Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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I'm going to try my hand at just some stats set. There will be some I've no doubt put up before via custom minis but I've never compiled a set. I'll get them up as and when. Here are some to start it off.
1 Darth Nihilus, Lord of Hunger Sith 78 Hit Points 140 Defence 18 Attack +15 Damage 20
Special Abilities Unique; Melee; Double attack; Dark Aura(Adjacent enemies have -2 attack.) Consumer of Life (Enemies that activate when adjacent to this take 20 damage, remove 20 damage from this character; save 11, enemies take 10 damage and this character takes 10 damage.) Wound in the Force (May spend its own Force points once per turn and spend Force points from any character with a force rating within 6 squares once per turn)
Force 1; Force Renewal 1 Sith Lightning 20 (Force 2, Range 6; 20 Damage) Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once) Force Corruption 2 (Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted.) Slave to the Dark Side (Force 1, replaces turn; Target non-Droid character takes an immediate turn under your control, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 20 damage)
Idea behind this one is he/she has to heavily rely on those characters around them. With Wound in the Force If you want to spend FP more than once you have to make sure you’re within 6 squares of a force user who has force points, you can either eat your other minis FP or your opponents. Technically if your are within 6 squares of 3 force users you can spend FP 4 times! So long as the points are there. I know this is close to being broken but there are not many times you’ll manage that to any great effect.
2. Dessel, Gloomwalker Cost: 56 Hit Points: 80 Defense: 18 Attack: +8 Damage: 20
Special Abilities: Unique; Double Attack Intuition Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates Deadly Shot (If an ally is defeated, on this characters next turn it can make one attack at +6 Attack and +10 Damage against its attacker) Headshot (Replaces turn: Make 1 attack at +30 damage. This turn, this character gains Accurate Shot [Can attack an enemy with cover even if it's not the nearest enemy] and Sniper [Other characters do not provide cover against this character's attack.]) Furious Assault Replaces turn: Can move up to 12 squares, then attack each legal target once
Force Powers Force 2
Commander Effect: Sith Trooper gain Mobile Attack.
I wanted a piece to help make use of Sith Troopers, and to give the sith a big gun
3. Darth Zannah, Sith Apprentice Cost: 50 Hit Points: 100 Defence: 20 Attack: +12 Damage: 20
Special Abilities: Unique; Melee Attack Double Attack; Cloaked If this character has cover, she cannot be targeted by nonadjacent enemies Synergy (Darth Bane)
Force Powers: Force 4 Sith Mind Trick [Force 3, usable on this characters turn; Target 1 Living enemy within 6 squares, if that character has not active this turn, it must immediately exchange positions with another ally of the same base size that has activated]) 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 his next attack) Sith Mind Terror [Force 4, usable on this characters turn; Target 1 Living enemy within 6 squares takes 40 damage])
4. Darth Bane, Master of the Sith Sith 91 Hit Points: 150 Defense: 23 Attack: +14 Damage: 30
Special Abilities: Unique; Melee Attack Double Attack; Twin Attack Jedi Hunter +4 Attack and +10 Damage against enemies with Force ratings Lightsaber Duelist (+4 Defense when attacked by an adjacent character with a Force rating) Rule of Two (only 1 Unique character with a Force rating may be in a squad with this character, that character may spend this characters Force Points once per turn and its own Force Points once per turn)
Force Powers Force 2 Force Renewal 2 Anticipation (Force 1: Reroll initiative once per round) Essence Transfer [Force 3, usable when this character would be defeated; touch, adjacent character is defeated and this character gains 50 Hit Points]) Force of Will (Force 1 Force powers used by this character cannot be cancelled this round) Master of the Force 3 (This character may spend Force Points up to three times during his activation) Force Lightning (Force 2, replaces attacks; range 6: 30 damage to 1 target and 2 characters adjacent to that target)
5. Saes Rrogon Sith 69 Hit Points 140 Defence 21 Attack +12 Damage 20 Unique Special Abilities; Melee ;Double Attack Lignan Ore (Sith characters within 6 squares with a Force rating gain 1 extra Force point and may spend this characters force points on thier turn; Non Sith characters within 6 squares with a Force Rating must roll a save of 6 to be able to spend Force points on their turn.)* Rapport (Massassi Sith Mutant cost 1 less when in a squad with this character)
Force Powers 2, Renewal 2 Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks) Force Lightning 1 [/b](Force 2, replaces attacks: range 6; 20 damage to 1 target and 2 characters adjacent to that target) Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Commander Effect Massassi Sith Mutant Followers lose Savage and gain Massassi lanvarok (Replaces attacks: sight; Triple Attack; +9 Attack for 10 Damage)
* this special ability affects allied and enemy characters.
6. Relin Duur Old Republic 38 Hit Points 100 Defence 18 Attack +11 Damage 20 Unique Special Abilities; Melee ;Twin Attack; Mobile Attack Affinity May be in a Sith or New Republic squad 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 Impulsive Sith (If a Unique allied character is defeated, for the remainder of the skirmish this character is considered Sith and gains Force Grip 4)
Force Powers 5 Master Speed (Force 1: This character can move 6 extra squares on his turn as part of his move) Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)
7. Zythmnr, Sith Priest Sith 28 Hit Points 80 Defense 14 Attack +8 Damage 10 Unique Special Abilities Melee Attack (Can attack only adjacent enemies)
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 +3 Attack and Massassi Sith Mutant followers who begin their turn within 6 squares of this character gain Furious Assault
8. Sith Battle Master Sith 29 Hit Points: 80 Defense: 16 Attack: +13 Damage: 20
Special Abilities: Melee Attack Double Attack; Niman Style (+2 Attack and +2 Defense while this character has more then half its Hit Points remaining) Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11; Attacks with lightsabers ignore this special ability)
Force Powers: Force 4 Anticipation (Force 1: Reroll initiative once per round) Sith Grip (Force 2, replaces attacks: sight; 20 damage) Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
Commander Effect: Non-Unique Followers that end their turn within 6 squares gain Charging Fire
9. Darth Bane in Orbalisk Armor, The Dark Lord of the Sith Sith 93 Hit Points: 180 Attack 14 Defense: 20 Damage: 30
Special: Unique; Melee Double Attack; Orbalisk Regenerative Armor (Whenever this character would take damage reduce the damage by 10, if this character does not move on its turn remove 20 damage from this character, he can not exceed his maximum Hit Points) Orbalisk Poison (If this character takes damage from Force Powers with Lightening, it takes double the damage dealt and loses Orbalisk Regenerative Armor until this characters next turn) Rule of Two (only 1 Unique character with a Force rating may be in a squad with this character, that character may spend this characters Force Points once per turn and its own Force Points 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) Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks) Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once) Orbalisk Sith Rage (Force 4, This character may move 12 extra squares on its turn and attack at + 4 attack and + 10 Damage. At the end of its turn, this character must make a save of 16. On a failure, this character takes 40 Damage, this damage is permanent and cannot be removed or prevented.)
10. Darth Zannah, Sith Sorceress Sith 68 Hit Points: 100 Defense: 20 Attack: 15 Damage: 20
Special Abilities Melee Attack Can attack only adjacent enemies Double Attack On her turn, this character can make 1 extra attack instead of moving 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. Parry When hit by a melee attack, this character takes no damage with a save of 11
Force Powers Force 3, Renewal 1 Force Sense Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round Dark Side Tendrils [Force 3, usable only on this characters turn, replaces movement; Until this character's next turn, Living enemy characters within 6 squares take 10 damage for each square they move])
11. Marka Ragnos, Legacy of the Sith Sith 45 Hit Points: - Defense: - Attack: - Damage: -
Special Abilities: Unique Legacy of the Sith Characters with Darth in their name may be in this characters squad regardless of faction and are concidered Sith the rest of the skirmish Entombed Spirit (Cannot move or be moved. Set up anywhere on your half of the battle map. 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 Rage (Force 1:This character gets +10 damage on all of his attacks this turn) while within 6 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) Embodiment of Power (This character is defeated, immediately add 4 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn and for the rest of the skirmish gains the following abilities; Intuition [Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates] and Extra Attack [On its turn, this character can make 1 cumulative extra attack instead of moving])
Force Powers: Force 2 Force Renewal 2
Commander Effects Allies with a force rating within 6 squares of this character may spend his force points
Marka Ragnos, arguabley one of the most powerful Sith Lords, able to cheat death and tutor Dark Lords in the ways of the Sith
12. Darth Vectivus Sith 24 Hit Points 80 Defense 20 Attack - Damage - Unique Special Abilities Tactics Broker Once per round, before initiative is determined, choose 1 other character in your squad. Remove that character from play; that character is defeated. An opponent's initiative check result automatically becomes 1. Fringe Reinforcements 20 During setup, after seeing your opponent's squad, you can add up to 20 points of Fringe characters to your squad
Force 2, Force Renewal 1 Force Phantom (Force 3 useable only on this characters turn; target 1 Living Enemy; save 16, on a fail until the end of this round whenever Darth Vectivus takes damage, target enemy takes damage equal to the amount dealt to this character)
Not a fighter, he was an intelligent man who used the dark side to expand his business and wealth as oppose to succumbing to rage and hunting jedi.
13. Darth Krayt, Reborn Sith 74 Hit Points: 140 Attack 16 Defense: 22 Damage: 20 Special: Unique; 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])
Force 2. 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.) 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 Heal 20 Force 2, replaces attacks: touch; remove 20 damage from a living character
Commander Effect Sith allies within 6 squares can reroll each failed save once.
Wizards missed a trick with thier version of Krayt, this is Krayt after he heals himself
14. Kreia, Dark Master Sith Cost: 31
Hit Points: 120 Defense: 20 Attack: Damage:
Special Abilities: Unique Force Channel At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point. That character may spend this characters Force Points once per turn and its own Force Points once per turn. Drain Force Replaces turn: range 6; 1 character with a Force rating loses 1 Force point and this character gains 1 Force point
Force Powers Force 5
Lightsaber Attack (Force 3, Replaces turn; enemies characters within 6 squares take 30, save 11; enemies characters take 10 damage) Force Hibernation Trance (Force 2: replaces initiative roll: This character is not a legal target and is concidered activated this turn. At the end of the round this character gains 5 Force points, remove 30 damage from this character, she can not exceed her maximum Hit Points.)
A Sith Battery with a difference showing how cunning Kriea realy was
15 Lumiya, Dark Lady of the Sith Sith 56 Hit Points: 100 Defense: 19 Attack: +14 Damage: 20
Special Abilities: Unique Melee Attack Double Attack Melee Reach 3 When attacking, this character treats enemies up to 3 squares away as adjacent Cunning Attack ( +4 Attack and +10 Damage against an enemy who has not activated this round) Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11; Attacks with lightsabers ignore this special ability) Cyborg Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects Mobile Attack Can move both before and after attacking Blaster Bolt (On her turn, this character can make 1 extra attack instead of moving at +10 Damage; all attacks must be against the same target)
Force Powers: Force 4 Force Flash: (Force 2 Replace initiative roll, Droids and Characters with Mounted weapons cannot target this character until she has activated) Force Phantom (Force 3 useable only on this characters turn; target 1 Living Enemy; save 16, on a fail until the end of this round whenever Lumiya takes damage, target enemy takes damage equal to the amount dealt to this character) Lightsaber Sweep Force 1, replaces attacks: Can attack each adjacent enemy once
An alternate version of Lumyia. Demostrating that she was very dangerous in the right situations.
16 Darth Caedus, Sith Lord Sith 109 Hit Points: 140 Defense: 21 Attack: 15 Damage: 20
Special Abilities: Melee Attack; Triple Attack On his turn, this character can make 2 extra attack instead of moving Jedi Hunter +4 Attack and +10 Damage against enemies with Force ratings Vaapad-Style Fighting Scores a critical hit on an attack roll of natural 18, 19, or 20 Affinity this character may be in New republic squad
Force Powers: Force 2, Renewal 1
Sith Sorcery Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11 Sith Mind Trick [Force 3, usable on this characters turn; Target 1 Living enemy within 6 squares, if that character has not active this turn, it must immediately exchange positions with another ally of the same base size that has activated]) Force Redemtion Force 2, usable once only when this character would be defeated, 2 Unique allies can immediatly exchange positions with another ally of the same base size. Master of the Force 2 May spend Force points up to 2 times in a single turn
Commander Effect: Followers within 6 squares get +2 Attack and +2 Defense
This is to represent Caedus at his peak, able to manipulate situations around him as well as being a Blades master equal to that of Grand Master Skywalker
17 Sith Mediation Sphere Sith 61 (Huge) Hit Points: 100 Defense: 20 Attack: 11 Damage: 30
Special Abilities: Unique. Flight Ignores difficult terrain, enemy characters, low objects, and pits when moving Affinity This character may be in a squad with a character with a Force rating regardless of faction Dark Side Tutor At the start of the skirmish, choose 1 allied character with a Force rating. That character gains the following ability while within 6 square of this character, Force Lightning 5 (Force 5, replaces turn: range 6; 60 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 16) and can spend this character's Force points as if they were its own. Force Master Once per round, after initiative is determined, if this character is within 6 squares of an enemy character with a higher force value than its target ally, this character must make a save of 11; if this save fails, this character joins the opponent's squad until the end of the skirmish.
Force Powers: Force 3, renewal 1 Sith Meditation Force 2, usable on this characters turn: Target ally may immediatly spend 1 Force point to gain +4 to all its D20 rolls until the end of the round.
This is just 1 version of the 'Ship'. Very hard to do, could very easily have been broken. Ship is the ultimate force battery and damage dealer. I didnt want go down that route though, so I ended up with this, I could have kept it basic but I'm all for flavor!
18 Darth Andeddu Sith Cost: 39
Hit Point: 80 Defense: 18 Attack: 14 Damage: 20
Special Abilities: Unique Melee Attack Double Attack Force Powers: Force 5 Force Hibernation Trance (Force 2: replaces initiative roll: This character is not a legal target and is concidered activated this turn. At the end of the round this character gains 5 Force points, remove 30 damage from this character, he can not exceed his maximum Hit Points.) Sith Mind Terror [Force 4, usable on this characters turn; Target 1 Living enemy within 6 squares takes 40 damage]) Essence Transfer [Force 3, usable when this character would be defeated; touch, adjacent character is defeated and this character gains 50 Hit Points]) Master of the Force 2 (May spend Force points up to 2 times in a single turn)
19 Darth Cognos Sith 58 Hit Points: 100 Defense: 19 Attack: +14 Damage: 10
Special Abilities: Unique; Melee Attack Double Attack; Twin Attack Jedi Hunter +4 Attack and +10 Damage against enemies with Force ratings Lightsaber Duelist (+4 Defense when attacked by an adjacent character with a Force rating) Intuition Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates Rule of Two (only 1 Unique character with a Force rating may be in a squad with this character, that character may spend this characters Force Points once per turn and its own Force Points once per turn)
Force Powers Force 2 Force Renewal 1 Anticipation (Force 1: Reroll initiative once per round) Force Suppression(Force 2; replaces attacks; range 6 Enemy characters within 6 squares cannot spend force points this round; save 11) Master of the Force 2 (This character may spend Force Points up to twotimes during his activation)
20 Darth Wyyrlok Sith Cost: 59 Hit Points: 100 Defence: 20 Attack: +12 Damage: 20
Special Abilities: Unique Melee Attack Double Attack Affinity May be in a Sith squad that does not contain Darth Krayt Ataru Style Mastery +4 Attack and Twin Attack if exactly 1 enemy is within 6 squares
Force Powers Force 2 Force Renewal 1 Levitation 3 Force 3, Replaces turn: This character and an ally within 6 squares can move up to 12 squares simultaneously; during this move, that ally gains Flight. At the end of the move, that ally must be in an unoccupied square within 6 squares of this character. Illusion Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11 Master of the Force 2 May spend Force points up to 2 times in a single turn
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Deus Sol wrote:so, great set, but a couple of things wrong... so first - Rule of Two Apprentice... not all sith masters (just look at Darth Bane in Orbalisk Armour, Dark Lord of the Sith) have master in their name. So, I suggest changing it to Rule of Two Apprentice (your squad cannot contain any characters with a Force rating that cost less than this character, and only one character with a Force rating that costs more than this character.) and just word Rule of Two Master the opposite? The point of apprentice is so she can be in any Masters squads and still be playable. And th point of Master is so he cna never be in a squad with more that 1 unique fp user. I know its tretching the Rule of Two but im trying to keep flavour aswell as substance. Maybe it should be around Darth not Master hmmm...more to follow on this. Fixed, have scrapped Apprentice and made more of Master, which also helps tame Orbalsik Bane down a bit. Thanks again for spotting that :) Quote:also... Sith Sorcery is already an ability. I just suggest giving the characters the ability that it grants (i.e. instead of Zannah having Sith Sorcery (Force 3, usable on this characters turn if she does not move; Until this character's next turn, she gains the following Force ability: Dark Side Tendrils [Living enemy characters within 6 squares take 10 damage for each square they move]), why dont you just give her Dark Side Tendrils (Force 3, useable only on this characters turn if she does not move; Living enemy characters within 6 squares take 10 damage for each square they move until the end of this character's next turn)? I think that would greatly simplify it. Sith Sorcery has always needed reinventing to me. One name for hundreds of abilities?? Hold on there! I'm expanding on what we already have with Sith Sorcery and giving th sith a better supply of 'magic', Sith sorcey is a base name with many abilities. Quote:Force of Will (Force 1 Force powers used by this character cannot be cancel this round) cancel needs to be canceled. i think... You think correctly, thanks for spotting :) Quote:and, finally, lets talk about orbalisk armor... k. Orbalisk Regenerative Armor (Whenever this character would take damage reduce the damage by 10, if this character does not move on its turn remove 20 damage from this character, he can not exceed his maximum Hit Points) uh... kinda OP IMHO, maybe change remove 20 to remove 10, otherwise this guy powns GMLS in the mouth... or maybe thats just in theory. IDK but i think its a bit OP. also its not balanced out by Orbalisk Poison (If this character takes damage from Force Powers with Lightening, it takes double the damage dealt and loses Orbalisk Regenerative Armor until this characters next turn) because not many squad have characters with lightening... so, sorry for writing this huge response... but i think these do have lots of potential if you work on them! I've had a lot of help on Orbalisk Bane. This is the most flavor full version. He is highly susseptably to the hindrance of his own ability. I know there are not many squads with lightening but lightening is his weakness. If any thing i may lower his defence. You only need to hit him with a cheap lighening piece then pepper him with blaster fire or grenades and he'll go down just a quick as the Wizards Darth Bane. I dont think of his "flavour/gimic ability" as any different as Kun eating his squad to "transfer", or Kyp going savage and killing himself or you may roll a 1 and lose you crutch peice to your opponent, or the risk of Dark Temptation and it slapping you hard in the face.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Do the Massassi Sith Mutants for Zythmnr's CE have to have lost Savage with Saes Rrogon's CE before gaining Furious Assault, or do they just get it?
Also, DBiOA,TDLotS seems a bit broken to me. ORA gives him DR10 and Regen 20, which seems to make a 180 HP character way too hard to kill. Additionally, OSR lets him move 18 squares and attack everyone adjacent to him after that at +18 attack and 40 damage with LSsweep. Even though there is a hard-to-make save, he only takes 20 because of the DR10 component of ORA, and then he can attack all of the characters that he didn't kill next turn by LS sweeping twice at +16 Attack, and then Regening the damage he took from OSR. Seems like a GMLS-price range character to me. raise cost to about 113, or tone down some abilities.
Also, a bit off-topic, but how did Darth Bane die?
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