Post by bountyhunter9 on Aug 10, 2009 20:28:10 GMT -5
Here is the complete list of Republic minis and their accompanying stats from my new custom set, Rule of Two. 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. Impulsive Jedi Knight
2. Impulsive Jedi Master
3. An'ya Koru
4. Yaddle
1. Impulsive Jedi Knight
Cost: 16
Hit Points: 40
Defense: 17
Attack: +8
Damage: 20
Special Abilities:
Melee Attack (can attack only adjacent enemies)
Impulsive Sweep (if a Unique allied character is defeated, this character can immediately attack each adjacent enemy once)
Affinity (may be in an Old Republic squad)
Force Powers:
Force 2
Lightsaber Deflect (Force 1: when hit by a nonmelee attack, this character takes no damage with a save of 11)
Knight Speed (Force 1: this character can move 4 extra squares on his turn as part of his move)
2. Impulsive Jedi Master
Cost: 24
Hit Points: 70
Defense: 19
Attack: +10
Damage: 20
Special Abilities:
Melee Attack (can attack only adjacent enemies)
Twin Attack (whenever this character attacks, he can make one extra attack against the same target)
Impulsive Sweep (if a Unique allied character is defeated, this character can immediately attack each adjacent enemy once)
Affinity (may be in an Old Republic squad)
Force Powers:
Force 4
Force Push 1 (Force 1, replaces attacks: range 6; 10 damage, push back target 1 squares if Huge or smaller)
Lightsaber Defense (Force 1: when hit by an attack, this character takes no damage with a save of 11)
Master Speed (Force 1: this character can move 6 extra squares on his turn as part of his move)
3. An'ya Koru
Cost: 34
Hit Points: 110
Defense: 19
Attack: +13
Damage: 20
Special Abilities:
Unique (counts as The Dark Woman)
Melee Attack
Twin Attack
Mobile Attack
Force Powers:
Force 1
Force Renewal 1
Force Cloak
Force Phase (Force 1: this turn, this character can move through walls)
Force Push 2
4. Yaddle
Cost: 25
Hit Points: 90
Defense: 18
Attack: +10
Damage: 20
Special Abilities:
Unique
Melee Attack
Light Tutor
Force Powers:
Force 5
Morichro (Force 1, replaces attacks: range 6; target living enemy is considered activated this round, save 16)
Lightsaber Deflect
Force Heal 20
1. Impulsive Jedi Knight
2. Impulsive Jedi Master
3. An'ya Koru
4. Yaddle
1. Impulsive Jedi Knight
Cost: 16
Hit Points: 40
Defense: 17
Attack: +8
Damage: 20
Special Abilities:
Melee Attack (can attack only adjacent enemies)
Impulsive Sweep (if a Unique allied character is defeated, this character can immediately attack each adjacent enemy once)
Affinity (may be in an Old Republic squad)
Force Powers:
Force 2
Lightsaber Deflect (Force 1: when hit by a nonmelee attack, this character takes no damage with a save of 11)
Knight Speed (Force 1: this character can move 4 extra squares on his turn as part of his move)
2. Impulsive Jedi Master
Cost: 24
Hit Points: 70
Defense: 19
Attack: +10
Damage: 20
Special Abilities:
Melee Attack (can attack only adjacent enemies)
Twin Attack (whenever this character attacks, he can make one extra attack against the same target)
Impulsive Sweep (if a Unique allied character is defeated, this character can immediately attack each adjacent enemy once)
Affinity (may be in an Old Republic squad)
Force Powers:
Force 4
Force Push 1 (Force 1, replaces attacks: range 6; 10 damage, push back target 1 squares if Huge or smaller)
Lightsaber Defense (Force 1: when hit by an attack, this character takes no damage with a save of 11)
Master Speed (Force 1: this character can move 6 extra squares on his turn as part of his move)
3. An'ya Koru
Cost: 34
Hit Points: 110
Defense: 19
Attack: +13
Damage: 20
Special Abilities:
Unique (counts as The Dark Woman)
Melee Attack
Twin Attack
Mobile Attack
Force Powers:
Force 1
Force Renewal 1
Force Cloak
Force Phase (Force 1: this turn, this character can move through walls)
Force Push 2
4. Yaddle
Cost: 25
Hit Points: 90
Defense: 18
Attack: +10
Damage: 20
Special Abilities:
Unique
Melee Attack
Light Tutor
Force Powers:
Force 5
Morichro (Force 1, replaces attacks: range 6; target living enemy is considered activated this round, save 16)
Lightsaber Deflect
Force Heal 20