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Hokey religions and ancient weapons are no match for a good milk at your side.

Hit Points: 190
Defense: 18
Attack: 9
Damage: 20
Rarity: Very Rare
Base: Large
Gender: Male
Creator: jak
Created: 11/15/2017
Updated: 11/19/2017

Special Abilities

  • Unique
  • Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
  • Bounty Hunter +4 (+4 Attack against Unique enemies)
  • Careful Shot +4 (On this character's turn, if he doesn't move, he gets +4 Attack)
  • Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
  • Concussion Rifle (Target and adjacent Characters are knocked back 2 squares, Save 11, and are considered Activated, Save 11)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Snare Rifle II (A character hit by this character's attack cannot move until the end of this round, Save 11.)
  • Stun Grenade (Replaces attacks: Range 6; living target and each living character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters ignore this special ability.)
  • Teamwork (At the end of this character's turn, he may immediately make an attack or use an ability that replaces attacks)
  • Ammonia Bomb ((Replaces attacks: Range 6; living target and each living character adjacent to that target take 40 Damage; save 11 reduces Damage to 20.Charactes with Breathmask SA, are not effected.)
  • Concussion Rifle (When Target Opponent takes Damage, it, and adjacent Characters are knocked back 2 squares, Save 11, and are considered Activated, Save 11)
  • Independent (This character is not subject to allied commander effects. This character cannot combine fire, and allies may not combine fire with it. This character ignores force powers and special abilities that grant extra attacks, twin attack, or that would increase its attack, defense, or damage.)

Force Powers

  • Force 1
  • Force Renewal 1 (This character gets 1 Force point each time he activates)
  • Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
  • Anticipation (Force 1: Reroll initiative once per round)
  • Findsman (Force 2: Character gains +4 Attack, and +10 Damage on all Attacks this Round.)

A Gand Findsman, and a reprogrammed Protocol Droid, teamed up to make a formidable Bounty Hunting duo.

Average Rating: --
surf_rider56
11/15/2017 4:40:45 PM

Two Attacks at a possible +23? Sounds a little excessive; so basically almost an auto 40 damage depending on circumstances and any rolls coming to the defender .....
saber1
11/15/2017 4:55:12 PM (Updated: 11/15/2017 4:59:52 PM)

Great choice of duo. You are missing Teamwork. Ammonia Bomb should have text preventing the effect for those with breathmask.
saber1
11/15/2017 5:03:51 PM

Probably needs Cyborg, too.
jak
11/15/2017 8:56:12 PM (Updated: 11/15/2017 8:56:29 PM)

40 damage from a 74 point character? We can live with that. better than Blast Bugs!
jen'ari
11/16/2017 2:30:57 AM

What exactly triggers the concussion rifle? Just targeting for the attack?
swinefeld
11/16/2017 3:41:13 AM (Updated: 11/16/2017 3:42:01 AM)

Snare-Rifle II? =2 =stronger ...Immobilizing Shot? or something like that. Findsman is cool, as FPs are limited, and notable Gands are rare, so...to be redundant, cool! 2nd-ing jen'ari's question about Concussion Rifle (card text needs more flesh)
jak
11/16/2017 10:18:01 PM

@ Jen- Yes! just part of the attack
swinefeld
11/16/2017 11:06:36 PM

whether it hits or not?
General_Grievous
11/17/2017 1:25:45 PM

Feels like to many abilities here haha
jen'ari
11/17/2017 2:25:29 PM

I like concussion rifle, the idea, I think it needs to say "When declaring an attack the target.." or something, because right now you can target with grenades or bomb and concussion would still work (i would think anyway). I might drop Stun Grenade and Snare Rifle II, fix concussion rifle and keep ammonia bomb to clean it up and than re-visit cost.
jak
11/17/2017 2:26:45 PM

@ Swine- SA like Cunning, and Opportunist attack, don't say the attack has to hit, it is assumed @ GG- only like 6 per character
General_Grievous
11/17/2017 3:11:31 PM (Updated: 11/17/2017 3:12:43 PM)

I hear you Jak I'm looking more at number of abilities per overall cost. Generally I do a flat Cost/10+1 rate unless it's BHC or epic. So for 74 points I would be trying to aim for around 8-9 abilities/force powers excluding things like Unique, Twin/double, force 1 and those that don't require definitions
swinefeld
11/17/2017 6:53:25 PM

Concussion: Are you intending each affected character to make 2 saves, or 1 save to push all, and 1 save for activation?
surf_rider56
11/17/2017 7:39:41 PM

"Too many abilities" sounds like a broken record, and I'm as guilty, if not already convicted, as the rest. I come however to the defense of everyone else. Since jen picked a "Twin character" custom, honestly, unless you go with super-cheap (like I did) you're going to go near-Epic (like almost everybody else) on your custom, and near-Epic = lots of SA's & FP's. Can't have the kettles and pots arguing color guys .....
jen'ari
11/17/2017 11:23:49 PM

There are tons of non epic teamups Imo. Zuckuss and 4lom should be close to epic imo they are famous bh. The reason I say stop two of them is because the other new abilities I like alot and think the others distract from it
swinefeld
11/18/2017 1:03:02 AM

Concussion should be "when this character attacks..." since it's part of the attack, and then previous question about saves.
jak
11/18/2017 1:30:28 PM

@Swine- I'll make the change, and yes, 2 saves total, that why it says Save 11, 2 times.
jen'ari
11/19/2017 1:21:26 PM

You can erase the old concussion rifle. For the record, when this character attacks and damages someone they will make three saves, one to not be able to move, one to be activated, and one to be knocked back 2 squares. With talon he can have a 25 attack.
jen'ari
11/19/2017 1:22:40 PM

He can get charging fire+10 and twin while in Separatist giving him triple twin with findsmen for 180 accurate
jen'ari
11/19/2017 1:24:33 PM

I think something has to change. Snare rifle with such a high attack with accurate can control the board. Even if they are adjacent, just move them back two squares with first shot and twin (fail one of the two saves) than you can use accurate shot to hot who you need.
jak
11/19/2017 3:52:41 PM

Independent eliminates any Commanders adding to their power. other than that, the only thing I'm will to change, is the cost. I make my customs to represent the character(s), not fit on the card, or be a new Vset piece. I make them for my own amusement, if any one else likes them, that's just gravy.:)
jen'ari
11/19/2017 4:42:38 PM

I like it alot just want it to be player friendly at the same time. I did not see independent, with that the piece is great.
jen'ari
11/19/2017 5:09:39 PM

P.s. I wonder if the piece can had armament. Where you can choose snare rifle, concussion rifle, or ammonia bomb
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