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Is in command now.

Hit Points: 30
Defense: 17
Attack: 9
Damage: 20
Rarity: Uncommon
Base: Medium
Gender: Male
Creator: Oakel
Created: 4/11/2018
Updated: 6/28/2018

Special Abilities

  • Mobile Attack (Can move both before and after attacking)
  • Drop Trooper (Place this character in the 2nd round of combat after initiative has been determined. Deploy anywhere on the Enemy's half of the battle map, as long as there is not an enemy within 12 squares. On its first turn, this character may move up to its speed, but cannot attack.)
  • Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
  • Gauntlet Knife +10 (+10 Damage to 1 adjacent target; this counts as a melee attack)
  • Single-Shot Blaster (This character cannot gain Twin Attack)
  • Tenacious (Enemies cannot use Opportunist, Deceptive, Devious, or Backlash against this character)

Lightly equipped, but highly mobile; these units are air-dropped behind enemy lines to flank and eliminate high value targets.

Average Rating: 10.00 (1)
4/11/2018 8:00:29 PM

While not conventionally a movement breaker, Drop Trooper functions to challenge unit placement norms and allows you to pincer an enemy's backline. This forces difficult positioning decisions rather than letting the weak commanders sit in their deployment area.
4/16/2018 5:15:34 AM

Cool idea. Maybe give it Flight? It's not like it's a world-beater anyway, which balances it out pretty well in my opinion. A good way to go after weak commanders that sit waaaay back from the action. I could see this forcing opponents to keep at least one decent attack piece or bodyguard piece near said weak stat commanders and/or keep them somewhat closer to the fray.
4/17/2018 6:43:29 PM

Solo, I like it! Flight fits really well with this figure in both the theme and purpose. Thanks for the feedback!
6/28/2018 2:09:36 AM

This looks pretty cool. Can you elaborate on why Drop is delayed to 2nd round, and then the character can't activate until round 3? I kinda get it, but seems like it could be detrimental sometimes. (you're short 1 or more acts until rd3) Maybe I don't get it...just wondering. :)
6/28/2018 4:58:40 PM

Swine, I thought that the greatest advantage of a piece like this is the threat of its placement. If it deploys in the 2nd round, it challenges the opponent to focus on what openings may be left for the drop troopers to arrive as they move for the center. The reason they do not activate until the 3rd round is to give the opponent some time to respond once they know where the units will be placed. That said, I am open to adjustments of the ability. If you feel that placement and activation in the same round are not too strong, I would definitely consider it.
6/28/2018 8:23:21 PM

Really like the theme here, and I think it works for what you want it to be and it's probably best balanced the way you have it now, the only thing you could do differently is changing them being activated to "this character cannot make attacks or move more than 6 squares on the round it is dropped in" or some such effect. Showing them orientating themselves to the ground and getting their weapons ready while still stumbling to take cover.
6/28/2018 8:23:27 PM

Alternatively you could swap out Tenacious for Solitary as then they would be harder to hit and stack with a Jango mandalore squad to have a solid +8 to defense on the round they are dropped if your squad consisted of just Jango and Drop troopers. But it's fine as it is too.
6/29/2018 5:04:32 AM

@Oakel - thanks for clarifying. I like the idea, and kinda agree with GG's suggestions. Let it do something after dropped, but not attack (on its turn, or round if that's better). Or do let it attack, which will also give your opp serious pause as to how they advance 1st round. (I'm just riffing)
6/29/2018 8:02:17 AM

10. Good job :)
6/29/2018 4:38:31 PM

Thank you for all of the feedback, I think it is a strong improvement - I have adjusted the Drop Trooper ability to allow the troopers to adjust to enemy movement in the 2nd round. I also realized that (while unlikely) Booster Terrik with a could cannon these guys in the first round they are deployed... provided you can get them in range/match the conditions of the CE.
6/29/2018 10:26:52 PM

Base 13. Mobile & Flight alone take him to 18. Lets say Single shot (a negative) cancels Knife. Tenacious is probably 3, but Drop can be very Nasty in certain situations … possibly costing 3-5 … that seems to drive the cost to 24-25.
6/30/2018 1:57:15 AM

I like that change to Drop. :)
6/30/2018 4:47:36 PM

Interesting piece.. I'm not a fan of the drop in anywhere in round 2... But I don't think its broken by any means. But I don't think its competitive at all. Its an 18 point piece, who when dropped, will probably die before he gets any attack or anything off.
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