Quote:
Originally Posted by IAmBatman
Yeah, 160 makes sense for me from the calculator.
Just for clarification, their placed markers and the effects from them are intended to stay active and in play even if that Indigo Recruit is KO'ed, yes?
Edit: To clarify, stats, Super Strength, and Flying (assuming full charge boosting stats) put them at 115. From there it's a matter of what the other two powers are worth, including any point penalty from marker burn. If you go 2 and 3, that's about 160. If you go 2 and 2, that's about 145.
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That is the intent. Probably need to clarify that in the text.
Might be good to start them around 140 or so then go up or down with them. I think they'll get better as the Tribe expands, so erring on the side of caution may be best.