Post by bountyhunter9 on May 28, 2009 15:42:27 GMT -5
Here is the complete list of the Imperial minis and their accompanying stats from my custom set, Dark Side Rising. Feel free to comment on anthing you like and dislike, and point out anything that needs a rename, or an incomplete ability description, etc.
1. Darth Vader, Imperial Executioner
2. Darth Sidious, Legacy of the Dark Side
3. Imperial Shadow Guard
4. Grand Admiral Thrawn, Imperial Commander **
5. Grand Admiral Thrawn, Master Tactician
6. Storm Commando Strike Leader
7. Elite Storm Commando
8. Stormtrooper Sergeant
1. Darth Vader, Imperial Executioner
Cost: 66
Hit Points: 140
Defense: 23
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack (Can only attack adjacent enemies)
Double Attack (On his turn, this character can make one extra attack instead of moving)
Lightsaber Duelist (+4 defense against adjacent enemies with a Force rating)
Dark Armor (Whenever this character takes damage, reduce the damage by 10 with a save of 11; attacks with lightsabers ignore this special ability)
Force Powers:
Force 2
Master Force Renewal (When this character activates, he gains Force 1 and makes a save of 11; on a success he gains another Force point)
Force Grip 5 (Force 5, replaces attack: sight; 50 damage)
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 Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage (Force 1: +10 damage on all attacks this turn)
Commander Effect:
Trooper followers within 6 squares get +6 attack and -2 defense.
2. Darth Sidious, Legacy of the Dark Side
Cost: 74
Hit Points: 130
Defense: 20
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack (Can only attack adjacent enemies)
Triple Attack (On his turn, this character can make two extra attacks instead of moving)
Jedi Hunter (+4 attack and +10 damage against enemies with a Force rating)
Betrayal (On an attack roll of a natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Dread Wrath (Enemy characters within 6 squares take a -4 penalty on all saves)
Force Powers:
Force 2
Force Renewal 2 (This character gains Force 2 each time he activates)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and each character adjacent to that target)
Sith Lightning Storm (Force 3, replaces turn: All characters within 6 sqaures take 30 damage, save 11 for 10 damage; Huge or smaller characters are considered activated this round, save 11)
Sith Lightning Strike (Force 4, replaces turn: sight; target and each adjacent character take 50 damage, save 11 for 20 damage; Huge or smaller characters are considered activated this round, save 11)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
3. Imperial Shadow Guard
Cost: 27
Hit Points: 80
Defense: 18
Attack: +8
Damage: 20
Special Abilities:
Melee Attack (Can only attack adjacent enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Jedi Hunter (+4 attack and +10 damage against enemies with a Force rating)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Force Powers:
Force 3
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and each character adjacent to that target)
Lightsaber Block (Force 1: When hit by a melee attack, take no damage with a save of 11)
4. Grand Admiral Thrawn, Imperial Commander **
Cost: 38
Hit Points: 80
Defense: 18
Attack: +11
Damage: 10
Special Abilities:
Unique
Tactical Genius (You may roll twice for initiative, choosing either result)
Imperial Reserves 30 (If you roll exactly 6 for initiative, you can add up to 30 points of non-Unique Imperial characters to your squad immediately before your first activation of the round)
Strategist (Once per round, you may choose to increase or decrease the number of characters you activate in a phase by 1)
Commander Effect:
Whenever an ally damages an enemy, that character may immediately move up to 2 squares; this move does not prevent the use of extra attacks and does not provoke attacks of opportunity. At the end of this character's turn, 2 allies within 6 squares of this character who are the same size may switch positions.
5. Grand Admiral Thrawn, Master Tactician
Cost: 39
Hit Points: 60
Defense: 17
Attack: +0
Damage: 0
Special Abilities:
Unique
Master Tactician (You automatically win initiative except on a roll of 1)
Commander Effect:
Trooper followers within 6 squares get +4 attack and +4 defense and gain Twin Attack [Whenever this character attacks, it makes 1 extra attack against the same target].
6. Storm Commando Strike Leader
Cost: 25
Hit Points: 50
Defense: 18
Attack: +7
Damage: 20
Special Abilities:
Twin Attack (Whenever this character attacks, he makes one extra attack against the same target)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and each character adjacent to that target, save 11)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Stealth (If this character as cover, he does not count as the nearest enemy for an attacker farther than 6 squares away when choosing targets)
Commander Effect:
Commandos in your squad with Stealth and who have cover cannot be targeted by nonadjacent enemies. Followers whose name contains Storm Commando gain Jolt.
7. Elite Storm Commando
Cost: 24
Hit Points: 50
Defense: 18
Attack: +8
Damage: 10
Special Abilities:
Twin Attack (Whenever this character attacks, he makes one extra attack against the same target)
Cunning Attack +20 (+4 attack and +20 damage against an enemy who hasn't activated this round)
Mobile Attack (Can move both before and after attacking)
Grenades 20 (Replaces attack: range 6; 20 damage to target and each character adjacent to that target, save 11)
Hacking (At the end of this character's turn, this character can designate one adjacent door as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares away when choosing targets)
8. Stormtrooper Sergeant
Cost: 13
Hit Points: 30
Defense: 18
Attack: +8
Damage: 10
Special Abilities:
Double Attack (On his turn, this character can make one extra attack instead of moving)
Commander Effect:
Followers whose name contains Stormtrooper gain Squad Assault [+4 Attack while 3 allies with the same name as this character are within 6 squares].
* = This character has been finalized in Stat Creation.
** = This character is currently in Stat Creation.
1. Darth Vader, Imperial Executioner
2. Darth Sidious, Legacy of the Dark Side
3. Imperial Shadow Guard
4. Grand Admiral Thrawn, Imperial Commander **
5. Grand Admiral Thrawn, Master Tactician
6. Storm Commando Strike Leader
7. Elite Storm Commando
8. Stormtrooper Sergeant
1. Darth Vader, Imperial Executioner
Cost: 66
Hit Points: 140
Defense: 23
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack (Can only attack adjacent enemies)
Double Attack (On his turn, this character can make one extra attack instead of moving)
Lightsaber Duelist (+4 defense against adjacent enemies with a Force rating)
Dark Armor (Whenever this character takes damage, reduce the damage by 10 with a save of 11; attacks with lightsabers ignore this special ability)
Force Powers:
Force 2
Master Force Renewal (When this character activates, he gains Force 1 and makes a save of 11; on a success he gains another Force point)
Force Grip 5 (Force 5, replaces attack: sight; 50 damage)
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 Assault (Force 1, replaces attacks: Make 2 attacks)
Sith Rage (Force 1: +10 damage on all attacks this turn)
Commander Effect:
Trooper followers within 6 squares get +6 attack and -2 defense.
2. Darth Sidious, Legacy of the Dark Side
Cost: 74
Hit Points: 130
Defense: 20
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack (Can only attack adjacent enemies)
Triple Attack (On his turn, this character can make two extra attacks instead of moving)
Jedi Hunter (+4 attack and +10 damage against enemies with a Force rating)
Betrayal (On an attack roll of a natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Dread Wrath (Enemy characters within 6 squares take a -4 penalty on all saves)
Force Powers:
Force 2
Force Renewal 2 (This character gains Force 2 each time he activates)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and each character adjacent to that target)
Sith Lightning Storm (Force 3, replaces turn: All characters within 6 sqaures take 30 damage, save 11 for 10 damage; Huge or smaller characters are considered activated this round, save 11)
Sith Lightning Strike (Force 4, replaces turn: sight; target and each adjacent character take 50 damage, save 11 for 20 damage; Huge or smaller characters are considered activated this round, save 11)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
3. Imperial Shadow Guard
Cost: 27
Hit Points: 80
Defense: 18
Attack: +8
Damage: 20
Special Abilities:
Melee Attack (Can only attack adjacent enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Jedi Hunter (+4 attack and +10 damage against enemies with a Force rating)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Force Powers:
Force 3
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and each character adjacent to that target)
Lightsaber Block (Force 1: When hit by a melee attack, take no damage with a save of 11)
4. Grand Admiral Thrawn, Imperial Commander **
Cost: 38
Hit Points: 80
Defense: 18
Attack: +11
Damage: 10
Special Abilities:
Unique
Tactical Genius (You may roll twice for initiative, choosing either result)
Imperial Reserves 30 (If you roll exactly 6 for initiative, you can add up to 30 points of non-Unique Imperial characters to your squad immediately before your first activation of the round)
Strategist (Once per round, you may choose to increase or decrease the number of characters you activate in a phase by 1)
Commander Effect:
Whenever an ally damages an enemy, that character may immediately move up to 2 squares; this move does not prevent the use of extra attacks and does not provoke attacks of opportunity. At the end of this character's turn, 2 allies within 6 squares of this character who are the same size may switch positions.
5. Grand Admiral Thrawn, Master Tactician
Cost: 39
Hit Points: 60
Defense: 17
Attack: +0
Damage: 0
Special Abilities:
Unique
Master Tactician (You automatically win initiative except on a roll of 1)
Commander Effect:
Trooper followers within 6 squares get +4 attack and +4 defense and gain Twin Attack [Whenever this character attacks, it makes 1 extra attack against the same target].
6. Storm Commando Strike Leader
Cost: 25
Hit Points: 50
Defense: 18
Attack: +7
Damage: 20
Special Abilities:
Twin Attack (Whenever this character attacks, he makes one extra attack against the same target)
Grenades 20 (Replaces attacks: range 6; 20 damage to target and each character adjacent to that target, save 11)
Jolt (An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
Stealth (If this character as cover, he does not count as the nearest enemy for an attacker farther than 6 squares away when choosing targets)
Commander Effect:
Commandos in your squad with Stealth and who have cover cannot be targeted by nonadjacent enemies. Followers whose name contains Storm Commando gain Jolt.
7. Elite Storm Commando
Cost: 24
Hit Points: 50
Defense: 18
Attack: +8
Damage: 10
Special Abilities:
Twin Attack (Whenever this character attacks, he makes one extra attack against the same target)
Cunning Attack +20 (+4 attack and +20 damage against an enemy who hasn't activated this round)
Mobile Attack (Can move both before and after attacking)
Grenades 20 (Replaces attack: range 6; 20 damage to target and each character adjacent to that target, save 11)
Hacking (At the end of this character's turn, this character can designate one adjacent door as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares away when choosing targets)
8. Stormtrooper Sergeant
Cost: 13
Hit Points: 30
Defense: 18
Attack: +8
Damage: 10
Special Abilities:
Double Attack (On his turn, this character can make one extra attack instead of moving)
Commander Effect:
Followers whose name contains Stormtrooper gain Squad Assault [+4 Attack while 3 allies with the same name as this character are within 6 squares].
* = This character has been finalized in Stat Creation.
** = This character is currently in Stat Creation.