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Subject: SOLAR Champion Ability

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Darth Torment
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Toronto, Ontario CANADA

08/21/2008 10:27 AM  

Just to play devils advocate on this one:

"Use before rolling initiative.  If you win, Good creatures have +2 AC until end of round.  If you lose, Good creatures instead have +2 Attack until end of round"

MY understanding is that this is for Good allies, but this can be interpreted as ANY Good creature in the skirmish- ally or enemy.  Thoughts?

I bring this up because I just got one of these guys, and will be using it in a game, and I am sure this may come up at some point.







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Dordledum
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08/21/2008 10:31 AM  
Works for all good creatures, allies and enemies, otherwise it should have stated allies specifically.


D.

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Teflon Jeff
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Sector 2814

08/21/2008 10:39 AM  
Posted By Dordledum on 08/21/2008 10:31 AM
Works for all good creatures, allies and enemies, otherwise it should have stated allies specifically.


D.


Beat me to it, yep. All creatures, otherwise it would state allies.

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Darth Torment
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Toronto, Ontario CANADA

08/21/2008 10:41 AM  

Ok cool.

Thanks people :)


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Thenameless
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The Fortress of Solitude

09/20/2008 6:52 PM  
The 2.0 Solar seems weaker than the 1.0 version. The slaying arrow was deadlier before.

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Darth Torment
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Toronto, Ontario CANADA

09/20/2008 8:25 PM  
Posted By Thenameless on 09/20/2008 6:52 PM
The 2.0 Solar seems weaker than the 1.0 version. The slaying arrow was deadlier before.


Weaker if you mean by potential dmg out put, yes, but in every other way the 2.0 is better.  His AC alone is a big step up.  I would rather have 30 AC and able to do 20dmg for melee, and an extra +5 to my ranged attack with 5more pts of dmg than just having AC 19 which is abysmal.   S
2.0's Solar just seems more balanced in my opinion.   The dmg output he had in 1.0 was a little stupid for someone costing 105.

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