Post by gwek on Mar 7, 2009 14:55:19 GMT -5
Hanharr
Cost: 34
Rarity: Rare
Faction: Sith
Hit Points: 150
Defense: 11
Attack: 10
Damage: 20
Unique, Wookiee
Melee Attack, Double Attack
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Bounty Hunter+2 (+2 Attack against Unique enemies)
Rend +20 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +20 Damage)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Design Notes
Hanharr fills an interesting niche for the Sith. Low Defense aside, he's designed somewhat like a Sith warrior... but without a Force rating (which has it's own advantages and disadvantages).
The combination of Double Attack, Bloodthirsty, and Rend (combined with his high Attack) give him potentially high damage output when slugging it out with a beatstick (and Bounty Hunter helps a bit, since most of those targets will be unique). Toe-to-toe, he can dish out a up to 80 against a wounded foe... and that's before commander effects are in play.
Momentum and Rolling Cleave give him strong opening and closing moves: he can approach an opponent using Momentum, and once he finishes the first foe, can use Rolling Cleave to move on to another (using Momentum with it).
All of this is supported by his high Hit Points (among the highest in the game, for a medium-sized piece). His downfall, however, is his low Defense and the fact that some of his abilities are mutually exclusive.
As a Sith follower, he works pretty well, especially with Nihl (because of his Deadly Attack) and Darth Krayt (the extra attack gives Hanharr a much better opportunity to bring Rolling Cleave and Rend into play).
Admiral Saul Karath gives Hanharr Evade, which is great for getting him to the fight, and also a natural pairing with the Twi'lek Black Sun Vigo (Greater Mobile Attack makes Hanharr truly fearsome).
Another Fringe commander that can help is the Chagrian Mercenary Commander: with Deadly Attack and 2 or 3 rolls a round, that extra +20 damage will come into play eventually.
Cost: 34
Rarity: Rare
Faction: Sith
Hit Points: 150
Defense: 11
Attack: 10
Damage: 20
Unique, Wookiee
Melee Attack, Double Attack
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Bounty Hunter+2 (+2 Attack against Unique enemies)
Rend +20 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +20 Damage)
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Design Notes
Hanharr fills an interesting niche for the Sith. Low Defense aside, he's designed somewhat like a Sith warrior... but without a Force rating (which has it's own advantages and disadvantages).
The combination of Double Attack, Bloodthirsty, and Rend (combined with his high Attack) give him potentially high damage output when slugging it out with a beatstick (and Bounty Hunter helps a bit, since most of those targets will be unique). Toe-to-toe, he can dish out a up to 80 against a wounded foe... and that's before commander effects are in play.
Momentum and Rolling Cleave give him strong opening and closing moves: he can approach an opponent using Momentum, and once he finishes the first foe, can use Rolling Cleave to move on to another (using Momentum with it).
All of this is supported by his high Hit Points (among the highest in the game, for a medium-sized piece). His downfall, however, is his low Defense and the fact that some of his abilities are mutually exclusive.
As a Sith follower, he works pretty well, especially with Nihl (because of his Deadly Attack) and Darth Krayt (the extra attack gives Hanharr a much better opportunity to bring Rolling Cleave and Rend into play).
Admiral Saul Karath gives Hanharr Evade, which is great for getting him to the fight, and also a natural pairing with the Twi'lek Black Sun Vigo (Greater Mobile Attack makes Hanharr truly fearsome).
Another Fringe commander that can help is the Chagrian Mercenary Commander: with Deadly Attack and 2 or 3 rolls a round, that extra +20 damage will come into play eventually.