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Charming to the last.

Hit Points: 60
Defense: 15
Attack: 8
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Creator: FlyingArrow
Created: 8/27/2013
Updated: 8/28/2013

Special Abilities

  • Unique
  • Close-Quarters Fighting (+4 Attack against adjacent enemies)
  • Crucial Information (Usable once per skirmish, before initiative is determined: add +20 to the initiative roll)
  • Explosive Supplies (Replaces turn: Choose 1 adjacent ally to gain Satchel Charge)
  • Gunrunner (If this character begins its turn in your starting zone, for the rest of the round allies without Melee Attack get +10 damage while within 4 squares of this character)
  • Illegal Weapons Shop (Replaces turn: choose 1 adjacent ally whose name contains Smuggler to gain Gunrunner for the rest of the skirmish)
  • Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)

Dexter had a colorful life and varied careers, including prospecting, smuggling, running guns, and even a stint as a professional fighter.

Average Rating: 9.00 (1)
FlyingArrow
8/28/2013 4:01:02 AM

This is Dex before he moved to Coruscant. Close-Quarters Fighting represents his experience as a professional fighter. Crucial Information represents his extensive knowledge and connections that later made him a great informant. As an arms dealer, he had access to explosives. Hence, Explosive Supplies. He also moved those arms and had them moved. Gunrunner is him moving the arms, and Illegal Weapons Shop is him working with smugglers to move them. Speed 4 because he's a big, lumbering guy.
FlyingArrow
8/28/2013 4:33:07 AM (Updated: 8/28/2013 2:24:45 PM)

I don't know that it would be playable, but this does make the Arcona Smuggler the best option for a cheap, second (and faster) Gunrunner. Cost too high? Too low? Note that Crucial Information works even if a 1 is rolled, so it 'beats' Tactics Broker, but not Master Tactician. It would beat most of the Tacticians, too, except on extremely bad rolls (like a 2 vs 19).
CerousMutor
8/28/2013 10:20:44 AM

I see we came at this with the same thoughts. Like that you went with Smuggler over, Merc and Bounty Hunter.
Cassus fett
8/28/2013 5:21:21 PM

Gunrunner confuses me. I fail to how it works and is benifical
FlyingArrow
8/28/2013 6:05:07 PM

If Dexter starts his turn in the starting zone, then any shooter who activates later in the round gets +10 damage if they are adjacent to him. So Dexter could run out from the starting zone 8 squares (speed 4) to stand adjacent to a shooter and give him +10 damage. Or, he could even be swapped around or levitated to move his +10 damage further out. The +10 damage effect only lasts until the end of the round, though. So it's very hard to get the bonus in back-to-back rounds, because Dexter would have to return to the starting zone to grant the bonus a 2nd time.
FlyingArrow
8/28/2013 6:11:01 PM

Probably would only use that bonus once unless you wanted to use a movement breaker to help Dex get around. The benefit to Gunrunner is the boosted damage that stacks with any other damage boost. Because Gunrunner is kind of hard to pull off and boosts only 1 or 2 allies for one round, it doesn't really add much to his cost. He's a decent attacker (probably 12 or 13 points just as an attacker) with a strong one-time use init control ability.
saber1
8/29/2013 4:49:59 PM

Gunrunner is interesting and I agree that it will be difficult to pull off. I like seeing ES. CI Im not sure about. Do you want a 1 time auto-win? Do you want a 95% chance to win initiative? Depending on your desired result I think it may need to be reworded.
FlyingArrow
8/29/2013 6:42:26 PM (Updated: 9/1/2013 6:49:07 PM)

It's a 1-time "almost auto-win". It's 1-time use and it works even if you roll a 1 (unlike the Tacticians). However, it just adds to the init roll. It's not an auto-win. So Master Tactician or Sidious' CE trump it. And another Tactician could theoretically beat it if they roll high enough. For example, if you roll a 1+20=21. Tactician +2 and roll a 20 = 22. However, it is an auto-win versus anyone that doesn't have init control (and also an auto-win versus MTB, unless they also have a Tactician). MTB trumps Tacticians because they fail on 1. This doesn't fail on 1.
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