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 Post subject: Do-able Darth Sidious?
PostPosted: Thu May 26, 2011 4:45 am 
Black Sun Thug
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Joined: Thu Apr 29, 2010 4:13 pm
Posts: 75
Location: Eugene, Oregon USA
Darth Sidious, Imperial Emperor

Faction: Imperial
Cost: 83

Hit Points: 150
Defense: 22
Attack: 17
Damage: 20

Special Abilities
Unique (Counts as Palpatine)
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)
Vicious Attack (Triple damage instead of double on a critical hit)
Execute Order 66 (Cannot be targeted by characters with Order 66)
Jedi Purge (Replaces turn: Target enemy character with Order 66 and each character with Order 66 within 6 squares of that enemy makes an immediate attack against one of its allies with a Force rating. Enemy characters that score a hit on this attack join your squad for the rest of the skirmish. Save 16 negates)

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
Lightsaber Defense: Force 1, When hit by an attack, this character takes no damage with a save of 11
Force Leap: Force 1, This turn, this character can move through enemy characters without provoking attacks of opportunity
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

Commander Effect
Allies gain Jedi Hunter

I invite your critique :D


Last edited by HanSolo79 on Fri May 25, 2012 12:02 am, edited 13 times in total.

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 Post subject: Re: Viable Darth Sidious?
PostPosted: Thu May 26, 2011 5:12 am 
Black Sun Thug
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Oh and how does that "Jedi Purge" ability seem to you? Appreciate all constructive critique on this character/ability. Would this piece work in tourney play?


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 Post subject: Re: Viable Darth Sidious?
PostPosted: Thu May 26, 2011 7:55 am 
Mandalore
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In all honesty, if your opponent isnt playing Clones (and most squads at the most have Rex and thats it) then this guy will go down like a sack of potatoes.

130 hp + 20 defense + ability to use more force points per turn than he can earn will kill him quick once he has shown himself.

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 Post subject: Re: Viable Darth Sidious?
PostPosted: Thu May 26, 2011 6:30 pm 
Black Sun Thug
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Indeed he reaches his maximum potential when facing a squad with clones. However, you might have missed my point of adding MF3 so as to spend force points 3 times in either re-rolling attacks and/or Lightsaber Defense. He can potentially do 120 damage @ 19 attack (cunning attack & sith rage)... and god help you if he lands a crit with Vicious Attack.

The commander effect is also potentially devastating to an opponent with a unique force user... Imagine "stealing" some one's cornerstone character.

Yes his base defense is low for his cost. But Im basing this off the fact that in all his saber battles his opponents never 'wiffed' hitting him. Instead, what he lacked perhaps in agility while engaged in saber combat, he made up for with his consistent and elite parrying skills.

Perhaps upping his HP by 20 would be a good idea :emperor:


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 Post subject: Re: Viable Darth Sidious?
PostPosted: Sun Jul 03, 2011 1:41 am 
Black Sun Thug
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Up dated Sidious. I know he's worth the points now...


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 Post subject: Re: Viable Darth Sidious?
PostPosted: Sun Jul 03, 2011 6:03 pm 
Dark Lord of the Sith
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HanSolo79 wrote:
Up dated Sidious. I know he's worth the points now...

I disagree. 95 pts for a anti order 66 mini and Motf 3 really. Having 0rder 66 guys in the squad is nice like the old one. I would just update the old one so he doesnt suck than trying to make a super sidious that is just overcosted in the end.

I would just go with a Motf 2 and fix the whole CE and Order 66 thing so you can get him at the high 50-low 70 range. At 95 he just plain is not worth his points he turns in to GM Luke or Revan from FU.


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 Post subject: Re: Viable Darth Sidious?
PostPosted: Wed Dec 07, 2011 11:35 pm 
Black Sun Thug
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Made some changes. Base stats were increased and changed the definition of Jedi Purge. The CE has been completely changed.

I think these changes make the piece better. Any ideas on his cost given the abilities? Over-costed or just right?

Thanks for the critique ladies and gents!


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