Post by bountyhunter9 on Jun 28, 2009 10:22:41 GMT -5
Here is the complete list of Old Republic minis and their accompanying stats from my second custom set, Scum and Villainy. Feel free to comment on anything you like or dislike, and bring to attention an incomplete or inaccurate ability description, or something that needs a rename, etc.
1. Admiral Forn Dodonna
2. Admiral Carth Onasi
3. Jedi Watchman
4. Revan, Master Tactician
1. Admiral Forn Dodonna
Cost: 21
Hit Points: 50
Defense: 15
Attack: +6
Damage: 10
Special Abilities:
Unique
Recon
Commander Effect:
Non-unique Old Republic followers within 6 squares gain +3 attack and +3 defense.
"Now's our chance! The Sith fleet is in disarray, hit that Star Forge with everything we've got."
2. Admiral Carth Onasi
Cost: 32
Hit Points: 80
Defense: 17
Attack: +10
Damage: 10
Special Abilities:
Unique
Accurate Shot
Old Republic Reserves 20 (If you roll exactly 16 for initiative, you can add up to 20 points of Old Republic characters to your squad immediately before your first activation of the round)
Disruptive (Suppresses enemy commander effects within 6 squares)
Intuition
Commander Effect:
Soldier followers gain Squad Cover.
"I'm not a warrior, I'm a soldier. Warriors attack and conquer, they prey on the weak. Soldiers defend and protect the innocent - usually from warriors"
3. Jedi Watchman
Cost: 28
Hit Points: 70
Defense: 19
Attack: +9
Damage: 10
Special Abilities:
Twin Attack (Whenever this character attacks, he may make one extra attack against the same target)
Lightsaber (+10 damage against adjacent enemies)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares away when choosing targets)
It's A Trap! (Enemy characters with Stealth within 6 squares lose Stealth)
Force Powers:
Force 4
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Jedi Watchman were experienced Jedi who were chosen to watch over a specific planet or system, and influence their events to the favour of the Jedi Council.
4. Revan, Master Tactician
Cost: 58
Hit Points: 140
Defense: 21
Attack: +14
Damage: 20
Special Abilities:
Unique
Melee Attack (Can only attack adjacent enemies)
Double Attack (This character can make two extra attacks on his turn instead of moving)
Master Tactician (You automatically choose who goes first except on a roll of 1)
Old Republic Conscription (All characters in your squad are considered Old Republic for the rest of the skirmish)
Strategist (Once per round, you may choose to increase or decrease the number of characters you activate in a phase by 1)
Force Powers:
Force 2
Force Renewal 1 (This character gains Force 1 each time he activates)
Master of the Force 3 (May spend Force points up to 3 times in a single turn)
Force Alter (Force 1: range 6; Any one enemy rerolls its last attack)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Commander Effect:
Allies gain Cunning Attack. Once per round, after initiative is determined, one ally can immediately move up to its Speed before any other character activates.
"His strategies and tactics defeated the best of us. Even Mandalore himself was taken aback by the ferocity of his attacks, the tenacity of his defenses and the subtlety of his plans."
1. Admiral Forn Dodonna
2. Admiral Carth Onasi
3. Jedi Watchman
4. Revan, Master Tactician
1. Admiral Forn Dodonna
Cost: 21
Hit Points: 50
Defense: 15
Attack: +6
Damage: 10
Special Abilities:
Unique
Recon
Commander Effect:
Non-unique Old Republic followers within 6 squares gain +3 attack and +3 defense.
"Now's our chance! The Sith fleet is in disarray, hit that Star Forge with everything we've got."
2. Admiral Carth Onasi
Cost: 32
Hit Points: 80
Defense: 17
Attack: +10
Damage: 10
Special Abilities:
Unique
Accurate Shot
Old Republic Reserves 20 (If you roll exactly 16 for initiative, you can add up to 20 points of Old Republic characters to your squad immediately before your first activation of the round)
Disruptive (Suppresses enemy commander effects within 6 squares)
Intuition
Commander Effect:
Soldier followers gain Squad Cover.
"I'm not a warrior, I'm a soldier. Warriors attack and conquer, they prey on the weak. Soldiers defend and protect the innocent - usually from warriors"
3. Jedi Watchman
Cost: 28
Hit Points: 70
Defense: 19
Attack: +9
Damage: 10
Special Abilities:
Twin Attack (Whenever this character attacks, he may make one extra attack against the same target)
Lightsaber (+10 damage against adjacent enemies)
Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares away when choosing targets)
It's A Trap! (Enemy characters with Stealth within 6 squares lose Stealth)
Force Powers:
Force 4
Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Jedi Watchman were experienced Jedi who were chosen to watch over a specific planet or system, and influence their events to the favour of the Jedi Council.
4. Revan, Master Tactician
Cost: 58
Hit Points: 140
Defense: 21
Attack: +14
Damage: 20
Special Abilities:
Unique
Melee Attack (Can only attack adjacent enemies)
Double Attack (This character can make two extra attacks on his turn instead of moving)
Master Tactician (You automatically choose who goes first except on a roll of 1)
Old Republic Conscription (All characters in your squad are considered Old Republic for the rest of the skirmish)
Strategist (Once per round, you may choose to increase or decrease the number of characters you activate in a phase by 1)
Force Powers:
Force 2
Force Renewal 1 (This character gains Force 1 each time he activates)
Master of the Force 3 (May spend Force points up to 3 times in a single turn)
Force Alter (Force 1: range 6; Any one enemy rerolls its last attack)
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Commander Effect:
Allies gain Cunning Attack. Once per round, after initiative is determined, one ally can immediately move up to its Speed before any other character activates.
"His strategies and tactics defeated the best of us. Even Mandalore himself was taken aback by the ferocity of his attacks, the tenacity of his defenses and the subtlety of his plans."