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Post subject: Elite Republic Commando - Scorch - Stats DonePostPosted: Wed Aug 28, 2013 12:32 pm
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Aug 29, 2013 9:45 am
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Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad (Counts as a character with Order 66 for the purposes of Commander Effects)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Rapport (This character costs 1 less when in the same squad as a character with Delta Squad)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Just like the original, but better. He has Mines instead of Grenades, and Shatterbeam instead of satchel charge.
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Aug 29, 2013 11:15 am
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What is your opinion on adding Splash?
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Aug 29, 2013 11:44 am
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I am fine with that
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Aug 29, 2013 12:08 pm
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Splash 10 added. Descriptors changed as per discussion with Boss.
Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Splash 10(If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
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thereisnotry Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Aug 29, 2013 9:42 pm
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Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 70
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Double Attack
Delta Shield Support (Each ally whose name contains Republic Commando gains Shields 2)
Shields 2 (When this character takes damage, make 2 saves; each roll of 11 or higher reduces the damage dealt by 10)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Splash 10(If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Added Delta Shield Support and Shields 2.
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Wed Jan 08, 2014 2:53 pm
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PT?
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Wed Jan 08, 2014 3:43 pm
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I think so.
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Jan 16, 2014 11:52 am
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Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 70 60
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Delta Shield Support (Each ally whose name contains Republic Commando gains Shields 1)
Shields 1 (When this character takes damage, make a save; a roll of 11 or higher reduces the damage dealt by 10)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Made adjustments after PT:
-Dropped Double Attack and Splash 10.
-Lowered HP to 60.
-Changed Delta Shield Support and Shields 2 to be Shields 1 for both.
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Sithborg Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Jan 16, 2014 12:25 pm
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You can't change Delta Shield Support.
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thereisnotry Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Jan 16, 2014 12:28 pm
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Can we name it Delta Shield Support 10?
Shields 2 was a huge factor in the clown-stomp PT result we had last night.
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swinefeld Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Jan 16, 2014 1:19 pm
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thereisnotry wrote:
Can we name it Delta Shield Support 10?
Shields 2 was a huge factor in the clown-stomp PT result we had last night.
IMO, that would be ok. Perhaps DSS 1 would be better, as it refers to the level of Shields gained.
Also, I'm wondering what Delta Squad is for, just flavor?
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thereisnotry Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Jan 16, 2014 1:22 pm
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Yes, that sounds right. Definitely not 10 saves! lol
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LESHIPPY Online
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Jan 17, 2014 6:27 pm
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Name update. Not sure where he falls in the set.
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swinefeld Offline
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Sun Jan 19, 2014 7:11 pm
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LESHIPPY wrote:
Name update. Not sure where he falls in the set.
11.
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thereisnotry Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Jan 23, 2014 10:07 am
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Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 70 60
Def: 17
Att: +10
Dmg: 20
SAs:
Delta Squad
Order 66
Delta Shield Support (Each ally whose name contains Republic Commando - gains Shields 1)
Shields 1 (When this character takes damage, make a save; a roll of 11 or higher reduces the damage dealt by 10)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Added a - to Delta Shield Support.
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Sithborg Offline
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Thu Jan 23, 2014 11:31 am
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NO.
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LESHIPPY Online
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Thu Jan 23, 2014 2:05 pm
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Sithborg wrote:
NO.
Not helpful. I have no idea why or to what you are exactly you are saying no to. Please explain a bit more in your comments.
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Jan 24, 2014 9:06 am
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I'm sorry, I went into it in other spots. But it is a minutae in the spelling that will not be caught.
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Jan 24, 2014 9:15 am
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Sithborg wrote:
I'm sorry, I went into it in other spots. But it is a minutae in the spelling that will not be caught.
Yeah, that was my fault. I thought these guys were Unique like Boss, and wanted to see them keep the nifty bonuses.
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Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Thu Mar 13, 2014 10:15 pm
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Suggested changes after PT:
Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 60
Def: 17
Att: +10
Dmg: 20
SAs:
Unique
Delta Squad
Order 66
Double Attack
Delta Shield Support (Each ally whose name contains Republic Commando gains Shields 2)
Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Changed Shields 1 to Shields 2
Re-added Double Attack
Added Unique
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swinefeld Offline
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Fri Mar 14, 2014 1:06 am
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thereisnotry wrote:
Suggested changes after PT:
Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 60
Def: 17
Att: +10
Dmg: 20
SAs:
Unique
Delta Squad
Order 66
Double Attack
Delta Shield Support (Each ally whose name contains Republic Commando gains Shields 2)
Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Changed Shields 1 to Shields 2
Re-added Double Attack
Added Unique
Trevor - this response is directed to all designers, not to you specifically.
First, the PT used the older stat block - Delta Squad was removed because it wasn't doing anything. If it is going to do something, it can't be the same as Omega, because these guys (or some anyway) went on to serve in the Empire. I don't care either way as long as I'm clear on what it is.
Secondly, and much more importantly IMO - we need to get to the bottom of this rarity vs uniqueness conundrum we have going on. The issue is with precedence in set distribution in general, and the people that play 'sealed' games outside of Gencon, and the tools people use to generate random boosters. (Bloomilk, Excel macros etc.)
These guys are all named like non-Uniques (Elite versions). The simple solution is make Boss a n/u rare and move on. The game has had non-Unique rares, but never uncommon Uniques. We can't have it both ways, so need to figure out how much making them all Rare will screw with the UC distribution in the random boosters, and with the customs that have already been completed.
For the record, I agree with them all being Unique like Omega, but the set was not planned out that way and we're well into it now. Boss was made R to balance out the distribution. (but that doesn't mean he has to be unique)
So, what do you all want to do here?
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LESHIPPY Online
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Mar 14, 2014 8:59 am
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Man I am on both sides on this one.
1st I have always been design the piece the way it needs to be designed and not worry about the sealed stuff because it represents such a small amount of what is played compared to everything else.
However, I understand that the wheels are already in motion the for the sealed event at GenCon and the customizers are already hard at work and have completed some of the customs for this event.
So...I can see both sides. I am not sure what it would take to switch the gears on the GenCon sealed event to make all of these guys Rare Uniques. The costomizers should be making more of these since they are UC. However, I am not sure if that would throw off the numbers of the other UC in the set. We should talk to Jason and see what his opinion is on this and how it effects GenCon. IMO we should make them all unique and where the rarity is involved, the designers should not worry about it. Let the sealed guys worry about the numbers.
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Mar 14, 2014 10:48 am
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LESHIPPY wrote:
We should talk to Jason and see what his opinion is on this and how it effects GenCon. IMO we should make them all unique and where the rarity is involved, the designers should not worry about it. Let the sealed guys worry about the numbers.
I agree with this. Especially the bolded part. My main issue is this: we should not let one event at Gencon have an adverse effect on the design of a piece; especially considering the precedent set with Omega Squad, these guys all need to be Unique.
And I'm a guy who loves the V-Set Sealed event, and will surely be playing in it this year...but it's one event.
And Dave, you're right about the Delta Squad indicator; my bad for somehow leaving that on. They should not have the Delta Squad indicator.
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Mar 14, 2014 12:04 pm
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I totally get that point.
I'm just going to say that I am very much against having UC uniques. Whatever has to happen for Gencon is fine.
I'd like to hear from Jason though, because there might still a chance to make some adjustments, just depends. (I'm looking at non-Uniques in the subset as swap options)
I'll be on the road to Chicago shortly, but when I get a chance over the weekend I'll put some more thought into this. Or not as it may be...
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LESHIPPY Online
Post subject: Re: 14. Republic Commando Demoltionist UCPostPosted: Fri Mar 14, 2014 1:05 pm
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thereisnotry wrote:
Suggested changes after PT:
Quote:
Elite Republic Commando - Scorch
Republic, 25pts
HP: 60
Def: 17
Att: +10
Dmg: 20
SAs:
Unique
Delta Squad
Order 66
Double Attack
Delta Shield Support (Each ally whose name contains Republic Commando gains Shields 2)
Shields 2 (When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)
Proximity Mines 20 (Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.)
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Changed Shields 1 to Shields 2
Re-added Double Attack
Added Unique
I really don't like the Shields 2. However I haven't play tested it. I will look into this over the weekend. However, I know from personal experience that other characters with shields 2 tend to lean toward an NPE, then just Shields 1
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Fri Mar 14, 2014 11:02 pm
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I've seen Shields 2 on Commandos. Not an NPE at all. The fact that it had to be on a 30 pt stay in the back figure really hampered his squad. The new guys may change things, but I don't see it being too much of an issue.
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Sat Mar 15, 2014 10:37 am
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Shields 2 is going to average out at 10dmg prevented per attack. That's not a bad thing when all the main pieces on the squad have 60/70hp. If someone is rolling really hot, then they'll obviously be preventing more damage...but that's really not much different from someone rolling well on Evade saves.
I think it's worth testing them again (with Shields 2, Heal 20) and seeing how they fare. Test against solid accurate shooters (maybe the new Boba, maybe Mandos with MtResurrector) or Force Sense to get around the Stealth...I think it's in those matchups where they'll struggle the most. I'll tell you from the start that my primary targets against a squad like this will always be Fi (Traps, esp if I'm playing melee) and then Sev (Accurate Twin). When they lose the benefit of Stealth, they're hosed if they don't have some decent method of damage-prevention.
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Post subject: Re: 11. Elite Republic Commando - ScorchPostPosted: Mon Mar 17, 2014 8:18 pm
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updated
Quote:
11/45 Elite Republic Commando - Scorch 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Double Attack
Delta Shield Support [Each Republic Commando ally gains Shields 2]
Proximity Mines 20 [Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.]
Shatter Beam [Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed]
Shields 2 [When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
"Minor burns and injuries incurred today during anti-armor weapons training with RC-1262. New nickname: 'Scorch.' "
―RC Batch Delta: Report: W Vau, Training Sergeant
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Wed Mar 19, 2014 1:04 pm
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So the same moves as the other play test lead me to this
What if Scorch had and gave Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10)
it is still not as good as a straight up evade. these guys need something to make them last a bit longer. Damage reduction? Something.
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Wed Mar 19, 2014 1:17 pm
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LESHIPPY wrote:
So the same moves as the other play test lead me to this
What if Scorch had and gave Advanced Shields 2 (When this character takes damage, make 2 saves; each roll of 6 reduces the damage dealt by 10)
it is still not as good as a straight up evade. these guys need something to make them last a bit longer. Damage reduction? Something.
Adv Shields 2 is a pretty big step up...it means that 20dmg attackers will often be nearly useless against these guys.
Shields 2 is better than Adv Shields 1, but I'm afraid that Adv Shields 2 might be too much. I think the answer is to make Fixer's healing more effective (see my suggestion in his thread).
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Post subject: Re: Elite Republic Commando - ScorchPostPosted: Wed Mar 19, 2014 1:26 pm
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Started a conversation to talk about all 4 commandos in one spot
http://swmgamers.com/forums/viewtopic.php?f=229&t=16642&p=172972#p172972
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LESHIPPY Online
Post subject: Re: 11. Elite Republic Commando - ScorchPostPosted: Wed Apr 09, 2014 2:25 pm
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swinefeld wrote:
updated
Quote:
11/45 Elite Republic Commando - Scorch 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique
Order 66
Double Attack
Delta Shield Support [Each Republic Commando ally gains Shields 2]
Proximity Mines 20 [Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.]
Shatter Beam [Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed]
Shields 2 [When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
"Minor burns and injuries incurred today during anti-armor weapons training with RC-1262. New nickname: 'Scorch.' "
―RC Batch Delta: Report: W Vau, Training Sergeant
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Sithborg Offline
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Wed Apr 09, 2014 10:09 pm
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Looks good to me.
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thereisnotry Offline
Post subject: Re: Elite Republic Commando - ScorchPostPosted: Thu Apr 10, 2014 9:36 pm
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+1 Done
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swinefeld Offline
Post subject: Re: Elite Republic Commando - Scorch - Stats DonePostPosted: Tue Apr 22, 2014 11:15 am
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** QC complete **
RM: RC Scorch (CotF35) - used GH 50, Mando Flame Trooper
Quote:
11/45 Elite Republic Commando - Scorch 25pts
(R) Republic
HP: 60
Def: 17
Att: +10
Dmg: 20
Special Abilities
Unique. Order 66; Double Attack
Delta Shield Support [Each Republic Commando ally gains Shields 2]
Proximity Mines 20 [Replaces attacks: range 6; target enemy is mined until the end of its next turn. At the beginning of the mined character's next turn, the mined character and each character adjacent to that target take 20 damage; save 11 for 10 damage.]
Shatter Beam [Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed]
Shields 2 [When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10]
Stealth [If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets]
"Minor burns and injuries incurred today during anti-armor weapons training with RC-1262. New nickname: 'Scorch.' "
―RC Batch Delta: Report: W Vau, Training Sergeant
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LESHIPPY Online
Post subject: Re: Elite Republic Commando - Scorch - Stats DonePostPosted: Wed Apr 23, 2014 3:30 pm
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First one W00T!
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thereisnotry Offline
Post subject: Re: Elite Republic Commando - Scorch - Stats DonePostPosted: Wed Apr 23, 2014 3:51 pm
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+1
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FlyingArrow Offline
Post subject: Re: Elite Republic Commando - Scorch - Stats DonePostPosted: Wed Apr 23, 2014 11:10 pm
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Looks good to me.
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Markedman247 Offline
Post subject: Re: Elite Republic Commando - Scorch - Stats DonePostPosted: Thu Apr 24, 2014 3:20 pm
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+1 on the proofread.
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swinefeld Offline
Post subject: Re: Elite Republic Commando - Scorch - Stats DonePostPosted: Thu Apr 24, 2014 3:59 pm
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I concur.
: approved :