Friday, July 10, 2015

The Force Unleashed II: Saga Edition part 3: Starkiller Clones

So, this blog includes two types of Starkiller clone: The crazed ones that you fight on Kamino, and Subject 1138. One is kind of a cop-out, and the other is slightly less of a cop-out!
Hope you enjoy!



Starkiller Clone CL 10
Medium Human (Clone) Jedi 7/Sith Apprentice 3
Force 10; Dark Side 15
lnit +12; Senses: Perception +7
Languages: Common
Defenses: Ref 24 (flat-footed 22), Fort 21, Will 24
HP 69   Threshold 21
Speed 6 squares
Melee
  • Lightsaber +14 (2d8+10)
  • Lightsaber +12 (3d8+10) with Rapid Strike
  • Lightsaber +12 (2d8+10) and Lightsaber +12 (2d8+10) with Dual Weapon Mastery
  • Lightsaber +10 (3d8+10) and Lightsaber +10 (3d8+10) with Rapid Strike and Dual Weapon Mastery


Base Atk +10; Grp +13
Atk Options: Rapid Strike, Dual Weapon Mastery II
Special Actions: Force Powers, Block, Deflect, Redirect Shot
Force Techniques: Improved Battle Strike
Abilities Str 16, Dex 15, Con 8, Int 10, Wis 15, Cha 16
Talents: Block, Deflect, Weapon Specialization (Lightsabers), Redirect Shot, Dark Side Adept, Power of the Dark Side
Feats: Force Training (2), Dual Weapon Mastery I, Skill Focus (Use the Force), Weapon Focus (Lightsabers), Strong in the Force, Dual Weapon Mastery II, Rapid Strike
1st Level Bonus Feats: Weapon Proficiency (simple weapons, lightsabers), Force Sensitivity
Skills: Acrobatics +12, Initiative +12, Use the Force +18
Possessions: Twin Lightsabers (not self-constructed)
Talents: 4 Jedi, 2 Sith Apprentice


Force Powers : Battle Strike (2), Dark Rage (2), Force Lightning, Surge


  • Improved Battle Strike: Whenever the Clone uses the battle strike power it may apply the bonus to attack and damage rolls for all attacks made during a full attack action.
  • Clone Madness: When a Starkiller Clone is reduced to half its hit points or fewer, each round at the beginning of its turn the creature must roll 1d6 and refer to the table below. The creature is susceptible to the indicated effect until the beginning of its next turn, when a new roll is made. If the Clone’s hit points once again rise above one half, it is no longer susceptible to clone madness (unless it again drop below half hit points)
d6 Effect
1-3 Creature acts normally
4 Creature is confused and lashes out; it can make attacks only against the nearest target (whether friend or foe) (Likely screaming about death, Vader, and betrayal or some such)
5 Creature is distracted (with visions of its past); it does not threaten any squares (and possibly speaks about Juno, PROXY, Kota and/or Galen Marek)
6 Creature is treacherous; it can (and does) make attacks only against its nearest ally (while shouting about how “I’ll never let you hurt her! I’ll never turn to the Dark Side!)


Design Notes:
Class Progression: As needed


So, as you can see, this is kinda a de-level version of Starkiller (FUCG 187) with the Clone Madness special effect from Spaarti-Cloned Stormtrooper (FUCG 177) stapled on. It has some other stuff like Dual Weapon Mastery, and obviously has some differences in its ability scores, but otherwise it is pretty similar. The low Con score comes from how easy it is to take these guys out in the game (not many more hits than a regular enemy…not really), and the fact that this is a partially grown clone; it is probably not all that tough. Dark Rage as a Force Power because these guys are angry fighters who shoot lightning and do not much else (hence the Force Lightning, Surge, and Battle Strike powers and lack of Telekinetic ___ talents). Otherwise I think this should be straightforward/understandable? Lemme know if I didn’t explain anything properly.
They got the Force Technique Improved Battle Strike since they fight with two lightsabers and they don’t seem to be good at much else IMO.

They don’t get Unleashed because they are, very clearly, not. They’re pretty squishy enemies, and (in the DS version at least) far easier than the War Droids, as well as several other enemies.
As you see below you might see some differences between these stats and the changes I recommend for 1138's stats, namely that this one still has Rapid Strike. I chose to keep it, because, well, these guys are insane and angry. Trading the chance to hit for a chance to do more damage seems exactly the kind of things these guys would do. And, after all, it doesn't take much work to flail rapidly with a weapon. Which then makes you wonder why 1138 wouldn't have it. I dunno. It makes sense for angry bestial guys to have this feat, more so than 1138.




Starkiller II/Subject 1138 CL 14

Honestly, for this one I’d just take out Powerful Charge and Rapid Strike from the “Darth Vader’s Secret Apprentice (as of the Battle of Callos) statistics on page 187 of the Force Unleashed Campaign Guide and replace them with Dual Weapon Mastery I and II. Really, that seems to be the big gimmick in Force Unleashed II; Starkiller II uses II lightsabers for II-ice the fun. Enjoy all those puns? (Yes, yes, I know that they weren’t really puns, and that I should be shot; let’s move on). But, yah, that’s the big change. And, it makes sense from a stats perspective too. Instead of focusing on using his one lightsaber to its maximum potential (By charging real good, or striking twice in quick succession), 1138 would be too focused on learning to fight with two lightsabers. (Ok, at this point it isn’t on purpose, it’s just happening, I swear). If you don’t like this idea, slap an extra level of Jedi on the poor kid, making him hit 15th level. Then he gains a Jedi Bonus Feat and his level 15 feat, allowing him to take both Dual Weapon Mastery I and II at the same time. Two feats, one level. Even more Two-ness! Yay!
Ahem. Sorry.
Anyways, I won’t make you suffer my complaints about the entirety of Force Unleashed II, so this is it for this entry.

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