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Has a life-debt to George Lucas.

Hit Points: 150
Defense: 12
Attack: 12
Damage: 20
Rarity:
Base: Medium
Gender: Male
Creator: blemelisk
Created: 1/16/2018
Updated: 1/20/2018

Special Abilities

  • Melee Attack (Can attack only adjacent enemies)
  • Savage (This character must end his move next to an enemy if he can and does not benefit from commander effects)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
  • Regeneration 20 (If this character doesn't move on his turn, remove 20 damage from him at the end of that turn)
  • Battering Charge +20 (Replaces turn: This character can move up to double speed, then attack every legal target once at +20 Damage. Push back Huge or smaller characters to 2 squares from this character. This movement does not provoke attacks of opportunity.)
  • Sithspawn Mutant (This character is considered a Sith Mutant. This character loses Savage when there is at least one Sith Alchemist in your squad. This character can spend a Sith Alchemist's Force Points as if they were his own, but no more than once per turn.)

Force Powers

Average Rating: --
General_Grievous
1/19/2018 9:37:58 PM

I think you could just change his name to Sith Mutant Wookie and then drop sithspawn mutant for simplicities sake. Also personally I'd drop renewal and bump his Force points up to 3 instead. Sith have enough ways of getting force points and renewal feels more like a master power. Also I would consider either dropping Twin/GMA or batttering charge/twin and rage. Being able to GMA in, hit for 160 unblockable damage and then run away is epic powerful. Celeste Morne and Malaki are crazy boosts for savage and this guys cost as is should be around 100
blemelisk
1/20/2018 12:20:29 AM

OH CRAP he didnt supposed to have renewal, he supposed to use the Alchemists FPs! How is he doing 160 unblockable damage? at best he is doing at most: 60 damage (with crits) up to 7 times (once each target if the enemies are in a U type formation and he comes in from the top) that is with crits. If he moves and attacks he is swiging 4 times (2 targets or all on one) for 160 preventable damage (DR, Parry etc still works) and that would require four crits (which is a .000625% chance of that happening) to a single target the odds are he would likely just do 80.
blemelisk
1/20/2018 12:24:21 AM

I like regen on him as it is a balance for the need to get back health and the tactical ability of GMA. Also, I dont add points to a character for what could be given to him by another character. the character doesnt have it on the card so i dont. i wouldnt charge a player for something he or she might not have on the board. if the ability is that very powerful that is given out, then the price in points should be reflected on the character giving it out. I am a firm believer in charging for whats on the card, and ONLY what is on the card.
blemelisk
1/20/2018 12:26:37 AM

with that said i might remove BC, doesnt need it with GMA BUT i really like the idea of him pushing things out of the way. (it is a sithified dopped up wookie with anger issues that would make any true sith proud). (FP renewal WILL be removed soon, he didnt supposed to have it, must have had a brain fart).
blemelisk
1/20/2018 12:34:14 AM

Is there an ability that I can replace BC with that is "may push an adjacent enemy 1(or whatever) squares away" but does nothing else?
swinefeld
1/20/2018 6:08:51 AM

Not really. You could make Battering Charge (0) as the same thing but no damage boost and 1 square push? Then BC +10 would add +10 Damage (same 1 square push), slotting into existing BC +20 from there. Just a thought without much afterthought put into it, tbh.
General_Grievous
1/20/2018 7:01:22 AM (Updated: 1/20/2018 7:06:10 AM)

While it's true that each character should generally be costed on its own, one does have to look at a character and say: how can this guy get boosted? And what sort of broken combos can be created here? Example a generic force battery that hands out an extra force point or two each turn could be costed conservatively in the 10-20s but something like that would be crazy broken in force power heavy factions, as such you need a major cost increase for it, or restrict to unique.
General_Grievous
1/20/2018 7:03:23 AM

So character has 20 base damage, add in Sith rage and that's increased to 30 damage, pair him with Celeste Morne and he goes to 40 damage, then double x twin x base damage equals 4 attacks at 40 damage equaling 160 damage. With Malaki the rancor keeper fringe piece this guy can ignore any sort of diplomat and his attacks cant be defended against.
General_Grievous
1/20/2018 7:04:41 AM (Updated: 1/20/2018 7:06:28 AM)

GMA is a very potent ability, twin is equally strong, and Double combined with it means this piece is on par with duelists like Luke Skywalker and can put out more damage than most Jedi. If this guy was unique he would be a power 10 piece, as is it's an 11 and would dominate the melee game when paired with Celeste and Malaki. I would just drop GMA at least as you already have a huge movement ability with battering charge. Which again is a pretty deadly ability, found on a huge piece Reek.
blemelisk
1/20/2018 5:15:47 PM

Now he dishes out damage AND regens at the same time, long as he is in the right position. and BC helps him get there while still doing damage.
AlexTheGreat
1/20/2018 7:59:27 PM (Updated: 1/20/2018 8:01:00 PM)

I like it but I think that you should raise his defense a little bit though! 15-16 would be just fine IMO!
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