Custom hero WIP

By GrandAdmiralCrunch, in Star Wars: Imperial Assault

Hello folks. I've really been enjoying Imperial Assault so far and I have been thinking about creating some custom content. There is a lot of great artwork online that fits in with the IA aesthetic nicely. Below is a concept picture from the Bioware MMO The Old Republic.

jtjMq74.png

I've had this concept in my mind for a Jedi adventure that could be used with the Core set components.

The story would be that the rebels have found a forgotten temple while searching for a new base site. It is inhabited by Jedi Outcast that have seemingly been spared Order 66. They are trying to convince them to join the rebel cause against the Empire.

The Sith know of the Temple though, and have been attempting to slowly corrupti the force users there. And if they will not turn, they will be destroyed.

Can our heroes disover the traitor in their midst? Can the Outcasts be convinced to join the rebellion, or with they succomb to the darkside?

My first order of business is to create 6 new heroes, the first based on the picture above. I would really like other players input so I can have some fun, well balanced heroes that will play well in any campaign.

Rolan Mazt

Jedi Guardian

Health: 12

Endurance:5

Speed:4

Defense:

Fist: [G][Y]

Eye: [G]

Wrench:

Challenge

2S: Choose an enemy figure within 3 spaces. If that figure attacks you, gain a die for the attack. If that figure attacks an ally, interrupt to make an attack against this enemy.

Bulwark

1S: Use when an enemy figure enters an adjacent space. That figure must spend movement points as if the spaces were difficult terrain.

Archaic Lightsaber

Lightsaber-Blade

Attack: [G][G]

Surge 1: +1D

Surge2:: Pierce 1

Mod Points: 1

Upgrade Cards

Dauntless

Whenever a power or ability would force you to move, you may choose to remain in the square where you are.

XP Costs: 1

Intercept

1S: Exhaust this card when a hostile figure targets an ally within 3 spaces. Gain 3 movement points.

XP Costs:1

Jedi Reflexes

1S: Exhaust this card when an attack targeting you is declared. Add 1 [W] die to your defense pool.

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After an attack targeting you is resolved, if you suffered no D, you become focused.

XP Costs: 2

Force Trance

A>:Exhaust this card during your activation to either recover 2S or 2D.

XP Costs: 2

You Will Not Pass

When you use "Bulwark", choose an adjacent square that the enemy figure entered. That enemy may not spend any more movement points during this activation.

XP Costs: 3

Resolute

Exhaust this card when you declare an attack targeting a figure adjacent to an ally. Apply +2D to the attack reults.

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Exhaust this card when you are defending while an ally is adjacent. Apply +2 Block to the defense results.

XP Costs: 3

Way of the Krayt Dragon

2S: Exhaust this card after an enemy resolves an attack against you. The attacking enemy takes the damage instead of you.

XP Costs: 4

Hold the Line

1S: Exhaust after an enemy figure enters an adjacent square. You may interupt their movement to make an attack.

XP Costs: 4

Jedi Battle Armor

Armor - Heavy

+1 Block

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Convert 1 or more evade to Block

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Reroll 1 die during Fist test or Melee attacks

Reward (Mission)

My intention is for this hero to be a tank; drawing enemies away from his allies, soaking up and dishing out ample damage.

Edit: Sorry, my formatting went nuts.

Edited by admiralcrunch

Oh drat. I was hoping this was a custom miniature. Still, it looks fun.

I know a lot of people disparage the old Guardian, Sentinel, Consular classes of Jedi from KotOR, but I'm a fan and I'm not gonna deny it, so if 3 of your 6 heroes corresponded to those classes, I wouldn't complain.

I was planing on Jedi Guardian, Jedi Consular, Jedi Sentinel, Jedi Healer, Gray Paladin, and Wayward Padawn (unless I can find a better 6th.)

Jedi Shadow for the 6th? :)

Maybe it would be a good idea to have 6 padawans who managed to evade Order 66. As both the Republic and the Imperials are searching for them, they have to rely on their Force abilities more and so will go towards a certain Jedi class.

Kinda like you have certain class cards and each skill you choose, leads you more towards a certain Jedi Class. For instance, if a player learns 2 skills of the same Jedi type class, they become this class. In your example; if a padawan learns Dauntless and Jedi Reflexes.

They will all start with a lightsaber and will all have the same starting skill (for example Bulwark). The other skill will differ for each padawan. One will be more offensive, one more defensive, one more healing, one more exploring,.... SO each will have a certain small difference and from then on you choose what kind of Jedi they become...maybe they can even choose Dark Side classes and thus becoming Sith :)

Edited by sdh007

Here is my second custom character; the Jedi Consular. I decided to give this character a controller/healer build.

I found this artwork online and thought it fit perfectly:

OGaZ7jn.png

Arden Ru
Jedi Consular
Health: 10
Endurance: 5
Speed: 4
Defense: [W]
Fist:
Eye: [G][Y]
Wrench: [G]

Telekinesis
2S: Choose a small figure or odject within 3 spaces and push, pull, or slide that figure 3 spaces. If the figure encounters impassable terrain, it suffers 1D. If the figure incounters another figure, both suffer 1D.

Spinning Guard
1S: While defending with a double Melee weapon, you gain: +1 Evade or +1Block

Durasteel Staff
Staff
Attack: [R][Y]
Bonus: Double
Surge 1: Stun
Surge 2: +1D
Mod Points: 1

Manipulate
Test Eye to activate an object from range. You must have the appropriate accuracy to succeed.
XP cost: 1

Binding Force
Exhaust this card during your activation to choose an adjacent hero. That hero recovers 2D.
XP cost: 1

Whirlwind
Whenever you use a power that forces a hostile figure to move and take damage, Add: Stun.
1S: Exhaust this card to force movement of a large figure.
XP cost: 2

Double Blow
When you make an attack with a double weapon, apply +1D to the attack results.
XP cost: 2

Force Heal
1S: Exhaust this card during your activation to choose another hero in your line of sight. That Hero either recovers 2D or discard one of their conditions.
XP cost: 3

Paralysis
A> S2: Use after you Stun a hostile figure. Add a second stun to that figure.
XP cost: 3

Way of the Rancor
A> S1: Before making an attack, Slide a hostile figure towards you. Make an attack and Add 1 [G] die to the attack pool and gain: +1D
A> S1: After making an attack, Push a hostile figure up to 3 spaces away from you.
XP cost: 4

Flurry
A> 2S: Perform an attack with a double melee weapon. If the attack deals D, make a second attack against the same target. If that attack deals D, make a third attack against the same target.
XP cost: 4

Jedi Shadow for the 6th? :)

Not outside the realm of possibility. I allready folded the Jedi Healer into the Consular so I may have room for a Shadow.

Maybe it would be a good idea to have 6 padawans who managed to evade Order 66. As both the Republic and the Imperials are searching for them, they have to rely on their Force abilities more and so will go towards a certain Jedi class.

Kinda like you have certain class cards and each skill you choose, leads you more towards a certain Jedi Class. For instance, if a player learns 2 skills of the same Jedi type class, they become this class. In your example; if a padawan learns Dauntless and Jedi Reflexes.

They will all start with a lightsaber and will all have the same starting skill (for example Bulwark). The other skill will differ for each padawan. One will be more offensive, one more defensive, one more healing, one more exploring,.... SO each will have a certain small difference and from then on you choose what kind of Jedi they become...maybe they can even choose Dark Side classes and thus becoming Sith :)

That is an excellent idea for a campaign. Not what I had in mind for this adventure, but worth exploring in a future one.