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Price: 7 wupi wupi per gallon.

Hit Points: 100
Defense: 19
Attack: 10
Damage: 10
Rarity: Uncommon
Base: Medium
Gender: Male
Creator: Deathwielded
Created: 12/3/2013
Updated: 12/6/2013
Sets: Master Duelists

Special Abilities

  • Unique
  • Pilot
  • Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Lightsaber Attack (This character has 20 base damage against adjacent enemies. Attacks against adjacent characters counts as Melee attacks)
  • Critical Wound (An enemy hit by a critical hit from this character is considered activated this round)
  • Rescue (Once per Round; If this character has not activated, when an allied character would be defeated this character may take an immediate turn in which he must move adjacent to the defeated character if he can. Instead of being defeated, that character has 10 Hit Points with a save of 11. This character is activated.)
  • Willing to Serve (Counts as a follower for purposes of allied commander effects)

Force Powers

  • Force 2
  • Force Renewal 1 (This character gets 1 Force point each time he activates)
  • Use the Force (Force 3: This character's next attack roll counts as a natural 20)
  • Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)

Commander Effect

Allied Pilots gain Flurry Attack and Deadly Attack.

"The Force will be with you. Always." ―Obi-Wan Kenobi

Average Rating: --
Deathwielded
12/5/2013 2:48:03 PM (Updated: 12/5/2013 2:57:17 PM)

What do you guys think of Rescue? Should I limit it to only unique characters? Personally I think Luke would rescue anyone. This is a ranged Luke, should I just give him 20 damage and raise his cost slightly?
saber1
12/5/2013 4:37:21 PM

Lightsaber Attack is probably what Lightsaber should have been. Rescue is interesting, though with a possible 18 square halo it might be a bit much. It can also be a halo of 10 squares with attacks. This piece will be very strong with KlatCap & Dutch.
Deathwielded
12/5/2013 5:32:21 PM

Thanks! The thing that balances Rescue is for it to work Luke must 1 be in range and 2 be unactivated to be able to use it. So you will need to leave him unactivated until your sure you won't need to use it this round. It's good for representation since Luke kinda hanged back and waited to move (at least later on like in ep 6) This is Luke the rescuer who rarely will get the chance to unload his full arsenal (unless he is already adjacent to the person he will rescue)
Deathwielded
12/5/2013 5:36:44 PM

Thec other thing that limits Rescue is attacks of opportunity which he has zero defense against. So you won't always get that full 18 square halo.
saber1
12/5/2013 5:51:26 PM

I may not remember the rules correctly as I haven't played since Lincoln was president, but doesn't the "immediate turn" supercede his status as activated?
Deathwielded
12/5/2013 5:59:47 PM

I believe it does, that's why I added "If an allied character would be defeated and this character is unactivated" so unless those two conditions are meet can't get that immediate turn.
CerousMutor
12/5/2013 7:18:16 PM

I like this. slight rewording may be? Rescue (Once per Round; If this character has not activated, when an allied character would be defeated this character may immediate move adjacent to the defeated character if he can. Instead of being defeated, that character has 10 Hit Points with a save of 11. This character is activated.)
Deathwielded
12/6/2013 4:00:43 AM

I like some of it, I do want Luke to interrupt with a turn.
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