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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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FlyingArrow wrote:It's up to 140dmg in Seps with Twin/Rend. With an MTB, he can do that at the top of the round and possibly activate the enemy.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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TheHutts wrote:2 point piece!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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can't see why the Elite Storm Commando is worth 7 more points that the regular one. please explain
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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also- the highly complex and convoluted phasing, and interactions, is getting more like Fizzbin with every set
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/12/2012 Posts: 456 Location: Kokomo, IN
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I think the GMA on the Elite Storm Commando is a big part of the cost. They no longer will need thrawn to swap them to get off all 4 shots when coupled with weir, although I think losing cunning is a big negative.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/3/2014 Posts: 2,098
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Better base stats and built in opportunist means you could possibly play the Grand Admiral. Giving them a 15 attack. I wonder if general veers could fit in there somewhere
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/26/2008 Posts: 602 Location: Kokomo, IN
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Merry Christmas in July. Thought I'd drop this as he is one of last 2 to spoil and will maybe not get noticed with GenCon this week. Hope you like him.
24/30 Bane Malar, Bounty Hunter Fringe COST 39 HP 80 DEF 18 ATK +10 DMG 20
Special Abilities Unique. Black Sun. Hutt Cartel. Double Attack Advantageous Attack [+10 Damage against an enemy who has not activated this round] Bounty Hunter +4 [+4 Attack against Unique enemies] Evade [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11] *Glitterstim Addict [When this character uses Glitterstim, he only takes 10 damage, and may spend Force points during the same turn]
Force Powers Force 4 Force Sense [Force 1: usable only on this character's turn: Enemy characters lose Stealth for the rest of the round] Mind Probe [Force 1: Once per round, before initiative is determined, if this character is adjacent to an enemy, add +6 to your roll] Telekinesis [Force 2: When hit by an attack within 6 squares, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11]
"Control the mind, control the body."
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Since release day is tomorrow (midnight USA CDT my time, but I'll probably wait until daylight)... In a total abuse of power, I have dropped the last spoiler here. Good luck finding it. *Playtesters etc should keep quiet
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