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Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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Postby Jabroniville » Thu Mar 19, 2009 11:06 am

Yeah, they're the kind of thing you'd ONLY allow on your campaign's main villain or something- never on a PC. Something like 24 main powers, in addition to the bonuses of having 12 separate Devices that AP off of each other.
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Postby Jabroniville » Thu Mar 19, 2009 11:29 am

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CROSSBONES (Brock Rumlow)-
Cap's Own Punching Bag
Villain of: Captain America
PL 10 (130)
ST 24 (+7) DEX 20 (+5) CON 22 (+6) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 4 (+9)
Bluff 6 (+8)
Disable Device 7 (+8)
Disguise 5 (+7)
Drive 4 (+9)
Escape Artist 4 (+9)
Gather Information 6 (+8)
Intimidate 6 (+8)
Knowledge (Streetwise) 8 (+9)
Notice 5 (+6)
Pilot 4 (+9)
Sense Motive 4 (+5)
Stealth 3 (+8)
Survival 4 (+5)

Feats:
Accurate Attack, All-Out Attack, Attack Focus (Ranged), Contacts, Defensive Roll 2, Diehard, Dodge Focus 2, Equipment 5 (Guns +5 Autofire, Knives with Poison), Improved Aim, Improved Critical (Knife), Improved Grab, Improved Pin, Power Attack, Precise Shot, Taunt

Saves:
Toughness +6 (+8 D.Roll), Fortitude +8, Reflex +6, Will +5

Combat:
Attack +11 (+12 Ranged), Damage +7 (+8 Knives, +5 Guns), Defense +9 (+11 Dodge), Initiative +5

Abilities: 44 / Skills: 72--18 / Feats: 20 / Powers: 0 / Saves: 7 / Combat: 40 (130)

-Crossbones was a regular occurence in Cap's monthly book for years under Mark Gruenwald's pen, as he was the Red Skull's "Top Flunky" (his own words), often sent out in field missions against Cap & others, where he'd do a good job of holding the Avenger off before eventually going down, not to mention being a constant source of anguish for Diamondback (Cap's partner in more ways than one *wink wink*), since he'd brutalized and raped her in the past. He was a nasty piece of work, but I liked him as a kid because he had BY FAR the coolest costume among all the villains in the Marvel U at the time, with a bad-ass white skull motif and these giant Ron-Lim-sculpted arms. Guy LOOKED like a fighter. He's actually made a comeback in recent years as a soldier of fortune/Cap killer, as I believe he shot the bullet that took out Captain America.
-Crossbones is a weak, under-pointed PL 10, coming up to about 9.5, which is just enough to give Cap pause for a bit, but not enough to really every stand a chance at winning in a fair fight. He's strong as hell (one of my ONLY normal-human builds to hit ST 24), a good fighter and grappler, and has several nasty tricks (poisoned blades), but he's never been good enough to take a real hero on. Though he did beat up NFL Superpro once, by feigning injury and then blading him with a knife doused in cobra venom. But who COULDN'T beat up NFL Superpro?
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Postby Ecalsneerg » Thu Mar 19, 2009 11:32 am

I definitely like your build of the Mandarin. Building all the rings separately is unnecessary, really, after all: if the Mandarin is helpless enough to lose his rings, are you going to take one, or them all? :D
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Postby Jabroniville » Thu Mar 19, 2009 3:33 pm

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CONSTRICTOR (Frank Payne)-
Anti-Hero/C-League Villain
Villain of: Captain America, Various Others
PL 10 (138)
ST 20 (+5) DEX 20 (+5) CON 20 (+5) INT 14 (+2) WIS 15 (+2) CHA 14 (+2)

Skills:
Acrobatics 4 (+9)
Bluff 5 (+7)
Computers 4 (+6)
Drive 4 (+9)
Disable Device 5 (+7)
Escape Artist 1 (+6)
Gather Information 4 (+6)
Intimidate 4 (+6)
Investigate 5 (+7)
Knowledge (Current Events) 4 (+6)
Knowledge (Streetwise) 6 (+8)
Notice 5 (+7)
Profession (Espionage Agent) 4 (+6)
Search 4 (+6)
Sense Motive 4 (+6)
Stealth 5 (+10)
Survival 4 (+6)

Feats:
All-Out Attack, Dodge Focus 2, Improved Critical (Coil Strike), Power Attack, Startle, Takedown Attack

Powers:
"Constrictor Costume" Device 7 (hard to lose) (Feats: Indestructible) [29]
Immunity 5 (Electrical Damage) (5)
Protection 3 (Extras: Impervious 4) (7)
"Adamantium Wrist-Coils" Snare 10 (Feats: Reversible, Split Attack) (Extras: Constricting) (Flaws: Two Targets at a Time) (23)
AP: "Coil Slash" Strike 10 (Feats: Extended Reach 5)

Saves:
Toughness +5 (+8 Costume), Fortitude +7, Reflex +7, Will +5

Combat:
Attack +10, Damage +5 (+10 Strike, Snare), Defense +8 (+10 Dodge), Initiative +5

Drawbacks:
Normal Identity (Frank Payne, Out of Costume) [-2]

Abilities: 43 / Skills: 72--18 / Feats: 7 / Powers: 29 / Saves: 7 / Combat: 36 / Drawbacks: -2 (138)

-The Constrictor is a bit of a background C-leaguer, initially a SHIELD agent turned crazy and villainous, but his semi-positive origins have resulted in a fair bit of 'make the villainous guy good again' stories, culminating in today's stories where he's a valued member of The Initiative.
-Surprisingly PL 10, but he's been shown as very competent, and with a lethal Snare. He's a fair bit under-pointed though, and depends alot on being in great shape and having plenty of spy-skills.
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Postby Jabroniville » Fri Mar 20, 2009 4:41 pm

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TIGER SHARK (Todd Arliss)-
Namor's Personal Villain... after Attuma.
Villain of: The Sub-Mariner
PL 10 (140)
ST 34 (+12) DEX 14 (+2) CON 28 (+9) INT 10 WIS 12 (+1) CHA 10

Skills:
Bluff 4 (+4)
Handle Animal 8 (+8)
Intimidate 7 (+9)
Notice 5 (+6)
Search 5 (+6)
Sense Motive 3 (+4)
Stealth 3 (+5)
Survival 5 (+6)

Feats:
All-Out Attack, Attack Focus (Melee) 2, Dodge Focus 2, Endurance, Favored Environment (Underwater), Fearsome Presence, Improved Critical (Bite), Improved Pin, Power Attack, Rage, Startle

Powers:
Immunity 4 (Drowning, Pressure, Cold, Heat) [4]
Super-Strength 10 (Feats: Groundstrike) (Flaws: Limited- Only Underwater for 8-10 -2) [19]
Swimming 9 [9]
Super-Senses 7 (Acute & Extended Scent, Acute Detect Electrical Fields, Low-light Vision, Tremorsense-Water Only, Track) [7]
Protection 2 (Extras: Impervious 5) [7]

Saves:
Toughness +11, Fortitude +10, Reflex +5, Will +4

Combat:
Attack +5 (+7 Melee, +8 Underwater), Damage +12, Defense +6 (+8 Dodge, +9 Underwater), Initiative +2

Drawbacks:
Power Loss (Strength, Con & Super-Strength, -1 per 20 minutes outside of water) [-4]

Abilities: 46 / Skills: 40--10 / Feats: 13 / Powers: 46 / Saves: 7 / Combat: 22 / Drawbacks: -4 (140)

-Tiger Shark's one of those guys with an awesome name, and little else, built up as a guy for Namor to beat up in his various solo series. He's big, strong and nasty, but never really been that great of a threat.
-I just took Namor's build & modified it a bit to make a much less capable fighter with some standard animalistic senses taken from my Shark builds when I did the "Animals" section. He's slightly better underwatever, usually being PL 9.5 outside of it, a generic attacking powerhouse type.
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Postby Jabroniville » Fri Mar 20, 2009 5:02 pm

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"Yeah, this is a fair bit better than the red bandana and ugly brown vest."

LADY DEATHSTRIKE (Yuriko Oyama)-
Another Clawed Wolverine Enemy
Villain of: Wolverine
PL 10 (140)
ST 22 (+6) DEX 20 (+5) CON 20 (+5) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 5 (+10)
Bluff 4 (+5)
Computers 5 (+6)
Disable Device 3 (+4)
Gather Information 4 (+5)
Intimidate 6 (+7)
Knowledge (History) 5 (+6)
Knowledge (Streetwise) 7 (+8)
Language (Japanese, English) 1
Notice 6 (+8)
Pilot 3 (+8)
Search 5 (+7)
Sense Motive 5 (+7)
Stealth 5 (+10)

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Attack Focus (Melee) 4, Blind-Fight, Defensive Roll, Dodge Focus 4, Improved Critical (Claws), Improved Sunder, Power Attack, Rage, Startle, Takedown Attack

Powers:
"Cybernetic Augmentation"
Super-Strength 2 [4]
Regeneration 8 (Recovery +3, Injured 1, Staggered 1, Unconscious 1, Disabled 2) [8]
"Claws" Strike 3 (Feats: Split Attack, Improved Critical) (Extras: Penetrating 8) [13]
"Adamantium Skeleton" Protection 2 [2]

Saves:
Toughness +5 (+7 Skeleton, +8 D.Roll), Fortitude +7, Reflex +8, Will +5

Combat:
Attack +7 (+11 Melee), Damage +6 (+9 Claws), Defense +8 (+12 Dodge), Initiative +2

Drawbacks:
Vulnerable (Magnetics) [-1]

Abilities: 40 / Skills: 64--16 / Feats: 20 / Powers: 27 / Saves: 8 / Combat: 30 / Drawbacks: -1 (140)

-As a claw-guy AND a Regenerating guy, Wolverine ends up with a lot of enemies with sharp implements that actually tend to hit. This is a variation of what usually happens, where people like Persuader & Mai (Avatar) just end up missing one whole hell of a lot, because you can't give the heroes massive bleeding wounds all the time. She's basically just some crazy chick who's the daughter of an evil scientist, hunting down Wolverine for 'stealing' daddy's Adamantium. Yeah, it's a pretty crappy motivation, but WHO CARES SHE HAS CLAWS ARRRR!!! Not a big Deathstrike fan, actually; she's just there to do some cutting.
-An under-pointed Mercenary/Claw Girl-type build, she's good with her claws, and they're pretty sharp and dangerous, and she's got a healty smattering of high-impact Combat Feats (modifying almost all of her caps this way), as well as a bunch of skills.
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Postby Tattooedman » Fri Mar 20, 2009 8:14 pm

Nice, nice, nice, nice build of Tiger Shark. I may just have to give my version of him an overhaul, though mine's based more on his showing in the early Thunderbolts.

I thought it was funny that they seemed to be more worried about dealing with Tiger Shark than any other member of the Masters of Evil. I guess it's easier for Namor to give out a good beat down on Tiger Shark when the guy is basically just a cheap copy. :lol:
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Postby Jabroniville » Fri Mar 20, 2009 10:18 pm

Yeah, Tiger Shark's one of those 'meant to be the hero's opposite' type of guys. I've actually never read an appearance of his to be honest- I just took Wikipedia's statement of him being physically equal to Namor and glued it to my Shark build :)
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Postby luketheduke86 » Sat Mar 21, 2009 12:42 am

Jabroniville wrote:
-As a claw-guy AND a Regenerating guy, Wolverine ends up with a lot of enemies with sharp implements that actually tend to hit.


Its like a law that all Wolverine enemies HAVE to have either A) Claws , B) An adamantium or carbonadium weapon/skeleton, C) Regeneration, or D) Some combination of A, B, and C... :roll:
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Postby Batgirl III » Sat Mar 21, 2009 5:42 am

luketheduke86 wrote:Its like a law that all Wolverine enemies HAVE to have either A) Claws , B) An adamantium or carbonadium weapon/skeleton, C) Regeneration, or D) Some combination of A, B, and C... :roll:


For pretty much the same reason that Captain America fights enemies aligned with evil-tinged political philosophies; Iron Man fights evil guys in suits of armor; Spider-Man fights foes with themes based on animals that are large-and-powerful or eat-spiders; Or every fifth Superman villain has kryptonite...

Watching Superman pound Paste-Pot Pete wouldn't be terribly fun.
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Postby luketheduke86 » Sat Mar 21, 2009 10:06 am

Batgirl III wrote:
luketheduke86 wrote:Its like a law that all Wolverine enemies HAVE to have either A) Claws , B) An adamantium or carbonadium weapon/skeleton, C) Regeneration, or D) Some combination of A, B, and C... :roll:


For pretty much the same reason that Captain America fights enemies aligned with evil-tinged political philosophies; Iron Man fights evil guys in suits of armor; Spider-Man fights foes with themes based on animals that are large-and-powerful or eat-spiders; Or every fifth Superman villain has kryptonite...

Watching Superman pound Paste-Pot Pete wouldn't be terribly fun.


Unless Paste-Pot Pete had kyrptonite snares but that was your point :wink: lol.... As for the rest, at least Spidey's and Captain America's villains have different power suites (to a degree). I like Wolvie but I think his bad guy's could use an overhaul.
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Postby Jabroniville » Sat Mar 21, 2009 5:09 pm

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"Giant head and tiny body? No, I'm not Ashley or Mary-Kate."

MODOK (Mobile Organism Designed Only for Killing)-
Only clumsy acronyms leave out letters like that.
Villain of: Captain America, Iron Man
PL 10 (150)
ST 10 DEX 6 (-2) CON 20 (+5) INT 30 (+10) WIS 12 (+1) CHA 10

Skills:
Bluff 8 (+8)
Computers 8 (+18)
Craft (Electronic) 6 (+16)
Craft (Mechanical) 6 (+16)
Disable Device 4 (+14)
Intimidate 4 (+4)
Knowledge (Life Sciences) 2 (+12)
Knowledge (Physical Sciences) 5 (+15)
Knowledge (Streetwise) 2 (+12)
Knowledge (Tactics) 4 (+14)
Knowledge (Technology) 6 (+16)
Notice 5 (+6)
Sense Motive 4 (+5)

Feats:
Beginner's Luck, Eidetic Memory, Equipment 10, Fearsome Presence 2, Inventor, Jack-of-All-Trades, Minions 10 (AIM Goons), Well-Informed

Powers:
"Permanent Exoskeleton"
Flight 4 [8]
Mental Blast 10 [44]
AP: "Concussive Finger-Blasters" Blast 10 (Feats: Accurate 4) (Extras: Autofire)
AP: "Force Beam" Blast 10 (Feats: Accurate 4, Variable Descriptor- Any Heat-Based)
AP: Telepathy 5
AP: Mind Control 8 (Extras: Area-Burst)
Force Field 10 (Extras: Impervious 6) [16]

Growth 4 (Feats: Innate) (Flaws: Permanenet) [9]

Saves:
Toughness +5 (+15 Force Field), Fortitude +6, Reflex -2, Will +8

Combat:
Attack +2 (+10 Blasts), Damage +0 (+10 Blasts, Mental Stuff), Defense +2, Initiative -2

Drawbacks:
Disabled (Immobile if Exoskeleton is Damaged) [-2]

Abilities: 16 / Skills: 64--16 / Feats: 27 / Powers: 77 / Saves: 8 / Combat: 8 / Drawbacks: -2 (150)

-Ah, MODOK. Just a ludicrous, goofy-ass '60s Kirby design, with the giant head & Kirby-segmented arms and stuff. Nowadays he's more likely to show up as a goofy character or joke because he's just so WEIRD looking, but as a major figurehead of AIM, he's always been a good pain in Captain America's ass.
-MODOK ain't much good in a fight, preferring to focus on Minions, equipment, Minions and maybe some Minions. He can Blast away pretty well, and features a devastating Mental Blast, but he's gigantically fat and slow, dependant entirely on that Force Field to block the inevitably-connecting shots from his adversary.
Last edited by Jabroniville on Thu Nov 12, 2009 2:53 am, edited 1 time in total.
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Postby Libra » Sun Mar 22, 2009 9:58 am

Keep up the jolly good work Jabroniville. :D
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Postby Jabroniville » Sun Mar 22, 2009 12:55 pm

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FIN FANG FOOM-
The only Dragon I can think of who wears Underpants.
Villain of: Various, Fantastic Four & Iron Man more than others
PL 12 (250)
ST 40 (+15) DEX 6 (-2) CON 40 (+15) INT 26 (+8) WIS 16 (+3) CHA 10

Skills:
Bluff 4 (+4)
Intimidate 6 (+6)
Knowledge (Arcane Lore) 4 (+12)
Knowledge (Physical Sciences) 4 (+12)
Knowledge (Technology) 6 (+14)
Language (Makluan, English, Chinese) 1
Notice 5 (+8)
Pilot 6 (+4)

Feats:
All-Out Attack, Blind-Fight, Endurance, Equipment 5, Power Attack, Rage, Startle

Powers:
Flight 12 (Drawbacks: Winged) [23]
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
Immunity 5 (Aging, Disease, Poisons, Hot, Cold) [5]
Regeneration 9 (Feats: Diehard) (Recovery +2, Injured 3, Disabled 2, Staggered 2) [10]
Additional Limb (Tail) [1]
Super-Senses 2 (Low-Light Vision, Scent) [2]
Morph 2 [6]
Super-Strength 5 (Feats: Groundstrike) [11]
Impervious Toughness 10 [10]

Telepathy 5 [10]
"Acid Breath" Blast 12 (Extras: Area-Line) [37]
AP: Drain Toughness 12 (Extras: Area-Cloud)

Saves:
Toughness +15, Fortitude +15, Reflex +0, Will +10

Combat:
Attack +10 (+6 Size), Damage +15 (+12 Acid Breath), Defense +10 (+6 Size), Initiative -2

Abilities: 42 / Skills: 36--9 / Feats: 11 / Powers: 138 / Saves: 9 / Combat: 40 (250)

-I was thinking of leaving him out because I already DID a "Dragon" build for my Animal Builds, but Kreuzritter talked me into it. Plus, the underpants swayed me a little bit. A creation of the '50's "Monster Era", when superheroes were failing big time, and Marvel (by it's own admission) was desperately throwing every possible thing at the wall to see what stuck, and then repeating the HELL out of it if it proved popular (see the rise of Marvel's Western, Monster & Romance genres), Fin Fang Foom was just one of a billion other big monsters Jack Kirby created. But the fantastically comical name and the relatively cool appearance combined to make him notable enough to reappear in the '60s, and thus he became the only recurrer of the Monster Era in modern comics. The name and underpants make him little more than a joke these days, but he pulls it off a bit by still being a thirty-two foot tall crazy dragon-monster.
-Fin Fang Foom's a pretty expensive monster, though PL 12 only with his "Acid Breath", which is really just combustible fire breath and a standard blast when you get down to how it really works. Like most giants, he's strong as hell but inaccurate, and nearly impossible to permanently injure. Growth 12 seems to fit, as Makluans are described as 32 feet tall on average (though these heights are virtually impossible to regulate amongst comic book artists- he'll vary like any other creature- I've seen Growth 16 or 20-worthy depictions). He's not unstoppable, but he's certainly no picnic to put down.
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Postby Jabroniville » Sun Mar 22, 2009 11:21 pm

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What the hell to scientists in the Marvel Universe EAT to get builds like this?

CHEMISTRO (Curtis Carr)-
The guy who invented THAT gun is a 'minor genius'?
Villain of: Luke Cage
PL 9 (125)
ST 16 (+3) DEX 14 (+2) CON 15 (+2) INT 21 (+5) WIS 12 (+1) CHA 10

Skills:
Computers 5 (+10)
Craft (Chemical) 8 (+13)
Craft (Mechanical) 5 (+10)
Disable Device 4 (+9)
Knowledge (Physical Sciences) 7 (+12)
Knowledge (Technology) 7 (+12)
Notice 4 (+5)

Feats:
Dodge Focus 2, Defensive Roll 2

Powers:
"Alchemy Gun" Device 16 (easy to lose) [48]
Transform (Anything to Anything Else) 9 (54)
Disintegration 5 (Feats: Triggered by Transform After A Period of Time) (26)-- Linked to Transform

Saves:
Toughness +2 (+4 D.Roll), Fortitude +4, Reflex +4, Will +4

Combat:
Attack +8, Damage +2 (+9 Alchemy Gun), Defense +6 (+8 Dodge), Initiative +2

Abilities: 28 / Skills: 40--10 / Feats: 4 / Powers: 48 / Saves: 7 / Combat: 28 (122)

-Comics are so funny sometimes. Where else can a guy who invents an ALCHEMY GUN just be considered a minor scientist, who never really does anything else? Seriously, a gun that can CHANGE ANYTHING INTO ANYTHING ELSE, and he's just some schnook. I guess that's what happens when you're a Luke Cage guy; you get easily glossed-over and forgotten. Poor Curtis Carr has actually been replaced as Chemistro TWICE, once by a fellow inmate, and once by his own brother, and he since turned to the side of the angels (he was a classic put-upon scientist screwed over by his employer- not really that bad a guy). I just include him in these builds because I find the goofy costume, the name and the super-devastating weapon fascinating.
-It's a good thing that Alchemy Gun is Easy to Lose, otherwise it'd cost a disgusting amount of points. It's notable because though it can Transform stuff to other stuff, it's properties will wear off, resulting in the object crumbling to dust. This means that he can't turn lead to gold for easy money, and also can't REVERSE his changes.

For completist purposes, the other two Chemistros differ as follows:
Chemistro II (Arch Morton)- Take away all Science-based Skills & give 4 ranks of Streetwise, lower Int, higher physical stats. Alchemy Gun is replaced by actually GIVING HIM said powers, an 80-point effect!
Chemistro III (Calvin Carr)- Same as Arch Morton, but replace the Alchemy Hands thing with Wrist-Blasters- Like his brothers, but a Hard to Lose Device instead, for a 64-point cost.
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