.



Kueller, Dark Jedi
Empire
Cost: 56
Hit Points: 100
Defense: 19
Attack: 11
Damage: 20

Unique
Special Abillities;

Melee; Twin Attack;
Detonate (Allied droids only; replaces turn; target 1 droid, sight. That droid is defeated.)
Blast Radious 2 (characters within 2 squares of Droids are concidered adjacent for the purposes of Self-Destruct)
Doctrine of Fear (Enemy characters within 6 squares get -4 Attack)
Droid Control (characters with Droid may be in you squad regardless of faction)

Force Powers
Force 6

Recovery 30(Force 2, replaces turn: Remove 30 damage from this character)
Force Push 2(Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)

Commander Effect
Droids are subject to these effects: Droid followers gain +4 Defence and Self-Destruct 30 (When this character is defeated, each adjacent character takes 30 damage; save of 11 reduces it to 10) Stormtrooper followers gain Droid when in this characters squad.

"Your problem is that you don't understand the power of hate." - Kueller, Dark Jedi



Probus Tesla
Empire
Cost: 36
Hit Points: 90
Defense: 19
Attack: 11
Damage: 20

Unique
Special Abillities;

Melee Attack (Can attack only adjacent enemies)
Awe of Vader (If this character is within 6 squares of a character named Darth Vader he can spend Force points 1 extra time per turn)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)

Force 4
Force Lightning 2
(Force 2, replaces attacks: range 6; 30 damage to 1 target and 2 characters adjacent to that target)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)

Viqi Shesh
New Republic 34
Hit Points 50
Defense
16
Attack
+8
Damage
10
SPECIAL ABILITIES
Unique Melee Attack
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Alligence (This character is not subject to betrayel or Dominate)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Affinity (may be in a Yuuzhan Vong squad)

Commander Effect
Deception (Allied characters that are within 6 squares of this character gain Cloaked [If this character has cover, it cannot be targeted by nonadjacent enemies])


Oron Jaeger, 501st Commander
Imperial
25
Hit Points 50
Defence 19
Attack 8
Damage 20
Unique
Special Abilities
Affinity May be in a New Republic squad

Commander Effect
Stormtrooper followers gain Mobile Attack and Evade


Darth Bane in Orbalisk Armor, The Dark Lord of the Sith
Sith 90
Hit Points: 200
Defense: 18
Attack 13
Damage: 30
Special: Unique; Melee Twin Attack; Triple Attack;
Orbalisk Armor (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; Whenever this character is hit from Force Powers with Lightening in the name it takes double damage and loses Orbalisk Regenerative Armor until the end of this round)
Orbalisk Regenerative Armor (Remove 30 damage at the start of this characters turn. Whenever this character would take damage save of 6 and reduce the damage by 10)
Orbalisk Hunger (When this character spends a force point he takes an immediate 10 damage; this cannot be reduced by Orbalisk Regenerative Armor)
Rule of Two (Your squad may only include one other character with a force rating; it may spend its own Force points once per turn and spend Force points from this character once per turn)

Force 3.
Force Renewal 2

Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Push 5 (Force 5, replaces attacks: 40 damage to 1 target and 2 characters adjacent to target; push back 1 target and 2 characters adjacent 4 squares if Huge or smaller.)
Sith Rage (Force 1: +10 Damage on all attacks this turn)
Orbalisk Sith Rage (Force 6, replaces turn, counts as 2 activations this turn. This character may move up to double its speed and make all its attacks against an adjacent enemy at +4 attack +20 damage.)


Zythmnr, Sith Priest
Sith
34
Hit Points 80
Defense 14
Attack 10
Damage 10
Unique
Special Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Melee Attack (Can attack only adjacent enemies)
Furious Assault

Force 3
Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11)
Force Corruption 1 (Force 1, replaces attacks: range 6, non-Droids only: 10 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer corrupted.)

Commander Effect
Followers with Sith gain +6 Attack and Massassi followers gain Furious Assault





Emperor Darth Krayt
Sith
99
Hit Points: 160
Attack 16
Defense: 22
Damage: 20
Special: Unique; Pilot; Melee
Twin Attack;
Jar'Kai Mastery (+4 Defence against melee attacks. 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)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains
Lightsaber Duelist [+4 Defense when attacked by an adjacent enemy with a Force rating])
Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies)
Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)

Force 4.
Force Renewal 1

Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16.)
Sith Rage (Force 1: This character gets +10 Damage on all his attacks this turn)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)

Commander Effect
Sith followers gain +4 Attack and +4 Defence
Your squad may include Imperial characters. Allied characters within 6 squares gain Force Renewal 1



CerousMutor
Posted: Monday, May 17, 2010 9:34:47 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Changed Bane in Armour a little
CerousMutor
Posted: Saturday, May 29, 2010 9:22:01 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
No feed back or construct?Crying
Gemini1179
Posted: Saturday, May 29, 2010 2:44:34 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/27/2008
Posts: 229
For crying out loud, I had a whole post here, and then I lost it. Ungh.

Ok, Coles Notes version: some characters I'm not familiar with so I won't comment on them.

Lord Nyax- I remember him being more mindless, or childlike and a simple force brute, which would lend itself to being a character with higher HP and lower Def. Pawn of the Darkside would probably be more appropriate than his CE.

Bane on Drexl- I think one could suspend their disbelief enough to allow this character to be just a Huge instead of Gargantuan. I think there'd be some serious playability issues with his size and mobility. Stats seem fine.

Joruus- Why no atk and dam values? He's not a ghost, right? 0,0 would work. Dominate Mind is too powerful as is. I suggest an upgrade to Dominate making the save 16 to show a more powerful ability and increase the odds of success. MotF3 is pretty much unneeded here (MotF 2 would work) and Force Scream should affect all characters within 6 for balance and logic issues.
Force Aura probably has a few wording issues, one being that the word "ability" should probably be changed to "commander effect". Unless you actually want it to be an SA, in that case, you need to give it a name.
CE is probably too powerful- and worded a bit strangely, it almost seems like I have to pre-select which force power I'm going to use that extra time.

Tahiri- Is this after the NJO and Second Galactic Civil War? I don't know much about her in the Fate of the Jedi series.

Vergere- Same question as for Joruus, if she's not dead, atk and dam ratings can be at 0. Force Tutor might get a bit confusing as someone might forget which force power they were taking to use, and/or it might get to a point where an opponent remembers you selecting a different one and an argument ensues. Also, if she's Unique, you don't need that bit about "...a character named Verger..." when a simple "...and spend Force points from this character once per turn" - although, you're getting into a far more powerful ability than anything that is currently similar. Right now, you can give Boba Fett BH, FR1, a Force power and MotF 2. Waay too powerful.
Same issues with Force Aura.

Viqi Shesh- This I like. I had a similar thought in giving her Diplomat and letting her be able to fight. Evade and Parry, however, are FAR too powerful a combo with Diplomat. CE is confusing because you've named it like an SA. Also, for her to have Diplomat, Evade, Parry, can't betray or be dominated and has a CE granting Cloaked to ALLIES within 6- it would be a bit insane. ESPECIALLY at 34 points.

Darth Bane in Orbalisk- You're doing way too much here. Simplify, simplify, simplify. No need to reinvent the wheel and make your players have to remember so many "if/then" situations. The Orbalisk stuff can be trimmed down. Mixed in with those abilities, you have Djem So Style (which would fit on Bane as he was a practitioner), Regeneration 30, Vonduun Crab Armor 6, a restricted type of Affinity and a Hand of the Emperor type of ability.
Orbalisk Sith Rage might be a bit much as well. If I read this correctly, Bane has Triple, Melee, and Twin attack at 30 base damage. For 6 Force, I can move 12 and do up to... 360 damage. Wow, that's a lot. Might be too much. Remember that HP, Def and Atk can also be used to represent a character's unique characteristics as well.

Krayt- I actually don't have a lot of problems with this piece Save for his CE. Restrict the affinity to non-unique Imps and you're probably ok. The FR1 to allies... I never agreed to it on Palpatine, although he did often imbue followers with force power, but Krayt never seemed to give any attention or anything to someone who wasn't sith. Allies with a Force rating would be a bit more appropriate.

Hope some of this helps.
CerousMutor
Posted: Saturday, May 29, 2010 9:16:21 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Thanks for the feedback Gemini1179
Gives me something to work on.BigGrin
CerousMutor
Posted: Saturday, May 29, 2010 9:36:29 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Darth Bane in Orbalisk Armor, The Dark Lord of the Sith
Sith 90
Hit Points: 200
Defense: 18
Attack 14
Damage: 20
Special: Unique; Melee Twin Attack; Double Attack;
Orbalisk Armor (Whenever this character would take damage, save of 6 and reduce the damage by 10; Whenever a melee attack against this chararcter misses, this character can make an immediate attack against that attacker; Whenever this character is hit from Force Powers with Lightening in the name it takes double damage and loses Regeneration 30 ] until the end of this round)
Regeneration 30 If this character doesn't move on his turn, remove 30 damage from her at the end of that turn

Force 3.
Force Renewal 2

Master of the Force 2 (May spend Force points up to 2 times in a single turn)
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
Sith Rage (Force 1: +10 Damage on all attacks this turn)
Orbalisk Sith Rage (Force 6, replaces turn, counts as 2 activations this turn. This character may move up to double its speed and make all its attacks against an adjacent enemy at +2 attack +10 damage.)

Commander Effect
Rule of Two (Your squad may include only 1 other charcter with Force Powers; that character can spend its own Force points once per turn and spend Force points from this character once per turn)

a reworked version of bane
CerousMutor
Posted: Sunday, May 30, 2010 3:25:36 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Viqi Shesh
New Republic 36
Hit Points 50
Defense
16
Attack
+8
Damage
10
SPECIAL ABILITIES
Unique Melee Attack
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Affinity (may be in a Yuuzhan Vong squad)

Commander Effect
Deception (Yuuzhan Vong within 6 squares of this character gain Cloaked [Cannot be targeted by nonadjacent enemies])

CerousMutor
Posted: Sunday, May 30, 2010 6:05:37 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Joruus C'baoth, Guardian of Wayland
Fringe
60
Hit Points 80
Defense 23
Attack 0
Damage 0
Special: Unique
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist [+4 Defense when attacked by an adjacent enemy with a Force rating])
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend Joruus C'baoth's Force points as if they were its own)

Force 3.
Force Renewal 1

Master of the Force 3 (May spend Force points up to 3 times in a single 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 16)
Dominate Mind (Force 5, Sight; Once per round, after initiative is determined, one living character enemy or ally can take an immediate turn under this characters control. This does not count as activating that character this round, or count as one of the 2 activations this phase; save 16, the target character is not controlled but takes 10 Damage.)
Force Scream (Force 2, usable only on this character's turn: Living characters within 6 squares take 10 damage and are pushed back 1 square save 11; moved characters are considered activated this round)
Force Aura (Force 5, replaces turn: For the rest of the skirmish, this character gains the following commander effect: Enemy characters within 6 squares can only attack adjacent characters regardless of Special Abilities and Force Powers)

Commander Effect
Each follower within 6 squares can use 2 abilities that replace attacks instead of 1 on its turn.




Vergere, Force Tutor
Fringe
38

Hit Points 40
Defense 18
Attack 0
Damage 0

Unique,
Force Tutor (At the start of the skirmish, choose 1 allied character with a force rating that character gains Master of the Force 2 and may use Vergere’s Force Powers once per turn; that character can spend its own Force points once per turn and spend Force points from a character named Verger once per turn)

Force 3.
Force Renewal 2
Master of the Force 2
(May spend Force points up to 2 times in a single turn)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked [cannot be targeted by nonadjacent enemies])
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Force Silence (Force 3, replaces turn; For the rest of the skirmish, this character is considered not to have force points for the benefits of enemy attacks and special abilities; Force powers cannot be cancelled or redirected when used by this character)
Force Aura (Force 5, replaces turn: For the rest of the skirmish, this character gains the following commander effect: Enemy characters within 6 squares can only attack adjacent characters regardless of Special Abilities and Force Powers)





rewoked C'baoth and Vergere
keeping the MoF3 on c'baoth to use on his evade.
Changed C'baoth again, after a re-think. I think this version is as close to the book character as possible within the mechanics of the game, also adds more wieght o keeping him at MoTF 3
CerousMutor
Posted: Monday, May 31, 2010 6:59:45 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Lord Nyax
Cost: 63
Hit Points: 150
Defense: 18
Attack: 12
Damage: 20

Unique ;
Special Abillities; Cyborg ; Melee Reach 2;
Twin Attack; Mobile Attack;
Unstable If this character is wounded, he must make a save of 6 to be able to spend Force Points on this turn.
Force Hunter (+6 Attack against enemies with a Force rating; This character must end its move next to an enemy with a force rating if it can)
Self-Destruct 40 When this character is defeated, each adjacent character takes 40 damage

Force 1;
Force Renewal 2
Force Repulse 4(Force 4, replaces turn: 40 damage to all characters within 4 squares; push back Huge or smaller characters to 6 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Force Flight (Force 1, usable only on this character's turn: this character gains Flight [Ignores difficult terrain, enemy characters, low objects, and pits when moving] until the end of this round)

Commander Effect
Non-Unique Followers within 6 squares gain Furious Assault Replaces turn: Can move up to 12 squares, then attack each legal target once.

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