Tyber Zahn
Cost:51 Unique
Hit Points:130 Splash:10
Defense:21 invisibility device 5:replaces
Attack:12 attacks gains invisiblity for
Damage20 5 then must wait 2 turns
after the ability wears off
to use again
Bribe 50: replaces attacks
can make a character join
this characters squad save
16 if the save suceeds this
subtract that characters
point cost from 50
commander effect: zahn
constortiom alies gain
+2 attack and +2 defense
Welcome to the site, 'Tyber Zahn'. If you wish to post stats here, I would suggest that you make an account, so you can be adressed easier.
First of all, Zann's surname is spelled "Zann" (and, likewise, his CE should specify "Zann" Consortium allies), not Zahn. I've noticed that the back of the game case spells it "Zahn", but Wookieepedia confirms that this spelling is incorrect.
Now, on to the actual stats:
He seems to have very high base statistics. I've always envisioned Tyber as more of a Han Solo-caliber character in terms of base stats, rather than a Jedi/Sith beatstick level character. It's up to you as to whether you'd want to change his stats, as his fighting ability is left up to each person's perception and opinions.
As for special abilities, Splash 10 fits his character very well, considering the game; nice selection there.
Invisibility Device 5 seems unnecessarily complicated (IMO). The concept is accurate to the
Forces of Corruption game, but it's something that doesn't always translate as well to SWM as it may seem. I can't think of any abilities from WotC where time was relevant beyond one round, unless the ability lasted for the rest of the skirmish. I've learned from experience that keeping track of 'timed' abilities can be quite a chore, and it can slow down game play a lot. I've found that it's best to leave timed abilities out unless they are necessary (or, if a scenario makes use of timed effects). I would suggest you replace Invisibility Device 5 with either Invisibility or Cloaked.
I don't really understand how Bribe 50 works. I understand that it can force an enemy to join Tyber's, but I don't understand how the effect on the target's (I'm assuming that the ability was meant to have a range 6 or line of sight limit to it, and that it was meant to follow normal targeting rules; it's probably not realistic to have Tyber bribe someone across the map
) cost works. For example, if Tyber were to bribe a Stormtrooper (cost 5) and it succeeded its save, I would subtract his cost from 50? What does this new number (45 in this example) do? Is it that character's new cost? In this example, would the Stormtrooper still join Tyber's team? If not, what's the purpose of changing the character's cost? It's best to be clear when describing abilities make them as clear as possible
.
Also, a save of 16 to turn any enemy to Tyber's team is incredibly powerful, I would suggest you lower the power level of this ability, or use a new ability instead. Something like Betrayal, or a more general form of Turn to the Dark Side could work well. It may not be as accurate to the
Forces of Corruption game as your current Bribe ability is, but, in my opinion, SWM game mechanics trumps character accuracy (especially when that character comes from a video game).
As for the CE: it seems pretty basic. That's certainly not a bad thing, but considering Tyber's nature as a crime lord, there may be other, more unique options for a CE. Also, I don't know what Zann Consortium characters would be affected by the CE, so I'm not sure how effective/ineffective it is. Do you have (or plan on making) other Zann Consortium stats to use with your Tyber?
Overall, this is a great start to a custom. Like I said, it would be beneficial if you made an account, so we can more accurately address you.
Keep up the good work!