RegisterDonate Login

Does anyone even read these?

Hit Points: 150
Defense: 22
Attack: 17
Damage: 20
Rarity:
Base: Medium
Gender: Male
Creator: HanSolo79
Created: 1/14/2011
Updated: 3/25/2014

Special Abilities

  • Unique (Counts as Darth Sidious)
  • Affinity Order 66 (Characters with Order 66 may be in your squad regardless of faction)
  • Melee Attack (Can attack only adjacent enemies)
  • Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
  • Execute Order 66 (Cannot be targeted by characters with Order 66)
  • Jedi Purge (Replaces turn: Choose 1 enemy character with Order 66 within line of sight, ignoring cover; that character and each character with Order 66 within 6 squares immediately make attacks against allies with a Force rating; save of 16. Failure results in these enemy characters being considered part of this characters squad for the duration of these attacks; enemy characters who roll a 1 during these attacks join this characters squad for the rest of the skirmish.)

Force Powers

  • Force 3
  • Force Renewal 2 (This character gets 2 Force points each time he activates)
  • Master of the Force 3 (May spend Force points up to 3 times in a single turn)
  • Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
  • Sith Rage 2 (Force 2: +20 Damage on all attacks this turn)
  • Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)
  • Anticipation (Force 1: Reroll initiative once per round)
  • Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
  • Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)

Commander Effect

Allies gain Jedi Hunter

"The Sith Lord, Darth Sidious, flawlessly executed his plan to destroy the Jedi Order as it had been known, and soon thereafter reorganized the Galactic Republic into the first Galactic Empire; assuming the title of Emperor.

Average Rating: 9.00 (3)
Creator's Rating: 10/10
HanSolo79
3/1/2014 8:08:56 PM (Updated: 3/9/2014 10:03:41 AM)

I was thinking the Darth Sidious, Dark Lord of the Sith piece from the Champions of the Force set would be perfect for this new Sidious/Palpatine piece. This would, to me, represent Sidious/Palpatine at the moment he took on Mace and the other master Jedi and hence forth into the early years of the Dark Times era...
darthwhovian
3/9/2014 10:44:43 AM

Nice representation and well costed IMO!!
obiwan1knight
3/9/2014 1:51:29 PM

I love Jedi Purge, it's pretty cool!
saber1
3/9/2014 3:44:25 PM

Jedi Purge is very flavorful and completely hoses the Republic.
General_Grievous
3/21/2014 7:05:49 PM

A lot going on with this card, but you priced it appropriately and everything fits so good job!
saber1
3/22/2014 1:08:40 AM

Even at this price, you may want to shave a Force power or two.
HanSolo79
3/22/2014 11:14:22 PM (Updated: 3/25/2014 5:57:49 PM)

You'sa might'n be right about dropping at least 1 FA... 12-13 total abilities (counting SA's, FA's & CE's) seems to be the max so far for force characters costing 3-100. This Palpatine/Sidious has 14. Not a massive push of the envelope but yah I could cede that point to you.
HanSolo79
3/25/2014 5:30:15 PM

Thank you for all the constructive critique here fellas. I have now dropped an FA, and made the stealing of opponent's Order 66 pieces a 50% chance rather than 75%. Though I am fully aware of the potential brutality of this characters' ability to do so my counter argument for those who thought my custom ability Jedi Purge is excessively brutal to Order 66 squads is this:
HanSolo79
3/25/2014 5:30:39 PM

#1) It replaces turn. This isn't as easy to pull off as one my think, and in so doing exposes him for potentially a full round + (if initiative is lost in the next round) to attacks from enemies (with Palps having to have sight of Order 66 enemies and all).
HanSolo79
3/25/2014 5:33:46 PM (Updated: 3/25/2014 5:59:27 PM)

#2) Order 66 pieces that join Palps, SotJ are most likely in enemy territory, and thus easy targets for points to be cashed in on by the opponent; like Internal Strife pieces - sure they're yours now but the problem with that usually is they're eliminated by their former "companions" before they can do any real or prolonged damage.
HanSolo79
3/25/2014 5:55:47 PM (Updated: 3/25/2014 6:08:08 PM)

#3) This piece costs 90 points. It wont be able to fit in the normal amount of bad-ass Imp pieces &/or necessary commanders & squad support pieces. 1 of the best squads I could put together was this right here... [90] Emperor Palpatine, Scourge of the Jedi [33] Captain Rex [32] Thrawn (Mitth'raw'nuruodo) [8] R7 Astromech Droid [8] Mas Amedda [5] Spaarti Clone Trooper Demolitionist [12] Gran Raider x3 [9] Rodian Brute x2 [6] Ugnaught Demolitionist x2 (200 points)
HanSolo79
3/25/2014 5:56:41 PM

That's not a world beater folks. Tough, sure, and a pain in the ass against Order 66 squads, ok, but even then it's not invincible against those squads; which seemed to be the tone I was getting from some of your POV's about Jedi Purge - which by the way, I completely respect.
HanSolo79
3/25/2014 5:56:58 PM (Updated: 3/25/2014 6:02:59 PM)

#4) Finally, the Bastila effect. Too me, this here truly HOSES squads gentlemen & is forever the barometer to which we should judge "hose'age". Sure it doesn't potentially steal a certain type of piece (like Jedi Purge would) but for 33 points it leaves squads w/out CE's for round after round; that is truly devastating. Most players have to build with her in mind, which limits squad variety; for your faction commanders w/out access to Ysalamiri or who aren't Force Immune, they're rendered useless or poor - avg atk pieces. It's almost game over before it gets started.
HanSolo79
3/25/2014 5:57:16 PM

In conclusion, I really am glad to have you all look over, and constructively critique this piece of mine. I'm not whining at all here (unfortunately tone isn't always very expressible in writing) I was just providing my counter-argument. I do enjoy reasonable discussion/debate because in this case it leads to a better product.
AndyHatton
3/25/2014 6:55:35 PM

While I understand your arguments there is something to be said for not creating a hard counter to a type of squad that isn't great to begin with. Order66 is not a squad type tearing up Regionals, many Republic squad are nonclone death shots or Jedi Focused. To create a piece that hard targets a squad type that is not tier 1 just seems like a lot, even with the downsides you point out.
HanSolo79
3/25/2014 7:51:16 PM (Updated: 3/25/2014 7:54:55 PM)

Well, Order 66 characters would only be pressed to attack their Jedi companions, IF, they could even target them legally. This simply would mean that a player running a squad w/Order 66 pieces+Jedi would tailor their strategy to keep the Jedi pieces out of their clones' potential legal targeting lines or keep the Order 66 pieces out of sight from this Palpatine (e.g. behind doors & around walls). With Capt. Rex nearly being an auto-addin, this wouldn't be so hard to imagine.
HanSolo79
3/25/2014 7:53:02 PM (Updated: 3/25/2014 7:59:53 PM)

Another strategy might be to show an Order 66 piece in plain view, coaxing your opponent to move palps into position to try and Jedi Purge. He has to replace turn to do so; in the mean time you've moved non-Order66 pieces &/or Jedi into position to assault Palpy, SotJ. I do see where you're coming from but again I have to point to the Bastila effect; nothing could potentially screw over squads, of any faction or build, than that piece. There isn't too much strategy one could come up with off-the-cuff to work around it unless you've built a squad that has Ysalamiri or F.Immunity.
AndyHatton
3/25/2014 9:09:02 PM (Updated: 3/25/2014 9:12:53 PM)

Not all maps are condusive to the above strategies, and even if they are it may keep you safe but it also might not win you the game. I'm not implying there are no ways to combat it and I think Save 11 makes it a lot better I'm just still not sure you need both parts of it. Like specifically I think the first part is really cool, its the joining your squad part I'm unsure of.
HanSolo79
3/26/2014 6:40:51 AM

Hmmm... I see. Well, that is something to be play-tested for sure; as this has remained only in my little custom-character-concept page, haha. Thank you for pointing out the part you might change. I've now got some good reasons to play-test this thing, and when I do I'll post the results here :)
AndyHatton
3/26/2014 3:14:50 PM

One last thought instead of Save 11 you could instead give the affected character Internal Strife. I just can't think of an ability that forces an enemy to join your squad with only save 11.
HanSolo79
3/26/2014 3:18:44 PM

Now that's a hell of an idea there! I'm 99% sold on that suggestion... :)
HanSolo79
3/26/2014 3:32:37 PM (Updated: 3/26/2014 4:07:21 PM)

You've sold me on a change needing to be made, and have stimulated some ideas... when you get the chance, take a look at the redone Jedi Purge ability. I might need help wording the 2nd part of it but you get the gist of what I'm trying to do.
AndyHatton
3/27/2014 3:35:02 PM

I really like the pseudo internal strife added to the end of the ability, overall I like this a lot more. It is very flavorful, situationally still incredibly useful but not squad wrecking. I really like it.
HanSolo79
3/27/2014 4:03:04 PM

Thank you for your help in fleshing this ability of mine out Andy!
Please log in to add a Comment


Please Wait...