Post by sharrakor on Jan 9, 2009 4:57:04 GMT -5
Hunter: (+4 attack and +10 damage against enemies with Savage)
Killer Instinct: (+4 attack against wounded, adjacent opponents
Natural Chemistry: (+2 Attack and +2 defense when on the same squad as a character named X)
YOU WILL KILL LUKE SKYWALKER: (If a character whose name includes Luke Skywalker is on the opposing squad, this character must target that character if possible)
Master Mechanic: (Replaces attack: touch; remove 40 damage from a Droid character; save 11)
Rival: (+4 attack and +10 Damage against X)
Bad Motivator: (Whenever this character activates, make 2 saves, each needing 11. This character takes 10 damage for each failed save)
Vibroblade +X: (+X attack against adjacent enemies)
Last of the Jedi: (This character may not be in a squad with a force user that doesn’t have the Last of the Jedi ability or any character with the Order 66 ability)
Lightsaber Stance III: Soresu (When this character is attacked by an adjacent enemy, make an immediate dice roll. If the result is between:
1-10: No effect.
11-14: The enemy misses the attack
15-18: This character may take an immediate attack
19-20: The enemy misses the attack and cannot move this turn)
Safety in Numbers: (+2 defense when a Y is within 6 squares)
Chiss Never Strike First: (Before rolling for initiative, you may choose not to roll, and immediately go last. If you do, all allied Chiss get +2 Defense for this round)
Expert Tactician: (Add +1 to all initiative rolls. This ability does not stack with itself)
Master's Pet: (When in the same squad as 8T88 this character loses savage and gains Protective +20 (8T88). Ignore this ability if 8T88 is defeated)
Personal Vendetta: (Cannot be in a squad with X)
Journeyman Protector: (+2 defense against Unique enemies)
Vambraces: (When this character is hit by a melee attack, he can avoid the damage with a save 16. You must decide whether to use this ability immediately after this attack hits)
Death Watch: (Counts as a character whose name contains Death Watch)
Mistaken Identity: (Also Counts as X)
Brutality: (This character scores a critical on an attack roll of 15 or more on wounded, adjacent enemies)
Poison Blade: (Apply Poison +10 and Paralysis on a roll of natural 20 against adjacent living enemies)
Revenge: (If an enemy defeats a Unique character on this characters squad, X gets +4 attack against this enemy character and enemy characters with the same name. This ability does not stack with itself)
Let The Wookie Win: (After initiative is determined, if your squad doesn't activate first, this character may make an immediate attack against an adjacent enemy at +4 attack)
Echani Training: (This character's attacks against adjacent living enemies cannot be prevented or redirected)
Bantha Poodoo!: (This character gets +4 Attack against any enemy with a cost of X or lower)
Throw X: (Replaces turn; range 5: target character is moved to X squares away from this character and takes 30 damage; save 11 for 10 damage)
Horde X: (At the start of each round before the first activation, add X Z to your squad in your setup area if you have at least Y other Z in play)
Weak Spirit: (This character always fails saves and cannot reroll attacks)
Concussion Blast X: (Replaces attacks; range 6: X damage to target, and Y damage to each character adjacent to the target; save 11)
Wookiee Hunter: (+4 attack and +10 damage against Wookiee enemies)
Duelist: (+4 defense when being attacked by adjacent enemies)
Disruption Cell: (Ignore Shields when attacking)
Re-animation Serum: (If this character is defeated, it may return to its starting area with a save of 16)
Fast Talk: (Usable only on this character's turn: range 2; target living enemy is considered activated this round; save 11)
Gang +X: (+X Attack against a target for each other ally with the Y special ability within 6 squares of that target)
Gangleader: (Non-unique Fringe followers that cost as much or less than this character gain X)
Flametorch 20: (replaces attacks; 20 damage to one adjacent enemy)
Mobility: (+3 Defense against attacks of opportunity)
Energize: (replaces attacks; sight; wounded ally gains 10 HP. Usable only once on each ally)
Clumsy: (Every round make a save of 11, if failed, this character cannot be activated)
Glitch: (On a roll of 1, this droid cannot be activated this turn, save 16)
Killer Instinct: (+4 attack against wounded, adjacent opponents
Natural Chemistry: (+2 Attack and +2 defense when on the same squad as a character named X)
YOU WILL KILL LUKE SKYWALKER: (If a character whose name includes Luke Skywalker is on the opposing squad, this character must target that character if possible)
Master Mechanic: (Replaces attack: touch; remove 40 damage from a Droid character; save 11)
Rival: (+4 attack and +10 Damage against X)
Bad Motivator: (Whenever this character activates, make 2 saves, each needing 11. This character takes 10 damage for each failed save)
Vibroblade +X: (+X attack against adjacent enemies)
Last of the Jedi: (This character may not be in a squad with a force user that doesn’t have the Last of the Jedi ability or any character with the Order 66 ability)
Lightsaber Stance III: Soresu (When this character is attacked by an adjacent enemy, make an immediate dice roll. If the result is between:
1-10: No effect.
11-14: The enemy misses the attack
15-18: This character may take an immediate attack
19-20: The enemy misses the attack and cannot move this turn)
Safety in Numbers: (+2 defense when a Y is within 6 squares)
Chiss Never Strike First: (Before rolling for initiative, you may choose not to roll, and immediately go last. If you do, all allied Chiss get +2 Defense for this round)
Expert Tactician: (Add +1 to all initiative rolls. This ability does not stack with itself)
Master's Pet: (When in the same squad as 8T88 this character loses savage and gains Protective +20 (8T88). Ignore this ability if 8T88 is defeated)
Personal Vendetta: (Cannot be in a squad with X)
Journeyman Protector: (+2 defense against Unique enemies)
Vambraces: (When this character is hit by a melee attack, he can avoid the damage with a save 16. You must decide whether to use this ability immediately after this attack hits)
Death Watch: (Counts as a character whose name contains Death Watch)
Mistaken Identity: (Also Counts as X)
Brutality: (This character scores a critical on an attack roll of 15 or more on wounded, adjacent enemies)
Poison Blade: (Apply Poison +10 and Paralysis on a roll of natural 20 against adjacent living enemies)
Revenge: (If an enemy defeats a Unique character on this characters squad, X gets +4 attack against this enemy character and enemy characters with the same name. This ability does not stack with itself)
Let The Wookie Win: (After initiative is determined, if your squad doesn't activate first, this character may make an immediate attack against an adjacent enemy at +4 attack)
Echani Training: (This character's attacks against adjacent living enemies cannot be prevented or redirected)
Bantha Poodoo!: (This character gets +4 Attack against any enemy with a cost of X or lower)
Throw X: (Replaces turn; range 5: target character is moved to X squares away from this character and takes 30 damage; save 11 for 10 damage)
Horde X: (At the start of each round before the first activation, add X Z to your squad in your setup area if you have at least Y other Z in play)
Weak Spirit: (This character always fails saves and cannot reroll attacks)
Concussion Blast X: (Replaces attacks; range 6: X damage to target, and Y damage to each character adjacent to the target; save 11)
Wookiee Hunter: (+4 attack and +10 damage against Wookiee enemies)
Duelist: (+4 defense when being attacked by adjacent enemies)
Disruption Cell: (Ignore Shields when attacking)
Re-animation Serum: (If this character is defeated, it may return to its starting area with a save of 16)
Fast Talk: (Usable only on this character's turn: range 2; target living enemy is considered activated this round; save 11)
Gang +X: (+X Attack against a target for each other ally with the Y special ability within 6 squares of that target)
Gangleader: (Non-unique Fringe followers that cost as much or less than this character gain X)
Flametorch 20: (replaces attacks; 20 damage to one adjacent enemy)
Mobility: (+3 Defense against attacks of opportunity)
Energize: (replaces attacks; sight; wounded ally gains 10 HP. Usable only once on each ally)
Clumsy: (Every round make a save of 11, if failed, this character cannot be activated)
Glitch: (On a roll of 1, this droid cannot be activated this turn, save 16)