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 Post subject: Sarlacc Full Stat Submissions
PostPosted: Wed Nov 21, 2012 6:52 am 
Droid Army Commander
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Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.
Put up full stat blocks for the Sarlacc in this thread. Submissions will end on Nov 25, then we will vote.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Wed Nov 21, 2012 6:53 am 
Droid Army Commander
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Reserved.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Wed Nov 21, 2012 6:53 am 
Droid Army Commander
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Reserved.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Wed Nov 21, 2012 9:49 am 
One of The Ones
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Sarlacc 27
HP 200
Def 14
Atk 15
Dmg 0

Melee Attack, Melee Reach 3, Emplacement, Triple Attack
Clamp
Savage
Stealth, Advantageous Cover, Resilient

Sarlacc: Does not provide cover. Each time a character moves out of a square within 3 squares of this character on its own turn, you place it adjacent to this character and it ends its move, save 6. An adjacent character that activates takes 30 damage, save 11 for 10 damage.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Wed Nov 21, 2012 11:58 am 
Sith Apprentice
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Sarlacc
Cost: 30
Hit Points: 150
Defense: 18
Attack: 11
Damage: 10

SA:
Melee Attack; Double Attack; Melee Reach 4
Emplacement. Stealth
Advantageous Cover (+8 Defense from cover instead of +4)
Resilient (Immune to critical hits)
Indiscriminate (This character ignores abilities and commander effects that prevent enemy characters from being targeted or attacked)
Callous (This character may target allies.)
Entangling Attack 1 (When hit by this characters attack, Save 11. On a failure Huge or smaller targets move 1 square closer to this character; this movement does not provoke Attacks of Opportunity, and the target cannot move or make extra attacks for the rest of the round.)
Engulf (Living enemies that fail a save against this character with a roll of a 1, 2, or 3 are immediately defeated.)
Sarlacc (Not subject to commander effects. This character does not provide cover and always has cover against attackers farther than 3 squares away. Whenever this character defeats a Living enemy remove 10 Damage. You may not have more than one character with Sarlacc in your squad.)


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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Wed Nov 21, 2012 12:01 pm 
Hall of Fame
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A variant. Similar but with indiscriminate, less hp, more def, and a save 11 to place adjacent.

Sarlacc. Cost 28
Hp 150
Def 16
Atk +8
Dam 10

Special Abilities
Melee, melee reach 3, quadruple atk, emplacement, indiscriminate, savage, stealth, Advantagous cover, clamp, resiliant,

Sarlacc: Does not provide cover. Each time a character moves out of a square within 3 squares of this character on its own turn, you place it adjacent to this character and it ends its move, save 11. An adjacent character that activates takes 30 damage, save 11 for 10 damage.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Thu Nov 22, 2012 7:19 am 
Jedi Knight
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Location: Juvex III. Senexjuvex System, NE England
Sarlacc 58
Hit Points: 140
Defense: 20
Attack: 8
Damage: 10
Very Rare
Huge
Special Abilities
Melee Attack , Melee Reach 4, Quadruple Attack
Consumed (On attack rolls of 20, living characters that are directly adjacent to this character are immediatley defeated.)
Indiscriminate Attack (When possible, on this characters turn it must make an attack against 1 living character, regardless of Allied or Enemy status.)
Paralysis (A living enemy hit by this character's attack is considered activated this round; save 11)
Recessed Ground (Cannot move or be moved. Set up anywhere on your half of the battle map. Does not provide cover. All characters when within 6 squares, regardless of activation or Allied or Enemy status must always move 1 square towards this character. Adjacent characters take 20 damage.)
Resilient (Immune to critical hits)
Semi-sentient (Does not benefit from commander effects)



This is close to my original idea. I've tweaked it to take in whats been said.
I still think it should have Savage (Exar Kun CE and such) even though its redundant with this not being able to move.

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Last edited by Cerous Mutor on Thu Nov 22, 2012 7:38 am, edited 4 times in total.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Thu Nov 22, 2012 7:27 am 
Black Sun Thug
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Sarlacc
Cost 35
HP 150
DF 18
AT 10
DM 20

Melee Attack. Triple Attack
Melee Reach 3
Emplacement
Savage
Paralysis (A living enemy hit by this character's attack is considered activated this round; save 11)
Sunken: Characters without Flight that move into a square within 2 squares are automatically placed adjacent to this character, save 11. This character cannot be attacked by enemies more than 3 squares away. This character does not grant cover.
Stomach Digestion: After defeating an enemy character remove 10 damage from this character, save 6.


Last edited by komix on Sat Nov 24, 2012 1:02 am, edited 1 time in total.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Thu Nov 22, 2012 5:56 pm 
Intelligence Operative
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Posts: 329
Young Sarlacc
40, HP 200, def 14, atk 10, dmg 10
SA
Emplacement

Melee Attack

Triple Attack

Melee Reach 3

Clamp (An enemy hit by this character's attack takes +10 Damage and cannot move this round; save 11 negates)

Sarlacc Pit (This character cannot be targeted by enemies further then 3 squares away. Enemies that are hit by this character's attacks immediately move adjacent to this character; when an adjacent living character activates they take 40 damage, save 11.)

Regeneration 10



If you look up the picture of the Sarlacc's anatomy, there is no way you could shoot this thing from across the map. Stealth/advantageous cover just doesn't cut it for me so I threw it into the ability. It will kill/trap most scrubs while Heros can cut it down without to to much difficulty. Regen helps with staying alive and clamp is for trapping people in the danger zone.


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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Sun Nov 25, 2012 5:55 am 
Jedi Knight
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Location: Juvex III. Senexjuvex System, NE England
The pit idea is good but I think that should be reflected in the Defence price as oppose to an ability.
Game mechanics for range and sight abilities sort of dictates this.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Sun Nov 25, 2012 9:06 am 
Droid Army Commander
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Submissions ending in 2 hours. If any submissions are edited before then, please make note of it as they have already been placed in the vote thread.

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 Post subject: Re: Sarlacc Full Stat Submissions
PostPosted: Sun Nov 25, 2012 2:51 pm 
Death Star Designers
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R5Don4 wrote:
Submissions ending in 2 hours. If any submissions are edited before then, please make note of it as they have already been placed in the vote thread.


Due to the holiday here in the US, this should be extended to Wed, if not longer. These threads should have at least a week.

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