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Star Trek in SWMs?? Options
Gemini1179
Posted: Sunday, June 13, 2010 3:23:21 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 3/27/2008
Posts: 229
Captain James T. Kirk 48 Points
Federation
HP: 90
Def: 19
Atk: 9
Dam: 20

Special Abilities
Unique; Bravado; Close-Quarters Fighting; Cunning Attack; Avoid Defeat; Twin Attack;
Mojo (Female enemy characters must end their turn adjacent to this character if they can. When adjacent enemy female characters activate they must roll a save of 11 to take a turn, otherwise, they are considered activated.)

Commander Effect
Your squad must include at least one character whose name contains Redshirt. Non-unique Federation followers within 6 squares gain Bodyguard.

"KHHAAAAAANNNN!!!!!!!!"

Greybird
Posted: Sunday, June 13, 2010 9:26:33 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/23/2010
Posts: 129
Gemini1179 wrote:
Captain James T. Kirk 48 Points
Federation
HP: 90
Def: 19
Atk: 9
Dam: 20

Special Abilities
Unique; Bravado; Close-Quarters Fighting; Cunning Attack; Avoid Defeat; Twin Attack;
Mojo (Female enemy characters must end their turn adjacent to this character if they can. When adjacent enemy female characters activate they must roll a save of 11 to take a turn, otherwise, they are considered activated.)

Commander Effect
Your squad must include at least one character whose name contains Redshirt. Non-unique Federation followers within 6 squares gain Bodyguard.

"KHHAAAAAANNNN!!!!!!!!"



Very, very nice. Almost perfect, but his "Mojo" ability (I'd have called it "Ladies Man" Wink ) should really work both ways, ie.

[quote=Gemini1179]Mojo (Female enemy characters must end their turn adjacent to this character if they can. When adjacent enemy female characters activate they must roll a save of 11 to take a turn, otherwise, they are considered activated.)[/i] Also when this character activates adjacent to an enemy female character, he must roll a save of 6 to take a turn, otherwise he is considered activated.
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