Post by Roque Saber on Dec 15, 2009 1:50:52 GMT -5
Here's the list of finalized NLT pieces. Keep up the good work everyone!
We have currently finalized 20/22 pieces. 90% done!
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OLD REPUBLIC
1-Gryph
2-Lord Hoth
SITH
3-Admiral Saul Karath
4-Darth Zannah
REPUBLIC
5-Captain Fordo
6-Master Tholme
SEPARATISTS
7-Alto Stratus
REBELS
8-Tycho Celchu
IMPERIALS
9-Admiral Daala
10-Jerec
11-Joruus C’Boath
NEW REPUBLIC
12-Ben Skywalker
13-Ganner Rhysode
14-Saba Sebatyne
FRINGE
15-Celeste Morne
16-Chief Chirpa
17-Watto*
MANDALORIANS
18-Cassus Fett
19-Demagol
YUUZHAN VONG
20-Yammosk/Supreme Overlord Shimmra*
FACTION UNDETERMINED
21-Vergere
------------------------------------
Gryph
Cost: 16
Faction: Old Republic
Hit Points: 40
Defense: 15
Attack: 0
Damage: 0
Unique
Befuddle (Replaces attacks; target living adjacent enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Disruptive (Suppresses enemy commander effects within 6 squares)
Rapport (Characters named Jarael or Zayne Carrick cost 1 less when in the same squad as this character)
Commander Effect: At the end of this character's turn, 1 follower within 6 squares can move up to its normal speed.
2. Lord Hoth
Cost: 68
Faction: Old Republic
Hit Points: 150
Defense: 22
Attack: 16
Damage: 20
Unique, Melee Attack
Triple Attack (On its turn, this character can make 2 extra attacks instead of moving )
Charging Assault +20 (Replaces turn: Can move up to double speed, then make an attack at +20 Damage against an adjacent enemy)
Rapport (Characters with a Force rating cost 1 less to include in a squad with this character)
Force 2, Force Renewal 1, Master of the Force 2
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Commander Effect:
Allied Old Republic characters are treated as having the same name as each other, only for the purpose of special abilities whose name contains Squad. Allies gain Charging Assault +10 and Squad Spirit (Each time this character activates while 3 or more allies with the same name as this character are within 6 squares, he gains a Force point.)
3. Admiral Saul Karath
Cost:[/b] 25
Hit Points: 60
Defense: 17
Attack: 9
Damage: 10
Unique
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Affinity (This character may be in an Old Republic squad)
Old Republic Military Reserves 20 (If you roll exactly 16 for initiative, you can add up to 20 points of non-Unique Old Republic followers without a Force rating to your squad immediately before your first activation of the round)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)
Commander Effect:
Fringe characters are not subject to these commander effects. Followers without a Force rating gain Accurate Shot. Allies within 6 squares gain Shields 1.
4. Darth Zannah
Cost: 48
Faction: Sith
Hit Points: 100
Defense: 19
Attack: 11
Damage: 20
Unique, Melee Attack
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Soresu Style Mastery (When hit by an attack, this character takes no damage with a save of 11)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Force 1, Force Renewal 1
Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
Force Corruption 2 (Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted.)
Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to its Speed before any other character activates)
5. Captain Fordo
Cost: 31
Faction: Republic
Hit Points: 70
Defense: 16
Attack: 10
Damage: 20
Unique, Order 66
ARC Trooper
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target )
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Commander Effect:
Allied characters whose name contains ARC Trooper gain Evade and Twin Attack.
7. Alto Stratus
Cost: 27
Faction: Separatist
Hit Points: 90
Defense: 19
Attack: 11
Damage: 20
Unique, Melee Attack
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Advantageous Cover (+8 Defense from cover instead of +4)
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stable Footing (Not slowed by difficult terrain or low objects.)
Commander Effect:
Separatist followers within 6 squares gain Advantageous Cover and Stable Footing.
8. Tycho Celchu
Cost: 26
Faction: Rebels
Hit Points: 60
Defense: 16
Attack: 7
Damage: 10
Unique, Pilot
Affinity (May be in a New Republic squad)
Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target )
Commander Effect:
Pilot allies gain Quick Reactions and Twin Attack. Once per round, after initiative is determined, 1 Pilot ally can immediately move up to its Speed before any other character activates.
9. Admiral Daala
Cost: 19
Faction: Imperial
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10
Unique
Imperial Military Reserves 30 (If you roll exactly 6 for initiative, you can add up to 30 points of non-Unique Imperial followers without a Force rating to your squad immediately before your first activation of the round)
Commander Effect:
If your initiative check is an odd number, non-Unique followers within 6 squares get +4 to all rolls for the round; if it is an even number, non-Unique followers within 6 squares get -4 to all rolls instead. Non-unique Imperial followers without a Force rating within 6 squares can make 1 immediate attack when they are defeated.
10. Jerec
Cost: 51
Faction: Imperial
Hit Points: 120
Defense: 20
Attack: 14
Damage: 20
Unique, Melee Attack
Double Attack (On its turn, this character can make 1 extra attack instead of moving )
Doctrine of Fear (Enemy characters within 6 squares get -4 Attack)
Its A Trap (Enemies with Stealth within 6 squares lose Stealth )
Force 2, Force Renewal 1
Force Absorb (Force 2: Cancel a Force power used by an adjacent character)
Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage)
Force Destruction (Force 5, replaces turn: sight; 60 damage to target and 30 damage to each character adjacent to that target)
Sith Hatred (Force 1, usable only on this character's turn: 10 damage to all enemies within 2 squares )
Commander Effect:
Each unique alliy with a Force Rating start with +1 force
11. Joruus C'boath
Cost: 49
Faction: Imperial
Hit Points: 110
Defense: 20
Attack: +0
Damage: 0
Unique
Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.)
Self-Destruct 40 (When this character is defeated, each adjacent character takes 40 damage)
Force 2, Force Renewal 2
Battle Meditation(Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire)
Force Corruption 1 (Force 1, replaces attacks: range 6, non-Droids only: 10 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer corrupted.)
Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Commander Effect
Whenever a follower within 6 squares makes an attack that benefits from combined fire, damage from that attack cannot be prevented or redirected. [/color]
12. Ben Skywalker
Cost: 23
Faction: New Republic
Hit Points: 60
Defense: 16
Attack: 8
Damage: 10
Unique
Affinity (A character whose name contains Caedus or Jacen Solo may be in your squad regardless of faction)
Impulsive Dark Temptation (If a Unique allied character is defeated, for the remainder of the skirmish this character has Dark Temptation [Force 1: +4 attack and +20 damage until end of this character's turn. At the end of that turn make a save of 11; if this save fails, this character joins the opponent's squad until the end of the skirmish])
Lightsaber +10 (+10 Damage against adjacent enemies)
Synergy (+4 Attack when an ally whose name contains Caedus or Jacen Solo is within 6 squares)
Synegy (+4 Defense when an ally whose name contains Skywalker is within 6 squares)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Force 3
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
13. Ganner Rhysode
Cost: 40
Faction: New Republic
Hit Points: 100
Defense: 18
Attack: 11
Damage: 20
Unique, Melee Attack
Regeneration 10 (If this character doesn't move on its turn, remove 10 damage from it at the end of that turn)
Shii-Cho Style (+4 Attack and +4 Defense while 3 or more enemies are within 6 squares)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force 2, Force Renewal 1
Force Bubble (Force 1: When this character takes damage, reduce the damage dealt by 20)
Force Repulse 3 Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
14. Saba Sebatyne
Cost: 46
Faction: New Republic
Hit Points: 140
Defense: 21
Attack: 14
Damage: 20
Unique, Melee Attack
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Rend +20 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +20 Damage )
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Force 2, Force Renewal 1
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Surprise Move ( Force 1; Once per round, after initiative is determined, this character can immediately move up to its Speed before any other character activates)
16. Chief Chirpa
Cost: 18
Faction: Fringe
Hit Points: 40
Defense: 16
Attack: 4
Damage: 10
Unique, Ewok
Melee Attack
Rapport (Ewoks cost 1 less when in the same squad as this character)
Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Commander Effect:
Allied Ewoks gain Swarm +4 (+4 Attack against a target for each allied Ewok adjacent to that target) and Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack).
17. Watto
Cost: 14
Faction: Fringe
Hit Points: 30
Defense: 13
Attack: 0
Damage: 0
Unique
Flight
Repair Supplies (Replaces Turn: choose one adjacent ally to gain Repair 10 for the rest of the skirmish)
Mental Resistance (This character cannot be activated by enemy force powers)
Salvager (Whenever a non-Unique Droid ally within 6 squares would be defeated, with a save of 16, it instead immediately returns to play with 10 Hit Points.)
18. Cassus Fett
Cost: 34
Faction: Mandalorian
Hit Points: 90
Defense: 20
Attack: 11
Damage: 20
Unique
Double Attack
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Mandalorians cost 1 less when in a squad with this character)
Skilled Tactician (If you roll an 11 or higher for initiative, you automatically choose who goes first)
Superior Deployment (If your opponent can choose how many characters to activate in a phase, you may instead have them activate the maximum number of allowable characters in that phase)
Commander Effect:
Each Mandalorian ally that ends its move within 6 squares of this character can move 2 extra squares at the end of its turn.
19. Demagol
Cost: 21
Faction: Mandalorians
Hit Points: 80
Defense: 17
Attack: 10
Damage: 10
Unique
Twin Attack
Homicidal Surgery 30 (Replaces turn: touch; deal 30 damage to a living character. An allied character can instead remove 30 damage from itself with a save of 11.)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Mobile Attack (Can move both before and after attacking)
Commander Effect:
Allies within 6 squares gain Mettle.
20. Yammosk
Cost: 23
Faction: Yuuzhan Vong
Hit Points: 110
Defense: 15
Attack: 0
Damage: 0
Large
Booming Voice (Allies' commander effects normally limited to 6 squares have unlimited range)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map. )
Dependent Leadership (When this charater is defeated, allied Yuuzhan Vong gain Savage as long as no other allied Yammosk is in play)
Commander Effect:
Yuuzhan Vong allies gain Gregarious. Each Yuuzhan Vong ally can use 2 abilities that replace attacks instead of 1 on its turn.
20. Supreme Overlord Shimmra*
Faction: Yuuzhan Vong
Cost: 66
Hit Points: 200
Defense: 20
Attack: 14
Damage: 30
Unique, Melee Attack; Double Attack
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Furious Assault (Replaces turn: Can move up to 12 squares, then attack each legal target once)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)
Commander Effect:
Yuuzhan Vong allies gain Furious Assault.
21. Vergere
Cost: 37
Faction: Fringe
Hit Points: 90
Defense: 19
Attack: 0
Damage: 0
Unique
Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend Vergere’s Force points as if they were its own.)
Rapport (Costs 1 less in a Sith or Yuuzhan Vong squad)
Force 3, Force Renewal 1
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Commander Effect:
At the end of this character's turn, choose 1 wounded Unique ally with a Force rating within 6 squares. That ally gets +4 Attack against adjacent enemies until the end of this character's next turn, or until this character is defeated.
We have currently finalized 20/22 pieces. 90% done!
-----------------------------------
OLD REPUBLIC
1-Gryph
2-Lord Hoth
SITH
3-Admiral Saul Karath
4-Darth Zannah
REPUBLIC
5-Captain Fordo
6-Master Tholme
SEPARATISTS
7-Alto Stratus
REBELS
8-Tycho Celchu
IMPERIALS
9-Admiral Daala
10-Jerec
11-Joruus C’Boath
NEW REPUBLIC
12-Ben Skywalker
13-Ganner Rhysode
14-Saba Sebatyne
FRINGE
15-Celeste Morne
16-Chief Chirpa
17-Watto*
MANDALORIANS
18-Cassus Fett
19-Demagol
YUUZHAN VONG
20-Yammosk/Supreme Overlord Shimmra*
FACTION UNDETERMINED
21-Vergere
------------------------------------
Gryph
Cost: 16
Faction: Old Republic
Hit Points: 40
Defense: 15
Attack: 0
Damage: 0
Unique
Befuddle (Replaces attacks; target living adjacent enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Disruptive (Suppresses enemy commander effects within 6 squares)
Rapport (Characters named Jarael or Zayne Carrick cost 1 less when in the same squad as this character)
Commander Effect: At the end of this character's turn, 1 follower within 6 squares can move up to its normal speed.
2. Lord Hoth
Cost: 68
Faction: Old Republic
Hit Points: 150
Defense: 22
Attack: 16
Damage: 20
Unique, Melee Attack
Triple Attack (On its turn, this character can make 2 extra attacks instead of moving )
Charging Assault +20 (Replaces turn: Can move up to double speed, then make an attack at +20 Damage against an adjacent enemy)
Rapport (Characters with a Force rating cost 1 less to include in a squad with this character)
Force 2, Force Renewal 1, Master of the Force 2
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Commander Effect:
Allied Old Republic characters are treated as having the same name as each other, only for the purpose of special abilities whose name contains Squad. Allies gain Charging Assault +10 and Squad Spirit (Each time this character activates while 3 or more allies with the same name as this character are within 6 squares, he gains a Force point.)
3. Admiral Saul Karath
Cost:[/b] 25
Hit Points: 60
Defense: 17
Attack: 9
Damage: 10
Unique
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Affinity (This character may be in an Old Republic squad)
Old Republic Military Reserves 20 (If you roll exactly 16 for initiative, you can add up to 20 points of non-Unique Old Republic followers without a Force rating to your squad immediately before your first activation of the round)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)
Commander Effect:
Fringe characters are not subject to these commander effects. Followers without a Force rating gain Accurate Shot. Allies within 6 squares gain Shields 1.
4. Darth Zannah
Cost: 48
Faction: Sith
Hit Points: 100
Defense: 19
Attack: 11
Damage: 20
Unique, Melee Attack
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Soresu Style Mastery (When hit by an attack, this character takes no damage with a save of 11)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Force 1, Force Renewal 1
Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
Force Corruption 2 (Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted.)
Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to its Speed before any other character activates)
5. Captain Fordo
Cost: 31
Faction: Republic
Hit Points: 70
Defense: 16
Attack: 10
Damage: 20
Unique, Order 66
ARC Trooper
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target )
Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)
Commander Effect:
Allied characters whose name contains ARC Trooper gain Evade and Twin Attack.
7. Alto Stratus
Cost: 27
Faction: Separatist
Hit Points: 90
Defense: 19
Attack: 11
Damage: 20
Unique, Melee Attack
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Advantageous Cover (+8 Defense from cover instead of +4)
Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Stable Footing (Not slowed by difficult terrain or low objects.)
Commander Effect:
Separatist followers within 6 squares gain Advantageous Cover and Stable Footing.
8. Tycho Celchu
Cost: 26
Faction: Rebels
Hit Points: 60
Defense: 16
Attack: 7
Damage: 10
Unique, Pilot
Affinity (May be in a New Republic squad)
Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target )
Commander Effect:
Pilot allies gain Quick Reactions and Twin Attack. Once per round, after initiative is determined, 1 Pilot ally can immediately move up to its Speed before any other character activates.
9. Admiral Daala
Cost: 19
Faction: Imperial
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10
Unique
Imperial Military Reserves 30 (If you roll exactly 6 for initiative, you can add up to 30 points of non-Unique Imperial followers without a Force rating to your squad immediately before your first activation of the round)
Commander Effect:
If your initiative check is an odd number, non-Unique followers within 6 squares get +4 to all rolls for the round; if it is an even number, non-Unique followers within 6 squares get -4 to all rolls instead. Non-unique Imperial followers without a Force rating within 6 squares can make 1 immediate attack when they are defeated.
10. Jerec
Cost: 51
Faction: Imperial
Hit Points: 120
Defense: 20
Attack: 14
Damage: 20
Unique, Melee Attack
Double Attack (On its turn, this character can make 1 extra attack instead of moving )
Doctrine of Fear (Enemy characters within 6 squares get -4 Attack)
Its A Trap (Enemies with Stealth within 6 squares lose Stealth )
Force 2, Force Renewal 1
Force Absorb (Force 2: Cancel a Force power used by an adjacent character)
Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage)
Force Destruction (Force 5, replaces turn: sight; 60 damage to target and 30 damage to each character adjacent to that target)
Sith Hatred (Force 1, usable only on this character's turn: 10 damage to all enemies within 2 squares )
Commander Effect:
Each unique alliy with a Force Rating start with +1 force
11. Joruus C'boath
Cost: 49
Faction: Imperial
Hit Points: 110
Defense: 20
Attack: +0
Damage: 0
Unique
Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.)
Self-Destruct 40 (When this character is defeated, each adjacent character takes 40 damage)
Force 2, Force Renewal 2
Battle Meditation(Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire)
Force Corruption 1 (Force 1, replaces attacks: range 6, non-Droids only: 10 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer corrupted.)
Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Commander Effect
Whenever a follower within 6 squares makes an attack that benefits from combined fire, damage from that attack cannot be prevented or redirected. [/color]
12. Ben Skywalker
Cost: 23
Faction: New Republic
Hit Points: 60
Defense: 16
Attack: 8
Damage: 10
Unique
Affinity (A character whose name contains Caedus or Jacen Solo may be in your squad regardless of faction)
Impulsive Dark Temptation (If a Unique allied character is defeated, for the remainder of the skirmish this character has Dark Temptation [Force 1: +4 attack and +20 damage until end of this character's turn. At the end of that turn make a save of 11; if this save fails, this character joins the opponent's squad until the end of the skirmish])
Lightsaber +10 (+10 Damage against adjacent enemies)
Synergy (+4 Attack when an ally whose name contains Caedus or Jacen Solo is within 6 squares)
Synegy (+4 Defense when an ally whose name contains Skywalker is within 6 squares)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Force 3
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
13. Ganner Rhysode
Cost: 40
Faction: New Republic
Hit Points: 100
Defense: 18
Attack: 11
Damage: 20
Unique, Melee Attack
Regeneration 10 (If this character doesn't move on its turn, remove 10 damage from it at the end of that turn)
Shii-Cho Style (+4 Attack and +4 Defense while 3 or more enemies are within 6 squares)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force 2, Force Renewal 1
Force Bubble (Force 1: When this character takes damage, reduce the damage dealt by 20)
Force Repulse 3 Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
14. Saba Sebatyne
Cost: 46
Faction: New Republic
Hit Points: 140
Defense: 21
Attack: 14
Damage: 20
Unique, Melee Attack
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round)
Rend +20 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +20 Damage )
Rolling Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity)
Force 2, Force Renewal 1
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Surprise Move ( Force 1; Once per round, after initiative is determined, this character can immediately move up to its Speed before any other character activates)
16. Chief Chirpa
Cost: 18
Faction: Fringe
Hit Points: 40
Defense: 16
Attack: 4
Damage: 10
Unique, Ewok
Melee Attack
Rapport (Ewoks cost 1 less when in the same squad as this character)
Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Commander Effect:
Allied Ewoks gain Swarm +4 (+4 Attack against a target for each allied Ewok adjacent to that target) and Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack).
17. Watto
Cost: 14
Faction: Fringe
Hit Points: 30
Defense: 13
Attack: 0
Damage: 0
Unique
Flight
Repair Supplies (Replaces Turn: choose one adjacent ally to gain Repair 10 for the rest of the skirmish)
Mental Resistance (This character cannot be activated by enemy force powers)
Salvager (Whenever a non-Unique Droid ally within 6 squares would be defeated, with a save of 16, it instead immediately returns to play with 10 Hit Points.)
18. Cassus Fett
Cost: 34
Faction: Mandalorian
Hit Points: 90
Defense: 20
Attack: 11
Damage: 20
Unique
Double Attack
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Rapport (Mandalorians cost 1 less when in a squad with this character)
Skilled Tactician (If you roll an 11 or higher for initiative, you automatically choose who goes first)
Superior Deployment (If your opponent can choose how many characters to activate in a phase, you may instead have them activate the maximum number of allowable characters in that phase)
Commander Effect:
Each Mandalorian ally that ends its move within 6 squares of this character can move 2 extra squares at the end of its turn.
19. Demagol
Cost: 21
Faction: Mandalorians
Hit Points: 80
Defense: 17
Attack: 10
Damage: 10
Unique
Twin Attack
Homicidal Surgery 30 (Replaces turn: touch; deal 30 damage to a living character. An allied character can instead remove 30 damage from itself with a save of 11.)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Mobile Attack (Can move both before and after attacking)
Commander Effect:
Allies within 6 squares gain Mettle.
20. Yammosk
Cost: 23
Faction: Yuuzhan Vong
Hit Points: 110
Defense: 15
Attack: 0
Damage: 0
Large
Booming Voice (Allies' commander effects normally limited to 6 squares have unlimited range)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map. )
Dependent Leadership (When this charater is defeated, allied Yuuzhan Vong gain Savage as long as no other allied Yammosk is in play)
Commander Effect:
Yuuzhan Vong allies gain Gregarious. Each Yuuzhan Vong ally can use 2 abilities that replace attacks instead of 1 on its turn.
20. Supreme Overlord Shimmra*
Faction: Yuuzhan Vong
Cost: 66
Hit Points: 200
Defense: 20
Attack: 14
Damage: 30
Unique, Melee Attack; Double Attack
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Furious Assault (Replaces turn: Can move up to 12 squares, then attack each legal target once)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)
Commander Effect:
Yuuzhan Vong allies gain Furious Assault.
21. Vergere
Cost: 37
Faction: Fringe
Hit Points: 90
Defense: 19
Attack: 0
Damage: 0
Unique
Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend Vergere’s Force points as if they were its own.)
Rapport (Costs 1 less in a Sith or Yuuzhan Vong squad)
Force 3, Force Renewal 1
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Commander Effect:
At the end of this character's turn, choose 1 wounded Unique ally with a Force rating within 6 squares. That ally gets +4 Attack against adjacent enemies until the end of this character's next turn, or until this character is defeated.