Working on a Scum squad concept that focuses on creating some of its damage outside of the usual "point at other guy and shoot" methods. Right now, I'm at 188 points, but not sure how I should finish kitting it out... your thoughts on additions or changes that would improve it?
Torani Kulda (48)
Cluster Missiles (5)
R5-TK (0)
Munitions Failsafe (1)
Captain Jostero (42)
Deadman’s Switch (2)
Sol Sixxa (46)
Dorsal Turret (3)
Skilled Bombardier (2)
Cluster Mines (8)
Seismic Charges (3)
G4R-GOR V/M (28)
Total: 188
View in Yet Another Squad Builder 2.0
The plan here, of course, is to use the droid Scyk as a blocker, while taking Cluster Missile shots at him with Torani Kulda (and missing, thanks to Munitions Failsafe). After both Torani's and G4R-GOR's abilities trigger, I should get to bonus attack with both Jostero and the second Cluster Missile, against a more preferable target. Meanwhile, Sol Sixxa tries to flank the squad and curve some bombs at them, including the wide-coverage cluster mines.
Some ideas so far:
- Upgrade Seismic Charges to Proton Bombs (+2 points)
- Add Concussion Missile to Jostero (+6 points)
- Add Contraband Cybernetics to Torani or Jostero (+2 points each)
- Add a cheap cannon like Autoblasters to G4R-G0R (+3 points and up)
- Add Havoc + Trajectory Simulator to Sol (+8 points... though that seems like too much of an investment in him)