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Hit Points: 80
Defense: 18
Attack: 8
Damage: 20
Rarity:
Base: Huge
Gender: It
Creator: gandalfthegreatestwizard
Created: 1/29/2018
Updated: 2/3/2018

Special Abilities

  • Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
  • Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
  • Speed 10 (Can move up to 10 squares and attack, or 20 squares without attacking)
  • Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
  • Shields 1 (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
  • Missiles 20 (Replaces attacks: sight; 20 damage to target and to each character adjacent to that target; save 11)
  • Advanced Stealth Equipment (This character is considered to have Invisibility and is not subject to commander effects until it makes an attack, uses Missiles 20, or is targeted by an enemy. Characters with Force Sense can ignore this ability for the purposes of attacking this character)

Force Powers

  • Force 4
  • Jedi Shadow Bomb (Force 2; replaces turn: choose a character within line of sight, ignoring targeting rules. That character and adjacent characters take 30 damage; characters with a Force rating may spend a force point to avoid this damage with a save of 11. Characters with Force Immunity are subject to this Force power)

"A STEALTHX EMITTING COMM WAVES IS NO LONGER A STEALTHX. IT IS JUST A POORLY ARMED, LIGHTLY ARMORED X-WING SAYING COME GET ME." ―Rowdy

Average Rating: --
surf_rider56
1/29/2018 10:08:58 PM

Since you got 4 Abilities/Powers that are your own customs, costing everything else I came up with 33 without the customs ... So the question is, how much do You cost the 2 Silences, Sensor & Shadow Bomb? Several of them seem more powerful than just a 2 pt cost. Force 5 seems excessive and That cost 5 pts alone.
gandalfthegreatestwizard
1/29/2018 10:45:04 PM

You may be right. Shadow Bomb is powerful, but without FR it can only be used twice. With FR from Luke GH, it loses Cloaked, its only defense, so it's going to die very quickly out in the open trying to get off JSB. But then, it can get Evade from Wedge. Overall (with no movement breaker for it, I believe) it won't do well without Cloaked, as intended. I don't think it's ever going to be a good attacker considering the cost and the boosts available in NR.
gandalfthegreatestwizard
1/29/2018 10:47:45 PM (Updated: 1/29/2018 10:53:40 PM)

So I'm going to cost it almost as though it didn't have Comm Silence, as it seems to me like the benefits of it are outweighed by the cons- though it would still be an option in some builds.
gandalfthegreatestwizard
1/29/2018 10:51:24 PM

With that in mind, I think Comm Silence should cause a cost reduction almost as significant as the cost of JSB- it is quite restrictive. So I'll nerf Sensor Negators to just affecting Sensors, raise the cost to 40 and keep everything else the same. Better?
General_Grievous
1/29/2018 10:56:12 PM

If you drop cloaked, COMM silence, break COMM silence and sensor negators you could give him: Advanced Stealth Plating: This character is considered to have Invisibility until it makes an attack or is targeted by an enemy character. Characters with Force Sense can ignore this ability for the purpose of attacking this character.
General_Grievous
1/29/2018 10:56:51 PM

Would really simplify things but I like the idea and angle here!
gandalfthegreatestwizard
1/29/2018 11:12:16 PM (Updated: 1/29/2018 11:15:41 PM)

Idk. Comm Silence was my way of representing lack of communication with allies, and I feel that it needs something like that to represent the angle I was taking with this, as well as a way of showing the Sensor Negators. Invisibility (though a better fit) is also a lot more powerful than Cloaked, and with easy access to FR this guy could just sit there blasting enemies with Shadow Bombs. That might push the cost over 40.
General_Grievous
1/30/2018 2:53:06 AM

Shoot I meant to add in that he's not subject to CEs after "-have invisibility and is not subject to Commander Effects until it..." and you could make the shadow bombs once per skirmish as they usually only carried one in the books from my memory
gandalfthegreatestwizard
1/30/2018 2:58:56 AM

That would balance it. As for the other thing, I honestly can't remember how many bombs were carried, and Wook isn't being helpful, except a reference to Jaina using multiple against Ship.
gandalfthegreatestwizard
1/30/2018 3:09:23 AM (Updated: 1/30/2018 3:12:07 AM)

But yeah, I do like your ability. It's more flavourful and simpler, as well as being similar to abilities already in the game. It may be a bit more powerful being able to sit pretty and JSB twice before probably getting access to FR for more JSBs and Evade... maybe I should put a limit on the number, though 1 is too few.
shmi15
1/30/2018 3:50:16 PM

I'm not sure of all the boosts you can get in NR, but I can't think of anything in it that would make me want to play this guy. Lots of abilities but I don't think he would see any playing time, that would be my only concern on it.
surf_rider56
1/30/2018 5:26:18 PM

See, I think the whole problem is, for the cost, he at best can hit you twice at +30, and that's if he can survive long enough to get the 2 Bombs off. For 39 pts he has No survivability and only, seriously the two Bombs as a weapon. Not much bang for the buck.
shmi15
1/30/2018 5:53:02 PM

Is there a reason his defense is only a 10? I just now noticed that. That alone would make him better, and what if Shadow Bomb was a SA usable only once per skirmish?
gandalfthegreatestwizard
1/30/2018 6:03:08 PM

The defense is 10 because the shields have been downgraded, but I guess that could change. More bang for your buck coming.
General_Grievous
1/31/2018 9:23:58 AM

Nice I like how it's looking now! You could maybe up the damage on Jedi Shadow Bomb to 40-50 since it does replace your turn to do and weren't they like Star Wars Nukes?
Lord_Ball
1/31/2018 12:54:06 PM (Updated: 1/31/2018 12:54:23 PM)

GG - with Invisibility (from ASE) and auto 40-50 damage (save for force users only), maybe if it was within 6, actually yeah I'd say JSB should probably be within 6 anyway - I don't know the power at all, but for balance it seems appropriate.
gandalfthegreatestwizard
1/31/2018 6:44:18 PM

Ehhhh... they were powerful, but as LB says, that would be a bit much. And LB, I think LOS 30 damage represents their actual usage slightly better than range 6 40/50.
General_Grievous
1/31/2018 6:58:20 PM

Yeah keep as is then you guys made good points. You want it to be good but not broken or terrible and I think you struck the balance
General_Grievous
1/31/2018 6:59:19 PM (Updated: 1/31/2018 6:59:33 PM)

I would drop the missiles though because I think they were only equipped with JSB and helps simplify card as well. Means if you want to move and deal damage you have to lose ASE
gandalfthegreatestwizard
1/31/2018 7:08:11 PM

Oh, yeah; I meant to add Missiles to ASE as well. I think they'd probably be carrying more than 2 JSBs, though.
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