Post by surfrider56 on Jul 12, 2010 16:01:49 GMT -5
Republic Special Abilities and Force Powers
Battle Coordination (Force 1; choose one non-unique trooper follower in your squad. Until the end of this round that character gains the following commander effect: Non-unique trooper followers within 6 squares gain Cunning attack.)
Cautious (If this character doesn’t attack this round, he gains +4 Defense until the start of next round)
Crucition (Force 1; If this character is hit by a critical hit, take no damage with a save of 11)
Delegation of 2000 (This character may be in a Rebel squad. Characters with Order 66 may not be in this character's squad)
Emerald Sparks (Force 2; usable only on this character's turn; range 6; 20 damage to 1 target and up to 1 character adjacent to that target)
Excellent Reflexes (This character can avoid Attacks of Opportunity with a save of 11)
Force Bellow (Force 1; replaces attacks; 10 damage to all characters within 6 squares)
Force Destruction (Force 2, usable on this character's turn only: This character gains Splash 20 for the next round)
Force Meditation (Replaces turn, this character gains Force 1)
Force Pull 2 (Force 2, replaces attacks: range 6; 20 damage to target; pull target 2 squares towards this character if Huge or smaller)
Force Scream (Force 2; replaces turn; range 6; 40 damage to target, save 11 for 20 damage)
Force Stealth (Force 2, usable only on this character’s turn; if he has cover, non-adjacent enemies cannot target this character for the next 2 rounds)
Force Thrust 3 (Force 3, replaces attacks: range 6; 40 damage to target; save 11 for 20 damage)
Force Water Orb (Force 2; replaces attacks; range 6; 20 damage to target and each adjacent character)
Force Whirlwind 3 (Force 3, replaces attacks: range 6; 30 damage to target and each character adjacent to that target; save 16)
Gene Splicing (Trooper followers use the highest Defense rating of any character within 6 squares)
Give In to Your Anger (When a unique character with a Force rating is defeated, for the rest of the skirmish this character gains Sith Rage and Savage)
Gungan Luck (This character gains +10 Damage against Droids)
Gunship Transport 8 (This character can transport up to 4 Large ally or 8 Small or Medium allies that end their moves adjacent to it. Remove those allies from the battle grid; they move simultaneously with this character as though they had Flight, have cover, and are considered adjacent to it They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round.If this character is defeated, all transported allies are also defeated; save 16)
Impulsive Fighter (If a Unique ally is defeated, this character gains Double Attack)
Impulsive Leap (If a Unique allied character is defeated, this character gains Force Leap for the rest of the skirmish)
Ion Grenades 20 (Replaces attacks; range 6; Target Droid and each adjacent Droid take 20 damage, save 11)
Jedi Council Member (Every time he activates, this character gains Force 1 for each allied character within 6 squares with Jedi Council Member)
Light Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that characters gains Lightsaber Duelist)
Lightsaber Instructor (Choose one allied character with a force rating. That character gains Lightsaber Block.)
Lightsaber Throw 2 (Force 2, replaces attacks: range 6; make two attacks against the target. These attacks count as non-melee and can be deflected and/or evaded.)
Meesa Clumsy (Allied characters within 6 squares get -2 Attack)
Personal Council (An allied character whose name includes Anakin within 6 squares gets +3 attack)
Precognition (Force 2; the player controlling this character chooses the two characters his opponent activates this turn)
Republic Immediate Reserves 20 (Add 20 points of Republic characters on an initiative roll of 5, 10, 15, or 20)
Return Energy (Force 3; when this character is targeted by a Force power, this character can avoid the effect with a save of 11. The enemy using that Force power suffers the effect instead, save 11)
Strong Will (This character is not affected by Commander Effects. Immune to effects such as Betrayal and Dominate that involve this character getting controlled by the opponent.)
Toughness (Whenever this character takes damage, roll a die. On a result of 11 or higher, the damage this character takes is reduced by 10. On a result of 20, this character can make an immediate attack)
Unpredictable Move (This character is immune to attacks of opportunity)
Battle Coordination (Force 1; choose one non-unique trooper follower in your squad. Until the end of this round that character gains the following commander effect: Non-unique trooper followers within 6 squares gain Cunning attack.)
Cautious (If this character doesn’t attack this round, he gains +4 Defense until the start of next round)
Crucition (Force 1; If this character is hit by a critical hit, take no damage with a save of 11)
Delegation of 2000 (This character may be in a Rebel squad. Characters with Order 66 may not be in this character's squad)
Emerald Sparks (Force 2; usable only on this character's turn; range 6; 20 damage to 1 target and up to 1 character adjacent to that target)
Excellent Reflexes (This character can avoid Attacks of Opportunity with a save of 11)
Force Bellow (Force 1; replaces attacks; 10 damage to all characters within 6 squares)
Force Destruction (Force 2, usable on this character's turn only: This character gains Splash 20 for the next round)
Force Meditation (Replaces turn, this character gains Force 1)
Force Pull 2 (Force 2, replaces attacks: range 6; 20 damage to target; pull target 2 squares towards this character if Huge or smaller)
Force Scream (Force 2; replaces turn; range 6; 40 damage to target, save 11 for 20 damage)
Force Stealth (Force 2, usable only on this character’s turn; if he has cover, non-adjacent enemies cannot target this character for the next 2 rounds)
Force Thrust 3 (Force 3, replaces attacks: range 6; 40 damage to target; save 11 for 20 damage)
Force Water Orb (Force 2; replaces attacks; range 6; 20 damage to target and each adjacent character)
Force Whirlwind 3 (Force 3, replaces attacks: range 6; 30 damage to target and each character adjacent to that target; save 16)
Gene Splicing (Trooper followers use the highest Defense rating of any character within 6 squares)
Give In to Your Anger (When a unique character with a Force rating is defeated, for the rest of the skirmish this character gains Sith Rage and Savage)
Gungan Luck (This character gains +10 Damage against Droids)
Gunship Transport 8 (This character can transport up to 4 Large ally or 8 Small or Medium allies that end their moves adjacent to it. Remove those allies from the battle grid; they move simultaneously with this character as though they had Flight, have cover, and are considered adjacent to it They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round.If this character is defeated, all transported allies are also defeated; save 16)
Impulsive Fighter (If a Unique ally is defeated, this character gains Double Attack)
Impulsive Leap (If a Unique allied character is defeated, this character gains Force Leap for the rest of the skirmish)
Ion Grenades 20 (Replaces attacks; range 6; Target Droid and each adjacent Droid take 20 damage, save 11)
Jedi Council Member (Every time he activates, this character gains Force 1 for each allied character within 6 squares with Jedi Council Member)
Light Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that characters gains Lightsaber Duelist)
Lightsaber Instructor (Choose one allied character with a force rating. That character gains Lightsaber Block.)
Lightsaber Throw 2 (Force 2, replaces attacks: range 6; make two attacks against the target. These attacks count as non-melee and can be deflected and/or evaded.)
Meesa Clumsy (Allied characters within 6 squares get -2 Attack)
Personal Council (An allied character whose name includes Anakin within 6 squares gets +3 attack)
Precognition (Force 2; the player controlling this character chooses the two characters his opponent activates this turn)
Republic Immediate Reserves 20 (Add 20 points of Republic characters on an initiative roll of 5, 10, 15, or 20)
Return Energy (Force 3; when this character is targeted by a Force power, this character can avoid the effect with a save of 11. The enemy using that Force power suffers the effect instead, save 11)
Strong Will (This character is not affected by Commander Effects. Immune to effects such as Betrayal and Dominate that involve this character getting controlled by the opponent.)
Toughness (Whenever this character takes damage, roll a die. On a result of 11 or higher, the damage this character takes is reduced by 10. On a result of 20, this character can make an immediate attack)
Unpredictable Move (This character is immune to attacks of opportunity)