Friday, February 19, 2016

Minions of Robespierre - Corrected

After posting the stats with the "Miniatures Finished" for The Minions of Robespierre, I noticed that there were a few mistakes. I've gone back and corrected them and here are the better versions: 

Name: Maximillian Robespierre
BP: 85
Affiliation: Minions of Robespierre
AP: 14
Strike: 6
Strength: 3
Dodge: 4
Sense: 3
Toughness: 4
Mind: 7 (1)
Resolve: 6
Damage: 3  
Powers
Elemental Control Pool – 3 Full, 2 AP to change slots
- Flight
- Entangle 5 – 3 AP 15” range, Target is Immobilised. TN3 Strength to damage, 5 Vitality
- Dispel – 4AP 15” Range, Mind vs Power Dice, turns off Active Powers 
Supress – Can target Attributes and constant effect Powers. Attributes lose super and drop to 2D
Super Mind 1 – May use Mind for Initiative
Edge 2 may add +1D after or +2D before a roll per level once per game
X
X
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X








KO




Name: Tarrare
BP: 85
Affiliation: Minions of Robespierre
AP: 6
Strike: 4
Strength: 8 (2)
Dodge: 2
Sense: 2
Toughness: 8 (2)
Mind: 2
Resolve: 2
Damage: 8 (2)
Powers
Slow Footed – Cannot Charge   
Drain 6D (Boon) – 2AP, Physical Stats only, Max 2 per Stat per turn, Restores Vitality


Super Strength 2, Super Toughness 2, Knockback Resistance 4”
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KO


Name: Les Enfants Terribles  
BP: 85
Affiliation: Minions of Robespierre
AP: 8 (3)
Strike: 6
Strength: 4
Dodge: 6
Sense: 5 (1)
Toughness: 5 (1)
Mind: 2
Resolve: 2
Damage: 6
Powers
Soulless – Immune to Mind-based attacks and Healing. Automatically fails KO Checks 
Climbing - Can move up and down vertical surfaces, may Charge.
Super Sense 1 (X-ray Sight) – May Ignore Terrain when determining LOS for Charges
Implacable Charge - +1D Strike on Charge
Shrinking 1 (Mighty Mite, Always On)
Henchman Team, 8 Members, Weapon +2D, Extra Move 3


Name: Hommes de Bonbons
BP: 85
Affiliation: Minions of Robespierre
AP: 11
Strike: 2
Strength: 2
Dodge: 2
Sense: 6
Toughness: 5
Mind: 7 (2)
Resolve: 5
Damage: 2
Powers
Flare – AP3, 15” Range, Mind vs Mind, Stunned
Terrifying Aura – Enemy Models within 15” Radius must pass TN4 Resolve roll or be Terrified
Super Mind 2 – May use Mind for Initiative Rolls
Limited Mobility – Moves 1” per 2 AP and may not Charge
Tactician 3 – 3AP, Grant 1 Re-roll to friendly model within 15”, up to three times a turn
Healing – 4 AP, Mind Roll, every 2 Goals heals 1 Vitality, base contact only
Banter – May make an additional Soliloquy Attack each game.
X
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KO

Name: Monsieur de Paris
BP: 85
Affiliation: Minions of Robespierre
AP: 8
Strike: 5 (1)
Strength: 6 (2/3)
Dodge: 3
Sense: 2
Toughness: 6 (2)
Mind: 2
Resolve: 2
Damage: 8 (2/3)
Powers
Super Strength 2 (Rage) - +1 Super Strength at half starting Vitality
Foresight – Counts one less for in Multiple Combats, may re-roll one scenario die
Bodyguard – May become the target of Toughness Damaging attacks targeting friend within 3”
Extra Attacks – May Flurry for +1AP
Super Toughness 2, Knockback Resistance 7”, Weapon +3D (No Grabs), Reach 2”, Super Strike 1
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KO


(I'm not promising that they're 100% correct, but they're more correct than the last ones. 

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