Asajj Ventress

Level: 57

HP: 12,100

Attack: 125

Asajj Ventress’ Lightsaber: 150 (435) [1,305]

Defense: 125

Asajj Ventress’ Sith Assassin Garb: 10 (215)

Agility: 170 (180)

Skill: 185

Speed: 170 (180)

Movement: 7

Items:

2- Asajj Ventress’ Lightsaber: +10 Speed. A curved-hilt lightsaber wielded by Asajj Ventress that once belonged to Komari Vosa. This weapons curved hilt allows for much more powerful precision strikes, much like her mentor’s lightsaber. This weapon will boost the damage on “Perfect Strike” and “Critical Hit” by 50%. Base 150 Plasma-type damage.

Asajj Ventress’ Sith Assassin Garb: +10 Agility. The dark black robes and body wrappings worn by Dooku’s assassin, Ventress. These robes are lightweight and flexible, allowing for agile movement. When in low-light conditions, this unit gains +30 Avoid. Grants resistance to Energy-type damage. Base 10 Armor.

Abilities:

Sith Assassin Training: Asajj Ventress Signature Ability. This unit requires no extra focus to use “Dual Strike” and will not receive the Skill or Speed debuffs. Lightsabers will deal double damage when used with “Ambush” Costs 9 exp

Force Throw: Force Ability. 1-2 range. Once every 3 turns, this unit may hurl enemies away. This unit will throw the target up to 6 spaces in any direction this unit chooses. If a unit is thrown into another unit, the second unit will take half of the attack’s damage. If a unit is thrown into a terrain tile, they will immediately take the terrain’s effect. This can be used to counter-attack. Breaks Posture. Deals damage equal to Psychic proficiency. Does not interfere with “Proficiency“. Base 100 Psychic-type damage. Costs 6 exp

Force Choke: Dark Side Ability. This unit may raise an opponent in the air and choke them, essentially taking them out of combat. The target will lose 10% of their HP at the end of their turn and cannot counter-attack, as well as having their Agility reduced to 0. This unit may hold a target unit for up to 5 turns; however, while using this ability, this unit’s Agility is reduced by 50%. If this unit loses 30% of their health or is hit more than 5 times in a single turn while holding a unit, they will immediately drop the target unit. If the target unit loses more than 50% of their HP from attacks, they will immediately be dropped. Psychic characters can almost immediately break out of this hold, and insanely strong characters and units with “Inhuman Strength” can break out faster. Costs 6 exp

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3x damage and ignore shields, force fields, and cannot be countered. 3 exp

Bloodlust: If this character defeats a foe, they will then add 0.5x the number of the defeated enemy’s Level to their base Attack. This boost will last until the end of the day or until the end of the battle. 5 exp

Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

Force and Blade: This unit may use their force abilities in tandem with their lightsaber. Works like “Dual Strike“. Reduces Skill and Speed by -10. Costs 5 exp or Ascended

Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat. If this character misses an enemy, they will boost their attack stat by 15. If the character strikes an enemy and cannot damage them, they will boost their attack stat by 10. If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 5. These boosts are removed when this unit attacks a different enemy. While Fury is activated, this unit has -15 skill. The unit that is using this ability can choose to end it voluntarily. 5 exp

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. 2 exp

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp

Proficiency (II): If this unit uses a single Attack-type, they will triple their damage with that Damage-type. Costs 12 exp

Proficiency:

5A Psychic: 80

5A Sword: 80

5A Energy: 80

5A Armor: 80

Weak to Lightning and Light. Resist Psychic and Dark.

Caps:

HP: Normal
Attack: 80
Defense: 80
Agility: 135
Skill: 150
Speed: 135

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