Sith

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Image:Sith.jpg The Sith Order was a sect of dark side Force users bent on destroying the Jedi. They were characterized by their single-minded lust for power and the brutal methods they were willing to use in order to acquire it. The sect existed in many diverse forms throughout galactic history. Originally, the Sith were a humanoid species that interbred with a group of exiled Dark Jedi, but after the rise and fall of that people, the meaning of the word 'Sith' changed. In time, the Sith would not be identified by their race, but by their dedication to the ancient Sith philosophy. There were many factions of the Sith, the most notable being the Sith Empire and the Order of the Sith Lords.

Contents

General Notes

Playing as a Sith in MB2 is very similar to using a Jedi in the base version of Jedi Academy, though there are a few notable differances.

The RMB (right mouse button) is no longer used for the Saber Throw ability. Instead, it now places your Sith into a Defensive Mode, in which s/he will block other sabers and also (with the appropriate powers bought) deflect blaster bolts away from the Sith. This increase in defensive ability comes at the cost of movement speed - the Sith will move at a walk while in this stance.

New to the Sith are Blocking Points (usually refered to as BP). In Saber vs Saber combat, this is a representation of both the Sith's stamina and concentration during the battle. Attacks and Blocks both drain this to a degree, depending on a number of factors. BP can be regenerated in the Defensive Stance. If BP is completely drained, the opponants lightsaber will not be blocked, and will cause damage... often resulting in death.

Also new is the concept of the Attack Chain Modifier and Attack Points (or AP). When you successfully land a body hit against your opponant, the ACM increases. When you are hit in return, it decreases. If your ACM increases sufficiently, your AP will increase, which adds increased BP drain to your attacks.

Defending against blaster fire drains your Force Points (FP). FP is recovered as it is in base JA... over time. You can also defend against blaster fire while attacking if you have Saber Attack, Saber Defense, Force Seeing and Force Block at level 3. This is known as the Attack-Defense technique.

Other differances in how Force Powers work are noted in the power descriptions.

Weapons & Abilities

Lightsaber

"This was the formal weapon of a Jedi Knight. Not as clumsy or random as a blaster. More skill than simple sight was required for its use. An elegant weapon. It was a symbol as well. Anyone can use a blaster or a fusioncutter—but to use a lightsaber well was a mark of someone cut above the ordinary."

―Obi-Wan Kenobi


Designed as much for elegance in combat as for ceremony, the lightsaber was a distinctive weapon, the very image of which was inextricably bound with the mythos of the Jedi and the Sith.

Saber Offense

A measure of the skill a Jedi possesses in the use of his/her lightsaber.

  • Level 1: Provides the Jedi with the ability to wield a lightsaber, and provides use of the Slow Blue stance.
Point Cost: 1
  • Level 2: The Jedi is now able to use the Yellow Stance.
Point Cost: 7
  • Level 3: The Jedi is provided access to the Red Stance, Saber Staff, and Dual Sabers. Additionally, the speed of the Blue Stance is increased.
Point Cost: 12

Saber Defense

A measure of a Jedi's ability to defend himself with a lightsaber.

  • Level 1: Jedi can block gunfire and saber attacks in a small defensive arc. Characterised by low BP regeneration and high FP drains.
Point Cost: 1
  • Level 2: Jedi can block gunfire and saber attacks in a medium-sized defensive arc. BP Regeneration is increased, and FP drains are lowered.
Point Cost: 7
  • Level 3: Jedi can block gunfire and saber attacks in a large defensive arc. BP Regeneration is fast, and FP drains are low.
Point Cost: 16

Saber Deflect

Using the Force to react to incoming fire in a inhumanly quick way, Deflect can be used to prevent incoming blaster fire from hitting the Jedi and, at times, reflect them back at the shooter.

  • Level 1: Incoming fire is deflected in a random direction away from both the Jedi and the shooter.
Point Cost: 0
  • Level 2: Incoming fire is deflected. Occasional shots are deflected in the direction indicated by the crosshair.
Point Cost: 8
  • Level 3: Incoming fire is deflected. A larger number of shots are deflected in the direction indicated by the crosshair.
Point Cost: 8

General Force Powers

These abilities are availiable to both the Jedi and Sith player classes.

Force Jump

Force Jump enables the user to leap great heights with the help of the Force. MB2 use of Force Jump is nearly identical to base JA usage.

  • Level 1: The user can jump higher than a normal person, and can perform acrobatics like backflips and special moves with a lightsaber. Level 1 drains your Force Points rapidly.
Point Cost: 0
  • Level 2: The user can jump higher than level 1. Force Point drain is also reduced, enabling you to jump in combat more effectively.
Point Cost: 2
  • Level 3: The user can jump much higher than level 2. Level 3 drains very little Force Points, allowing users to jump around for more extended periods than level 2. With level 3 you can also grab onto walls and hold onto them, and run sideways on walls.
Point Cost: 6

Force Push

Force Push enables the user to shove away people, projectiles and world objects from a distance with the Force. MB2 use of Force Push is nearly identical to base JA usage.

  • Level 1: The Jedi must aim very precisely at their target to push it. This level has a 50% chance to push back rockets and grenades, and does not have any effect on other players.
Point Cost: 1
  • Level 2: Has a greater area of effect arc than level 1, requiring less precision. Level 2 will alway push back grenades and rockets, and pushes other players back slightly if hits them.
Point Cost: 3
  • Level 3: Has a wide area of effect arc, and will knock other players over if they are running or jumping. It also pushes rockets and grenades back in the direction of the crosshair.
Point Cost: 8

NOTE: A few map objects can be manipulated with Push if you see a blue whirlpool icon over the object when you place your crosshair over them.

Force Pull

With Force Pull, users can steal other player's guns and knock them over.

  • Level 1: Jedi has a 50% chance to pull a weapon from a running or jumping player's hands.
Point Cost: 2
  • Level 2: Jedi will always pull a weapon from a running or jumping player.
Point Cost: 4
  • Level 3: The same effects as level 2, but also knocks running or jumping players over.
Point Cost: 8

Force Sense

Force Sense lets users see other players through walls or other obstructions.

  • Level 1: Other players show up through walls with green glows around them. Requires 50 Force Points to activate.
Point Cost: 2
  • Level 2: Other players show up through walls in either green(Ally), red(Enemy), or yellow(Vehicles & Droidekas). Requires 20 Force Points to activate.
Point Cost: 4
  • Level 3: In addition to Level 2 effects, the Jedi can now see other player's health and shield levels. This level of Sense also allows the Jedi to dodge disruptor shots.
Point Cost: 8

Force Block

This ability allows for a Jedi to protect himself against the usage of Force Powers against him.

  • Level 1: Immunity against forcepowers if the Jedi has 100 FP.
Point Cost: 4
  • Level 2: Immunity against forcepowers if the Jedi has 80 FP or more.
Point Cost: 6
  • Level 3: Immunity against forcepowers if the Jedi has 50 FP or more.
Point Cost: 6

Dark-Side Force Powers

These powers are unique to the Sith.

Force Grip

Image:Gripanakin.jpg The Sith has the ability to crush things from a distance using the Force. This has been used, typically, for crushing the throats of thier victims.

  • Level 1: Grips the victim, causing damage and making him unable to attack or defend. Victim can still move.
Point Cost: 4
  • Level 2: In addition to Level 1 abilities, lifts the victim into the air to prevent his moving.
Point Cost: 10
  • Level 3: Gives the ability to move the victim around.
Point Cost: 13

Force Lightning

By focusing the Force through his hands, the Sith is able to unleash torrents of pure Force Energy in the form of lightning bolts into his enemies.

  • Level 1: Releases a quick beam of lightning causing minor damage and temporary paralysis.
Point Cost: 4
  • Level 2: Gives the ability to do unleash a longer burst.
Point Cost: 8
  • Level 3: Increases the damage arc. Gives access to Darth Sidious-style 2-handed lightning attack while in melee which causes substantially greater damage.
Point Cost: 15

Class Specials

Special 1 (HOLD)

  • Saber throw. Also known with the abbrevation ST.

Special 2 (TAP)

  • Saber melee. Also known as slap.
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