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 Post subject: Jolt!
PostPosted: Wed Nov 07, 2007 7:59 pm 
Jedi Knight
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Here's the new Verpine Tech:

26 Verpine Tech
cost 12
hp 20
def 15
atack +3
dmg 10
Special Abilities
Jolt (An enemy hit by this character’s
attack is considered activated this round;
save 11. Huge and larger characters ignore
this effect.)
Droid Defender (If an enemy targets an allied
Droid within 6 squares of this character,
you may force that enemy to target this
character instead if it can; save 11)
Rig Blaster (Allies within 6 squares with
nonmelee attacks that deal exactly 10
damage gain Jolt)

Congratulations to the buggies for discovering that blasters have a "stun" setting. As do Ewok slings and arrows. I think it's interesting that Jolt seems to affect everyone, including droids and other non-living units. It's not a Force power so it affects Vong etc. The damage can be Evaded or Deflected or Reflected or Bodyguarded or Dark Armored or Shielded but the Jolt effect still applies. And it has no range 6 limitation! Force Stun, Thud Bug and Sonic Stunner all have range 6. Jedi Mind Trick has range 2. Paralysis only occurs on melee characters except 4-LOM, Bounty Hunter. Mon Cal Techs have Scramble but it only affects droids. But the Verpine tech can give this powerful ability to a very wide range of Rebel and Fringe characters - plus he can give it to Mara Jade, Jedi, Talon Karrde and Garm Bel Iblis!! (And Kyle Katarn too, yeah that's gonna help.) Oh, and if Kazdan Paratus brings in droid reserves in a rebel squad, plenty of the droids can get it too. Now it has a range 6 limitation that can't be extended, but since Rig Blaster is not a CE, it can't be Disrupted either.

So does the Verpine Tech have a chance at being in a competitive squad? Which 10 damage shooters will he work best with? It's so fragile it will work well with shoot-n-scoot characters and "one shot" characters where the payoff is so great that it's worth losing your Tech. I'm thinking:

Mara Jade, Jedi: twin cunning lightsaber assault = potential 120 damage and make 4 saves or be activated... now she might actually survive a little longer. I'll gladly risk a 12 point Tech for that.
Bith Vigo: Twin, Mobile and Advantageous are perfect for pop-out attacks that will keep your Tech safe.
Mon Cal Tech: If you're a droid, you have to save vs. Jolt and Scramble!
Juno Eclipse: suddenly 10 damage Accurate Shot is an asset.
Boba Fett, Young Mercenary: ditto.
Jawa Trader, Abyssin Thug: synergy with Cunning.
Various stealth scrubs with Xizor: accurate Jolt again.
Wicket: just because it's funny.
Nikto Soldier: sniper.

Other thoughts?


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PostPosted: Wed Nov 07, 2007 8:13 pm 
Warmaster
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What i find a little disturbing is this
"Rig Blaster (Allies within 6 squares with
nonmelee attacks that deal exactly 10
damage gain Jolt) "

Does that mean anyone who has 10 damage but can increase it with say cunning or dead-eye cannot benefit as they CAN deal more than 10 damage. Also what if they are benefiting from someone else's CE such as Rebel Captain ( granting twin) or Han Solo'Rebel Hero now they are dealing a possible 20 damage that round.

A lot of character's you listed above mite have a base of 10 damage but very often aren't dealing EXACTLY 10 DAMAGE if you see what i mean.

I think i will need to see what nickname says about this on the release day.

But assuming everything gos as you said then yes i like it a lot and will be competitive.

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PostPosted: Wed Nov 07, 2007 11:53 pm 
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From my interpretation, it works exactly like the Ithorian Commander's CE. Only a printed value of 10 and no Melee is required.

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PostPosted: Thu Nov 08, 2007 2:45 am 
One of The Ones
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rebel captain, Lando HOT, R2-PO and tons of troopers. Sweet.


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PostPosted: Thu Nov 08, 2007 8:51 am 
One of The Ones
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Yeah, I am super excited about trying this guy out. Especially now with Garm allowing him to be in a NR team as well. The NR faction is going to have a bunch of new options at 150 and 200 I think because of Garm.

If only the Rebel Troopers had better means of boosting their attack values. But I can definitely see some interesting squads using Elite Hoth Troopers, Rebel Captain, and a couple Verpines. Maybe toss in a Trooper on Tauntaun and a Trooper with Blaster Cannon (I know they don't get jolt, but they would get Twin). Very interesting indeed, since the Captain would be the only thing that could be affected by Disruptive. If R2PO, Talon, Nym, or Juno are dumb enough to get close to the Captain, they deserve to be pummeled, and Jolted. :P

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 Post subject: Re: Jolt!
PostPosted: Thu Nov 08, 2007 12:23 pm 
Unnamed Wookiee
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I have an odd question that doesn't have anything to do with Jolt but does have to do with the Verpine Tech. The Tech has Droid Defender:

barzillai wrote:
Droid Defender (If an enemy targets an allied Droid within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)


So if I had a droid who is under the effect of Droid Mark or C-3P0 and R2-D2* or just plain old C-3P0* with Draw Fire and they use the Draw Fire successfully, can I redirect that shot a second time to the Verpine Tech?

* I picked those figures as my example and not Chewbacca with C-3P0 as it doesn't say the word Droid anywhere on that figure's card so I suspect it doesn't count.


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PostPosted: Thu Nov 08, 2007 12:31 pm 
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Sure, if they were all legal targets.

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PostPosted: Thu Nov 08, 2007 12:32 pm 
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I just played against Garm and the Verpine.

The Verpine didn't get to do much because I took him out with BAby Boba early. My opponent only brought in one with Garm's Reinf.

Garm is awesome! having Jaina move 6 and still double. With Cunning! Huge!

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PostPosted: Thu Nov 08, 2007 12:36 pm 
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Umm, she could only have moved 3. Her Speed is 6.

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PostPosted: Thu Nov 08, 2007 12:37 pm 
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Sithborg wrote:
Umm, she could only have moved 3. Her Speed is 6.


Oh hoh!
Thanks for the info.

Still huge though.

Now that I think about it, I think he only moved her 3 whenever he moved her.

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PostPosted: Thu Nov 08, 2007 12:39 pm 
Unnamed Wookiee
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Sithborg wrote:
Sure, if they were all legal targets.


Awesome. Thanks. :D


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PostPosted: Thu Nov 08, 2007 12:39 pm 
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I do believe she could move up to 5 with Move Faster, but you have spend a force point.

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PostPosted: Thu Nov 08, 2007 12:56 pm 
One of The Ones
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Sithborg wrote:
I do believe she could move up to 5 with Move Faster, but you have spend a force point.

That's how I'm hoping it will work, because then it would allow Luke Jedi Master to move 9 with Master Speed and stlll Triple. :D

Anyways....back to Jolt...your opponent should have never put the Verpine where anyone could get LOS on it.

With Rig Blaster not being a CE, and having a limitation to 6 squares, it makes me think we are definitely going to be seeing a CE boosting piece soon. If Rob is thinking far enough ahead to make things like Rig Blaster into SAs instead of CEs.

IMO, the Verpine is one of those pieces that will sit behind a wall almost the entire game, lol. If you happen to win a key init, you might run him out to be within 6 of Mara or something like that. At that point if he only lasts for the one round, it probably isn't a huge deal.

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PostPosted: Thu Nov 08, 2007 12:58 pm 
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Sorry, Garm only applies to followers.

Still, the Verpine has some interesting combos with it. Twin Rebel Troopers will be nice, as long with the nice boost to certain 10 dam Uniques, like Baby Boba.

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PostPosted: Thu Nov 08, 2007 1:44 pm 
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Jolt on a Jawa, droids beware :)

10 damage Accurate Shot figures could be the way to go here; baby Boba obviously, but also Juno and even the Corellian Pirate if you're desperate. If you want to be really nasty, even Dannik Jerriko can benefit; force an opponent to make saves on both Probosces and Jolt.


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PostPosted: Thu Nov 08, 2007 1:52 pm 
One of The Ones
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Sithborg wrote:
Sorry, Garm only applies to followers.


Doh...you're right.

Oh well. I am looking forward to trying out a massive Rebel Trooper swarm using the Verpine and Garm to bring in some free points.

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PostPosted: Thu Nov 08, 2007 9:40 pm 
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I'm going to dust off Kyle and see if he serves any purpose in a NR squad with this character.

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PostPosted: Thu Nov 08, 2007 9:48 pm 
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Bunch of teases! I was hoping this was a thread all about Jolt cola . . . I plan on taking some to release tourney just as a joke!

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PostPosted: Fri Nov 09, 2007 8:11 am 
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Jolt is a really neat ability. It will be fun to use with the NR, Rebel/Fringe squads, and rebel trooper swarms with support from the rebel captain, PL, Hoth Commander, and Akbar.

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PostPosted: Fri Nov 09, 2007 10:36 am 
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I just found shinja's 200 point jolt-exploiting squad here:

http://swmgamers.com/phpBB2/viewtopic.p ... 19&start=0

There's a great jolt discussion going on there too.


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