RPG Episode II: Attack of the Munchkin

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David Rodriguez

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Mar 11, 2015, 12:01:26 PM3/11/15
to cnjx...@googlegroups.com
So because I'm me I got to thinking about combos for our RPG.
Pilot names refers to their ability, let me know what you think:

Keyan + Push the Limit/Stay on Target
simple yet effective

Dark Curse + Sensor Jammer + Elusiveness (if you want)
No Focus or TL against you + -1 hit every round

Chewie + Decimator + Hull Upgrade
A Turret with effectively 17 Shields

Carnor Jax + Any large ship
A real pain for enemies

Kavil + Any turreted large ship
Completely nulls Autothrusters and  punishes those without it.

Mauler Mithel + Any turreted large ship
Large ships get 1 range easier

Major Rhymer + Any turreted Cannon
Blaster Turret or Ion Turret from range 1-3

Nera Daniels + Fulled loaded Tie Bomber
Full load a bombers, can you missiles for in arc, shoot torpedoes if outside of arc

Etahn + Firespray
Double your arc based ability

Dash + Phantom
Decloak through and on asteroids

Lt. Blount + Fulled loaded Tie Bomber
One of my fav, carry Ass Miss., Ion torpedos, & Ion pulse miss. knowing they will always hit, munchkined control piece

Krassis + Any secondary bomber (B-Wings, Y-Wings & Tie Bombers)
Maximizing that reroll

Mark Steele + Mangler Cannon + Marksmanship
2 Crits a round that you can choos

Nightbeast + R2/Unhinged Astromech

Tetran Conwall + Tie Defender
K-Turn Master

Hobbie + PtL + FCS
2 Actions, no stress

Chiraneau + Turreted Cannon
:)

Kendrick on Firespray/YT-2400
Lose shields evade like an IG2000

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