Monday, September 6, 2010

One man crime wave... Seabolt!

Name: Seabolt
Origin: Nature
Affiliation: None
Occupation: Villain

Special Abilities:

Water: Is immune to "water" effects and takes double damage from "fire" attacks.
Annoying: The enemy does not gain a charge bonus.
Molecular Manipulation (2): Seabolt can modify his agility or strength while negatively effecting the other stat.
Immune/Difficult Terrain: Seabolt is not slowed down/effected by difficult terrain.

Exclusive Actions:

Spray: An attack that can hit multiple enemies (because of Ray rule), regardless if an enemy takes damage or not models hit by this attack suffer a -2 to their shooting attacks. Since a good amount of heroes tend to favor ranged combat this is a good ability to hamper that, the fact that it can effect multiple opponents is a plus.

Drowning: A basic strike that costs 2 AP, if the enemy is damaged all of it's actions cost an additional AP. I still haven't used this ability but that doesn't mean I do not see it's merit. With molecular manipulation Seabolt can make his strength a mighty 6! Which means he can be a beast with a strike. The only downside is that since strength is not his trump trait he cannot re-roll the result.

Flux: One of my favorite powers to use with Seabolt, it makes him spectral (making him immune to strength based attacks) and gains blitzer (2) so all his move actions gain an extra 2". Mix this with the following power and you get an idea why Seabolt is so well liked among villain players...

Go With the Flow: This action allows Seabolt to move 8" in a straight line (10" if he has Flux on) anything that was within 2" of that line is hit with an opposed roll against their agility. For every model that is damaged you gain a +1 to the next person that is hit by this attack to a max of +3. If that wasn't enough anyone damaged can be placed anywhere along the line that he traveled!

This ability is great because it can effect a good number of models and Seabolt will gain bonuses against other targets in the effected area. It also gives Seabolt a measure of control by placing models he has damaged further away from their friends or closer to your own models.

Team Power:

Smokin' Wet: Seabolt can freely leave combat without consequence and in addition the 2" area around Seabolt counts as difficult.

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