RegisterDonate Login

Has the droids you're looking for.

Hit Points: 120
Defense: 21
Attack: 15
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Creator: pegolego
Created: 4/1/2013
Updated: 12/10/2013
Sets: Balance of the Force

Special Abilities

  • Unique
  • Melee Attack (Can attack only adjacent enemies)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Makashi Style Mastery (When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho, Soresu, Ataru, and Niman Style cannot be used against this character.)
  • Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
  • Synergy +3 (Allies named Dark Side Acolyte get +3 Attack and +3 Defense while within 6 squares of this character.)

Force Powers

  • Force 2
  • Force Renewal 1 (This character gets 1 Force point each time he activates)
  • Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
  • Force Lightning 3 (Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 11.)

Commander Effect

Acolyte allies gain Greater Mobile Attack

"I'm offering you an opportunity - join me or die!" ―Dooku

Average Rating: 10.00 (1)
corranhorn
5/27/2013 3:06:12 PM

He seems more of a 45-point piece. I like the CE and Betrayal, nice work.
pegolego
5/27/2013 3:11:04 PM

Thanks :). I made it to make those WotC Dark Acolytes better, and my current and yet to come Dark Acolyte members ;) I'll lower the cost a bit.
corranhorn
5/27/2013 3:53:09 PM

Those [Dark Side Acolyte]s need an Attack boost more.
pegolego
5/27/2013 4:05:30 PM (Updated: 5/27/2013 4:06:07 PM)

True... Jedi Hunter maybe? I thought about that, but figured I may make a Ventress acolyte, which may already have it, so I avoided it. I think it could work fine though.
corranhorn
5/27/2013 4:10:06 PM

I'd just give a straight up 4 Attack boost, honestly. With JH they'll be unusable against everything but Jedi. If you really want to make them good, give m+4 Attack and GMA, to take advantage of their Double and then Twin from Whorn.
pegolego
5/27/2013 4:16:58 PM

The only problem I see with that is my OTHER acolyte pieces getting straight boosts...
pegolego
5/27/2013 4:22:20 PM (Updated: 5/27/2013 4:22:48 PM)

I may have fixed it; is it bettah now?... Cor
corranhorn
5/27/2013 4:28:07 PM (Updated: 5/27/2013 5:22:08 PM)

Yeah, looks much better. 10. Also, is this the first Dooku piece ever made with Deflect? ;-P
pegolego
5/27/2013 4:33:06 PM

That is QUITE possible xD
pegolego
12/10/2013 3:31:56 PM (Updated: 12/10/2013 3:34:17 PM)

I took one of corranhorn's earlier comments into account... GMA! The Seps don't have much of that, so it should be very useful. So, the CE was changed from LS Deflect to GMA, but it also effects my Quinlan/some still to come Acolytes (shouldn't be a problem). And corranhorn, there are 3 or 4 other Dooku/Tyranus with Deflect lol, but 2 are in the Sith faction. I don't know if those or mine came first though. And one is has Tyranus misspelled. Oh, and I bumped the cost 6, just in case.
Lord_Ball
12/10/2013 3:35:50 PM

Perhaps Synergy over the +3/+3 ce portion that way it can't be disrupted?
pegolego
12/10/2013 5:47:35 PM

Hmm... That's a good point. That would still only bring him up to 12 abilities by my count (10 + extra break for CE + an ability that is only in the CE so still needs text technically), which isn't too high for a Sith lord! That would make him more easy to use/worth the cost too. Thanks for the tip!
pegolego
12/10/2013 5:51:19 PM

Now if I intended this to make Seps Sith competitive, I would probably make him like Cin for Seps, followers with Force/LS gain GMA. But, that would make our casual games no fun lol. Maul/Grievous each moving and making 8 attacks.
Chrinch
12/10/2013 9:31:20 PM

How about Jedi Hunter as CE?
pegolego
12/11/2013 1:12:30 AM

Thanks for the comment Chrinch! I had actually thought about JH as a CE, but as corran mentioned above, that would probably not really make the Acolytes more useful against anything but Jedi, and my other Acolyte pieces like Quinlan and Assaj (in works), a lot of them already have it.
Deathwielded
12/31/2013 3:47:44 PM

I've never seen a Synergy without range restrictions before! (I have seen some messed up synergy effects though) Everything else on him fits nicely. I would like to see him be more mobile with something like Backlash or swapping out Double for Twin.
pegolego
12/31/2013 3:59:42 PM (Updated: 12/31/2013 4:00:24 PM)

I probably should add a range to the Synergy lol. And, as far as movement while attacking, how about LS Assault? Or Twin instead of Double could fit nicely too... I'll think on it.
saber1
1/2/2014 11:46:22 PM

Everything looks good and befits the character. However, in a CCC, it is difficult to judge a piece that interacts with other custom pieces. I've run into this problem on my own pieces. The CCC (at least as I understand it) is meant to develop pieces which would plug into the game as it is today. Dark Side Acolytes, in this case, do not exist in the game yet the synergy was presumably factored into the cost of this piece. I'm not bashing you or your custom, just pointing out a challenge I see.
pegolego
1/3/2014 11:59:56 PM (Updated: 1/4/2014 12:08:30 AM)

Thanks! That's a helpful tip; something I'll have to watch in the future. However, on this piece, it actually only affects 1 custom I've made so far (my Acolyte Quinlan Vos), but the piece they are actually most meant to help (and the ONLY piece the Synergy effects; the CE is all that helps Quin) is the [Dark Side Acolyte], which was a piece from Clone Strike. They are so bad that the synergy did not really come into effect with their costing, and the CE was taken more into account on the cost of Quin than on Tyranus here.
saber1
1/4/2014 5:45:27 PM

Well, that was weird. I searched for "acolyte" and the DSA didn't appear in the search results. I apologize. This piece is much easier to critique now and I like it. Making junky old pieces more viable is a laudable goal and you've done a good job here.
pegolego
1/4/2014 6:51:31 PM (Updated: 2/11/2014 7:19:03 PM)

Thanks lol. I actually had trouble finding it myself at first, but I knew it was there. Thanks for the tip though; that is something to be careful of, and thanks for the compliment as well! Anyway, with the proper support, the DSA's with this/Durge from CS/Whorm can move and attack 4 times at +13 for 30. That's pretty much ALL they can get though (the can get Deadly/Vicious from Assaj) which is great for 16, but requires quite a bit of support that doesn't mix well, and still they are very fragile, so they can at least be fun now, but not quite competitive I think.
Please log in to add a Comment


Please Wait...