logo

All times are UTC - 6 hours

Mark forums read


Post new topic Reply to topic  [ 5 posts ] 

Author Message
Offline
 Post subject: Cade-Turret
PostPosted: Tue Mar 18, 2008 5:34 pm 
Sith Infiltrator
Sith Infiltrator
User avatar

Joined: Sat Sep 01, 2007 10:41 pm
Posts: 1683
Location: Aboard the Anakin Solo, NJ
Cade Skywalker-61
Garm Bel-Iblis-45
Han Solo, Rebel Hero-35
Obi-Wan Kenobi, Jedi Spirit-8
=149

Garm can bring either Elite Rebel Commando(door control, and damn good shooter) and 3 Mon-Cals, Rauntaun, Bothan Nobles(making Cade a turret.) Cade can do 120 damage at +12-to-16 on an unactivated enemy, and move 3. When he gets hurt, Heal 40.
Thoughts?

_________________
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Cade-Turret
PostPosted: Tue Mar 18, 2008 5:37 pm 
Ugnaught Master!
Ugnaught Master!
User avatar

Joined: Sat Sep 01, 2007 3:02 pm
Posts: 2948
Location: SW Missouri
The most obvious danger I see is that Cade is the man, which gives him a target on his back the size of Alderaan. If it works, someone will be feeling it. If they have someone with Accurate, then we know Cade will be target #1. Once I get him, I will have to encorporate him into a squad for sure, though. Good start, Zack.

_________________
That's right, it's always the one in the middle you would least expect to be the most dangerous!
ImageImageImage


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Cade-Turret
PostPosted: Tue Mar 18, 2008 6:59 pm 
Imperial Dignitaries
Imperial Dignitaries
User avatar

Joined: Sun Sep 02, 2007 10:36 pm
Posts: 1543
Location: Central CT
Not too bad. I'd worry about how quickly Cade could drop though. Burning a set of attacks to heal is a tough choice, but the nobles fit quite well with him.

_________________
Bottoms up and spirits down


Archives of the Gamers Jedi
is designed to be your official source for in-game rules questions!


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Cade-Turret
PostPosted: Thu Mar 20, 2008 7:01 am 
One of The Ones
One of The Ones
User avatar

Joined: Sun Sep 02, 2007 2:46 pm
Posts: 7960
Location: West Chester, OH (near Cincinnati)
Well, Han can Mobile and attack as well, so even if Cade has to hang back for a round, Han can still keep some pressure on the enemy.

The other option is, if you use Garm to bring in the Bothan Noble, then Cade can spend his own turn doing a Heal 40, and then the Bothan Noble can still allow him to take another Twin attack at something. So, you'd still be putting out some damage for him during the round. Not to mention that the Bothan can Heal 10 on Cade AND give the extra shots at the same time! :P

Very good start, Zack. I think this may work better at 200 points, but should be interesting to see if anyone can pull it off at 150.

The only thing I'd be worried about with it right now....How are you going to deal with San Hill, or B&B??

_________________
-Aaron
Mand'alor
"You either die a hero, or you live to see yourself become the villain."
Image


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: Cade-Turret
PostPosted: Sat Mar 22, 2008 6:26 am 
Grand Admiral
Grand Admiral
User avatar

Joined: Sun Sep 02, 2007 11:56 pm
Posts: 921
Location: the ghettos of NJ
ouch. Powerful, but a little low on activations. Untill you get reserves.


Cade is a beast! :saber:

_________________
The door in front shuts
Does another one open?
A trapdoor below...


http://www.swshoebox.com/userSquad.cfm?user=sirstevee

Image


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield