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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/7/2008 Posts: 377 Location: Mexico D.F.
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Another General Grievous, Jedi Hunter, this character don't have the Jedui Hunter hability, that the name suggested, I hope, in this case, this is a mistake of the WotC, that correct with a Errata, because I don't want another GG,JH, greettings.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/3/2008 Posts: 584 Location: Cincinnati, OH
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To be fair, we haven't even seen the card yet. In the "Complete Stats for Dark Times" thread, Shinja himself even said that he needed to go back and double-check his source, because he thought Zuckuss had BH as well.
Be patient. :D
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/7/2008 Posts: 377 Location: Mexico D.F.
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Ahh, thanks, I hope isn't the definitive stats, it's a real shame that Zuckuss, BH, don't have the BH ability, greettings
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/28/2008 Posts: 1,378 Location: Indianapolis
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oh, at first I was like "This is unheard of" now Im like "ohhhh"
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Until the we see the card, or until after Errata is posted, I wouldn't panic just yet.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Aye, that being said, he's pretty solid with and without, as he has a range of flexable abilitys that, while are not powerful by themselves, are scary in some squads. He is likely to shoot first, meaning he will clip a huge figures wings with a hit. Then probably move back out of range.
This guy is the thinking mans shooter. I would not run him aggressively, thats up to the other attackers in the squad. Just nip in and out and get off crippling shots on importent figures. Though, I can imagine it being super effective with Durge, he pins down, loader droid shifts durge. Durge shoots 6 times, heavens sing, figure gets hit repeatively. XD
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Rank: Administration Groups: Administration
Joined: 10/2/2008 Posts: 351 Location: Kent, WA
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I don't know what you're talking about. Just check his page, Zuckuss has Bounty Hunter +4. http://www.bloomilk.com/Characters/Default.aspx?ID=922
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
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Glad he has BH. Although I still think he needs more attacks (whether it be Double or Twin). There's not enough there for 35. All those tricks are fun, but this game is about dealing damage.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/3/2008 Posts: 187 Location: Beverly, MA
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im interested to see how snare rifle works. it says they cant move till the end of the round, so will they activate and then move later that round
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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Interesting combo...Accurate Shot and Snare Rifle.
The great thing is (if the wording is correct) that you only have to hit a character for it to work. Doesn't matter if they Evade or Deflect or anything, the shot still hits. ;)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Tirade wrote:Glad he has BH. Although I still think he needs more attacks (whether it be Double or Twin). There's not enough there for 35. All those tricks are fun, but this game is about dealing damage. Aye, problem is 12 attack is more or less the baseline for a shooter, often being reduced by the inclusion of cover and such. He will either need an attack boost, which seps can't provide, or a accuacy increase, which leaves him with one attack most times, or go the Rebel way and get activation control and offer a greater ability to go first and shoot into cover, while he gains a lot of survialblity. Could be interesting with Padme Senator though, with Opptunist at 16 on importent targets. It's effectively a delayed double attack, but it will probably leave him in the open to maintain line of sight. Still, at least Rex has someone else to pair up with now. Hehehe. imyurhukaberry: Aye, very interesting interaction. ^^ Never noticed that, so at the very least he can keep stuff pinned down, even if he does not hit. I can just imagine this guy being king at Duo, keeping half of a squad pinned down and fixing who goes first while the other guy fights. Problem is finding a figure with 65 points, Mace Windu Jedi master is the only one that falls in that area.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/17/2008 Posts: 254 Location: Cincinnati, OH
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dont forget he has force points so Quigon/Darkwoman options are sure to be a new staple
not to mention worm loathsom granting twin...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/18/2009 Posts: 97
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So if Zuckuss gets to make an AoO (such as against Yobuck or anyone wanting to move away from Zuckuss) they are stuck there with a successful AoO Attack. Right?
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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Comicsaurus wrote:So if Zuckuss gets to make an AoO (such as against Yobuck or anyone wanting to move away from Zuckuss) they are stuck there with a successful AoO Attack. Right? I would believe so.... but we have to wait until we get the new rules
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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Yeah, it states if he hits anyone with an attack, they can't move. Which means that they would either be stuck next to him, or stuck a square away from him. Least in theory anyways.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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I am actually leaning more toward the Paralysis precedent with Snare Rifle with AoOs.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Sithborg wrote:I am actually leaning more toward the Paralysis precedent with Snare Rifle with AoOs. Could you please elaborate - what is the precedent? Thanks
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Paralysis/Jolt does not stop a turn mid turn, because they are already activated. You've already started movement, so I don't see you stopping mid way.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Sithborg wrote:Paralysis/Jolt does not stop a turn mid turn, because they are already activated. You've already started movement, so I don't see you stopping mid way. Ah, yes. I think I would agree that is how it will probably be ruled. But it would be great if it goes the other way Thanks SB
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/3/2008 Posts: 584 Location: Cincinnati, OH
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I don't see Snare Rifle stopping movement mid turn, but if a character starts adjacent to Zuckuss and wants to move and provoke the AoO, I could see it possible applying there. Because technically, in that situation, the AoO occurs before the movement does. Will be interesting to see the ruling on that.
Oh, and BTW, per the card image now over in the spoiler thread at Gamers, Zuckuss actually has 90 HP and a +9 Attack, and he DOES have BH + 4. :D
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