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Any attack made by the Rebels against Bloo Milk would be a useless gesture.

Hit Points: 80
Defense: 19
Attack: 8
Damage: 20
Rarity: Rare
Base: Medium
Gender: Female
Creator: saber1
Created: 9/3/2013
Updated: 9/3/2013
Sets: A Jedi's PathCCC EntriesThe Master Set

Special Abilities

  • Unique. Twin Attack.
  • Acrobatic (Ignores enemy characters when moving)
  • Assassin (+4 Attack and +10 Damage against living enemies)
  • Final Shot (On this character's turn, if she doesn't move, she gets +30 Damage against enemies with 50 or fewer Hit Points remaining)
  • Hand of the Emperor (This character can spend her own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn)
  • Master Slicer (Replaces attacks: This turn, this character can ignore doors while moving)
  • Mobile Attack (Can move both before and after attacking)

Force Powers

  • Force 3
  • Focused Attack (Force 2, usable only on this character's turn: This character ignores cover when determining legal targets this turn)
  • Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Average Rating: --
saber1
9/3/2013 10:38:26 PM (Updated: 9/3/2013 10:41:44 PM)

This is my entry for week 7 of the custom contest. I wanted to make a dangerous mid-priced shooter for the Imperials. Upon much consideration, I felt she could be made using existing abilities but packaged in a unique and synergistic way. Acrobatic, Master Slicer, Mobile Attack and Force Cloak depict her ability to sneak around for the perfect killshot. Twin, base stats and HotE are in keeping with existing versions. Final Shot and Assassin depict her deadly arts and Focused Attack is a nod to Sniper on prior versions.
saber1
9/3/2013 10:38:34 PM (Updated: 9/4/2013 11:43:59 PM)

She can hit for 40 on the move (8 squares with 1 FP), 60 against living enemies. Hiding, she can deal up to 80 damage against a living enemy who starts her turn with 80 HP (or less). Designed to be paired with her master (typically Potty Palps), she can 1-turn kill many commanders (regardless of cover) which is just sooo Mara Jade. Feedback, as always, is welcome.
Deathwielded
9/3/2013 10:49:13 PM

Very nice!
coffeebean
9/4/2013 8:46:07 PM

Why not just give her accurate?
saber1
9/4/2013 10:39:30 PM

No Mara has Accurate and I wanted to build in a limitation and incentive to pair her with Palps.
SignerJ
9/4/2013 10:58:41 PM

I'm worried about synergy between Final Shot and Twin Attack.
saber1
9/4/2013 11:11:36 PM (Updated: 9/4/2013 11:13:51 PM)

How so? She can only deal the 20+30 damage once as its limited to 1 enemy, as apposed to Zam who has double. So she can deal 20-30 on the first attack and can deal 20+30 on the Twin for a total of 80 max damage. OR she can have 2 cracks at 20+30 against 1 enemy.
FlyingArrow
9/4/2013 11:13:22 PM

It means if you are attacking something with 50hp or less, you get 2 shots at killing it instead of 1. With 2 shots and the abilities, you can kill something with 90 HP. 20+Assassin+Thrawn's Opportunist on the first shot. Huge Overkill on the 2nd shot.
saber1
9/4/2013 11:14:32 PM (Updated: 9/4/2013 11:31:03 PM)

Is that significantly different or more powerful than Zam? She can benefit from Talon Karrde full time, vs Mara's situational Opportunist from Thrawn. Plus Zam can gain Merciless from Tyber. FlyingArrow, in your example Final Shot is an effective +10 damage on the second shot. If I remove it, she maxes at 80 damage with help (regardless of target's HP) vs 90 damage with same help as designed. I don't see that being a difference significant enough to maker her unbalanced but I'm open to a good arguement to the contrary.
Deathwielded
9/4/2013 11:44:12 PM

I think Final Shot with Twin is a great assassination tool, I honestly don't foresee it being a problem. Her damage output might be huge but remember that it is only against one character and like Saber1 said it would effectively only add +10 damage to the second shot since you are already putting out 40.
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