RegisterDonate Login

Look sir, Milk!

Hit Points: 50
Defense: 17
Attack: 10
Damage: 20
Rarity: Uncommon
Base: Medium
Gender: Male
Creator: kkj
Created: 5/30/2016
Updated: 5/31/2016
Sets: WOTC-Crap-Boost

Special Abilities

  • Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
  • Tactician +8 (Add +8 to the initiative roll except on a roll of 1)
  • Advantageous Attack (+10 Damage against an enemy who has not activated this round)
  • Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
  • Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)

Commander Effect

Allies named Klatooinian Enforcer gain +4 Attack and Cunning Attack. At the start of a phase, if this character has line of sight to an enemy, you can activate up to 4 characters named Klatooinian Enforcer. This character can be activated as part of this effect.

Klatooinians were notoriously subpar at organized warfare and tactical planning, thus relying on few elite commanders to channel their brute strenght and bellicosity.

Average Rating: 9.00 (1)
TheHutts
5/30/2016 8:56:44 PM (Updated: 5/30/2016 10:00:37 PM)

What happens if you lose initiative? And if you win initiative, don't you only get 1 activation normally?
kkj
5/30/2016 10:04:41 PM

You can also activate 4 Enforcers each round, but they will be much less effective without Cunning/Advantageous Attack. 1 Activation? Rulebook says otherwise, must be some tournament rules or V-Set changes you are referring to.
kobayashimaru
5/30/2016 10:25:25 PM

2 per round per side until all characters are activated, that's the end of a turn. (unless you've got san hill, nute gunray etc). this is a fun custom, and being able to double activate is fun. will pawn of the darkside etc, could there be some way to milk this CE and double dip? that's like half a squad activated at once that way; great for a fringe subfaction. 9.2/10
TheHutts
5/30/2016 10:57:59 PM

http://swmgamers.com/SWM/Rules/PreGame.html 13. The first phase begins. There is only one activation in the first phase. Two activations in subsequent phases.
TheHutts
5/30/2016 11:11:24 PM (Updated: 5/30/2016 11:40:36 PM)

And do you mean start of a phase (like Grand Moff Tarkin's CE), rather than start of a round?
TheHutts
5/30/2016 11:20:19 PM (Updated: 5/30/2016 11:24:34 PM)

And two of these can give each other +4 attack and Cunning, right? So they'd be +18 for 80 each, with Accurate? So people would just play two of them together, rather than bother with the Klat Enforcers? Maybe with Rieekan for Mobile.
kkj
5/30/2016 11:41:15 PM (Updated: 5/30/2016 11:42:52 PM)

Hm i think i will remove Klatooinian Enforcer on this piece then. The idea was to make Klatooinian Enforcers better, not to just run two of these guys. And i am pretty sure that this "one character in the first phase"-thing is only a tournament rule or something created after WOTC. I never have heard of it in offical reviews or forums and the rulebook does also not state anything like that. I will continue to play it the way if have always played it.
TheHutts
5/30/2016 11:43:12 PM

It's been official since for tournaments around 2009, and most players also use it in casual games. It reduces the impact of Initiative Control like Thrawn and the MTB.
kkj
5/30/2016 11:53:12 PM (Updated: 5/30/2016 11:53:37 PM)

For some reason i can't edit the CE. I meant the CE to be usuable each phase, even if you loose initiative but only for Klat Enforcers. Also i wanted the Strike Force Leader to be useable in the first phase if you want to, that's why i gave him Klatooinian Enforcer.
TheHutts
5/30/2016 11:57:39 PM (Updated: 5/30/2016 11:57:55 PM)

You could make the Strike Force Leader a unique, or make the second part of the CE apply to all Klaatoinians.
kkj
5/31/2016 12:00:48 AM (Updated: 5/31/2016 12:04:47 AM)

How can i edit the CE? EDIT: Nevermind, found it.
kkj
5/31/2016 12:07:52 AM

Changed it, should be fine now.
Please log in to add a Comment


Please Wait...