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 Post subject: Durge, Pawn of the Sith
PostPosted: Tue Nov 04, 2008 1:39 am 
Imperial Dignitaries
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--Durge, Pawn of the Sith--
51 Durge, Jedi Hunter
36 Darth Sidious
32 B'omarr Monk
10 San Hill
21 Ugnaught Demolitionist x7
(150pts. 11 activations)

Gimmick much? Durge gets the ability to use Sidious' FP's. Using San Hill you can (usually) out-activate your opponent. You then move Durge into firing range, and Dominate twice (once on the Monks turn, next using Pawn of the Darkside) to lay a possible 180 HP on the enemy and regenerate 40 health.

This is something I would totally play just to try and get it off. :D

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Tue Nov 04, 2008 7:09 am 
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Never Mind, I had a case of the dumb, Good squad.

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Tue Nov 04, 2008 8:59 am 
One of The Ones
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Hahaha, funny. First thing I thought when I saw the squad was "How is he going to Pawn Durge, since Pawn only works on non-Uniques?" Nice take on it.

I would play a squad like that, except it would be the one day where my dice are really hot and I would make all my dominate saves instead of failing them, lol.

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Wed Nov 05, 2008 3:48 pm 
Customizer Extrodinaire
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Wow, excellent idea. Why not just use Sly Moore and use the extra points for more acts?

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Wed Nov 05, 2008 3:49 pm 
One of The Ones
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Because Sidious cannot use Pawn on Sly Moore, because Pawn only works on non-Uniques.

Bill....should you include an R5 to repair that 10 damage to the B'omarr each round?? LOL

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Wed Nov 05, 2008 4:18 pm 
Imperial Dignitaries
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LoboStele wrote:
Bill....should you include an R5 to repair that 10 damage to the B'omarr each round?? LOL


I am not Bill... Haha I am Matt. :lol:

That might be worth it. I like that idea. Hahaha

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Wed Nov 05, 2008 7:37 pm 
Customizer Extrodinaire
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LoboStele wrote:
Because Sidious cannot use Pawn on Sly Moore, because Pawn only works on non-Uniques.

Bill....should you include an R5 to repair that 10 damage to the B'omarr each round?? LOL

Woops :P forgot about that

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Wed Nov 05, 2008 8:17 pm 
One of the Sith on Malgus' Shuttle
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If I tried this I would make all my Dominate save =o/


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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Thu Nov 06, 2008 7:31 am 
One of The Ones
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thejumpingflea wrote:
LoboStele wrote:
Bill....should you include an R5 to repair that 10 damage to the B'omarr each round?? LOL


I am not Bill... Haha I am Matt. :lol:


Doh....was responding to too many threads yesterday.

jedispyder wrote:
If I tried this I would make all my Dominate save =o/


This is exactly my feelings on it! 90% of the rest of the time I can't roll above an 11 if my life depended on it. As soon as I'm actually TRYING to fail saves? Yep, my dice are smokin'!

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Fri Nov 07, 2008 11:56 am 
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That's a hilarious squad. I think you should add 1 R5 though.

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 Post subject: Re: Durge, Pawn of the Sith
PostPosted: Fri Nov 07, 2008 9:57 pm 
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:r2line: Like the squad ide. I agree with r5 add

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