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  #1  
Old August 11th, 2006, 11:46 AM
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Wave 5 stats (now with pics too)

As I said in the other thread, I went to a Walmart that previously had crappy
HS stuff (that's my reverse psychology strategy that has paid off before in
April when finding TT) and found a whole set of Wave 5.
Since everyone here is impatient (as expected), I will spend some of my
work time typing these in. You'll all have to wait til tonight to see
the pics since no cameras are allowed here.
I am going to use abbreviations to speed up my typing.
I will remove typos and put in rest of information later.
Better yet, I will post pics later. [done]
Gotta run to lunch now.

The format will be LIFE-MOVE-RANGE-ATT-DEF followed by abilities.
The BASIC info will be: planet, collector's numbers out of 26, and basic move-range-att-def.

Deathreavers
1-6-1-1-4 SMALL-3 (The first small figures!!) 40 pts
Scatter: After a Deathreaver you control rolls def dice against a norm att,
you may move any 2 Deathreavers you control up to 4 spaces each.
Disengage:
Climb X2: may double their height in terms of movement up or down.
BASIC: Alpha Prime. 17,18,19,20. 6-1-1-4.

Nakita Agents
1-5-6-3-3 120 pts
Smoke powder 13: When any Nakita Agent you control, or any figure you control
that is adjacent to any Nakita Agent you control, is targeted for a normal
attack from a nonadjacent opponent, you may roll the 20-sided die. If you
roll a 13 or higher, all Nakita Agents you control, and all figures you control that are adjacent to those Nakita
Agents, no longer have any visible hit zones for the duration of the targeting
figure's turn.
Engagement Strike 15: Iff an opp's small or medium fig moves adj to a Nakita
Agent, roll the 20-sided die. If you roll a 15 or higher, the opp's fig
receives a wound. Figs may be targeted only as they move into engagement
with a N A.
Gorilla movement Bonding: May move 3 gorillinators you control up to 7 each.
BASIC: Earth. 11,12,13. 5-6-3-3.

Warriors of Ashra
1-5-1-3-3 (Ullar) 50 pts
Elves! (these were the amazon like figures)
Defense Agility: When a Warrior of Ashra rolls def dice against a norm att
from an adj fig, one shield will block all damage.
BASIC: Feylund. 14,15,16. 5-1-3-4.

Blastatrons
1-5-7-1-2 60 pts
Galadiatron Movement Bonding: May move 4 gladiatrons you control up to 5 spaces.
Homing Device: When attacking a non-adj fig, add 1 attack die for
every Soulbourg who follows Vydar that is adjacent to the defending fig.
Alpha Prime. 1,2,3,4. 5-7-1-2.

Deathstalkers
1-7-1-3-5 (Large 5) 100 pts
Maul: When rolling att dice against a small or med fig, if a Deathstalker
rolls a skull on every dice, the defending fig receives a would
for every skull, and cannot roll any defense dice.
BASIC: Alpha Prime. 5,6,7,. 7-1-4-5.

Kozuke Samurai
1-5-1-5-3 (unique) 100 pts
Charging Assault: Any or all Kozuke Samurai may add 3 to their Move num as long
as they are unengaged prior to moving. Kozuke Samurai mus be able to move
adj to an opp's figure in order to use Charging Assault.
CounterStrike:
BASIC: Earth. 24,25,26. 6-1-5-3.

Ninja's of the Northern Wind
1-6-1-4-3 (unique) 110 pts
Disappearing Ninja: If a Ninja is attacked with a norm att and at least one
skull is rolled, roll the 20-sider to disappear. If you roll 1-11, roll
defense normally. If you roll 12 or higher, that Ninja takes no damage
and instead may move up to 4 spaces. Ninjas can disappear only if they
end their disappearing move not adj to any enemy figs.
Ghost Walk:
Disengage:
BASIC: Earth. 21,22,23. 6-1-4-3.

Spartacus
5-5-1-6-4 (Einar) 200 pts
Gladiator Inspiration: If all order markers for a round are placed on
Gladiator army cards, and at least one Order Marker is placed on
Spartacus, then all Gladiators you control (except Spartacus) become
inspired. Inspired Gladiators add 1 to move, att, def for the rest of the
round.
BASIC: Earth. 10. 5-1-6-7.

Crixis
5-5-1-5-3 (Einar gladiator) 90 pts
One Shield Defense: When rolling def dice, if Crixis rolls at least
one sheild, the most wounds Crixis may take for this attack is one.
BASIC: Earth. 9. 5-1-5-6.

Retiarius
4-5-1-5-3 (Einar gladiator) 90 pts
Net Trip 14: After moving and before attacking, roll the 20-sider.
If you roll a 14 or higher, any small or med fig attacked by Retiarius
this turn may roll no more than 1 die for defense.
BASIC: Earth. 8. 5-1-6-5.


============================
Here are pics of the cards.
============================











=============================
Here are pics & closeups of the figures.
=============================








Enjoy, everyone!

Post edited to include pics. Edited 2nd time to put in missing pic. Edited 3rd time to include basic side info. Edited 4th time to include points in text.
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  #2  
Old August 11th, 2006, 11:47 AM
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Old August 11th, 2006, 11:48 AM
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THANK YOU, MATHGUY!!!
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Old August 11th, 2006, 11:48 AM
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YOU KICK MAJOR BUTT, MATHGUY! THANK YOU!

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Old August 11th, 2006, 11:49 AM
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You are the man!
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Old August 11th, 2006, 11:50 AM
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thanks man.. you are awesome! :0)
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Old August 11th, 2006, 11:51 AM
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Re: Wave 5 stats!

Nakita Agents 1-5-6-3-3
... ...Gorilla movement Bonding: self-explanatory.

WTF?
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Old August 11th, 2006, 11:52 AM
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Can you also add each unit's cost?

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  #9  
Old August 11th, 2006, 11:52 AM
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YES! KING MATHGUY!
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Old August 11th, 2006, 11:53 AM
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Spartacus 5-5-1-6-4 (Einar)
Gladiator Inspiration: If all order markers for a round are placed on
Gladiator army cards, and at least one Order Marker is placed on
Spartacus, then all Gladiators you control (except Spartacus) become
inspired. Inspired Gladiators add 1 to move, att, def for the rest of the
round.


WE GET FRICKIN' SPARTACUS!!!!!

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Old August 11th, 2006, 11:54 AM
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Movement bonding: Before taking a turn with NA, you may first make a normal move with any squad of gorrilanators you control?
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Old August 11th, 2006, 11:54 AM
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K/H_Addict costs too much!
you lucky luck person you, math guy!

what do you want for the ninjas and samurai? they are the most appealing to me, followed closely by the nakita agents.
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