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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,630
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DRAW FIRE!!! i love seeing that being used.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 2,066 Location: Canada
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Blah Blah Words wrote:Btw, I keep hearing that Mon Mothma made some lists busted, but I have never seen the list actually posted, so it might as well be a ghost story at this point. --Ghost Story-- 43 Cere Junda 35 Cal Kestis and BD-1 35 Bode Akuna 25 Merrin, Nightsister of Dathomir 19 Mon Mothma, Mother of the Rebellion 16 Senator Bail Organa 14 Greez Dritus 8 R7 Astromech Droid 5 Killik Drone Merrin gives Cunning Bode gives Deceptive Mothma gives a basic +10dmg. Movement breakers, 2 diplomats, all have boosted stats via Allegiance, plus Agile, GMA, Double, Twin. That's +20 dmg all the time (regardless of whether the defender is activated or not activated). All the attackers were doing 120dmg on their turn, and Cal was doing 160. Bode is a good piece, and he's needed because just about the entire squad has base 10dmg attacks without Merrin's Cunning boost being active. Bode was necessary, but Mothma was not.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/8/2023 Posts: 206 Location: Your mom's house
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Aah yes, I remember running a similar squad with Rieekan and some Tantive troopers during the PT tournament, back when Mothma was only 13 points at full power. Parry, Evade and Force on two Jedi who can output 160 damage on the move was very enjoyable for me, but possibly not so much for my opponent. I understand the need to keep Force users out of the CE (Luke, Vader's Apprentice, Mantises all getting far too much damage) - but why the followers restriction? I reckon Rogue One and (some of) Ghost Crew could use the boost.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,577 Location: Chokio, MN
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Lightsaber wrote:Aah yes, I remember running a similar squad with Rieekan and some Tantive troopers during the PT tournament, back when Mothma was only 13 points at full power. Parry, Evade and Force on two Jedi who can output 160 damage on the move was very enjoyable for me, but possibly not so much for my opponent. I understand the need to keep Force users out of the CE (Luke, Vader's Apprentice, Mantises all getting far too much damage) - but why the followers restriction? I reckon Rogue One and (some of) Ghost Crew could use the boost. a possible way to include some of those pieces in the future would be to give them Willing to Serve via camaraderie or allegiance on some new mini's. I think she can still be used in Ghost Crew and Rogue One effectively. There are some solid non-force using folowers for each subfaction.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2012 Posts: 288
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Quote:1/18 The Jedi Outcast (Kreia) Old Republic RM: KOTOR 45 Kreia
Cost 93
HP 120 Def 20 Att +11 Dam 20
Special Abilities Unique. Ebon Hawk. Melee Attack; Double Attack
Affinity [May be in a Sith squad with an Ebon Hawk character]
Companion: The Jedi Exile [During setup, you may add a character whose name contains The Jedi Exile to your squad, regardless of faction]
Force Bond [Ebon Hawk allies with a lightsaber gain Lightsaber Defense and Force Renewal 1]
Force Channel [This character and her Companion may spend each other's Force points, but cannot combine them with their own]
No Faith, Only Power [This character cannot be prevented from gaining Force points or made to lose Force points by an enemy. Characters in your squad cannot gain bonuses to Damage from Force abilities.]
The Hunt For Revan [If your squad does not contain a character who counts as Revan, this character and Ebon Hawk allies get +3 Attack, +3 Defense, and +10 Damage while within 6 squares of this character or her Companion. This effect lasts until this character and her Companion are both defeated.]
Tràkata Style Mastery [Adjacent enemies do not get bonuses to their Defense against this character and may not reroll saves against this character's attacks]
Force Powers Force 3. Force Renewal 1; Master of the Force 2
Kreia’s Manipulation [Force 1; Once per round, after initiative is determined, this character and Ebon Hawk allies within 3 squares can immediately move up to their Speed before any other character activates. This round, this character cannot be targeted by nonadjacent enemies while unactivated.]
Kreia’s Pain and Hunger [Force 2, usable on this character's turn: Transfer 1 Force point from each enemy with Force points remaining within 3 squares to this character. Those enemies take 20 damage.]
Lightsaber Defense [Force 1: When hit by an attack, this character takes no damage with a save of 11]
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