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Aquaman Ideas

Posted 11/09/2011 at 14:43 by McFayne
Updated 03/14/2013 at 12:23 by McFayne
R Aquaman
Team: No Affiliation
Range: 0
Keywords: Atlantis, Justice League, Ruler
8
10
16
3
8
9
16
3
7
9
15
3
7
9
15
2
7
8
16
2
6
8
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2
KO
KO
KO
KO
KO
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KO
KO
KO
KO
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KO
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KO
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KO


E Aquaman
Team: Justice League
Range: 0
Keywords: Atlantis, Justice League, Psychic, Ruler
10
10
17
4
9
10
16
3
9
9
16
3
8
9
16
3
8
11
17
2
8
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2
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16
3
KO
KO
KO
KO
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V Aquaman
Team: Mystics
Range: 6
Keywords: Atlantis, Herald, Justice League, Mystical
12
10
17
4
10
11
17
3
10
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16
3
9
10
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3
9
9
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3
8
9
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2
8
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2
8
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2
KO
KO
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Speed - Aquatic Teleportation: Aquaman can use Phasing/Teleport. When he occupies water terrain, give Aquaman a power action and place him in any unoccupied square of water terrain on the field.

(Vet is supposed to be Transporter)

Aquaman (From Justice)
Team: Justice League
Range: 0
Keywords: Atlantis, Justice League, Psychic, Ruler
10
11
18
4
10
10
17
3
9
10
17
3
9
9
16
3
8
9
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3
8
10
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3
8
11
17
3
8
9
17
3
KO
KO
KO
KO
KO
KO
KO
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KO
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KO
Defense - Aquatic Regeneration: Aquaman can use Regeneration. If Aquaman occupies water terrain when he uses Regeneration, do not subtract 2 from the d6 roll.
Damage - Telepathic Commands: Aquaman can use Mind Control, but takes no damage when targeting a character with the Atlantis keyword or the or symbol.
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