Just a shot in the dark but what are everyone's thoughts on creating a new faction? Or if not then a sub faction (ala black sun, order 66, jabba)?
Personally I would love to see one but I can't logistically see a whole new faction being able to stand it's own this late in the game. While the Hapans and Dathamori are natural choices there are few minis one could use for RMs. Still it is cool to theoroize about what these factions would be and what they would look like. Here are some of my jumbled thoughts:
Hapan/Dathamori/Fringe
If not creating whole new Factions, then create a new Special Ability "Hapan/Dathamori" (can only be on a team with fringe characters and characters with Dathamori/Hapan)
Hapan faction: or else Hapan(this character can only be in a squad that contains hapan or fringe characters)
General feel of the faction: Shields 1 for everyone Boosts for pirates Very cheap swarm like Only single attacks Xenophobia? Faction hunter?
Ta'a Chume 25, hp 60, def 15, ATk 0, dmg 0 Doctrine of fear, gun of control (replaces attacks; one target living enemy in line of sight joins your squad for the remainder of the round, save 11), advanced shields 1, Xenophobia (+4 attack and +10 damage against non Hapan living enemies) CE At the end of this characters turn, one Hapan follower may take an immediate turn that does not count as one of your activations, at the end of that turn that character takes 10 damage Non unique followers gain Xenophobia (+4 attack and +10 damage against non Hapan living enemies)
Prince Isoldor 20, hp 70, def 18, atk 13, dmg 10 SA: Unique, evade, dodge (when this character makes a successful evade save it may immediately move 2 squares), hapan reinforcements on a roll of 10, gun of control, advanced shields 1
CE Unique Hapan allies gain evade
Allied Hapans in your squad gain dodge
Teneniel Djo 28, hp 100, def 20, atk 14, dmg 20 SA: unique, affinity for nightsisters, synergy for Isolder, double attack, ambush, advanced shields 1 Force 4 Force Whirlwind CE Hapan Followers gain +4 attack and +4 defense Tenal ka 35, hp 110, def 21, atk 15, dmg 20 SA: unique, affinity for bringing Jacen in, Synergy Jacen, melee attack, double attack, advanced shields 1 Force 1, force renewal 1 Lightsaber defense Force Sense Lightsaber Assualt CE At the end of this characters turn she may exchange positions with another Hapan ally within 6 squares
Hapan Woman 13, hp 50, def 17, ATk 9, dmg 30 SA Shields 1, cqc fighting, evade
Hapan Pilot 4, hp 10, def 13, atk 4, dmg 10 SA Pilot, shields 1
Hapan soldier 6, hp 30, def 16, Atk 7, dmg 20 SA Shields 1, melee attack, mighty swing, parry
Hapan Pirate 18, hp 60, def 19, atk 12, dmg 20 Shields 1, Cunning Attack, snap shot (once per round, when this character defeats an enemy he may make one immediate attack at -4 attack), evade
Hapan Gunslinger 10, hp 20, def 15, atk 8, dmg 10 SA Ion Gun +20, Jolt, splash 10
Dathomirian faction
Faction Flavor: Boosts for savage like CEs, SAs and rapport Stable footed Pure destructive force powers instead of conventional attacks Squad force renewal Force combine powers Force net to damage vong
Gethzerion 50, hp 130, def 21, ATk 13, dmg 20 SA Unique Nightsister melee attack Coven/Squad force renewal (this character gains force renewal 2 while within 6 squares of 3 other Nightsisters) Stable Footed Force Net (force 2; this power does affect characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character)
Kyrisa SA Nightsister Unique Coven (this character gains force renewal 2 while within 6 squares of 3 other Nightsisters) Stable Footed Rapport Savage characters cost 5 less when in the same squad as this character CE Savage characters are subject to this effect Allied characters with savage gain bloodthirsty and twin attack
Mother Talzin (RM nightsister sith witch) 30, hp 80, def 19, ATk 0, dmg 0 SA Unique Nightsister Coven (this character gains force renewal 2 while within 6 squares of 3 other Nightsisters) Stable Footed Force 5 Force Net (force 2; this power does affect characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character) Force Dominate Force Conceal (force 4; replaces turn, adjacent Dathomiri character with a force rating gains invisibility for the rest of the skirmish) CE Nightsisters in your squad gain Coven
Savage Opress (RM Darth maul, COTF) 57, HP 200, def 18, ATk 14, dmg 30 SA Unique Affinity Separatists Charging Assualt twin attack savage cleave dark armor Indiscriminate Force 4 Sith rage 2 Lightsaber riposte Overwhelming force
Asajj Ventress, Nightsister (RM Asajj Ventress) 33, hp 110, def 20, Atk 13, dmg 20 SA Unique Nightsister ninman style melee attack twin attack Force 4 Master of the Force 2 Force Leap Master Speed Lightsaber Defense
Nightsister 25, hp 80, def 17, atk 7, dmg 20 SA Nightsister Melee attack Stable Footed Stealth Force 4 Force Net (force 2; this power does affect characters with force immunity, replaces attacks, sight, 20 damage to one enemy and each adjacent character) Force Lightning 1 20 damage range 6 Force Bubble 1
Witch 10, hp 30, def 15, ATk 5, dmg 10 SA Nightsister Melee attack Force 3 Force bubble Force lightning 1
Slave 4, hp 10, def 11, ATk 7, dmg 10 SA Cattle (this character can be targeted by allied characters. An adjacent Nightsister can spend one force point to defeat this character and gain 40 hit points)
Daysister 10, hp 30, def 15, ATk 5, dmg 10 SA Affinity New Republic/Hapan Melee attack Evade Sure footed Force 3 Force bubble Force push 1
Nightsister Beast Tender 20, hp 50, def 17, ATk 5, dmg 10 Nightsister Empathy melee attack Sure-footed Rapport 1 for savage characters force 3 Force Bubble Force lightning 1 Force empathy (force 1; savage lost for the round across the board) Force Enrage (force 1; replaces turn; allied characters with savage deal an additional +20 damage until the end of this characters next turn) CE Savage characters are subject to this effect Allied characters with savage gain dark armor and sure-footed
And lastly a fun idea early in the works, also there is enough odd looking creatures to possibly make this faction work:
Killik (RM verpine tech) Cost 10, hp 70, def 15, atk 6, dmg 20 SA Independent (can only be on a team with fringe characters) Melee attack Swarm +5 for Killik Charging Assualt Wall climber Speed 10 Poison +20
Lomi Plo Welk Raynar Thul Ambrosia dealer Joiner
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