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My custom wookiee stats Options
Araquay
Posted: Thursday, January 13, 2011 9:39:15 AM
Rank: Clone Trooper
Groups: Member

Joined: 11/20/2010
Posts: 9
Location: Florida
This character is based on my character of the same name from Star Wars Galaxies. He was a master rifleman and master fencer. The actual mini I use is a custom by Arctrooper-A79 using the wookiee warrior as the starting point. I was going for a decent shooter that can be nasty up close.

Arriwarr of Kashyyyk
Fringe
Cost = 42
Hit Points = 120
Defense = 18
Attack = 10
Damage = 20

Special Abilities
Unique, Wookiee, Pilot
Close Quarters Fighting (+4 Attack against adjacent enemies)
Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can make 1 immediate attack against another adjacent enemy)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Evade (Whenever this character is hit by an attack from a nonadjacent enemy, it can avoid the damage with a save of 11)
Gregarious (This character gets +4 Attack as long as an ally is within 6 squares)
Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies)
Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies)
creme_brule
Posted: Thursday, January 13, 2011 9:48:52 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/31/2009
Posts: 1,701
well; i would suggest taking out mighty swing and momentum. Thats IMHO redundant; basiccally giving the wokie +10 dmg. Its occured on the bantha tusken; which i never understood. Otherwise; solid figure and good job :)
Araquay
Posted: Thursday, January 13, 2011 9:57:58 AM
Rank: Clone Trooper
Groups: Member

Joined: 11/20/2010
Posts: 9
Location: Florida
Thanks for the input. :)
Lily_Wan
Posted: Thursday, January 13, 2011 11:17:10 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/14/2009
Posts: 744
Location: Chicago
Good on creme brule for pointing that out. I would also add that Arriwarr has access to Close Quarters and Mighty Swing from Merumeru, so it may be beneficial to drop those and round him out with other abilities you see fit. Then you have the option of boosting him, depending on your squad. Just something to consider, but well done.
Araquay
Posted: Friday, January 14, 2011 9:05:38 AM
Rank: Clone Trooper
Groups: Member

Joined: 11/20/2010
Posts: 9
Location: Florida
I had thought about Merumeru's CE, but I didn't want to rely that. I wanted to use him in republic, rebel, new republic, and sometimes mandalorian. When I used to play SWG, my other guild members said the worst part of a sparring match with Arriwarr was when he ditched the rifle and smacked them with a sword. I thought of making an SA called Ryyk Blade that would just add a straight +10 damage when attacking adjacent enemies, but then he could gain mighty swing or momentum from others and get beastly. Which can certainly be fun for me, but I was trying to avoid getting too crazy. At any rate, that is why I made some of the choices I did. But I welcome your feedback, as you guys will likely see something I didn't think of before.
Araquay
Posted: Friday, January 14, 2011 9:09:49 AM
Rank: Clone Trooper
Groups: Member

Joined: 11/20/2010
Posts: 9
Location: Florida
I have two more customs I put together last night. They are also characters I played in SWG and related to Arriwarr.

Ryykyysh of Kashyyyk
Fringe
Cost = 31
Hit Points = 110
Defense = 17
Attack = 8
Damage = 20

Special Abilities
Unique, Wookiee, Pilot
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Industrial Repair 30 (Replaces attacks: touch; remove 30 damage from 1 character with Mounted Weapon)

Removed evade and reduced cost from 32 to 31.

Isshyymapia of Kashyyyk
Fringe
Cost = 43
Hit Points = 130
Defense = 20
Attack = 10
Damage = 20

Special Abilities
Unique, Wookiee, Pilot
Careful Shot +6 (On his turn, if he doesn't move, he gets +6 Attack)
Evade (Whenever this character is hit by an attack from a nonadjacent enemy, it can avoid the damage with a save of 11)
Mobile Attack (This character can move both before and after attacking)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)

Commander Effect
Allied Wookiees gain +4 Defense.
Lord_Ball
Posted: Sunday, January 16, 2011 9:20:43 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,029
creme_brule wrote:
well; i would suggest taking out mighty swing and momentum. Thats IMHO redundant; basiccally giving the wokie +10 dmg. Its occured on the bantha tusken; which i never understood. Otherwise; solid figure and good job :)


Well there is one circumstance where neither would apply - attack first move later, but yeah it's probably going to end up +10 damage 95% of the time.
Rikalonius
Posted: Wednesday, January 19, 2011 3:32:41 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 9/20/2010
Posts: 109
Do all your characters have evade?
Araquay
Posted: Wednesday, January 19, 2011 4:08:43 AM
Rank: Clone Trooper
Groups: Member

Joined: 11/20/2010
Posts: 9
Location: Florida
Rikalonius wrote:
Do all your characters have evade?


These are the only ones I've done so far. And now that you mention it, it really isn't needed on Ryykyysh. I'll revisit him and update his stats soon.
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