
Background:
Little was known of the order, but its members (usually of the Kajain’sa’Nikto race) were renowned for their intense hatred of the Jedi and their strict code of honor. Morgukai followers used armor and staffs infused with cortosis alloy, which was resistant to the lightsabers used by their Jedi nemesis. To fight their sworn enemies, they developed mental exercises to resist the Jedi mind trick.
Their order bore some similarity to that of the Jedi. Fathers took their sons as apprentices, training them in the deadly arts. An example of this is the master-student bond between the Nikto Tsyr and Bok. Also, Morgukai initiates were required to build their own cortosis staffs as a test of their devotion to the order.
Despite their violent ways, the Morgukai had a strong sense of honor, and would even overlook right and wrong when their honor was at stake.
History:
The Morgukai were prominent during the days of the Galactic Republic.
Sometime before the Clone Wars, the Devaronian, Vilmarh Grahrk, recruited a pair of Morgukai warriors Tsyr and Bok to help him in a plot against Clan Secura. But the former was killed by Jedi Knight Quinlan Vos and the latter lost his hand to his apprentice, Aayla Secura.
During the Clone Wars, the Confederacy of Independent Systems offered to Bok the chance to resurrect his order. They cloned him, creating hundreds of new Morgukai, on Saleucami, intending to create their own clone army to use against the Republic. Their existence was discovered by Jedi Master Tholme, who informed the Republic, causing Saleucami to be blockaded. For five months, the Republic fought against the Morgukai legions. By the siege’s end, all of the clones, including their progenitor were killed.
During the rise of the Galactic Empire, the Morgukai cult went into recision and virtually disappeared with the last known (former) Morgukai, the Jedi Ma’kis’shaalas, being killed by Darth Vader in the Conclave of Kessel. ~Wookieepedia~
Membership: Only Force Sensitive Nikto are accepted into the Morgukai Religion.
Morgukai Warrior Talent Tree
Honor Bound
Once per encounter when you are fighting a member of the Jedi tradition or an opponent of a higher level than you, you may gain a number of temporary hit points equal to 5+your heroic level as a reaction. Any damage is taken is subtracted from these temporary hit points first, and if, at the end of the encounter, any remain, they are lost. You may take this talent up to three times; its effects stack.
Prerequisites: Force Sensitive
Jedi Hunter
You gain a +1 bonus to melee attack and damage rolls against characters with one or more levels in the Jedi class, Jedi Knight prestige class, or Jedi Master prestige class.
Prerequisites: Force Sensitive
Morgukai’s Mind
You gain a +3 Force bonus to Will Defense whenever a Use the Force check is compared to it.
Prerequisites: Force Sensitive, Jedi Hunter
Morgukai Staff Block
As Block talent, except you must be wielding a Morgukai Staff instead of a lightsaber.
Prerequisite: Exotic Weapon Proficiency (Morgukai Staff), Weapon Focus (Morgukai Staff)
Morgukai Staff Expertise
Once per encounter, you may make an attack with a Morgukai Staff as though it has reach of 2 spaces. If you have Weapon Specialization (Morgukai Staff), you may use this ability twice per encounter.
Prerequisites: Exotic Weapon Proficiency (Morgukai Staff), Weapon Focus (Morgukai Staff)
Equipment
Morgukai Cortosis Armor
Light Armor
The Morgukai Warriors used armor built of out of a Cortosis Alloy in combat, giving them resistance to lightsaber attacks. Morgukai Cortosis Armor has DR 10 against lightsaber attacks, but only when the armor is attacked - not the wearer. Once per encounter though, while fighting defensively, you may gain DR 10 against an attack from a lightsaber.
| ARMOR |
COST |
ARMOR |
FORT |
MAX DEX |
SPD |
WT |
AVAIL |
| Morgukai Cortosis Armor |
Not for sale (est. 20,000) |
+6 |
+2 |
+3 |
6 sq. |
7 kg |
Rare |
Morgukai Staff
Exotic Melee Weapon, large
The Morgukai Warriors used a unique weapon that was not unlike a reversed lightsaber; it had a long handle made of Cortosis Alloy, with a small blade similar to that of a lightsaber on one end. A Morgukai Staff has DR 10 against all lightsaber attacks. A Morgukai Staff is a double weapon. You can attack with both ends as a full-round action, but both attack rolls take a -10 penalty. The blade deals 1d8 energy and slashing damage, and the staff end deals 1d6 bludgeoning damage; you may choose which end to attack with, using one or both ends if you make multiple attacks.
|
WEAPON
|
COST
|
DMG
|
STUN
|
WT
|
TYPE
|
AVAIL
|
|
Morgukai Staff
|
Not for sale (est. 10,000)
|
1d8/1d6
|
-
|
6 kg.
|
Energy and Slashing or Bludgeoning
|
Rare
|

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July 3rd, 2009
Designed by jadenkorr

The Muur Talisman was a unique Sith Talisman created by the Sith Lord Karness Muur at a time near that of the Hundred-Year Darkness of 7,003 BBY. It had the unique ability to infect humanoids in the area into Rakghouls, and is believed to be the source of the entire Rakghoul Plague. Many non-human species, such as Snivvians, were immune to its power, as were Force-Sensitives. It also gave the wearer the ability to control Rakghouls, using the skills of the beast’s original form, and prevented the bearer from aging. It had the appearance of a golden scorpion, and could move of its own accord, to find a suitable target to latch onto.
Eventually, the Talisman was discovered in 3,965 BBY by a Mandalorian by the name of Pulsipher, who discovered some of its abilities before it abandoned him and Rakghouls devoured him when he arrived on Jebble. The Talisman wrapped itself to the throat of Celeste Morne, who discovered that the Talisman’s bearer was haunted by the Dark Side Spirit of Karness Muur himself. Intending to bring Jedi help to remove the Talisman, Zayne Carrick placed Morne in Dreypa’s Oubliette, a stasis chest that smothered the Muur Talisman’s power. Before Zyne could bring help, Jebble received a nuclear attack from Cassus Fett, burying the Oubliette, Morne, and the Talisman below a kilometer of ice.
The Oubliette was rediscovered by a mining expedition, and changed hands many times, the mystery of the sealed box that could not be opened driving the price high, until the Dark Times. After a war was fought over it, the crew of the Uhumele found it, but while trying to sell it, were betrayed and it fell into Vader’s hands on an unknown moon. Vader was able to open it, and when Morne, still alive, discovered the Sith Lord’s nature, dueled with him. When she was beaten, she chose to keep the Talisman’s power from Vader, and transformed his Stormtroopers into Rakghouls, who then chased the Sith Lord away.
Twenty years later, Vader knew Morne was still stranded, and tried to deal the Rebel Alliance a blow by baiting them to the moon where they would be killed or transformed into Rakghouls. Luke Skywalker and Leia Organa led the expedition, and after a battle with the former, Morne took a B-wing and left the moon.
One-hundred and forty years later, Morne, still as young as ever due to the Talisman’s power, joined Cade Skywalker, who eventually destroyed the Talisman using the Force ability known as Shatterpoint.
The Muur Talisman
The Muur Talisman enables Force-Sensitive bearers to infect all creatures within 6 spaces with the Rakghoul Plague (KotOR CG, page 223) as a full-round action. Make a Use the Force check, and substitute it for the normal +8 modifier of the disease as though all creatures within 6 spaces were bitten. Characters who are not humanoid or have the Force Sensitivity feat are immune. If successful, the creature is infected and the attack recurs every 5 rounds rather than every 5 minutes. Using the Talisman in this way increases the bearer’s Dark Side Score by 1. All Rakghouls are always Helpful towards the bearer, and can be directed by him/her, even to do things not in their nature (like wield blasters and protect others who aren’t infected) without a check of any type.
Additionally, the bearer does not age, and is capable of communicating with the Dark Side Spirit of Karness Muur.
If the Talisman is attached to a non-Force-Sensitive bearer, it can release him/her and search for another bearer to latch onto (treat as a Grapple attack). For game purposes, the Talisman is considered to have speed of 4 squares and a Grapple modifier of +10.

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June 26th, 2009
Non-canon character
Captain Jarias Avery, born Jarias Lane, would spend most of his life in the shadow of his twin brother. When the two boys were born to a wealthy family on Corellia, their presence was felt almost immediately by members of the Jedi Order. Though both boys were examined, only Daska would be inducted into the Order. Despite graduating in the top of his class and becoming a championship level fencer, Jarias would continue to struggle to gain the attention and approval of his family.
Jarias eventually inherits the family business, though he is more interested in maintaining his playboy lifestyle and soon drives the business into financial trouble, allowing it to be absorbed by the Corellian Engineering Corporation. Jarias continues to manage a small research division after the merger, becoming infamous for test piloting his own highly experimental and dangerous ship designs. Though some of his designs would eventually contribute to the continued success of CEC’s freighter lines, many of his designs are dustbinned for not meeting the company’s high standards of reliability and safety. After a number of unprofitable seasons, Jarias’ research department was shut down permanently.
During the Clone Wars, Jarias would enlist with the Republic for the opening months of the war, hoping to prove himself to be as much a hero as his brother. After the death of his brother, however, Jarias questioned his loyalties and he would eventually become a privateer in the Separatist fleet under the assumed identity of Jarias Avery. He continued to fight the Empire long after the majority of the Separatist movement had collapsed, staging daring hit and run strikes deep into the Core Worlds.
Eventually, Jarias would contribute the firepower of the Vreni Blade and his well trained and disciplined crew to the growing Rebel Movement.
Jarias Avery CL 15
Medium Human Scoundrel 3/Noble 1/Soldier 4/Ace Pilot 3/Master Privateer 1/Officer 3
Force 13; Dark Side 3
Init +16; Senses Perception +7
Languages Basic
Defenses Ref 33 (flat-footed 29), Fort 29, Will 29
HP 82; Threshold 29
Speed 6 squares
Melee Vibrorapier +16 (2d6+7)
Ranged Blaster Pistol +16 (3d6+6)
Base Atk +12, Grp +16
Atk Options Blaster & Blade I, Melee Smash, Stunning Strike, Point Blank Shot, Zero Range
Special Actions Born Leader, Fleet Deployment, Keep It Together, Vehicle Dodge +1, Vehicular Combat
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 15
Talents Blaster & Blade I, Born Leader, Fleet Deployment, Keep It Together, Legendary Commander, Melee Smash, Punch Through, Spacehound, Starship Raider, Stunning Strike
Feats Acrobatic Strike, Dual Weapon Mastery I-III, Linguist, Point Blank Shot, Rapid Strike, Tech Specialist, Vehicular Combat, Weapon Finesse, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons), Zero Range
Skills Acrobatics +16, Deception +14, Initiative +16, Knowledge (tactics) +15, Mechanics +15, Pilot +16, Use Computer +15
Possessions blaster pistol, vibrorapier, rebuilt Class VI Bulk Freighter Vreni Blade

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June 24th, 2009
Designed by jadenkorr and Magnitude77, with much help from Shadowarrior
The Paladins were an offshoot of the Teepo Paladins that emerged after they had been censured by the High Jedi Council for the avocation of offensive weapons like blasters, in addition to the traditional lightsaber. Teepo and his followers were ostracized as potential dark siders.
Though not a formal part of the Order, some still maintained residence at the Jedi Temple. With the execution of Order 66, the Paladins scattered and were hunted down by the Sith. When Luke Skywalker rebuilt the Order, it is unknown if any lived to rejoin the Order.
The Gray Paladins held radical views. Whereas the Teepo Paladins still sought oneness with the Force, some of them going so far as to wear masks or eye-concealing headgear in battle to maximize their connection to it, a Gray Paladin’s contention was that the Jedi had come to depend on the Force too much in some ways.
They acknowledged that a Jedi could be no more independent of the Force than of nourishment or air; nevertheless, they had developed skills and techniques that did not utilize the Force’s “flashier” aspects. They didn’t eschewed the use of lightsabers completely, they simply believed that a Jedi should use which ever weapon he or she felt the most comfortable with, but many chose instead to rely on proficiency with blasters and other forms of combat, both armed, and unarmed. They became masters in various forms of martial arts like like Teras Kasi, as well as esoteric weaponry such as Sallisian throwing whorls and spinsticks, rather than rely on Force-augmented gymnastics and speed.
The Gray Paladins were not against the concept of the Force; they simply argued that skills should be developed with a minimum dependency on it. Most Jedi felt that this was heterodoxy as well as pointless. Since the Force encompassed all living things, they argued it was impossible for any scenario to exist where it would be necessary to act independently of it. The Grays were also much more militaristic than the Teepos, or even the mainstream Jedi.
Paladins in general seemed to be much more in tune with the Force around them, almost bordering on a hyper-sensitivity. As an example, the Gray Paladin Laranth Tarak sported a pair of dual blaster pistols, and had the ability to deflect and “bend” other blaster bolts with her own blaster bolts, another sign of the Paladin’s advanced attuning with the Force. Gray Paladins where also very good at blocking incoming Telekinetic attacks. Able to see the attack forming, and stopping it before it could take effect. In addition to this, they had Incredible precognition, able to see far more into the force than other force users. This developed form of precognition, allowing them to see the future, the past, and even current events over incredible distances. In battle, this ability was incredibly deadly, allowing them to see attacks before they happened, they could adjust, and perhaps counter to their advantage. Both of these abilities however, took extreme dedication to develop, and during a Paladins training, from Padawan to master, they would develop sporadically. ~Wookieepedia~
Gray Paladin Talent Tree
Paladin Initiate
Whenever you spend a Force point to add to an attack roll with a pistol, you may also add the Force point’s result to the damage roll.
Prerequisite: Force Sensitivity, Weapon Proficiency (pistols)
Ranged Deflect
[As Deflect.] You must have a pistol (that deals energy damage) drawn to use this talent, and you must be aware of the attack and not flat-footed. Furthermore, the pistol cannot be set to stun, and must do energy, not sonic (or any other “energy”-class) damage. Using this talent consumes one shot from your pistol’s power pack. (If wielding two, choose one.)
Prerequisites: Paladin Initiate, Weapon Proficiency (pistols), Weapon Focus (pistols), Weapon Specialization (pistols), Point Blank Shot
Blind Fight
You may spend a Force point as a free action to ignore all cover and concealment benefits your target may be granted for the duration of your turn.
Prerequisites: Force Sensitivity, Point Blank Shot, Precise Shot
Paladin’s Precision
You may use Ranged Deflect to negate damage from grenades, Move Object, Ballistakinesis, and the move light object application of the Use the Force skill. This talent only works against Move Object if the object is medium or smaller, and is not a living being. You cannot use this talent to negate a use of Move Object in which you are the “object” targeted.
Prerequisites: Paladin Initiate, Ranged Deflect
Paladin’s Insight
Whenever you activate Prescience, your target provokes an attack of opportunity from you if he/she withdraws or uses any ability to move within your threatened area without provoking an attack of opportunity.
Additionally, if your target moves more than his/her base speed on a turn without having cover against your ranged attacks, you may make an immediate attack against that target with a ranged weapon as a reaction.
Prerequisites: Force Training, Prescience Force Power, Base Attack Bonus +5

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June 14th, 2009
Non-canon character
Ei-Ryn had an unremarkable childhood. Though she possessed some affinity for the Force, simple fate ensured that she was not discovered by the Jedi Order until long after her window of opportunity had closed. As she grew older, she dreamed of a more remarkable life, leaving her backwater home behind her and vowing to not return until she had made something of herself.
She found notoriety first as a shockboxer and later as a private guard and pilot for a wealthy merchant prince. Her life would forever be changed, however, when the unexpected assassination of her employer would bring her face to face with a young Jedi Knight by the name of Daska Lane. The two would work together to uncover the mystery of the mysterious assassin, leading them on a chase that would lead them into the very bowels of the Galactic Senate.
It was this mystery that shook the foundations of Daska Lane’s faith in the Republic and the Jedi’s allegiance to the Senate and its Chancellor. Daska and Ei-Ryn left Coruscant and joined the Wardens of the Sky. While Daska would continue to uphold the code of the Jedi Order he refused the call to return to Coruscant at the outset of the Clone Wars and would not serve as a General in the Grand Army. He would marry Ei-Ryn several months later, formally severing his ties with the Jedi Order forever. The two returned to her homeworld, where her new husband was warmly welcomed. Their marital bliss was short lived, however, as her husband’s refusal to return to Coruscant for questioning eventually put him at odds with the Jedi and would result in his death at the hands of Jedi Master Obi-Wan Kenobi.
Ei-Ryn would hold herself responsible for the death of her husband, and eventually joined the Clone Wars as a mercenary for the Confederacy specializing in the elimination of Jedi targets. After the Clone Wars, she would continue to fight against the newly formed Empire, and eventually joined a fledgling Rebel organization that would allow her to operate more effectively against her enemies.
Ei-Ryn Lane CL 12
Medium Cathar Soldier 5/Jedi 3/Elite Trooper 1/Force Adept 3
Force 12; Dark Side 4
Init +14; Senses Perception +18; Improved Sense Surroundings
Languages Basic, Cathar
Defenses Ref 30 (flat-footed 24), Fort 30, Will 28HP 107; Threshold 30
Speed 8 squares
Melee Unarmed +14 (3d12+12)
Ranged Blaster Pistol +14 (3d6+6)
Ranged Wrist Rocket Launcher +14 (3d8+6 Antipersonnel or 3d10 Antivehicle or blinded 1d4 rounds for Flash or 3d6 ion for Ion)
Base Atk +11, Grp +14
Atk Options Flurry, Telekinetic Throw, Trip
Special Actions Adversary Lore, Primitive Block
Force Powers Known (Use the Force +18): battle strike x2, intercept, move object
Force Techniques Improved Sense Surroundings
Abilities Str 16, Dex 16, Con 12, Int 10, Wis 16, Cha 14
Talents Adversary Lore, Armored Defense, Empower Weapon, Force Pilot, Force Perception, Hammerblow, Primitive Block, Telekinetic Throw, Teras Kasi Basics
Feats Armor Proficiency (light, medium), Exotic Weapon Proficiency (wrist rocket launcher), Flurry, Force Sensitivity, Force Training, Martial Arts I-III, Throw, Trip, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Initiative +14, Stealth +19, Use the Force +13
Possessions blaster pistol, light powered battle armor (holoshroud [stormtrooper armor], shadowskin), wrist rocket launcher (4 antipersonnel rockets, antivehicle rocket, flash rocket, and ion rocket), personal transport Ion Storm

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June 12th, 2009
The Black Nova served as the flagship for a small band of Nosaurian pirates known as Grimms Gang. Led by a young Nosaurian pirate by the name of Garruk the Grimm, the Gang was a terror of the Outer Rim in the years prior to the Clone Wars. While they were known for hitting their targets hard and without warning, they were also known for showing mercy to those who surrendered their valuables without further bloodshed.
During the Clone Wars, the crew of the Black Nova served as privateers in the Confederacy fleet, hitting crucial Republic supply convoys. After the defeat of the Confederacy and the emergence of the Empire, Garruk set his sites to freeing slaves taken from his wartorn homeworld. It was in one of these daring raids that he lost both an eye and an arm, forcing him into early retirement and placing his beloved ship onto the black market.
The Black Nova has been heavily modified from a stock Marauder Corvette, and sacrifices durability for speed and firepower. Combining stolen military technology with the mad whims of its chief technician, the Nova is a highly specialized ship capable of striking from hiding and obliterating enemy defenses. Given Garruk’s desire to preserve life (and cargo) whenever possible, the ship’s primary weapon is a unique and extremely formidable ion cannon, capable of disabling even large transports and cruisers with only a few volleys.
Black Nova
Heavily Modified Sienar Marauder Corvette
Colossal (frigate) Capital Ship
Init -3; Senses Perception +5, sensor enhancement package
Defense Ref 15 (Flat-Footed 13), Fort 37; +12 Armor HP 520; DR 20; SR 115; Threshold 137
Speed Fly 4 Squares (Starship Scale)
Ranged Aetherwind-class Ion Cannon +10 (see below) and
2 Turbolaser Batteries +12* (see below) and
4 Heavy Point Defense Laser Cannons +10 (see below)
Tractor Beam Battery +10* (see below)
Fighting Space 1 square (Starship Scale); Cover Total; Base Atk +0; Grp +47
Abilities Str 64, Dex 16, Con -, Int 22
Skills Initiative -3, Mechanics +5, Perception +5, Pilot -3, Use Computer +5
Crew 120 (normal); Passengers 80 (troops)
Cargo 100 tons; Consumables 6 months; Carried Craft 12 Z-95 headhunters, 4 cloakshape starfighters (modified to serve as bombers), 2 freighters or shuttles
Hyperdrive x1 (Backup x12), navicomputer Other Systems Jamming array, docking clamp x2, droid repair team, com jammers, plasma punch
Availability Military; Cost 1,800,000 credits
Aetherwind-class Ion Cannon
Atk +10 (-10 against targets smaller than Colossal), Dmg 7d10×5 ion
The Black Nova’s Ion Cannon draws large amounts of power from the ship’s energy core, forcing the systems operator to draw power from other systems. Typically, this power is drawn from the shields. Each time this weapon is fired, the Black Nova’s shield rating is reduced by 10. This can be restored as per the usual Shield rules.
Additionally, the drain on the ship’s power core also limits the amount of firepower available to its other weaponry. In a round where the ship has fired the Aetherwind cannon, it cannot fire its point defense weaponry.
Because of the highly experimental nature of the Aetherwind Ion Cannon, if an attack roll with the Ion Cannon is a Natural 1, the system’s operator must roll on the Unreliable Results table on page 55 of Scum and Villiany. This may be repaired, following the normal rules for repairing such a glitch.
Turbolaser Battery (4 Gunners)
Atk +12 (-8 against targets smaller than Colossal) (+7 autofire), Dmg 3d10×5
Heavy Point Defense Laser Cannon (Gunner)
Atk +10 (+5 autofire), Dmg 5d10×2
Tractor Beam (Gunner)
Atk +10 (-10 against targets smaller than Colossal), Dmg - (Grapple +47)
Tactical Fire: As a standard action, the Black Nova can forgo all attacks to provide tactical fire to all squares within 2 squares of it. Allied starships of Gargantuan size or smaller within that area gain +2 to attack and +1 die of damage when using ion weapons.

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June 9th, 2009

A combination of elements of Form VII and traditional S’kytri aerial dueling, Trispzest was a type of aerial lightsaber combat originally developed by the airborne Force-sensitive Majestrix of Skye, Kharys.
Trispzest, which meant heart palpitation in the S’kytric language, would allow the combatant to utilize the advantages of flying in battle against grounded units—whom the S’kytri would derogatively refer to as “walkers”. In Trispzest emphasis was placed on the use of the sai cha technique to decapitate “walkers.”
Another technique, which was especially used by Maw, was a spinning attack. Maw’s spinning attack consisted of spinning wildly in the air, often while hovering in one spot, while lashing out to all sides with the lightsaber; a technique that undoubtedly was efficient against multiple opponents.
Trispzest had many advantages, but one fatal weakness, as the combatant was open to attacks from directly below him or her by grounded units. Kyle Katarn took advantage of this weakness when, dropping to the ground and lunging his lightsaber upwards as Maw passed over him, he injured Maw during a duel on Ruusan.
Among the few known users of trispzest were Nazish, Kharys, and the Dark Jedi Maw, who died by the hand of self-taught Jedi Kyle Katarn. ~Wookieepedia
Trispzest
While airborne and wielding a lightsaber, you may reroll all damage dice on critical hits, keeping the better result.
Prerequisites: Juyo, Vaapad, Weapon Focus (Lightsabers), Weapon Specialization (Lightsabers), BAB +12, fly speed*
*Fly speed from sources like Force Flight or Jet Packs may be substituted for a species trait. Also note that levitate does not count, as you cannot maneuver.

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June 8th, 2009
Designed by jadenkorr
Intruder Missiles

The Intruder Missile was originally designed by Slayn & Korpil, most commonly known for its unique vehicle designs. The initial design was distributed to Rebels during the Galactic Civil War and used aboard their B-Wing bombers as well as Z-95 Headhunters and YT-class freighters. The missile is armed with an ionizing warhead designed specifically to overload the shield generators on capital ships, causing them to explode and destroy the rest of the ship in the process. The missile was incapable of targeting anything smaller than capital ships and were much more effective if the target was being simultaneously attacked by other weapons - perhaps as a means of destabilizing the shield generators or allowing the missile to penetrate the shields and impact the hull. ~Wookieepedia
Treat as Proton Torpedoes, but damage type is instead ion. You may not Aim and take a -5 penalty to attack when firing at a vehicle smaller than Colossal (frigate) size. Additionally, if an attack from an Intruder Missile reduces a target’s SR to 0, the target immediately moves -1 step along the condition track.

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May 31st, 2009
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