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It might help if you got out and pushed.

Hit Points: 40
Defense: 16
Attack: 4
Damage: 10
Rarity:
Base: Large
Gender: It
Creator: gandalfthegreatestwizard
Created: 7/25/2019

Special Abilities

  • Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
  • Accelerate (This character can move up to 24 squares if it does not attack)
  • Swoop Race (Allies' abilities and commander effects cannot change this character's position. Once per skirmish, if a character in your squad with Swoop Race starts its turn in your opponent's starting zone, add 10 victory points to your total.)
Average Rating: --
FlyingArrow
7/25/2019 4:18:25 PM

Additional victory points probably wouldn't fly for the regular skirmish game. Another benefit could be activating back-row commanders. "If this character ends its turn in an opponent's starting zone, enemies in or within 4 squares of that starting zone are considered activated; (save 11? 16?)" Maybe no save so that the threat forces commanders to move forward to at least the 9th column.
gandalfthegreatestwizard
7/25/2019 9:50:36 PM

Thematically, I don't see it making much sense that a swoop finishing a race does something to enemies. I might just make another entry since I don't think this one is that great.
FlyingArrow
7/27/2019 2:40:26 AM

Activation makes sense in the sense that the race distracts them and they miss a turn.
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