Post by sharrakor on Jan 9, 2009 5:11:44 GMT -5
Soldier of the Old Republic: (Counts as a character named Old Republic Soldier)
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)
Impulsive Deadeye: (If a Unique allied character is defeated, for the remainder of the skirmish this character has Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage])
Serum: (living allies are not affected by special abilities whose name contains “Poison”; this effect continues even if this character is defeated)
Advantageous Stealth: (If this character has cover, he can't be targeted by an enemy with Accurate Shot unless the enemy is within 6 squares of this character.)
Security: (At the end of this character's turn, open or close an adjacent door previously opened or closed by Override. The Override ability cannot be used to change the state of this door again while this character is adjacent.)
Stealth Field Generator: (Counts as Stealth. If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets, does not provoke attacks of opportunity and cannot be targeted by an enemy with Accurate Shot farther than 6 squares away unless she is the closest character in cover.)
Old Republic Reinforcements 20: (During setup, after seeing your opponent's squad, you can add up to 20 points of Old Republic characters to your squad)
Old Republic Reserves 20: (If you roll a 20 for initiative, you can add up to 20 points of Republic characters to your squad immediately before your first activation of the round)
Fire Resistance: (This character is not affected by the Flamethrower special ability)
Old Republic Bodyguard: (If an adjacent allied Old Republic character would take damage from an attack, this character may take the damage instead)
Lightsaber Instructor: (At the start of the skirmish, choose one allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist)
Arrogance: (This character does not benefit from commander effects)
Ataru-Style Fighting: (At the start of the Skirmish, choose an enemy character. For the rest of the skirmish, whenever you are adjacent to that character you gain +4 attack)
Juyo-Style fighting: (Scores a critical on a roll of natural 19 or 20, and does triple damage)
Shien-Style Fighting: (+2 Defense against non melee attacks)
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)
Impulsive Deadeye: (If a Unique allied character is defeated, for the remainder of the skirmish this character has Deadeye [On this character's turn, if he doesn't move, he gets +10 Damage])
Serum: (living allies are not affected by special abilities whose name contains “Poison”; this effect continues even if this character is defeated)
Advantageous Stealth: (If this character has cover, he can't be targeted by an enemy with Accurate Shot unless the enemy is within 6 squares of this character.)
Security: (At the end of this character's turn, open or close an adjacent door previously opened or closed by Override. The Override ability cannot be used to change the state of this door again while this character is adjacent.)
Stealth Field Generator: (Counts as Stealth. If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets, does not provoke attacks of opportunity and cannot be targeted by an enemy with Accurate Shot farther than 6 squares away unless she is the closest character in cover.)
Old Republic Reinforcements 20: (During setup, after seeing your opponent's squad, you can add up to 20 points of Old Republic characters to your squad)
Old Republic Reserves 20: (If you roll a 20 for initiative, you can add up to 20 points of Republic characters to your squad immediately before your first activation of the round)
Fire Resistance: (This character is not affected by the Flamethrower special ability)
Old Republic Bodyguard: (If an adjacent allied Old Republic character would take damage from an attack, this character may take the damage instead)
Lightsaber Instructor: (At the start of the skirmish, choose one allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist)
Arrogance: (This character does not benefit from commander effects)
Ataru-Style Fighting: (At the start of the Skirmish, choose an enemy character. For the rest of the skirmish, whenever you are adjacent to that character you gain +4 attack)
Juyo-Style fighting: (Scores a critical on a roll of natural 19 or 20, and does triple damage)
Shien-Style Fighting: (+2 Defense against non melee attacks)