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The Sith, Power and Strength Options
CerousMutor
Posted: Saturday, November 20, 2010 6:44:15 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
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



yuuzhanvonghunter
Posted: Saturday, November 20, 2010 7:39:00 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/14/2010
Posts: 210
Location: Felucia
Great stats! Only thing I think is wrong with Zannah, She has cloaked, and triple, and costs only 50. Id say raise her price to maybe about 60-65. And you spelled Sith Mind Trick Sith Mind Tick on Zannah.
CerousMutor
Posted: Saturday, November 20, 2010 10:17:04 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
yuuzhanvonghunter wrote:
Great stats! Only thing I think is wrong with Zannah, She has cloaked, and triple, and costs only 50. Id say raise her price to maybe about 60-65. And you spelled Sith Mind Trick Sith Mind Tick on Zannah.


doubled and fixed. Thanks for spotting Tongue
Deus Sol
Posted: Monday, November 22, 2010 1:49:15 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/7/2009
Posts: 75
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?

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.

Force of Will (Force 1 Force powers used by this character cannot be cancel this round) cancel needs to be canceled. i think...

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... Blushing but i think these do have lots of potential if you work on them! ThumbsUp
CerousMutor
Posted: Monday, November 22, 2010 3:13:31 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
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... Blushing but i think these do have lots of potential if you work on them! ThumbsUp


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.
CerousMutor
Posted: Friday, November 26, 2010 10:13:40 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/27/2008
Posts: 990
Deus Sol wrote:
Sith Sorcery is already an ability...


Took your advice, as much as Sith Sorcey vexes me, its way too wordy to reinvent it...grrr

Some things you just cant fix.
Human Black Sun Vigo
Posted: Saturday, November 27, 2010 12:48:45 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
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?
Human Black Sun Vigo
Posted: Saturday, November 27, 2010 12:52:18 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/18/2010
Posts: 198
Location: Alderaan (What's left of it. Stupid Imperials, it
Impulsive Sith (If a Unique allied character is defeated, for the remainder of the skirmish this character is concidered Sith and gains Force Grip 4) considered is spelled wrong.
Commander Effect:
Non-Unique Followers that end their turn within 6 squares again Charging Fire should be gain Charging Fire, not again.
Not a fighter, he was an intelligent man who used the dark side to expand his business and wealth as appose to succumbing to rage and hunting jedi. is appose supposed to be oppose?
CerousMutor
Posted: Saturday, November 27, 2010 3:18:22 AM
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Human Black Sun Vigo wrote:
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?


Massassi mutants just get it.
And Thank you! I never even concidered him being costed that high! It makes perfect sense! I may tweak him so he takes more damage btu the costinf fits like a glove!ThumbsUp

Point of contention. Some people argue he didn’t die.
If you haven’t read the Bane Trilogy it’s very good! I won’t spoil it!
I read the last twice, first time wanting Bane to win, second time wanting Zannah to win.
I actually came away with the same opinion both times.
CerousMutor
Posted: Saturday, November 27, 2010 3:20:31 AM
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Human Black Sun Vigo wrote:
Impulsive Sith (If a Unique allied character is defeated, for the remainder of the skirmish this character is concidered Sith and gains Force Grip 4) considered is spelled wrong.
Commander Effect:
Non-Unique Followers that end their turn within 6 squares gain Charging Fire should be gain Charging Fire, not again.
Not a fighter, he was an intelligent man who used the dark side to expand his business and wealth as ppose to succumbing to rage and hunting jedi. is appose supposed to be oppose?


Lol thats what happen s when you don spell check olo Woot
CerousMutor
Posted: Sunday, December 5, 2010 5:50:47 PM
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First 20 done! Phew this is hard work.
Flavour, Balance, Breaking points, costing...

tip of the hat to those who do this.
cicrush13
Posted: Monday, December 6, 2010 1:07:16 AM
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How does Ragnos work is he can't move and has intuition?
CerousMutor
Posted: Monday, December 6, 2010 2:10:58 AM
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cicrush13 wrote:
How does Ragnos work is he can't move and has intuition?

No, he grants it as an ability if he dies.
cicrush13
Posted: Monday, December 6, 2010 3:27:25 AM
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ah I missed that one line...anyways Kryat Reborn is mega broken. 74 points for a figure that has a base 30 defense against force user melee pieces? Blink I would either lower his base def and/or lower the lightsaber style to +2 max bonus. You could also state that this does not stack with Duelist.
CerousMutor
Posted: Monday, December 6, 2010 4:12:13 AM
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cicrush13 wrote:
ah I missed that one line...anyways Kryat Reborn is mega broken. 74 points for a figure that has a base 30 defense against force user melee pieces? Blink I would either lower his base def and/or lower the lightsaber style to +2 max bonus. You could also state that this does not stack with Duelist.


He doesnt have duelist, he has Dark Inspiration which grants Lightsaber Duelist.
He may still be a tad tough though
cicrush13
Posted: Monday, December 6, 2010 5:02:00 AM
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CerousMutor wrote:
cicrush13 wrote:
ah I missed that one line...anyways Kryat Reborn is mega broken. 74 points for a figure that has a base 30 defense against force user melee pieces? Blink I would either lower his base def and/or lower the lightsaber style to +2 max bonus. You could also state that this does not stack with Duelist.


He doesnt have duelist, he has Dark Inspiration which grants Lightsaber Duelist.
He may still be a tad tough though


Spacing threw me off again. Ok so he starts with 4 FPs. That seems a lil high esp since he has renewal. Might wanna decrease.
CerousMutor
Posted: Monday, December 6, 2010 8:08:37 AM
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Dropped to 2. Not sure why I had him at 4??
CerousMutor
Posted: Wednesday, December 8, 2010 4:23:52 AM
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Is there anyone skilled in Card making?
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