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Almost untouched by CGI.

Hit Points: 90
Defense: 18
Attack: 11
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Creator: CorellianComedian
Created: 9/27/2017
Updated: 9/27/2017

Special Abilities

  • Unique
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
  • Electrostaff +10 (+10 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)
  • Rolling Evade (When hit by an attack from a nonadjacent enemy, with a save of 11, this character takes no damage and may immediately move up to 2 squares without provoking attacks of opportunity)
  • Survival Expert (+4 to this character’s save rolls)
  • Furious Assault (Replaces turn: Can move up to double speed, then attack each legal target once)
  • Camaraderie (Pirate allies gain Survival Expert, Evade, and Bravado +10.)
  • Interference (Non-Unique enemies within 6 squares are not affected by commander effects; Non-Unique enemy commanders within 6 squares have their commander effects suppressed)
  • Commander Effect ((This character's CE was too long to fit in the CE box) Enemy Special Abilities and Commander Effects cannot alter the number of activations per phase, modify initiative, add characters to a squad, affect nonadjacent doors, allow characters to re-roll attacks or saves, or allow characters to move before the first activation of the round. Non-Unique Pirate allies gain Shifting Loyalties and Oblivious while further than 6 squares away from a Commander in your squad. Whenever a Pirate ally is defeated by a Special Ability, it can make an immediate attack against the character that targeted it at +10 Damage, ignoring cover. Damage from this attack cannot be prevented or redirected.)
Average Rating: 10.00 (1)
General_Grievous
9/27/2017 1:12:40 AM (Updated: 9/27/2017 1:17:59 AM)

Is this for the CCC? That CE is nuts hahaha. I do like that it shuts down Unkar at least, screw that guy hahaha. On the same hand no reserves? That's cold haha. I think you could tone down the CE slightly though in all seriousness. But I do like the first part of it. I'm surprised hondo himself doesn't have shifting loyalties haha.
CorellianComedian
9/27/2017 1:22:34 AM

Haha thanks for the feedback. Reserves... I didn't want to do it. I may take that out, but Reinforcements (especially Lobot) get kind of annoying sometimes. I suppose Shifting Loyalties would work on him nicely, and would help balance him out more :P
Jargon Madjin
9/27/2017 1:28:40 AM

When I saw 'Pirate Captain' I thought of Jack Sparrow for some reason, wonder if anyone's made a custom for that - Anyway, 10/10
CorellianComedian
9/27/2017 1:42:15 AM

If you think about it, he pretty much is Jack Sparrow...
General_Grievous
9/27/2017 1:42:55 AM

Except way better because he is space Jack Sparrow hahaha
surf_rider56
9/27/2017 1:56:43 AM

You weren't kidding about it being HUGE card-wise. I don't think Interference would make it onto a card never mind that Looooong CE. I'm not sure how I feel about Survival Expert seemingly getting handed out everywhere so much .....
Lord_Ball
9/27/2017 5:50:39 PM

I'd suggest cleaning it up by picking which role you want him to fulfill. As is he has several nice offensive options and a bunch of "tech" options. I would suggest making him more of a Tech Piece (split up the CE suppression into different abilities) at the cost of 39, and perhaps giving him Versatility for an "offensive version". A lot of good intentions/Ideas here, just overall probably too overwhelming.
saber1
9/28/2017 5:52:30 AM

I like a lot of what you have here but I feel this piece needs focus. Deathshots for pirates is a great mechanic for a CE. Coupled with the Camaraderie as currently worded and he is a huge boost to pirates. Also, I'd drop Electrostaff or Furious Assault to pare him down a bit.
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