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New Republic Master Solo 55  
Hit Points: 120
Defense: 21
Attack: 14
Damage: 20
Rarity: Very Rare
Base: Medium
Gender: Male
Creator: General_Grievous
Created: 3/26/2014
Updated: 3/28/2014

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)
  • Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)

Force Powers

  • Force 2
  • Force Renewal 2 (This character gets 2 Force points each time he activates)
  • Aing-Tii Flow-Walking (Force 3: Once per round, after initiative is determined, this character can take an immediate turn. This does not count as activating the character this round.)
  • Force Barrier (Force 1, replaces turn; Until the start of this character's next turn, this character gains the following Force ability: When this character or an adjacent character is hit by an attack from an enemy that is not adjacent to either, that character takes no damage and the attacker takes damage equal to the prevented damage; the attacker can avoid this effect with a save of 11.)
  • Shatterpoint (Force 1, replaces turn: range 6; choose 1 target enemy. For the rest of the skirmish, this character's first attack each round against that enemy is a natural 20.)
  • Force Flash (Force 1, usable only on this character's turn: For the rest of the round, this character gains the following Force ability: this character cannot be targeted by non-living characters. Living characters within 6 squares have -4 Attack.)
  • Blood Trail (force 1; replaces attacks. Choose a target enemy within 6 squares. For the rest of the skirmish, allied characters ignore cover when targeting that enemy.)
  • Sith Grip 3 (Force 3, replaces attacks: sight; 30 damage to target and 1 adjacent character)
  • Master of the Force 2 (May spend Force points up to 2 times in a single turn)
  • Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)

Commander Effect

At the start of the skirmish, if your squad contains only one other character with a Force rating, that ally gains Force Flash and can spend Force points from Jacen Solo (That character still can't spend Force points more than once per turn and can't combine it's own Force points with those from Jacen Solo.)

After returning from his five-year galactic pilgrimage, Jacen had gained the knowledge and use of many forgotten and rare force powers.

Average Rating: --
saber1
3/28/2014 9:29:03 PM

I like your interpretation of Force Flash and Blood Trail is similarly accurate and flavorful. He has a really cool bag of tricks but weak damage output for 55 points.
AndyHatton
3/28/2014 10:06:16 PM

Between Flow Walking and Intuition I don't know if I agree, he is a tech piece and an expensive one but he can still move 12 and do 60 damage or move 6 with intution and do 80. It isn't a lot, but he has so much on the bottom half of the card that I don't know if he needs more damage. Plus Shatterpoint+Flow Walking actually might make Shatterpoint worth it and that helps his damage.
SignerJ
3/29/2014 4:02:34 AM

Blood Trail is definitely too powerful to be only on Force point. Also, wouldn't it be more accurate for it to be an adjacent enemy, since he needs to get his blood on them? Force Flash is also probably too cheap. I really like the concept of the piece, though, and think that it is an excellent idea--the custom powers are just a bit tricky to keep balanced, you know?
pegolego
3/29/2014 4:10:27 AM

Blood Trail is definitely powerful, but even with Renewal 2, I think it may be balanced fairly well due to the fact that it replaces this guy's attacks, and he can put out some pretty mean damage.
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