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my dials also we have one mystical pc, which I will update in the set up
bd003 V Deadman
Team: Mystics
Range: 6
Points: 87
Keywords: Brightest Day, Mystical, White Lantern Corps
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18
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8
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17
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16
2
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2
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(Attack) White Rebirth: Deadman can use Support and Telekinesis. When he uses support, his minimum result is 2.
(Defense) LIVE!: Deadman can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
(Damage) Summon the White: Give Deadman a power action. Any number of friendly characters with the Brightest Day and/or White Lantern Corps keywords can be placed adjacent to him, up to the number of adjacent unoccupied squares. Those characters can't be given actions until your next turn.
an034 E Black Alice
Team: Mystics
Range: 6
Points: 94
Keywords: Mystical, Secret Six, Shadowpact, Teen
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17
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6
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(Attack) Magical Thievery: Black Alice can use Outwit. If she counters a standard power on a character with the Mystical keyword that she can't already use, she can use that standard power until the beginning of your next turn.
halo009 E Spartan (Dual Magnums)
Team: United Nations Space Command
Range: 6
Points: 80
Keywords: Armor, Soldier, UNSC
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17
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(Special) Throw a Grenade: Give the character a power action, decrease the number of grenades in your grenade pool by 1 (if greater than 0), and choose a type of grenade listed on this card. Choose a target square within 5 squares and line of fire (ignoring characters for line of fire purposes). Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.
(Special) Grenade Pool: +2
(Special) Grenade Type(s): Flashbang (no damage): The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero tokens. Frag (2 damage): A hit character in the target square is dealt 1 additional damage. Each other hit character is knocked back from the target square.
(Attack) Double Pistol Whip: Spartan can use Flurry. After any of Spartan's ranged combat actions resolve, if Spartan is within 3 squares of a character targeted during that action, place him adjacent to that character and he can use Flurry as a free action with a locked damage value of 1.
(Damage) SAP-HP Ammo: When a character would be dealt damage by Spartan's ranged attack, roll a d6; on a result of 5 or 6, the damage dealt by the attack is penetrating damage.
hb005 R Johann Kraus
Team: B.P.R.D.
Range: 6
Points: 50
Keywords: BPRD, Psychic
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8
15
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halo043 E Master Chief (Oddball)
Team: No Affiliation
Range: 0
Points: 42
Keywords: Soldier, UNSC, Warrior