Strictly speaking, while Jugger follows the same concept as Flak, they aren't EXACTLY the same.
Both have the whole "normally strikes hard, but also has a large variance that sometimes causes a weak hit" thing, but Jugger has a larger variance than Flak; he can strike harder if he's lucky, but his unluckiest strikes are even weaker than Flak's unlucky strikes.
heh, i actually had a set of ideas for original CO's. The only rip off part i would say would be the name. This one i just happened to notice, noone really excelled in rain. So i came up with this guy.
Army: Blue Moon
Existing skills: All around. Gains a 10% def boost and one extra movement point for all units in rain. Rains at random when around.
CO power: Rainy Day - causes rain until Olan's next turn. adds 15% offensive boost and 20% defensive boost (10% from rain included there). gains one movement point for all units (1 from rain included) Movement penalty on all terrain is lessened by one (so a wood for recon is normally three, now is two) - 4 small stars
Super CO power: Rainy Weekend - causes rain until two more turns for Olan have passed. 40% offensive boost and 30% def (10% from rain included). Movement penalty for all terrain is reduced to 1 for all units. gains two extra movement points for all units (1 from rain included). - 6 large stars
I know it's incomplete, and he's a little imbalanced, but he's still in the works.
Hehe, glad to see I'm not the only one to notice that. AWS shows that they're running out of ideas for creative OC powers, which is results in recycles and rather plain, boring powers, like Grimm. But I actually like Jugger's design and personality better than Flak's, so I don't really mind. Very nice picture, by the way, but you might want to do something about the poses; they lean a lot.