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The Force Unleashed 2.0: the Way it Should Have Been Options
Human Black Sun Vigo
Posted: Sunday, August 15, 2010 11:59:14 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
In my opinion, Wizards of the Coast used TFU as an excuse to release some of the characters in the video game, and used the rest of the set to release and re-release Hoth characters. For your consideration, I present to you "The Force Unleashed 2.0".

Imperial
1. 501st Legionnaire C
2. Aerial Stormtrooper U
3. Imperial AT-ST R
4. Darth Vader, Bane of the Jedi VR
5. Darth Vader's Apprentice R
6. Shadow Guard U
7. Galen, Vader's Apprentice VR
8. Imperial Heavy Trooper U
9. Imperial Medic U
10. IT-O Interrogator C
11. Lord Palpatine VR
12. Ozzik Sturn R
13. Stormtrooper with Force Pike U
14. Prowler Droid C
15. Royal Sentinel U
16. Shadow Trooper U
17. Guard Stormtrooper C
18. Ozzik Sturn's AT-ST VR
Republic
19. Kazdan Paratus, Eccentric Outcast VR
20. Shaak Ti, Guardian of Felucia R
Rebel
21. Bail Organa, Senator R
22. Garm Bel-Iblis, Rebel Conspirator R
23. Juno Eclipse, Starkiller's Pilot R
24. Kento VR
25. Kota R
26. Kota's Militia-Striker C
27. Kota's Militia-Swordsman U
28. Kota's Milita-Vanguard C
29. Leia Organa R
30. Rebel Striker C
31. Wookiee Defender C
32. Wookiee Crusader U
Fringe
33. Bespin Soldier C
34. Bull Rancor VR
35. Cho'paa VR
36. Drexl Roosh R
37. Dug Thug U
38. Duros Thug C
39. Felucian Clan Chieftain U
40. Felucian Rancor R
41. Felucian Warrior U
42. Gamorrean Brute C
43. Gran Thug U
44. Human Thug U
45. Junk Behemoth R
46. Junk Golem U
47. Junk Warrior C
48. Kleef VR
49. Kleef's Guard Droid U
50. Mandalorian Mercenary U
51. Maris Brood, Felucian Leader VR
52. PROXY, Experimental Droid VR
53. Rodian Scavenger C
54. Rodian Thug C
55. Talz Thug U
56. Twi'lek Thug C
57. Weequay Brute U
58. Whiphid Thug U
Sith
59. Darth Desolus VR
60. Darth Phobos VR

This doesn't follow any rarity distribution guidelines, I just grabbed a piece of paper and a pencil and wrote these down. I'll be posting their stats whenever I have time. If you have any comments, or think I should change any of their stats, please feel free to speak up. I would try to get this into the Custom Sets area of the site, but it has too many characters and, as I said, doesn't follow the rarity distribution guidelines that shinja set up.
Human Black Sun Vigo
Posted: Monday, August 16, 2010 12:41:15 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
1/60 501st Legionnaire
Imperial, Medium Base Size, Common, Cost 7.
20 Hit Points, 17 Defense, +6 Attack, 10 Damage.
Squad Assault (+4 Attack if 3 or more allies with the same name as this character are within 6 squares.)
Trooper (Counts as a character named 501st Trooper.)
These elite stormtroopers led the Empire's assault on Kashyyyk while Vader searched for a renegade Jedi.

2/60 Aerial Stormtrooper
Imperial, Medium Base Size, Uncommon, Cost 21
50 Hit Points, 19 Defense, +9 Attack, 20 Damage.
Flamethrower 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Often, the trooper with the better mobility and weapons will win the fight. These agents of the Empire had both.

3/60 Imperial AT-ST
Imperial, Huge Base Size, Rare, Cost 62
140 Hit Points, 13 Defense, +8 Attack, 40 Damage.
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
Mobile Attack (Can move both before and after attacking)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Rigid (Can't squeeze.)
Triple Attack (On its turn, this character can make 2 extra attacks instead of moving)

4/60 Darth Vader, Bane of the Jedi
Imperial, Medium Base Size, Very Rare, Cost 54
140 Hit Points, 23 Defense, +15 Attack, 20 Damage.
Unique, Melee Attack, Triple Attack
Dark Armor (Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Jedi Hunter (+4 Attack and +10 Damage against enemies with a Force rating)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Force 3, Force Renewal 2
Force Grip 4
(Force 4, replaces attacks: sight; 40 damage)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
Force Push 5 (Force 5, replaces turn: range 6; 50 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 5 squares if Huge or smaller. Huge or smaller characters are considered activated this round; save 16)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Throw 5 (Force 5, replaces turn: Choose 1 enemy within line of sight, ignoring cover. Make 2 attacks against the chosen enemy and against each character adjacent to that enemy.)

5/60 Darth Vader's Apprentice
Imperial, Medium Base Size, Rare, Cost 34.
110 Hit Points, 22 Defense, +13 Attack, 20 Damage.
Unique, Melee Attack, Double Attack
Jedi Hunter (+4 Attack and +10 Damage against enemies with a Force Rating)
Lightsaber Resistance (+2 Defense when attacked by an adjacent enemy with a Force rating.)
Loner (+4 Attack if no allies are within 6 squares)
Force 2, Force Renewal 1
Force Grip 2
(Force 2, replaces attacks: sight; 20 damage)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
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 Repulse 2 (Force 2, replaces attacks: 20 damage to all characters within 2 squares; push back Huge or smaller characters to 3 squares from this character)
Lightsaber Throw (Force 1, replaces attacks: Attack 1 enemy within 6 squares)

6/60 Shadow Guard
Imperial, Medium Base Size, Uncommon, Cost 21.
100 Hit Points, 21 Defense, +9 Attack, 20 Damage.
Melee Attack
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Flurry Attack (Whenever this character scores a critical hit, it can make 1 immediate extra attack)
Jedi Hunter (+4 Attack and +10 Damage against enemies with a Force rating)
Force 2
Lightsaber Block
(Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Lightsaber Throw (Force 1, replaces attacks: Attack 1 enemy within 6 squares)

7/60 Galen, Vader's Apprentice
Imperial, Medium Base Size, Very Rare, Cost 68.
130 Hit Points, 22 Defense, +14 Attack, 20 Damage.
Unique, Melee Attack, Triple Attack
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)
Jedi Hunter (+4 Attack and +10 Damage against enemies with a Force rating.)
Lightsaber Duelist (+4 Defense when attacked by adjacent enemies with a Force rating)
Loner (+4 Attack if no allies are within 6 squares.)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Force 3, Force Renewal 2
Force Grip 4
(Force 4, replaces attacks: sight; 40 damage)
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 Push 4 (Force 4, replaces attacks: sight; 40 damage; push back target 4 squares if Huge or smaller)
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.)
Force Slam (Force 3, replaces turn. Range 6. Move target enemy adjacent to the nearest wall or low objects to that character. The enemy must end movement farther away from this character than when targeted. The enemy takes 40 Damage if moved to a wall, or 30 Damage if moved to low objects. Non-damaging effect can be avoided with a save of 11. Damaging effect can be reduced by 10 Damage with a save of 16.)
Lightsaber Throw 5 (Force 5, replaces turn: Choose 1 enemy within line of sight, ignoring cover. Make 2 attacks against the chosen enemy and against each character adjacent to that enemy.)
"How are we supposed to defend against THAT?!"

8/60 Imperial Heavy Trooper
Imperial, Medium Base Size, Uncommon, Cost 17.
30 Hit Points, 15 Defense, +5 Attack, 30 Damage.
Beam Shot (Characters do not provide cover from this character's attacks. When this character attacks, all characters within the line of sight between this character and his target take 10 Damage, save 6.)
Heavy Weapon (Can't attack and move in the same turn)

9/60 Imperial Medic
Imperial, Medium Base Size, Uncommon, Cost 28.
60 Hit Points, 17 Defense, +8 Attack, 20 Damage.
Heal 20 (Replaces attacks: touch; remove 20 damage from a living character)
Medical Supplies (Replaces turn: choose 1 adjacent ally to gain Heal 10 for the rest of the skirmish)
Quadruple Attack (On its turn, this character can make 3 extra attacks instead of moving)
Trooper (Counts as a character named Imperial Trooper)
Twin Attack (When this character attacks, he makes 1 extra attack against the same enemy.)
Commander Effect
Once per turn, trooper followers within 6 squares who hit a non-adjacent enemy can make one immediate attack against the same target with a +2 bonus to attack. This cannot be used on attacks of opportunity or when the follower is combining fire.
"Keep firi-aaaaaaaaahhhhhhhhhh!!!!!!!!"

10/60 IT-O Interrogator
Imperial, Medium Base Size, Common, Cost 11.
20 Hit Points, 16 Defense, +3 Attack, 0 Damage.
Droid (Immune to critical hits; not subject to commander effects)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Poison +10 (+10 Damage to living enemy; save 11)
Shock (+10 Damage to adjacent living enemies, +20 Damage to adjacent nonliving enemies. Huge and larger characters ignore this effect.)

11/60 Lord Palpatine
Imperial, Medium Base Size, Very Rare, Cost 129.
150 Hit Points, 21 Defense, +13 Attack, 20 Damage.
Unique, Melee Attack, Triple Attack
Jedi Hunter Extremist (+6 Attack and +20 Damage against enemies with a Force Rating).
Force 2, Force Renewal 1
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.)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Wrath of the Dark Side (Force 7, Replaces turn. Choose 2 adjacent corners on this character's base. Every character within line of sight of both corners take 70 Damage, save 16. When checking for sight, the lines cannot pass through this character's base.).
"Unlimited power, hahahahah!"

12/60 Ozzik Sturn
Imperial, Medium Base Size, Rare, Cost 24.
60 Hit Points, 15 Defense, +4 Attack, 10 Damage.
Unique
Cunning Attack
Wookiee Hunter (+4 Attack and +10 Damage against Wookiee enemies.)
Commander Effect
Followers within 6 squares get +10 Damage against non-human enemies. When constructing a squad, non-human allies cost 1 extra point. You can add 3 points to your squad for each non-human character on your opponent's squad. Nonliving characters and characters with the Savage special ability ignore the squad-constructing effects.
Ozzik Sturn, an Imperial extremist, harbored an inexplicable hatred for Wookiees.

13/60 Stormtrooper with Force Pike
Imperial, Medium Base Size, Uncommon, Cost 21.
50 Hit Points, 17 Defense, +8 Attack, 20 Damage.
Melee Attack
Electrostaff +10 (+10 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)

14/60 Prowler Droid
Imperial, Large Base Size, Common, Cost 12.
40 Hit Points, 13 Defense, +6 Attack, 10 Damage.
Droid (Immune to critical hits; not subject to commander effects)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Programmed Target (After setup, choose any 1 enemy. This character gets +4 Attack and Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) against the chosen enemy.)

15/60 Royal Sentinel
Imperial, Medium Base Size, Uncommon, Cost 20
60 Hit Points, 17 Defense, +8 Attack, 10 Damage.
Melee Attack
Parry (When hit by a melee attack, take no damage with a save of 11.)
Force 1

16/60 Shadow Stormtrooper
Imperial, Medium Base Size, Uncommon, Cost 13.
30 Hit Points, 17 Defense, +7 Attack, 10 Damage
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Cloaked (If this character has cover, it cannot be targeted by nonadjacent enemies)
NEVER assume that you're alone if you're an enemy of the Empire.

17/60 Guard Stormtrooper
Imperial, Medium Base Size, Common, Cost 7.
20 Hit Points, 16 Defense, +5 Attack, 20 Damage.

18/60 Ozzik Sturn's Wookiee Hunter AT-ST
Imperial, Huge Base Size, Very Rare, Cost 70.
150 Hit Points, 15 Defense, +10 Attack, 40 Damage.
Unique, Triple Attack, Mobile Attack (Can move both before and after attacking)
Concussion Grenades 30 (Range 6, replaces attacks. 30 Damage to target enemy and each character adjacent to target, save 11. The targeted enemy and each character adjacent to target are moved 3 squares away from the targeted space, save 11.)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Multiple Weapon Systems (Replaces turn; this character can move half of its speed, make an attack against an enemy within 6 squares, and use Concussion Grenades 30.)
Rigid (Can't squeeze)

19/60 Kazdan Paratus, Eccentric Outcast
Republic, Small Base Size, Very Rare, Cost 75.
120 Hit Points, 17 Defense, +13 Attack, 20 Damage.
Unique, Melee Attack, Twin Attack
Affinity (This character can be in a Rebel squad.)
Affinity (Non-Unique Droids can be in this character's squad, regardless of faction.)
Immediate Droid Reserves 35 (If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 35 points of non-Unique Droid characters from any faction to your squad, adjacent to this character, immediately before your first activation of the round)
Rapport (Allied Droid characters cost 2 points less in this character's squad.)
Robotic Apparatus (Repair can be used to remove damage from this character.)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
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 Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Lightsaber Throw 2 (Force 2, replaces attacks: Choose 1 target enemy within range 6. Make 2 attacks against that target.)
Commander Effect
Droids are subject to this effect: Non-Unique Droid followers gain Programmed Target (After setup, choose any 1 enemy. This character gets +4 Attack and Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy) against the chosen enemy.)
"When I kill you, I'm going to bring this temple down on our heads! Haha!"

20/60 Shaak Ti, Guardian of Felucia
Republic, Medium Base Size, Rare, Cost 51.
140 Hit Points, 19 Defense, +14 Attack, 20 Damage.
Unique, Melee Attack, Double Attack
Affinity (This character can be in a Rebel squad.)
Force 2, Force Renewal 2
Force Leap ( Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Force Repulse 4 (Force 4, replaces turn. 40 Damage to each character within 4 squares. Each Huge and smaller affected character is pushed 6 squares away from this character. Each affected character is considered activated this round, save 16.)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Commander Effect
Non-Unique Fringe allies with a Force Rating get 1 extra Force Point. Unique allies with a Force Rating get +2 Attack and Defense.

21/60 Bail Organa, Senator
Rebel, Medium Base Size, Rare, Cost 16
50 Hit Points, 14 Defense, +0 Attack, 0 Damage.
Unique
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
Rebel Collaborator (Rebel allies get +1 attack for each ally with Rebel Collaborator within 4 squares of their target.)
Rebel Reserves 30 (If you roll exactly a 17 for initiative, you can add up to 30 points of Rebel characters to your squad.)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

22/60 Garm Bel-Iblis, Rebel Conspirator
Rebel, Medium Base Size, Rare, Cost 29.
60 Hit Points, 15 Defense, +0 Attack, 0 Damage.
Unique
Rebel Reserves 30 (If you roll exactly a 17 for initiative, you can add up to 30 points of Non-Unique Rebel characters to your squad.)
Rebel Collaborator (Rebel allies get +1 attack for each ally with Rebel Collaborator within 4 squares of their target.)
Rebel Reinforcements 20 (After seeing your opponent's squad, you can add up to 20 points of Rebel characters to your squad.)
Commander Effect
Rebel allies within 6 squares gainTrooper (This character counts as a character named Rebel Trooper.).
Rebel Trooper allies cannot be affected by enemy effects that grant Attack, movement, or Damage bonuses based on activation.

23/60 Juno Eclipse, Starkiller's Pilot
Rebel, Medium Base Size, Rare, Cost 34.
40 Hit Points, 12 Defense, +0 Attack, 0 Damage.
Unique
Affinity (This character can be in a squad with a character whose name contains Vader's Apprentice, regardless of faction.)[/b]
I'm Just the Pilot (Counts as a follower and a commander for the purposes of commander effects.)
Commander Effect
Allies within 12 squares can choose to be subject to enemy commander effects as well as allied commander effects.

24/60 Kento
Rebel, Medium Base Size, Very Rare, Cost 28.
120 Hit Points, 21 Defense, +14 Attack, 20 Damage.
Unique, Melee Attack, Double Attack
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
Rapport (Wookiee allies cost 1 point less.)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Force 2, Force Renewal 1
Force Push 1 (Force 1, replaces attacks: range 6; 10 damage; push back target 1 square if Huge or smaller)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
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 Push 4 (Force 4, replaces attacks: sight; 40 damage; push back target 4 squares if Huge or smaller)
Force Push 5 (Force 5, replaces turn: range 6; 50 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 5 squares if Huge or smaller. Huge or smaller characters are considered activated this round; save 16)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)

25/60 Kota
Rebel, Medium Base Size, Rare, Cost 87.
140 Hit Points, 22 Defense, +13 Attack, 20 Damage.
Unique, Melee Attack, Double Attack
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Resilient (Immune to critical hits)
Force 3, Force Renewal 2
Force Repulse 1 (Force 1, replaces attack. Adjacent characters take 10 damage and are pushed 2 squares away from this character.)
Force Repulse 2 (Force 2, replaces attacks: 20 damage to all characters within 2 squares; push back Huge or smaller characters to 3 squares from this character)
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.)
Force Repulse 5 (Force 5, replaces turn: 50 damage to all characters within 5 squares; push back Huge or smaller characters to 6 squares from this character. Huge or smaller characters are considered activated this round; save 16.)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Commander Effect
Fringe allies within 6 squares get +5 Attack and Defense. Allies with Grenades 10 instead gain Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11).
Followers whose name contain Kota's Militia gain Sabotage (Replaces attacks: Adjacent enemy characters with Mounted Weapon cannot move more than their speed during a phase for the rest of the skirmish).
Jedi are keepers of peace, and never use their aggression to solve a conflict. That's the theory, at least.

26/60 Kota's Militia-Striker
Rebel, Medium Base Size, Common, Cost 8.
20 Hit Points, 14 Defense, +6 Attack, 10 Damage.
Independent Outfit (Also counts a Fringe character for the purpose of commander effects)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Rapport (Costs 1 point less with an ally whose name contains Kota.)
Trooper (Counts as a character named Rebel Trooper)

27/60 Kota's Militia-Swordsman
Rebel, Medium Base Size, Uncommon, Cost 17.
50 Hit Points, 15 Defense, +6 Attack, 20 Damage.
Melee Attack
Block (When hit by a melee attack, this character takes no damage with a save of 16.)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Independent Outfit (Also counts a Fringe character for the purpose of commander effects)
Rapport (Costs 1 point less with an ally whose name contains Kota.)
Trooper (Counts as a character named Rebel Trooper.)

28/60 Kota's Militia-Vanguard
Rebel, Medium Base Size, Common, Cost 9.
30 Hit Points, 12 Defense, +4 Attack, 30 Damage.
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Independent Outfit (Also counts a Fringe character for the purpose of commander effects)
Rapport (Costs 1 point less with an ally whose name contains Kota.)
Splash 10 (If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
Trooper (Counts as a character named Rebel Trooper.)

29/60 Leia Organa
Rebel, Medium Base Size, Rare, Cost 14
50 Hit Points, 14 Defense, +7 Attack, 20 Damage.
Unique
Mobile Attack (Can move both before and after attacking)
Pilot
Force 2

30/60 Rebel Striker
Rebel, Medium Base Size, Common, Cost 6.
10 Hit Points, 12 Defense, +4 Attack, 10 Damage.
Trooper (Counts as a character named Rebel Trooper)
Bravado (+4 Attack and +20 Damage against an adjacent enemy with a higher point cost)
Independent Outfit (Also counts a Fringe character for the purpose of commander effects)
Lack of training was of little hindrance to the Rebellion's brave warriors.

31/60 Wookiee Defender
Rebel, Medium Base Size, Common, Cost 12
30 Hit Points, 12 Defense, +5 Attack, 20 Damage.
Close Quarters Fighting (+4 Attack against adjacent enemies)

32/60 Wookiee Crusader
Rebel, Medium Base Size, Uncommon, Cost 16.
50 Hit Points, 17 Defense, +7 Attack, 10 Damage.
Melee Attack, Twin Attack
Impulsive Charging Assault (When a Unique ally is defeated, this character gains the Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy) special ability for the rest of the skirmish.)
Impulsive Savagery (If a Unique allied character is defeated, for the remainder of the skirmish this character has Savage)
Impulsive Selflessness (When a Unique ally is defeated, this character gets -2 Defense, +4 Attack, and +10 Damage.)
Momentum (If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies)

33/60 Bespin Soldier
Fringe, Medium Base Size, Common, Cost 7.
20 Hit Points, 15 Defense, +4 Attack, 10 Damage.
Guard (Counts as a character named Bespin Guard.)
Squad Cover (+4 Defense while 3 allies with the same name as this character are within 6 squares)

34/60 Bull Rancor
Fringe, Huge Base Size, Very Rare, Cost 55.
130 Hit Points, 16 Defense, +10 Attack, 30 Damage.
Melee Attack, Quadruple Attack
Charging Assault +20 (Replaces turn: Can move up to double speed, then make an attack at +20 Damage against an adjacent enemy)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability)
Demolish (Ignores Damage Reduction of adjacent targets)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Mighty Swing (On its turn, if this character doesn't move, it gets +10 Damage against adjacent enemies)
Regeneration 10 (If this character doesn't move on its turn, remove 10 damage from it at the end of that turn)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)
Rancor were long considered to be among the most dangerous creatures on Felucia. That was only proved beyond doubt when the Bull Rancor were discovered.

35/60 Cho'paa
Fringe, Medium Base Size, Very Rare, Cost 58.
130 Hit Points, 19 Defense, +13 Attack, 20 Damage.
Unique, Melee Attack, Double Attack
Bounty Hunter +2 (+2 Attack against Unique enemies)
Cunning Attack +20 (+4 Attack and +20 Damage against enemies who have not activated this round)
Immediate Mandalorian Reserves 20(If you roll a 1, 6, 11, or 16 for initiative, you can add up to 20 points of Mandalorian characters to your squad.)
Jedi Hunter (+4 Attack and +10 Damage against enemies with a Force rating)
Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating.)
Mandalorian (Counts as being a character from the Mandalorian faction for the purpose of commander effects and special abilities.)
Commander Effect
Your squad may contain non-Unique Mandalorian followers, regardless of faction. Mandalorian allies within 6 squares gain Jedi Hunter (+4 Attack and +10 Damage against enemies with a Force rating.).
Allies with Jedi Hunter who do not have Lightsaber Duelist also gain Lightsaber Resistance (+2 Defense against adjacent enemies).

36/60 Drexl Roosh
Fringe, Medium Base Size, Rare, Cost 25
90 Hit Points, 19 Defense, +7 Attack, 20 Damage.
Unique, Melee Attack, Twin Attack
Bounty Hunter +4 (+4 Attack against Unique enemies)
Droid Hunter (+4 Attack and +10 Damage against Droid enemies)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Opportunist (+4 Attack and +10 Damage against enemies who have activated this round)
Repair 20 (Replaces attacks: touch; remove 20 damage from 1 Droid character)
Commander Effect
Rodian allies gain Deadeye (On this character's turn, if it doesn't move, it gets +10 Damage) and Droid Hunter (+4 Attack and +10 Damage against Droid enemies). Living followers within 6 squares gain Droid Hate (+4 Attack against Droid enemies)
This crafty Rodian was the leader of the Rodian salvaging work force on Raxus Prime until his death at the hands of Darth Vader's Apprentice.

37/60 Dug Thug
Fringe, Medium Base Size, Uncommon, Cost 15
30 Hit Points, 14 Defense, +2 Attack, 40 Damage.
Melee Attack
Bounty Hunter +2 (+2 Attack against Unique enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Whip Scourge (If this character's attack misses, the target takes 10 Damage, save 6.)

38/60 Duros Thug
Fringe, Medium Base Size, Common, Cost 11.
30 Hit Points, 13 Defense, +6 Attack, 10 Damage.
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)

39/60 Felucian Clan Chieftain
Fringe, Medium Base Size, Uncommon, Cost 15
40 Hit Points, 13 Defense, +6 Attack, 20 Damage.
Melee Attack
Force 3
Force Blast (Force 1, replaces attacks: range 6; 20 damage save 11)
Force Heal 20 ( Force 2, replaces attacks: touch; remove 20 damage from a living character)
Force Weapon (Force 1, replaces attacks: +10 Damage until the end of the skirmish)
Commander Effect
Felucian followers within 6 squares gain Twin Attack.

40/60 Felucian Rancor
Fringe, Huge Base Size, Rare, Cost 47.
110 Hit Points, 17 Defense, +9 Attack, 20 Damage.
Melee Attack, Double Attack
Demolish (Ignores Damage Reduction of adjacent targets)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)
Force 1

41/60 Felucian Warrior
Fringe, Medium Base Size, Uncommon, Cost 11.
30 Hit Points, 16 Defense, +7 Attack, 10 Damage.
Melee Attack, Double Attack
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Force 2
Force Blast (Force 1, replaces attacks: range 6; 20 damage save 11)
Force Weapon (Force 1, replaces attacks: +10 Damage until the end of the skirmish)

42/60 Gamorrean Brute
Fringe, Medium Base Size, Common, Cost 10.
40 Hit Points, 14 Defense, +5 Attack, 20 Damage.
Melee Attack
Mighty Swing On its turn, if this character doesn't move, it gets +10 Damage against adjacent enemies)

43/60 Gran Thug
Fringe, Medium Base Size, Uncommon, Cost 13
30 Hit Points, 16 Defense, +1 Attack, 20 Damage.
Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)

44/60 Human Thug
Fringe, Medium Base Size, Common, Cost 9.
10 Hit Points, 19 Defense, +4 Attack, 10 Damage.
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Deadeye (On this character's turn, if it doesn't move, it gets +10 Damage)

45/60 Junk Behemoth
Fringe, Huge Base Size, Rare, Cost 38.
120 Hit Points, 14 Defense, +7 Attack, 40 Damage.
Droid, Melee Attack
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Force Resistance (When this character is affected by a Force Power, it can negate the effects on itself with a save of 18. When affected by a damaging Force power, this character reduces the damage dealt by 10. When affected by a Force power that forces movement, this character reduces the movement by 1 square. When affected by a Force power whose effects can be negated by a save, this character reduces the save by 2.)
Heavy Weapon (Can't attack and move in the same turn)
Melee Reach 4 (When attacking, this character treats enemies up to 4 squares away as adjacent)
Rapport (Costs 1 less with a character whose name contains Kazdan Paratus.)
Rigid (Can't squeeze)
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)

46/60 Junk Golem
Fringe, Large Base Size, Uncommon, Cost 33.
90 Hit Points, 15 Defense, +11 Attack, 20 Damage.
Droid, Melee Attack, Double Attack
Force Resistance (When this character is affected by a Force Power, it can negate the effects on itself with a save of 18. When affected by a damaging Force power, this character reduces the damage dealt by 10. When affected by a Force power that forces movement, this character reduces the movement by 1 square. When affected by a Force power whose effects can be negated by a save, this character reduces the save by 2.)
Flurry Attack (Whenever this character scores a critical hit, it can make 1 immediate extra attack)
Rapport (Costs 1 point less with a character whose name contains Kazdan Paratus.)
Rend +30 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +30 Damage)

47/60 Junk Warrior
Fringe, Medium Base Size, Common, Cost 15.
50 Hit Points, 16 Defense, +7 Attack, 10 Damage.
Droid, Melee Attack
Blaster 20 (Replaces attacks: sight; +5 Attack for 20 Damage)
Force Resistance (When this character is affected by a Force Power, it can negate the effects on itself with a save of 18. When affected by a damaging Force power, this character reduces the damage dealt by 10. When affected by a Force power that forces movement, this character reduces the movement by 1 square. When affected by a Force power whose effects can be negated by a save, this character reduces the save by 2.)
Momentum (If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies)
Rapport (Costs 1 point less with a character whose name contains Kazdan Paratus.)

48/60 Kleef
Fringe, Medium Base Size, Very Rare, Cost 33
80 Hit Points, 18 Defense, +10 Attack, 20 Damage
Unique, Melee Attack, Double Attack
Bombad Gungan (Whenever an enemy targets it, this character must attempt a save of 11. On a success, the attack is redirected to another character of your choice within 6 squares. If no other character is within 6 squares, the attack is negated.)
Bounty Hunter +4 (+4 Attack against Unique enemies)
Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)
Sabotage (Replaces attacks: Adjacent enemy characters with Mounted Weapon cannot move more than their speed during a phase for the rest of the skirmish)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

49/60 Kleef's Guard Droid
Fringe, Large Base Size, Uncommon, Cost 26.
90 Hit Points, 15 Defense, +7 Attack, 20 Damage.
Droid, Melee Attack
Blaster 30
Crowd Fighting
Kleef's Bodyguard (If an adjacent ally named Kleef would take damage from an attack, this character can take the damage instead of Kleef, and can reduce the damage by 10 with a save of 16.)
Wheeled

50/60 Mandalorian Mercenary
Fringe, Medium Base Size, Uncommon, Cost 24
70 Hit Points, 17 Defense, +9 Attack, 20 Damage.
Bounty Hunter +1
Evade
Flamethrower 20
Flight
Grenades 30
Mobile Attack
Stealth
Twin Attack

51/60 Maris Brood, Felucian Leader
Fringe, Medium Base Size, Uncommon, Cost 56
120 Hit Points, 21 Defense, +11 Attack, 20 Damage.
Unique, Melee Attack, Double Attack, Twin Attack
Impulsive Force Renewal 2 (When a Unique ally is defeated, this character gains the Force Renewal 2 Force power for the rest of the skirmish.)
Impulsive Vicious Attack (When a Unique ally is defeated, this character has the Vicious Attack special ability for the rest of the skirmish.)
Impulsive Rage (When a Unique ally is defeated, this character has the Rage (This character must attack an enemy on her turn who has defeated a Unique enemy, if she can.) special ability for the rest of the skirmish)
Force 5
Lightsaber Throw 3
Force Push 2
Force Repulse 3
Commander Effect
Savage characters are subject to this effect: Felucian allies within 6 squares get +2 Attack against enemies who have dealt damage to an ally.
After the death of her master, Maris Brood became violent and unpredictably savage, and showed a suicidal vendetta to exact revenge on her master's murderer.

52/60 PROXY, Experimental Droid
Fringe, Medium Base Size, Very Rare, Cost 62.
200 Hit Points, 3 Defense, +0 Attack, 20 Damage
Unique, Double Attack
Droid
Stealth
Human Replica Droid (This character is subject to both commander effects that affect Droid and non-Droid characters. At the beginning of this character's turn, choose a Small or Medium character within 6 squares. This character gains that character's Attack, Defense, and Special abilities this character chooses a different character.)
Commander Effect
Allied Vader's Apprentice within 6 squares gains +2 Attack and Defense, and gains another +2 Defense against melee attacks.

53/60 Rodian Scavenger
Fringe, Medium Base Size, Common, Cost 9.
30 Hit Points, 14 Defense, +4 Attack, 20 Damage.
Mercenary
Repair 10
Droid Hate (+4 Attack against Droid enemies.)

54/60 Rodian Thug
Fringe, Medium Base Size, Common, Cost 6.
20 Hit Points, 15 Defense, +2 Attack, 10 Damage.
Opportunist

55/60 Talz Thug
Fringe, Medium Base Size, Uncommon, Cost 12.
40 Hit Points, 15 Defense, +4 Attack, 10 Damage.
Double Claw Attack
Medical Supplies
Bounty Hunter +2

56/60 Twi'lek Thug
Fringe, Medium Base Size, Common, Cost 4.
10 Hit Points, 11 Defense, +0 Attack, 10 Damage.
Bounty Hunter +1
Gang +1 (+1 Attack for every non-Unique character with Bounty Hunter within 6 squares of her target.)
Sometimes, all Cho'paa needed was enough weak-minded fools to do his bidding. Sometimes, that's exactly what he did.

57/60 Weequay Brute
Fringe, Medium Base Size, Uncommon, Cost 17.
60 Hit Points, 12 Defense, +6 Attack, 10 Damage.
Melee Attack
Mighty Swing

58/60 Whiphid Thug
Fringe, Medium Base Size, Uncommon, Cost 42.
100 Hit Points, 19 Defense, +9 Attack, 20 Damage.
Melee Attack, Double Attack
Rend +20
Mighty Swing
Momentum
Bounty Hunter +2
Unstoppable (When this character is defeated, he can take an immediate turn with the Savage special ability, even if he has already activated this round. This character remains in play until the end of his next turn.)
The Whiphid brutes hired by Cho'paa displayed alarmingly violent behaviors, and a general resilience to anything that is intended to kill them.

59/60 Darth Desolus
Sith, Medium Base Size, Very Rare, Cost 134.
170 Hit Points, 23 Defense, +15 Attack, 20 Damage.
Unique, Melee Attack, Triple Attack
Cunning Attack
Jedi Killer (+4 Attack against enemies with a Force rating.)
Block (When hit by a melee attack, this character takes no damage with a save of 16.)
Resilient
Dark Armor 20 (Whenever this character takes damage, he can reduce the damage by 10 with a save of 11, and reduces the damage by 20 if the save exceeds 16. Attacks with lightsabers ignore this effect.)
Force 3, Force Renewal 2
Everlasting Willpower (Force 2; When this character is defeated, he can make 2 saves of 11. If both are made, he returns to play with 90 Hit Points. If both saves are 16 or higher, he returns to play with full hit points. You cannot reroll made saves while using this ability.)
Master of the Force 2
Sith Rage
Force Lightning 7 (Force 7, replaces attacks and next turn. 70 damage to target enemy and all characters adjacent to the target, and 30 damage to each character within 3 squares of the target. The target and adjacent characters can reduce the damage by 40 with a save of 11. The characters within 3 squares can reduce the damage by 20 with a save of 6. All affected characters are considered activated this round, save 11. The damage is dealt on this turn. This character cannot take any actions until after its next turn, including rerolling failed saves, making attacks of opportunity, or being affected by commander effects that modify this character's position on the battle map. This character does not benefit from any Attack, Defense, or Damage bonuses until his next turn. This character cannot take any actions on his next turn, including Force Renewal 2, or any other abilities gained from other effects.)
"Thousands of Jedi failed to kill me, what makes you think you can?!"

60/60 Darth Phobos
Sith, Medium Base Size, Very Rare, Cost 94.
150 Hit Points, 23 Defense, +16 Attack, 20 Damage.
Unique, Melee Attack, Triple Attack
Doctrine of Fear
Twin Attack
Force 3, Force Renewal 2
Force Sense
Jedi Mind Trick
Lightsaber Throw 5
Illusion
I Sense Your Fear (Force 6, range 4, replaces turn; 2 target living enemies get -4 Defense, and cannot benefit from Attack, Defense, or Damage bonuses while within 6 squares of this character for the rest of the skirmish. Both of these effects can be negated with a save of 16, which cannot be rerolled. Each time the targets move out of 6 squares from this character, they must attempt a save of 11. If the save fails, the effects of this Force Power have the range removed for that character. Each time the affected characters move within 6 squares of this character, they can attempt a save of 16 that cannot be rerolled. On a success, they are no longer affected by this Force Power.)
saber1
Posted: Monday, August 16, 2010 2:29:16 AM
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There's some good work here. However, DV and DVA are overly powerful for their cost. I suggest toning down or upping cost.
Human Black Sun Vigo
Posted: Monday, August 16, 2010 4:14:50 AM
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saber1 wrote:
There's some good work here. However, DV and DVA are overly powerful for their cost. I suggest toning down or upping cost.


Yeah, while I was typing them in, I wondered if they were under costed. Does 63 for Vader and 41 for Apprentice sound accurate?

Thanks for your input.
Segastorm
Posted: Monday, August 16, 2010 7:19:40 AM
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Finally, someone else who cares about TFU. Your set is much better than the actual set BTW.
PS: Renewal 2 on Vader seems a bit too much, as the battle on mustufar crippled his force capabilities as well as his physical abilities.
Human Black Sun Vigo
Posted: Monday, August 16, 2010 7:35:41 AM
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Segastorm wrote:
Finally, someone else who cares about TFU. Your set is much better than the actual set BTW.
PS: Renewal 2 on Vader seems a bit too much, as the battle on mustufar crippled his force capabilities as well as his physical abilities.


Alright, take Renewal 2 off of Vader in favor of Renewal 1, and cost him at 58, compromising between Segastorm and saber1's comments?
Human Black Sun Vigo
Posted: Wednesday, August 18, 2010 6:44:10 AM
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There you have it. The Force Unleashed 2.0; feel free to comment, I would like some critique.
Human Black Sun Vigo
Posted: Saturday, August 21, 2010 1:43:20 AM
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Please comment? Crying
ludd_gang
Posted: Saturday, August 21, 2010 3:31:26 AM
Rank: Knobby White Spider
Groups: Member

Joined: 8/10/2010
Posts: 38
Location: Renton WA
I'm too new to the game to give solid feedback on stats. I like the character selection for a fan set, but I also understand why WOTC took the set in the direction they did.
Human Black Sun Vigo
Posted: Saturday, August 21, 2010 10:53:01 PM
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Joined: 6/18/2010
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ludd_gang wrote:
I'm too new to the game to give solid feedback on stats. I like the character selection for a fan set, but I also understand why WOTC took the set in the direction they did.


Really? Care to elaborate? Confused
ludd_gang
Posted: Sunday, August 22, 2010 8:20:42 AM
Rank: Knobby White Spider
Groups: Member

Joined: 8/10/2010
Posts: 38
Location: Renton WA
Character recognition. The more popular sets used a lot of movie references. A very small portion of SW fans and gamers will know the comic/video game references.

But that's irrelevant to making a set how you want it made. :)
Human Black Sun Vigo
Posted: Sunday, August 22, 2010 10:05:20 PM
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Got it. Yeah, in retrospect, if I (who got the game about a year and a half after the set came out) had gotten a Cho'paa in a booster, I'd be wondering who the heck this guy was. Makes sense, thanks for clarifying.
cicrush13
Posted: Monday, August 23, 2010 12:38:51 AM
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Ok I like some of the selections and new stats. I really like the Bull Rancor and the new Felucian Warrior.

I think there are a few characters in this set that are wayyyyyyy too powerful even for a cost of over 100 pts. Palpatine is not a duelist, never has been and never will be. So giving him the same base attack as GMLS is kinda rediculous. And how can he cost less than GMLS???? I like that you gave hime some additional force powers, but LSD???? if he can't duel how can he block or deflect? and then Wrath of the Dark Side is very broken. That can literally end a game since 70 damage is significant. It also travels LOS and he can do it on his first turn. And then 200 HP for Palpatine. Every other Palpatine in the game only has 130 HP (max). I can understand upping it some to say 140-150, but 200 is far too much espcially with all of the Force Powers that he has. I would suggest dropping his HP to 140-150, losing FR3 for FR1, lower the attack to +12 (at the most) and have him start with only 2 or 3 FP. This will drop his cost some but he would be much more playable. If you keep him as he is, he is wayyyy undercosted by about 35 points (IMO).

Stormtrooper with Force Pike - I still don't think that a stormtrooper can stand up to a lightsaber more than 2 times and with 70 HP he can last almost 4 times. Drop his HP to 30 and cost down to 14-16 points and he's be more accurate.

Juno - kinda confused on what you're trying to do here and she is way powerful for the CE but will drop very easily.

Darth Desolus - How can you damage him???? 27 Def against a force user, then parry and dark armor plus MOTF2 and eternal hatred. No crits against him too. He's only 9 points more than GMLS and probably never die with these stats. He is also undercosted by probably 45 or so points. Dark Armor needs the text "attacks with lightsabers ignore this special ability".

Please know that I do like what you've done with this set and I'm just giving you my opinion of what I see with these stats.

I hope this helps

Human Black Sun Vigo
Posted: Monday, August 23, 2010 1:20:45 AM
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cicrush13 wrote:
Ok I like some of the selections and new stats. I really like the Bull Rancor and the new Felucian Warrior.

I think there are a few characters in this set that are wayyyyyyy too powerful even for a cost of over 100 pts. Palpatine is not a duelist, never has been and never will be. So giving him the same base attack as GMLS is kinda rediculous. And how can he cost less than GMLS???? I like that you gave hime some additional force powers, but LSD???? if he can't duel how can he block or deflect? and then Wrath of the Dark Side is very broken. That can literally end a game since 70 damage is significant. It also travels LOS and he can do it on his first turn. And then 200 HP for Palpatine. Every other Palpatine in the game only has 130 HP (max). I can understand upping it some to say 140-150, but 200 is far too much espcially with all of the Force Powers that he has. I would suggest dropping his HP to 140-150, losing FR3 for FR1, lower the attack to +12 (at the most) and have him start with only 2 or 3 FP. This will drop his cost some but he would be much more playable. If you keep him as he is, he is wayyyy undercosted by about 35 points (IMO).

Stormtrooper with Force Pike - I still don't think that a stormtrooper can stand up to a lightsaber more than 2 times and with 70 HP he can last almost 4 times. Drop his HP to 30 and cost down to 14-16 points and he's be more accurate.

Juno - kinda confused on what you're trying to do here and she is way powerful for the CE but will drop very easily.

Darth Desolus - How can you damage him???? 27 Def against a force user, then parry and dark armor plus MOTF2 and eternal hatred. No crits against him too. He's only 9 points more than GMLS and probably never die with these stats. He is also undercosted by probably 45 or so points. Dark Armor needs the text "attacks with lightsabers ignore this special ability".

Please know that I do like what you've done with this set and I'm just giving you my opinion of what I see with these stats.

I hope this helps



It helps a lot. Thanks.
OK, as for the Emperor, I hadn't noticed initially that he could WotDS first turn; if I had, I never would have made it do what it does. In the game, he's a really powerful swordsman, so that's why I gave him LSD. Also, he was pretty hard to do substantial damage to in the game, so I guess that I accidentally turned him into a Force-hungry maniac here.

With the Stormy-in the game, they usually can take around 5-8 hits from a Lightsaber. I interpreted one hit on a game-character as 10 damage (because 20 would put him at around 100-160 HP. That wouldn't be good.), so it came out to around 50-80.

Juno-I wanted to make her allies able to get stuff from enemy commanders (gaining Mobile and Evade from an enemy Wedge, Deadeye from an enemy Rodian Hunt Master, etc), but kinda put her in a dangerous spot. I think my original thinking on that was that Juno helped the Starkiller to stay kinda under Vader's influence, and kinda under Kota's. And, because she was still taking orders, I didn't want her to be a commander.

Desolus-HOLY BANTHA!! How did I miss that? I didn't really think Eternal Hatred+MotF+Renewal. I will definitely change that. I'll also take off Parry and replace it with a save-16 ability, drop LS Duelist, drop EH in favor of something that makes it harder (like a save 11 ability where you can't reroll) and raise the cost.

Revisions
I will at some point enact the following:
Remove Force Renewal 3 from Lord Palpatine and replace it with Force Renewal 1
Remove Force 4 from Lord Palpatine and replace it with Force 2
Remove Ligthsaber Defense from Lord Palpatine and replace with Lightsaber Block.
Reduce Lord Palpatine's Hit Points from 200 to 150.
Reduce Lord Palpatine's Attack from +19 to +13.
Raise Lord Palpatine's cost from 112 to 129
Reduce Stormtrooper with Force Pike's Hit Points from 70 to 50.
Reduce Stormtrooper with Force Pike's cost from 27 to 21.
Remove Parry from Darth Desolus and replace with Block
Add the phrase "Attacks with lightsabers ignore this effect." to Dark Armor 20 on Darth Desolus
Remove Lightsaber Duelist from Darth Desolus
Replace Eternal Hatred on Darth Desolus with Everlasting Willpower
Raise Darth Desolus's cost from 126 to 134.
Human Black Sun Vigo
Posted: Monday, August 23, 2010 1:22:16 AM
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And I'm also going to revamp the stat lists to make them more readable.
cicrush13
Posted: Monday, August 23, 2010 1:54:48 AM
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It wouldn't be a bad thing to have Palpatine to have LSB to that way non-melee could still hit him for something.

Just thought of this - storm commando only has 40 hp, how can a regular stormie with melee have a higher amount of HP?
Segastorm
Posted: Monday, August 23, 2010 6:18:56 AM
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Why give Kleef Bombad Gungan? Bombad Gungan represents Jar Jar's clumsiness, and also, why give Chopp'a Lightsaber duelist? That ability is for characters who have had a lot of experience fightning Jedi/Sith, and Chopp'a has had almost no experience fighting them.
Human Black Sun Vigo
Posted: Monday, August 23, 2010 8:18:57 AM
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Segastorm wrote:
Why give Kleef Bombad Gungan? Bombad Gungan represents Jar Jar's clumsiness, and also, why give Chopp'a Lightsaber duelist? That ability is for characters who have had a lot of experience fightning Jedi/Sith, and Chopp'a has had almost no experience fighting them.


Gave Kleef BG because he seemed pretty bombad to me, because I wanted to see it on more than one character, and also because he seemed to have programmed those droids to get in your way, forcing you to attack them.
As for Cho'paa, he really seemed to have a lot of experience. He killed me about 7 times before I finished him, and I figured that I would give it to him because I thought it fit him.
Human Black Sun Vigo
Posted: Monday, August 23, 2010 8:21:50 AM
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cicrush13 wrote:
It wouldn't be a bad thing to have Palpatine to have LSB to that way non-melee could still hit him for something.

Just thought of this - storm commando only has 40 hp, how can a regular stormie with melee have a higher amount of HP?


Yeahh... Block sounds accurate. I'll add that. And the stormies with the Force Pikes aren't just regular stormies, they have specialized armor (at least, that's what it looks like). They are quite difficult to kill.
qvos
Posted: Monday, August 23, 2010 9:02:17 AM
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I like the characters in the set. You are right, Wotc didn't do it justice. Their bottom line was the dollar. I will take a closer look at the stats later.
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