Suicide Squad Box Preview - Stan


Stan is a reasonably costed Henchman for the Joker Crew. Despite being an Elite henchman he only costs 27 reputation and $350 of funding. For this small cost you get a carbine wielding cyclops who can be deadly at short range.


First of all let’s take a look at his attribute scores.


WP 5: Willpower 5 for henchman is average. He only needs 2 to fire his carbine so that leaves 3 for moving or defending.

STR 5+ is terrible; however we don’t want this guy to get anywhere near combat, so it shouldn’t be too much of an issue,

MOV 2 is standard, no issues there.

ATT 3 is okay as we don’t really want Stan to get into melee.

DEF 2 is terrible. Stan needs to hide behind some obstacles for ping rolls or he won’t be on the table for long.

END 5 is not too bad for a henchman this cheap. He might become a high priority target with his Carbine though.

SPE 3 - Standard special 3 that everyone has.


Personal Traits

  • Elite: Cosplayers: You need Jared Leto Joker if you want to include more than 1 Cosplayer in your crew.
  • Street Guy – Stan can crouch without spending SC. You want to do this as much as possible as his defence is as low as it can go (2).
  • Cyclops: If his target is more than 20cm away, his weapon gains imprecise. This isn’t ideal. It’s somewhat compensated for by his Rate of Fire 5, however his next rule can also help to counter this.
  • OCD (Mental Disorder): If he only targets one character with his carbine he gains +1 to all hit rolls. This is a pretty nice trait. I think that most of the time he is going to want to target a single model with his carbine.


Weapons

  • Carbine - this weapon has low damage of only 1 blood but it has a high rate of fire to make up for it. In addition the assault 3 rule means that even if Stan moves he still gets to fire three shots. The carbine is a firearm and is medium range.


Thoughts

I think that Stan brings some much needed firepower to the Joker crew and at a reasonable cost too. The damage per shot of his carbine may be low, but the high rate of fire means that as long as some shots hit they will be doing 1 damage regardless of if they wound or not, thanks to the scratch rule. His Mental Disorder makes him even more effective at close range, hitting a lot of characters on 2s. At longer ranges his cyclops rule could be a problem, but thanks to the assault rule of the carbine, he retains a Rate of Fire 3 even if he moves to get within short range. Street Guy sort of helps with his low defence of 2 as it provides a slight boost to ping rolls. I think that Stan would best moving up with the main group to make the most of his short range potential.

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