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Post by saber1 on Oct 23, 2009 15:06:05 GMT -5
I was recently invited to join this community (currently an active member on bloomilk and wizards) so I thought I would jump in and share some customs. I've only been into the game for about 10 months and been creating custom stats for about half that time. I've slowly put this set together and it is finally ready for your viewing and feedback. It revolves largely around the New Jedi Order series, though like any set, it includes pieces from multiple eras.
OLD REPUBLIC 1 Antarian Ranger Captain
MANDALORIAN 2 Goran Beviin 3 Mandalorian Protector 4 Verpine Engineer
REPUBLIC 5 Jax Pavan 6 Laranth Tarrak
REBEL 7 Luke Skywalker, Hope of the Rebellion
IMPERIAL 8 Baron Soontir Fel 9 Gilad Pellaeon 10 Ruhk 11 Shadow Stormtrooper (reprint) 12 Vader’s Apprentice, No More
NEW REPUBLIC 13 Admiral Ackbar, Supreme Commander 14 Anakin Solo, Jeedai 15 Cakhmaim 16 Corran Horn, Jeedai 17 Ganner Rhysode, Jeedai 18 Jag Fel, Jedi Hunter 19 Jain Solo, Sword of the Jedi 20 Kyp Durron, Jedi Master 21 Lando Calrissian, Arms Supplier 22 Lowbacca 22 Mon Mothma, Chief of State 24 Saba Sebatyne 25 Whistler 26 YVH 1 27 YVH 1B
YUUZHAN VONG 28 Onimi 29 Shedao Shai, Commander 30 Shimrra Jamane, Supreme Commander 31 Voxyn 32 Vua Rapuung 33 Yuuzhan Vong Slayer
FRINGE 34 Chiss Pilot 35 Heavy Ordinance Mercenary 36 I5YQ 37 Tahiri Veila/Riina Kwaad 38 Ugnaught Demolitionist (reprint) 39 Vergere 40 YVH 1A
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Post by saber1 on Oct 23, 2009 15:33:15 GMT -5
OLD REPUBLIC
1 Antarian Ranger Captain
Antarian Ranger Captain Cost: 22 Faction: Old Republic Hit Points: 60 Defense: 17 Attack: 10 Damage: 20
Special Abilities Accurate Shot (Can attack an enemy with cover even if it’s not the nearest target) Affinity (May be in a Republic or New Republic squad) Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Commander Effect Allied Antarian Rangers gain Mobile Attack
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Post by saber1 on Oct 23, 2009 15:33:49 GMT -5
MANDALORIAN
2 Goran Beviin
Goran Beviin Cost: 40 Faction: Mandalorian Hit Points: 90 Defense: 20 Attack: 10 Damage: 20
Special Abilities Unique, Double Attack Beskar’gam Armor 11 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11) Crushgaunts (If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage and make a save of 17. On a success, that enemy is -10 Damage for rest of skirmish.) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Unyielding (At the start of each of this character's turns, make a save of 11. On a success, this character’s damage may not be prevented or redirected for the remainder of the round.) Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)
Goran is a solid melee/interference piece to slow the opposing melee pieces closing on the Mando shooters. 90 HP and Armor should give him decent survivability while 10 ATK, YVH, and Deadly give him the tools to deal out significant damage. I created Unyielding to portray his brutal and relentless approach to war as was explained during his training of Jaina. Crushgaunts represents one of his "gadgets" that gives him a Cortosis Gauntlet-ish ability, further adding to his interference potential.
3 Mandalorian Protector
Mandalorian Protector Cost: 24 Faction: Mandalorian Hit Points: 60 Defense: 18 Attack: 9 Damage: 20
Special Abilities Unique, Double Attack Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
I wanted to create a lower cost non-unique for the Mandos. When I set out, I also wanted to give the faction more access to Flight and Grenades should be something the faction has in abundance. Decent shooter with retreat and crowd-control abilities.
4 Verpine Engineer
Verpine Engineer Cost: 14 Faction: Mandalorian Hit Points: 20 Defense: 16 Attack: 4 Damage: 10
Special Abilities Industrial Repair 30 (Replaces attacks: touch; remove 30 damage from 1 character with Mounted Weapon) Experimental Pistol Upgrade (Allies within 6 squares with non-melee attacks that deal exactly 10 Damage roll twice when attacking, choosing either roll. If either roll is a 1, the attack fails and the attacker takes 10 Damage.)
With their prominent role in the Legacy series, I wanted to give the Verpine another figure. As tech gurus, IR 30 seemed obvious. I opted to create Experimental Pistol Upgrade to give the shooter-heavy faction a way to hit a bit easier. However, it has a built-in penalty to keep it balanced.
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Post by saber1 on Oct 23, 2009 15:34:20 GMT -5
REPUBLIC
5 Jax Pavan
Jax Pavan Cost: 32 Faction: Republic Hit Points: 80 Defense: 20 Attack: 12 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Affinity (May be in a Rebel squad) Blaster 20 (Replaces attacks: sight; make a non-melee attack at +12 Attack for 20 Damage)
Force Powers Force 1, Force Renewal 1 Force Threads (Force 2: For remainder of skirmish, allied commander effects normally limited to 6 squares have unlimited range when applying to this character and are immune to Disruptive, and enemy characters that target this character do not benefit from Commander Effects) Lightsaber Defense (Force 1: Whenever this character is hit by an attack, this character takes no damage with a save of 11)
Main character of a very good novel trilogy. With only that trilogy as source material, I was challenged to create a mini that felt right and was desirable to play. He's a pretty standard low-30's cost Jedi. Two exceptions to note that I believe make him playable are Blaster 20 and Force Threads. Blaster 20 was the final piece of the puzzle when I realized that Jax was without a lightsaber for much of the trilogy. This signals the return of a very rare SA in a very appropriate way and gives a melee fig a decent ranged threat. Finally, his unique ability to see force threads begged for a new force power. Force Threads was what I came up with.
6 Laranth Tarrak
Laranth Tarrak Cost: 37 Faction: Republic Hit Points: 80 Defense: 19 Attack: 12 Damage: 20
Special Abilities Unique Accurate Shot (Can attack an enemy with cover even if it’s not the nearest target) Affinity (May be in a Rebel squad) Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force Powers Force 1, Force Renewal 1 Blaster Assault (Force 1, replaces attacks: Make 2 attacks) Blaster Barrage (Force 1, replaces attacks: Can attack every legal target once) Blaster Deflect (Force 1: When hit by a non-melee attack, this character takes no damage with a save of 11)
How to make a Laranth and not destroy the game? Let's face it, she is absolutely mind-boggling with a blaster. This is what I came up with. She is an offensive machine, though 19 DEF and lack of evade and mobility will see her chew through her FPs very quickly. Without those, she only Twins for 20 each. Combined with only 80 HP means she won't survive very long in the thick of battle. However, played wisely she can bring a lot to the table.
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Post by saber1 on Oct 23, 2009 15:34:44 GMT -5
REBEL
7 Luke Skywalker, Hope of the Rebellion
Luke Skywalker, Hope of the Rebellion Cost: 54 Faction: Rebel Hit Points: 120 Defense: 20 Attack: 14 Damage: 20
Special Abilities Unique, Melee 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.) Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force Powers Force 2, Force Renewal 1 Force Leap (Force 1, this character can move through enemy characters without provoking attacks of opportunity) Jedi Mind Trick (Force 1, usable only on this character’s turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn, save 11) Lightsaber Deflect (Force 1: When hit by a non- melee attack, this character takes no damage with a save of 11)
Commander Effect Enemy characters with Flight within 6 squares of your commando provoke attacks of opportunity as normal. Save 16 to negate each effect.
Not everyone loves Luke, but I think he deserves a better Jedi version for the Rebel faction. For those of you that agree, I present the Hope of the Rebellion. Aside from the CE, nothing is new to the character. I simply sampled existing Luke versions and sought to create a balanced Rebel melee piece that could handle his own business. Finally, the CE is my attempt to harass Flight-heavy squads, using Luke's "grouding" of speeder bikes on Endor as inspiration. Each time a character with Flight wants to use the ability (and is within 6 of your commando) he must make a save 16 or that character will provoke AoO as normal. Even more effective with Cad Bane flying around.
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Post by saber1 on Oct 23, 2009 15:35:03 GMT -5
IMPERIAL
8 Baron Soontir Fel
Baron Soontir Fel Cost: 21 Faction: Imperial Hit Points: 50 Defense: 18 Attack: 10 Damage: 10
Special Abilities Unique Affinity (May be in a New Republic squad) Deceptive (+10 Damage against an enemy who has activated this round) Evade Pilot Rapport (Pilot followers cost 1 less when in the same squad as this character)
Commander Effect Pilot followers gain Mobile. Pilot followers gain +3 Defense while they have a Pilot ally within 6 squares.
The first Fel mini was quite disappointing so I wanted to create an incarnation to do the character justice. He was perhaps the finest pilot in the Empire, so I felt a Pilot-heavy theme was in order.
9 Gilad Pellaeon
Gilad Pellaeon Cost: 16 Faction: Imperial Hit Points: 40 Defense: 16 Attack: 5 Damage: 10
Special Abilities Unique Pilot Reserves 30 (If you roll exactly 11 for initiative, you can add up to 30 points of Pilot characters to your squad immediately before your first activation of the round) Tactical Superiority (Your Pilot allies gain +2 Attack for each Pilot that has attacked the target this round)
Commander Effect Your Navy Troopers and Pilot allies gain Deadly Attack
Two Thrawn figures and no Pellaeon? Continuing with the strong leader and Pilot themes, I wanted to give the Pilot SA a solid sub-strategy from which to construct squads.
10 Ruhk
Ruhk Cost: 25 Faction: Imperial Hit Points: 80 Defense: 18 Attack: 9 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Bodyguard Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates) Poison +10 (+10 Damage to living enemy; save 11) Stealth
Commander Effect Your characters whose names contain Noghri get +2 Attack, +2 Defense and Twin Attack.
The being that "offed" Thrawn. He is a solid melee piece in his own right that keeps with the flavor of his species. His CE gives a boost to his fellow Noghri for the potential of a Noghri sub-squad.
11 Shadow Stormtrooper (reprint)
This is a decent mini with a decent sculpt that I thought could use a reprint more than the generic Stormtrooper.
12 Vader’s Apprentice, No More
Vader’s Apprentice, No More Cost: 61 Faction: Imperial Hit Points: 130 Defense: 22 Attack: 12 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Jedi Hunter (+4 Attach and +10 Damage against enemies with a Force Rating) Soresu Style (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Unorthodox (Enemy characters with Parry or Lightsaber Block must instead make a save of 13 against this character’s attacks)
Force Powers Force 2; Force Renewal 2 Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity) 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 Throw (Force 3, replaces turn; range 6: move enemy character to any unoccupied space within 6 squares. If the ending square is adjacent to a wall or character, target and each adjacent character take 30 Damage. This does not provoke attacks of opportunity.)
This custom is based of observations of TFU. I wanted to keep the flavor of the figure similar to the original Imp version. This is evident in his stats and FL 40. Jedi Hunter seemed to fit as did Soresu, his prominent LS style as listed on wookiepedia. His unusually strong telekinetic abilities, I believe, warrant a new and powerful force power. I created Force Throw to be able to manipulate enemies as well as potentially cause damage. As mentioned in several novels, curved saber handles and reverse grip offered opposing combatants skewed angles. This created a greater challenge for the opposition to block/parry/reposte strikes. I created Unorthodox to represent this challenge and incorporated the SA to reflect this character's consistant use of the reverse grip.
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Post by saber1 on Oct 23, 2009 15:35:28 GMT -5
NEW REPUBLIC
13 Admiral Ackbar, Supreme Commander
Admiral Ackbar, Supreme Commander Cost: 29 Faction: New Republic Hit Points: 50 Defense: 14 Attack: 4 Damage: 10
Special Abilities Unique Adaptive Tactics (Opponent’s initiative roll is -1 for each ally that has line of sight on an enemy character, limit 4. This affects Master Tactician) Concentrate All Fire (If you win initiative, opponent may only target one ally each turn for remainder of round)
Commander Effect At the end of this character’s turn, two Medium followers within 6 squares of this character can switch positions. Non-Unique allies gain Recon.
My goal with Ackbar was to create a commander for the NR that could remove some of the sting from Master Tactician. As a result, I developed Adaptive Tactics as a way to prevent the opponent with Thrawn and such from auto-winning initiative 95% of the time. Clearly Thrawn was the benchmark with a movement breaking commander effect which is balanced by virtue of its limitation to medium followers. Granting Recon, I felt, was a good way to encourage use of non-uniques in the unique-heavy faction. Lastly, Concentrate All Fire is an answer to strafing/galloping/barraging squads.
14 Anakin Solo, Jeedai
Anakin Solo, Jeedai Cost: 39 Faction: New Republic Hit Points: 80 Defense: 20 Attack: 12 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Affinity (A character whose name contains Chewbacca may be in your squad regardless of faction) Jeedai (Suppresses Yuuzhan Vong commander effects within 2 squares) Synergy (This character may use Lightsaber Defense to defend an adjacent character named Tahiri Veila) Vongsense (Ignores Force Immunity of Yuuzhan Vong characters)
Force Powers Force 2, Force Renewal 1 Complete Oneness with the Force (Force 4: For rest of skirmish, this character gains +4 Attack, +10 Damage and Twin Attack and at the end of each of its turns, this character takes 10 Damage which cannot be reduced, prevented or redirected. This character cannot be healed.) Force Meld (Force 2: Allied characters with a Force Rating gain +3 Attack and +3 Defense until the end of this character’s next turn) Lightsaber Defense (Force 1: Whenever this character is hit by an attack, this character takes no damage with a save of 11)
This is my take on Anakin during the mission to Myrkr. Solid stats for a human his age. Affinity for Chewie was a no-brainer based on his siblings figures. Jeedai depicts his inclusion into the Jeedai heresy that developed among the YV. His particular brand of synergy shows his connection to Tahiri. Complete Oneness is his full immersion into the force as he was dying, which granted him heightened tolerance to pain and incredible battle prowess. Finally, Anakin was one of the pioneers of the Jedi Battle Meld, which I named Force Meld for sake of card space.
15 Cakhmaim
Cakhmaim Cost: 25 Faction: New Republic Hit Points: 80 Defense: 19 Attack: 11 Damage: 20
Special Abilities Unique Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Mal’ary’ush Honor Guard (This character gains Bodyguard while adjacent to any character whose name contains Solo or Skywalker. May not benefit from commander effects from characters whose name does not contain Solo or Skywalker.) Mobile Attack Parry Stealth Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
One of two Noghri bodyguards assigned to Leia. I've saved Meewahl for another set, however. The stats and abilities are pretty straightforward for Cakhmaim's species, though I added the Honor Guard SA to show the connection to Lady Vader.
16 Corran Horn, Jeedai
Corran Horn, Jeedai Cost: 43 Faction: New Republic Hit Points: 130 Defense: 20 Attack: 13 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Jeedai (Suppresses Yuuzhan Vong commander effects within 2 squares) Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Pilot Trakata (This character's attacks, and the damage from those attacks, cannot be prevented or redirected, save 16 negates
Force Powers Force 2, Force Renewal 1 Absorb Energy (Force 2: When hit by a non-melee attack, this character takes no damage with a save of 11. Remove damage from this character equal to the prevented damage.) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11) Lightsaber Precision (Force 1: This character gets +10 Damage on its next attack)
Corran Horn. Perhaps my favorite character and the first attempted custom. Let's face it, his first iteration in the game is lacking. I've kept his stats similar to that of the lackluster first version, but I added a few key items. First, the obvious omission of Pilot was quickly corrected. Like the Anakin above, Corran was absorbed into the Jeedai Heresy following his narrowly successful duel with Shedao Shai for the planet Ithor. As a result of that duel, I've also included Parry and LS Precision and created Trakata. Lastly, Jedi Mind Trick seemed appropriate for Mr. Horn.
17 Ganner Rhysode, Jeedai
Ganner Rhysode, Jeedai Cost: 54 Faction: New Republic Hit Points: 120 Defense: 19 Attack: 12 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Gregarious (+4 Attack if an ally is within 6 squares) Jeedai (Suppresses Yuuzhan Vong commander effects within 2 squares) None Shall Pass (Enemy characters without Flight may not move out of a square adjacent to this character)
Force Powers Force 2, Force Renewal 1 Complete Oneness with the Force (Force 4: For rest of skirmish, this character gains +4 Attack, +10 Damage and Twin Attack and at the end of each of its turns, this character takes 10 Damage which cannot be reduced, prevented or redirected. This character cannot be healed.) Force Bubble (Force 1: When this character takes damage, reduce the damage dealt by 20) 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)
The Jeedai Heresy continues with its greatest icon. I've given Ganner the same Oneness force power as Anakin, though Ganner is likely to make more use of it. Solid stats combined with Bubble and Gregarious make him a force to reckon with. The key is to wisely use his FPs and keep him away from big shooters. Finally, None Shall Pass creates a strategic quagmire for any opponent who cannot keep Ganner at bay. Like his heroic final stand, no opponents shall pass while Ganner yet lives.
18 Jag Fel, Jedi Hunter
Jag Fel, Jedi Hunter Cost: 26 Faction: New Republic Hit Points: 70 Defense: 19 Attack: 9 Damage: 20
Special Abilities Unique, Double Attack Beskar’gam Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6) Crushgaunts (If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage and make a save of 17. On a success, that enemy is -10 Damage for rest of skirmish.) Encumbered (May not move into difficult terrain and attack in the same turn) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
19 Jain Solo, Sword of the Jedi
Jaina Solo, Sword of the Jedi Cost: 49 Faction: New Republic Hit Points: 110 Defense: 21 Attack: 10 Damage: 20
Special Abilities Unique, Melee Attack Affinity (May be in a Mandalorian squad that contains Boba Fett) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Jeedai (Suppresses Yuuzhan Vong commander effects within 2 squares) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Loner (+4 Attack if no allies are within 6 squares) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) Unyielding (At the start of each of this character's turns, make a save of 11. On a success, this character’s damage may not be prevented or redirected for the remainder of the round)
Force Powers Force 4 Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked) Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
20 Kyp Durron, Jedi Master
Kyp Durron, Jedi Master Cost: 75 Faction: New Republic Hit Points: 140 Defense: 20 Attack: 13 Damage: 20
Special Abilities Unique, Melee Attack, Triple Attack Gregarious (+4 Attack if an ally is within 6 squares)
Force Powers Force 2, Force Renewal 1 Master of the Force 2 Force Push 4 (Force 4, replaces attacks: sight; 40 Damage; push back target 4 squares if Huge or smaller) Levitate 2 (Force 2, replaces attacks: Move 1 Large or smaller ally within 8 squares to any unoccupied square within 8 squares. This does not provoke attacks of opportunity.) Lightsaber Defense (Force 1: Whenever this character is hit by an attack, this character takes no damage with a save of 11) Master Speed (Force 1: This character may move 6 extra squares on its turn)
Commander Effect Followers within 6 squares gain Extra Attack.
21 Lando Calrissian, Arms Supplier
Lando Calrissian, Arms Supplier Cost: 30 Faction: New Republic Hit Points: 70 Defense: 18 Attack: 8 Damage: 20
Special Abilities Unique Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round) Experimental Rifle Upgrade (Allies within 6 squares with non-melee attacks that deal exactly 20 Damage gain Jolt and take 10 Damage on a natural attack roll of 1.) Mobile Attack Rapport (Droid characters with YVH in their name cost 1 less in the same squad as this character)
Commander Effect Allied Droids with YVH in their name gain Mockery of Life (Yuuzhan Vong enemies must end their move adjacent to this character if possible, save 11).
22 Lowbacca
Lowbacca Cost: 36 Faction: New Republic Hit Points: 110 Defense: 19 Attack: 13 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Mighty Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack at +20 Damage against another adjacent enemy) Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies) Repair (Replaces attacks: touch; remove 20 Damage from 1 Droid character)
Force Powers Force 3 Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Commander Effect Your squad may contain non-Unique Wookies of any faction. Non-Unique Wookie allies gain +2 Attack and +2 Defense while a Wookie ally is within 6 squares.
22 Mon Mothma, Chief of State
Mon Mothma, Chief of State Cost: 12 Faction: New Republic Hit Points: 30 Defense: 16 Attack: - Damage: -
Special Abilities 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) Inspiring (Allied Commander Effects with range 6 instead have range 12 while that commander has line of sight on this character)
Commander Effect If you win initiative, you may choose a Special Ability that increases Attack or Damage values. For remainder of round, the effects of the chosen special ability are ignored.
“Mon Mothma, the New Republic’s first Chief of State, was noted as an inspirational leader who could defuse tense situations with the weight of her soft-spoken words.”
24 Saba Sebatyne
Saba Sebatyne Cost: 48 Faction: New Republic Hit Points: 130 Defense: 21 Attack: 12 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Cunning (+4 Attack and +10 Damage against an enemy who has not activated this round) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement) Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates) Pilot
Force Powers 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) Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares gain +2 Attack and +2 Defense) Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
25 Whistler
Whistler Cost: 9 Faction: New Republic Hit Points: 30 Defense: 18 Attack: - Damage: -
Special Abilities Unique, Droid Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy) Override (At the end of its turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated)
26 YVH 1
YVH 1 Cost: 21 Faction: New Republic Hit Points: 60 Defense: 19 Attack: 10 Damage: 20
Special Abilities Droid, Double Attack Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10.) Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)
27 YVH 1B
YVH 1B Cost: 25 Faction: New Republic Hit Points: 60 Defense: 18 Attack: 9 Damage: 30
Special Abilities Droid Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10) Upgraded Sensors (Enemy characters are not considered to have cover within 12 squares of this character) War Cry (Target enemy within 6 squares is considered activated, save 11.) Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)
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Post by saber1 on Oct 23, 2009 15:35:45 GMT -5
YUUZHAN VONG
28 Onimi
Onimi Cost: 31 Faction: Yuuzhan Vong Hit Points: 90 Defense: 20 Attack: 8 Damage: 10
Special Abilities Unique, Melee Attack Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round) Shamed (Not subject to commander effects or Shaper special abilities)
Force Powers Force 1, Force Renewal 1 Art of the Small 1 (Force 1: For the rest of the skirmish, this character gains Poison +20) Art of the Small 2 (Force 2, replaces turn: For the rest of the skirmish, enemy characters ignore this character’s Force Rating and this character gains Cloaked) Force Dominate (Force 2, replaces attacks: sight; 1 allied character without a Force Rating takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, that character takes 20 damage. Ignores Force Immunity.)
Based on my reading of the series and Wookiepedia, this feels like an accurate representation of the creature behind the thrown. He's not a huge damage dealer on his own (don't take that 40 Damage hit for granted, though) but he is great for manipulation. Use his unique brand of domination to give a big melee piece another turn for devastating effect. The activation-breaking nature of this Force Power is a welcome addition to the faction.
29 Shedao Shai, Commander
Shedao Shai, Commander Cost: 45 Faction: Yuuzhan Vong Hit Points: 120 Defense: 20 Attack: 9 Damage: 10
Special Abilities Unique, Melee Attack Embrace of Pain (+10 Damage if this character has taken damage this round) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities.) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) Vonduun Crab Armor 11 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11)
Commander Effect Yuuzhan Vong allies that deal exactly 10 Damage gain +10 Damage while they have line of sight on an enemy Droid or Cyborg character.
The Vong who nearly killed Corran Horn. His stats are substantial, as a fighting YV commander should be. I opted for in-round damge bonus for Embrace to prevent it from being overly powerful and redundant with Scarification. Also, I thought it was time the YV had a mechanic to represent their fanatical hatred of machinery (hence the CE). This will also force players to shift tactics when using R units or mouse droids against YV squads.
30 Shimrra Jamane, Supreme Commander
Shimrra Jamaane, Supreme Overlord Cost: 69 Faction: Yuuzhan Vong Hit Points: 200 Defense: 20 Attack: 15 Damage: 20
Special Abilities Unique, Melee Attack, Triple Attack Commanding Presence (Suppresses enemy commander effects within 4 squares and this character may not be activated by an enemy.) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Scepter Of Power (Replaces attacks, range 2: 40 Damage, save 11 for 20 Damage. Huge and smaller targets are considered activated, save 16.) Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)
Commander Effect Each Yuuzhan Vong ally gains +3 Attack and +3 Defense while it has an ally within 6 squares.
YV don't get any nastier than their Supreme Overlord. Huge stats, MR2 (the guy was big) and Armor 6 seemed obvious. His scepter was intriguing so I worked it in and its powerful. After all, it did nearly kill the Grand Master himself. Commanding Presence was created to show his, well...commanding presence. A disruptive-ish mechanic seemed natural, and a welcome addition to the faction, and provided an opportunity to give the character immunity from enemy activating mechanics. Shimrra, with Triple, 20 Damage, Armor 6 and other goodies is the quintessential Yuuzhan Vong beatstick.
31 Voxyn
Voxyn Cost: 35 Faction: Yuuzhan Vong Hit Points: 100 Defense: 20 Attack: 8 Damage: 10
Special Abilities Melee Attack Acid Spit (Replaces attacks, range 6: 30 Damage to target, 20 Damage to 1 character adjacent to target) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities.) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects.) Screech (Replaces attacks, range 6: Target and each character within 3 squares of target is considered activated, save 11. Huge and larger characters ignore this special ability.) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
I set out to create a balanced and playable critter that captured the feel of the feared Voxyn. Sure they killed Jedi by the dozens, but they must translate well to be worth the effort. I've incorporated most of the more well known abilities. Non-unique offers squad building flexibility while the cost keeps them in check. Acid and Screech make the faction more of a ranged threat.
32 Vua Rapuung
Vua Rapuung Cost: 37 Faction: Yuuzhan Vong Hit Points: 120 Defense: 19 Attack: 13 Damage: 20
Special Abilities Unique, Melee Affinity (May be in a New Republic squad that contains Anakin Solo) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Shamed (Not subject to commander effects or Shaper special abilities) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Twin Attack Vicious Attack (Triple damage instead of double on a critical hit)
33 Yuuzhan Vong Slayer
Yuuzhan Vong Slayer Cost: 30 Faction: Yuuzhan Vong Hit Points: 80 Defense: 17 Attack: 11 Damage: 10
Special Abilities Blorash Jelly (Replaces attacks, range 6: Target enemy takes 10 Damage and is considered activated, save 11. On a failure, target must make a save at the beginning of each of its subsequent turns or take 10 Damage and remain activated.) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings) Shimrra’s Bodyguard (If an adjacent ally with Shimrra in its name would take damage from an attack, this character can take the damage instead) Twin Attack Vonduun Hide 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6. This character ignores Scarification)
Created at Shimrra's request, these soldiers were a force to reckon with. Twin, Immunity, Jedi Hunter were no-brainers. Bodyguard gives them a synergy of sorts with their Supreme Overlord (making him super-tuf to kill). Often a stickler for accuracy, I opted against Crab Armor. Their skin was a self-healing armor, which is represented in Vonduun Hide 6. As it is self-healing I thought the second part in the SA's description was fitting. Why, oh why do we not have blorash jelly? Now we do (in a custom at least). Just like its portrayal in the novels, its something you'd rather not step in. After the first failed save, it stays with the target for the remainder of the skirmish with the possibility of that character taking damage and remaining activated each round. Blorash jelly can be a game-changer with one or two key failed saves by the opponent.
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Post by saber1 on Oct 23, 2009 15:36:02 GMT -5
FRINGE 34 Chiss Pilot
Chiss Pilot Cost: 16 Faction: Fringe Hit Points: 30 Defense: 18 Attack: 8 Damage: 10
Special Abilities Squad Firepower (+10 Damage while 3 allies with the same name as this character are within 6 squares)
35 Heavy Ordinance Mercenary
Heavy Ordinance Mercenary Cost: 20 Faction: Fringe Hit Points: 40 Defense: 16 Attack: 8 Damage: 20
Special Abilities Air-Burst Missiles 30 (Replaces attacks: sight; 30 Damage to target, save 11 for 20 Damage. 10 Damage to each character within 6 squares of target, save 11) Grenades 10 (Replaces attacks: range 6; 10 Damage to target and to each character adjacent to that target; save 11) Limited Movement (This character may not move more than 6 squares during its turn) Mercenary (This character can move only if it cannot make an attack from its starting space) Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
36 I5YQ
I5YQ Cost: 22 Faction: Fringe Hit Points: 60 Defense: 18 Attack: 9 Damage: 10
Special Abilities Unique, Droid Combat Programming (+10 Damage against an enemy character within 6 squares) Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character’s next turn, or until he is defeated) Sentient (This character is subject to commander effects) Synergy (+2 Attack, +2 Defense when a character whose name contains Pavan is in your squad) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
37 Tahiri Veila
Tahiri Veila Cost: 32 Faction: Fringe Hit Points: 70 Defense: 20 Attack: 9 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Bounty Hunter (+2 Attack against Unique enemies) Synergy (+4 Attack while an allied character named Anakin Solo is within 6 squares) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.) Vongsense (Ignores Force Immunity of Yuuzhan Vong characters)
Force Powers Force 3 Force Lightning (Force 1, replaces attacks: range 6; 20 Damage) Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
To portray Tahiri's split personality issues, Riina Kwaad's stats would be printed on the back of Tahiri Veila's stat card. As both sides would have a cost listed, any squad would be able to include Tahiri who may, depending on the save rolls for Unstable Psyche, "become" Riina at some point during the skirmish. Conversely, YV squads can included Riina who may become Tahiri during the skirmish. Both characters have the Unstable Psyche SA so every initiative roll can keep the current personality in play or bring the alternate into play.
Riina Kwaad Cost: 29 Faction: Yuuzhan Vong Hit Points: 70 Defense: 20 Attack: 9 Damage: 20
Special Abilities Unique, Melee Attack Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Embrace of Pain (+10 Damage if this character has taken damage this round) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.) Vongsense (Ignores Force Immunity of Yuuzhan Vong characters)
Force Powers Force 3 Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is 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)
38 Ugnaught Demolitionist (reprint)
39 Vergere, Traitor
Vergere, Traitor Cost: 36 Faction: Fringe Hit Points: 100 Defense: 21 Attack: 10 Damage: 20
Special Abilities Unique, Melee Attack Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish) Evade
Force Powers Force 2, Force Renewal 2 Art of the Small 2 (Force 2, replaces turn: For the rest of the skirmish, enemy characters ignore this character’s Force Rating and this character gains Cloaked) Art of the Small 3 (Force 2, replaces attacks: touch; remove 30 damage from a living character) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Commander Effect An ally with Jacen Solo, Darth Caedus, Darth Krayt or A’Sharad Hett in its name gains Embrace of Pain(+10 Damage if this character has taken damage this round)
40 YVH 1A
YVH 1A Cost: 26 Faction: Fringe Hit Points: 60 Defense: 17 Attack: 8 Damage: 20
Special Abilities Droid Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11) Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10) Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)
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Post by Jm419 on Oct 23, 2009 17:08:55 GMT -5
Hey, welcome to the site! It's always good to have new members: especially ones who can donate so much to the community. This looks like an interesting set. I'm more of an OR-Imperial guy, but NJO customs are always nice to see.
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Post by bountyhunter9 on Oct 25, 2009 15:39:58 GMT -5
Cool, most of the set is up. I like the Experimental Upgrade things, they're really balanced.
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Post by Jm419 on Oct 25, 2009 18:11:43 GMT -5
These are fascinating - and amazingly balanced. You have quite a bit of skill as a customizer.
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Post by saber1 on Oct 25, 2009 18:48:03 GMT -5
These are fascinating - and amazingly balanced. You have quite a bit of skill as a customizer. Thank you. I like taking existing mechanics and stats and making them better, or simply starting from scratch. Lots of research helps!
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Post by Jm419 on Oct 26, 2009 19:00:39 GMT -5
I certainly can empathize with you there - research is a necessity.
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Post by bountyhunter9 on Oct 26, 2009 19:47:51 GMT -5
Indeed. It helps a lot.
Two quick questions:
1. I like the Tahiri/Riina Kwaad mechanic, but if the stats are printed on either side of the same card, wouldn't it only take up one set spot? Otherwise it would be two set spots for the same card.
and 2. I really like the Air Burst Missile on the Heavy Ordinance Mercenary, but I don't think he should have Mobile Attack, because it's a powerful ability. It doesn't really seem to fit the character, with his Limited Movement, and all.
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