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 Post subject: My first Custom stats: new RCs!
PostPosted: Thu Nov 15, 2007 12:33 pm 
One of The Ones
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OK, so I haven't done much with custom stats before, but I decided to try and flesh out the members of Omega Squad, plus a couple others. I've been re-reading the first two books in the Republic Commando series, and am about half-way through the newest one. So here goes:

Republic Commando - Niner
Republic
Cost: 30
HP: 40
Def: 18
Att: +9
Dam: 10

Special Abilities:
Order 66
Charging Assault +10
Deadly Attack
Grenades 20
Stealth
Twin Attack

Commander Effect:
Republic Commando allies (including this character) gain Synergy (+4 Attack while allied character whose name contains Republic Commando is within 6 squares).

Niner is the leader for Omega squad.

Republic Commando - Fi
Republic
Cost: 28
HP: 40
Def: 18
Att: +9
Dam: 10

Special Abilities:
Order 66
Disruptive
Morale Boost (Replaces turn: non-Unique allies gain +3 to Attack and +3 to Defense until the end of this character's next turn or until he is defeated)
Recon
Stealth
Twin Attack

Fi is Omega squad's communications man. He always knows how to lighten the mood, no matter what mess they've got themselves in.

Republic Commando - Atin
Republic
Cost: 20
HP: 40
Def: 17
Att: +9
Dam: 20

Special Abilities:
Order 66
Careful Shot
Double Attack
Sniper
Stealth

Atin is the Sniper for Omega Squad. He's calm, calculated, and extraordinarily efficient.

Republic Commando - Darman
Republic
Cost: 20
HP: 40
Def: 17
Att: +9
Dam: 20

Special Abilities:
Order 66
Bodyguard
Loner
Satchel Charge
Stealth

Darman is the demolitions expert of Omega Squad, and he is extremely protective of the rest of his team

And Omega squad's fearless Sergeant:

Kal Skirata
Republic
Cost: 25
HP: 50
Def: 18
Att: +8
Dam: 10

Special Abilities:
Unique
Double Attack
Draw Fire
Evade
Rapport (Characters whose name contains Republic Commando or ARC cost 1 less when in the same squad with this character)

Commander Effect
Allied Republic Commandos gain Heal 10 (Replaces attacks: touch; remove 10 damage from a living character)

Kal Skirata is a Mandalorian hired to train Republic Commandos and the Null ARCs. He treats them all as his own sons.

And wherever Kal is....Ordo is usually found near by:

Null ARC N-11 - Ordo
Republic
Cost: 32
HP: 60
Def: 19
Att: +10
Dam: 10

Special Abilities:
Unique
Order 66
Advanced Reconnaissance (Add +4 to the result of the roll when comparing to an opponents roll for determining initiative. This does not alter the actual result of the roll in relation to other Special Abilities.)
Cunning Attack
Flamethrower 20
Mobile Attack
Stealth
Twin Attack

The Null ARCs are nicknamed the 'Bonkers squad' for a good reason. Ordo may be a little crazy, but don't ever get in his way.

Let me know what you think. I'm not really sure how good my costing is, but my idea with the Rapport was that you could fit the 4 Omega RCs, Kal, and Ordo in a squad together at exactly 150 points (I know, I know, low activations and all that, but would be a fun theme).

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PostPosted: Thu Nov 15, 2007 1:33 pm 
Customizer Extrodinaire
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Synenergy could get really scary with the original's and these guys. Sev shooting for +16 attack and 30 dmg?(thrawn and synenerhy) that makes bacara squads really sick. Maybe change the CE or lower the attack bonus.

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PostPosted: Thu Nov 15, 2007 2:32 pm 
One of The Ones
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Eh....IMO, Bacara/Sev squads with Thrawn aren't all that good right now anyway. The Super Stealth helps, but you already have so many points tied up in Thrawn and Palps, and then you're talking about another 30 points for Niner. That's 129 points just for those 3. Bacara makes it 152 points, which means you only get 2 Sevs in there at 200 points. Doubt it's very cost-effective.

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PostPosted: Thu Nov 15, 2007 7:11 pm 
Customizer Extrodinaire
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why do you need palps? i wouldt include him.

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PostPosted: Thu Nov 15, 2007 7:20 pm 
Imperial Dignitaries
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cause you can't have thrawn/commandos on a squad without palps

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PostPosted: Sat Nov 17, 2007 3:10 pm 
Warmaster
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Fool wrote:
Where's Republic Commando Fool?


He got lost on the way to training and was never heard from again...

Until today.


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PostPosted: Sat Nov 17, 2007 8:10 pm 
Customizer Extrodinaire
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o forgot about the Palps O66 thing

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PostPosted: Mon Nov 26, 2007 11:06 pm 
Jedi Knight
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These Customs stat look cool. I like Kal Skirata's CE.

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PostPosted: Tue Nov 27, 2007 8:50 am 
One of The Ones
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Fool wrote:
Still no Fool....... :(


?? Not sure what you're asking me to do. Want custom stats for 'Republic Commando Fool'? :P

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PostPosted: Tue Nov 27, 2007 2:47 pm 
Jedi Knight
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Fool wrote:
LoboStele wrote:
Fool wrote:
Still no Fool....... :(


?? Not sure what you're asking me to do. Want custom stats for 'Republic Commando Fool'? :P


yeah!!!!!!


That would be cool.

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PostPosted: Mon Dec 10, 2007 4:12 pm 
One of The Ones
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For Fool:


Null ARC N-13 Fool

Republic
Cost: 7001
HP: 20
Def: 14
Att: +2
Dam: 10

Special Abilities:
Unique
Order 66
Disruptive
Rapport (This character costs 1 less when in the same squad as Jar Jar Binks)

Commander Effect:
Allied fools (including Jar Jar Binks) gain Disruptive and Homicidal Surgery.


Ooooh....you probably wanted something serious. :P

Null ARC Fool

Republic
Cost:
HP: 60
Def: 19
Att: +12
Dam: 10

Special Abilities:
Unique
Order 66
Stealth
Slicer (replaces attacks: adjacent Droid character takes an immediate turn which does not count as one of your two activations this phase, even if it has already been activated this round; save 16. The target takes a full turn and may do any normal actions including movement, replaces turn abilities, or replaces attacks abilities)
Twin Attack

Null ARC Fool's favorite weapons are his Merr-Sonn Z-6 rotary blaster cannon, and pretty much any droid he can get his hands on.

P.S. This would be similar to my idea for Null ARC Mereel I think.

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"You either die a hero, or you live to see yourself become the villain."
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