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Tips solarsentinels

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Revision as of 21:05, 16 September 2026 by Eric Juneau (talk | contribs) (Created page with "==Heroes== {| class="wikitable" style="width:auto;style="text-align:center;" border="2" |+ Caption text |- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" ! NAME !! SPECIAL ABILITY !! DESCRIPTION !! HEALTH File:solarSentinels_healthIcon.jpg !! STRATEGY File:solarSentinels_strategyIcon.jpg!! RECOVERY File:solarSentinels_recoveryIcon.jpg!! NOTES |- ! style="background-color: #eaecf0;text-align: center;font-style: norma...")
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Heroes

Caption text
NAME SPECIAL ABILITY DESCRIPTION HEALTH STRATEGY RECOVERY NOTES
P.I.K.E. MASTER ORLO Solar Flares Yellow die misses may be changed to hits when applied to a Level 2 enemy. 2 2 2
ASTRAL SCOUT RAVEN X-Ray Binoculars At game beginning, you may swap the positions of 2 Mission cards. At the start of each round, you may put a stack's top card on its bottom up to two times. 3 2 2
STELLAR BLADE ISOLDE Green Energy Before you Exhaust Dice, choose any color except green . For each committed die of that chosen color, return 1 green die. 3 2 1
VALKYRIE, MK. 7 Adaptive Armor At game beginning, increase each stat die by 2. 3 2 2
BECKETT SUN FORGER Matter Reshaper Each time you use a one-time use item you may either add 2 HP or recover 2 dice. 4 2 1
GAL'HAD THE LANCER Auto-Javelin Before you exhaust dice, you may return up to 2 committed crit dice . 1 3 2

Enemies

Missions