Post by bountyhunter9 on Sept 2, 2009 9:53:55 GMT -5
Here is the complete list of Imperial minis and their accompanying stats from my new custom set, Vader's Fist. 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. Daine Jir
2. 501st Stormtrooper
3. Darth Vader, Leader of the 501st
4. 501st Scout Trooper
5. 501st Stormtrooper Officer
6. 501st Heavy Trooper
7. 501st Engineer
8. 501st Elite Trooper
9. 501st Dark Trooper
10. Raith Sienar
11. Retired 501st Trooper
12. 501st Grenadier
13. 501st Gunnery Officer
14. 501st Armor Officer
15. Bow, 501st Officer
16. 501st Pilot
17. 501st Marine
18. Stormtrooper Recruitment Officer
19. Emperor Palpatine, Sith Master
1. Daine Jir
Cost: 11
Hit Points: 30
Defense: 16
Attack: +4
Damage: 10
Special Abilities:
Unique
Defiant (+4 attack and +10 damage against enemy commanders)
Commander Effect:
Trooper followers can move 2 extra squares on their turn as part of their move.
2. 501st Stormtrooper
Cost: 9
Hit Points: 30
Defense: 17
Attack: +6
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Double Attack
Squad Assault
3. Darth Vader, Leader of the 501st
Cost: 59
Hit Points: 140
Defense: 23
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack
Double Attack
Djem So Style Mastery
Dark Armor
Force Powers:
Force 5
Force Grip 1
Lightsaber Precision
Lightsaber Sweep
Commander Effect:
Followers with 501st Legion gain Cunning Attack.
4. 501st Scout Trooper
Cost: 13
Hit Points: 20
Defense: 12
Attack: +8
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Accurate Shot
Advantageous Cover
Wall Climber
Stealth
5. 501st Stormtrooper Officer
Cost: 14
Hit Points: 30
Defense: 18
Attack: +9
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Double Attack
Commander Effect:
Trooper followers within 6 squares with 501st Legion gain Careful Shot +4.
6. 501st Heavy Trooper
Cost: 17
Hit Points: 40
Defense: 15
Attack: +6
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Squad Firepower
Splash 10
Missiles 30
Speed 4
Affinity (This character may be in a Republic squad)
7. 501st Engineer
Cost: 12
Hit Points: 20
Defense: 14
Attack: +5
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Shotgun (+10 damage agaisnt enemies within 6 squares)
Shrapnel (An enemy damaged by this character takes 10 damage the next time it activates; save 11)
Industrial Repair 10
Satchel Charge
Affinity (This character may be in a Republic squad)
8. 501st Elite Trooper
Cost: 21
Hit Points: 50
Defense: 18
Attack: +9
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Double Attack
Accurate Shot
Grenades 10
Persistence (Whenever this character has 20 HP or greater and would be defeated, make a save of 11. On a success, this character has 10 HP instead of being defeated)
Affinity (This character may be in a Republic squad)
9. 501st Dark Trooper
Cost: 14
Hit Points: 20
Defense: 18
Attack: +7
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Splash 20
Jump Pack (Replaces turn: May move up to 18 squares in one direction; this move ignores difficult terrain, enemy characters, low objects, and pits, but this character must end its move in a legal space)
10. Raith Sienar
Cost: 33
Hit Points: 40
Defense: 15
Attack: +3
Damage: 10
Special Abilities:
Unique
Enhanced Vehicle Systems (Allied characters within 6 squares with Mounted Weapon gain +2 attack, +2 defense, and +10 damage)
Self-Repair Upgrade (Allies with Mounted Weapon gain Self-Repair 30 [When this character activates, remove 30 points of damage from it])
Twin Ion Engine Technology (Allies with Flight gain Accelerate)
Rapport (Characters with Mounted Weapon cost 5 points less when included in a squad with this character)
11. Retired 501st Trooper
Cost: 29
Hit Points: 60
Defense: 18
Attack: +9
Damage: 20
Special Abilities:
Unique
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Twin Attack
Accurate Shot
Mobile Attack
Stealth
Avoid Defeat
12. 501st Grenadier
Cost: 11
Hit Points: 20
Defense: 14
Attack: +4
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Mobile Attack (This character can move both before and after attacking)
Thermal Detonator 20 (Replaces attacks: range 6; 20 damage to target and each character adjacent to that target; save 11; push back damaged characters 2 squares)
Affinity (This character may be in a Republic squad)
13. 501st Gunnery Officer
Cost: 18
Hit Points: 40
Defense: 15
Attack: +9
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Accurate Shot
501st Fire Support (Allies with 501st Legion who combine fire with an ally with 501st Legion grant +6 attack instead of +4)
Commander Effect:
Trooper followers with 501st Legion within 6 squares gain Advantageous Attack.
14. 501st Armor Officer
Cost: 22
Hit Points: 40
Defense: 19
Attack: +5
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Evade
501st Armor Upgrade (Allied characters with 501st Legion within 6 squares gain +1 defense)
Commander Effect:
Trooper followers with 501st Legion within 6 squares gain Mobile Attack.
15. Bow, 501st Officer
Cost: 23
Hit Points: 60
Defense: 16
Attack: +10
Damage: 20
Special Abilities:
Unique
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Jedi Hunter
Commander Effect:
At the end of this character's turn, 2 Medium allies with 501st Legion within 6 squares of this character may switch positions.
16. 501st Pilot
Cost: 9
Hit Points: 10
Defense: 15
Attack: +6
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Pilot
Twin Attack
Sniper
Affinity (This character may be in a Republic squad)
17. 501st Marine
Cost: 16
Hit Points: 40
Defense: 17
Attack: +7
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique character without 501st Legion)
Pilot
Missiles 20
Penetration 20
Affinity (This character may be in a Republic squad)
18. Stormtrooper Recruitment Officer
Cost: 32
Hit Points: 40
Defense: 17
Attack: +7
Damage: 20
Special Abilities:
Immediate Stormtrooper Reserves 20 (If you roll exactly 5, 10, 15, or 20 for initiative, you may add up to 20 points of characters named Stormtrooper to your squad, adjacent to this character, immediately before your first activation in the round)
Commander Effect:
At the end of this character's turn, one adjacent ally named Stormtrooper may make an immediate attack at +4 attack and +10 damage.
19. Emperor Palpatine, Sith Master
Cost: 56
Hit Points: 130
Defene: 20
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack
Triple Attack
Vicious Attack
Force Powers:
Force 2
Force Renewal 1
Force Grip 1
Force Flight (Force 1, replaces turn: for the remainder of the skirmish, this character has Flight)
Ground Shock (Force 3, replaces turn: All other characters within 3 squares take 30 damage and are considered activated this round, save 11; push back Huge or smaller characters to 6 squares from this character)
Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage to target enemy)
Commander Effect:
Non-unique followers within 6 squares score critical hits on attack rolls of natural 19 or 20 and deal triple damage instead of double on a critical hit.
1. Daine Jir
2. 501st Stormtrooper
3. Darth Vader, Leader of the 501st
4. 501st Scout Trooper
5. 501st Stormtrooper Officer
6. 501st Heavy Trooper
7. 501st Engineer
8. 501st Elite Trooper
9. 501st Dark Trooper
10. Raith Sienar
11. Retired 501st Trooper
12. 501st Grenadier
13. 501st Gunnery Officer
14. 501st Armor Officer
15. Bow, 501st Officer
16. 501st Pilot
17. 501st Marine
18. Stormtrooper Recruitment Officer
19. Emperor Palpatine, Sith Master
1. Daine Jir
Cost: 11
Hit Points: 30
Defense: 16
Attack: +4
Damage: 10
Special Abilities:
Unique
Defiant (+4 attack and +10 damage against enemy commanders)
Commander Effect:
Trooper followers can move 2 extra squares on their turn as part of their move.
2. 501st Stormtrooper
Cost: 9
Hit Points: 30
Defense: 17
Attack: +6
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Double Attack
Squad Assault
3. Darth Vader, Leader of the 501st
Cost: 59
Hit Points: 140
Defense: 23
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack
Double Attack
Djem So Style Mastery
Dark Armor
Force Powers:
Force 5
Force Grip 1
Lightsaber Precision
Lightsaber Sweep
Commander Effect:
Followers with 501st Legion gain Cunning Attack.
4. 501st Scout Trooper
Cost: 13
Hit Points: 20
Defense: 12
Attack: +8
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Accurate Shot
Advantageous Cover
Wall Climber
Stealth
5. 501st Stormtrooper Officer
Cost: 14
Hit Points: 30
Defense: 18
Attack: +9
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Double Attack
Commander Effect:
Trooper followers within 6 squares with 501st Legion gain Careful Shot +4.
6. 501st Heavy Trooper
Cost: 17
Hit Points: 40
Defense: 15
Attack: +6
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Squad Firepower
Splash 10
Missiles 30
Speed 4
Affinity (This character may be in a Republic squad)
7. 501st Engineer
Cost: 12
Hit Points: 20
Defense: 14
Attack: +5
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Shotgun (+10 damage agaisnt enemies within 6 squares)
Shrapnel (An enemy damaged by this character takes 10 damage the next time it activates; save 11)
Industrial Repair 10
Satchel Charge
Affinity (This character may be in a Republic squad)
8. 501st Elite Trooper
Cost: 21
Hit Points: 50
Defense: 18
Attack: +9
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Double Attack
Accurate Shot
Grenades 10
Persistence (Whenever this character has 20 HP or greater and would be defeated, make a save of 11. On a success, this character has 10 HP instead of being defeated)
Affinity (This character may be in a Republic squad)
9. 501st Dark Trooper
Cost: 14
Hit Points: 20
Defense: 18
Attack: +7
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Splash 20
Jump Pack (Replaces turn: May move up to 18 squares in one direction; this move ignores difficult terrain, enemy characters, low objects, and pits, but this character must end its move in a legal space)
10. Raith Sienar
Cost: 33
Hit Points: 40
Defense: 15
Attack: +3
Damage: 10
Special Abilities:
Unique
Enhanced Vehicle Systems (Allied characters within 6 squares with Mounted Weapon gain +2 attack, +2 defense, and +10 damage)
Self-Repair Upgrade (Allies with Mounted Weapon gain Self-Repair 30 [When this character activates, remove 30 points of damage from it])
Twin Ion Engine Technology (Allies with Flight gain Accelerate)
Rapport (Characters with Mounted Weapon cost 5 points less when included in a squad with this character)
11. Retired 501st Trooper
Cost: 29
Hit Points: 60
Defense: 18
Attack: +9
Damage: 20
Special Abilities:
Unique
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Twin Attack
Accurate Shot
Mobile Attack
Stealth
Avoid Defeat
12. 501st Grenadier
Cost: 11
Hit Points: 20
Defense: 14
Attack: +4
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Mobile Attack (This character can move both before and after attacking)
Thermal Detonator 20 (Replaces attacks: range 6; 20 damage to target and each character adjacent to that target; save 11; push back damaged characters 2 squares)
Affinity (This character may be in a Republic squad)
13. 501st Gunnery Officer
Cost: 18
Hit Points: 40
Defense: 15
Attack: +9
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Accurate Shot
501st Fire Support (Allies with 501st Legion who combine fire with an ally with 501st Legion grant +6 attack instead of +4)
Commander Effect:
Trooper followers with 501st Legion within 6 squares gain Advantageous Attack.
14. 501st Armor Officer
Cost: 22
Hit Points: 40
Defense: 19
Attack: +5
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Evade
501st Armor Upgrade (Allied characters with 501st Legion within 6 squares gain +1 defense)
Commander Effect:
Trooper followers with 501st Legion within 6 squares gain Mobile Attack.
15. Bow, 501st Officer
Cost: 23
Hit Points: 60
Defense: 16
Attack: +10
Damage: 20
Special Abilities:
Unique
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Jedi Hunter
Commander Effect:
At the end of this character's turn, 2 Medium allies with 501st Legion within 6 squares of this character may switch positions.
16. 501st Pilot
Cost: 9
Hit Points: 10
Defense: 15
Attack: +6
Damage: 10
Special Abilities:
501st Legion (Your squad may not contain any non-Unique characters without 501st Legion)
Pilot
Twin Attack
Sniper
Affinity (This character may be in a Republic squad)
17. 501st Marine
Cost: 16
Hit Points: 40
Defense: 17
Attack: +7
Damage: 20
Special Abilities:
501st Legion (Your squad may not contain any non-Unique character without 501st Legion)
Pilot
Missiles 20
Penetration 20
Affinity (This character may be in a Republic squad)
18. Stormtrooper Recruitment Officer
Cost: 32
Hit Points: 40
Defense: 17
Attack: +7
Damage: 20
Special Abilities:
Immediate Stormtrooper Reserves 20 (If you roll exactly 5, 10, 15, or 20 for initiative, you may add up to 20 points of characters named Stormtrooper to your squad, adjacent to this character, immediately before your first activation in the round)
Commander Effect:
At the end of this character's turn, one adjacent ally named Stormtrooper may make an immediate attack at +4 attack and +10 damage.
19. Emperor Palpatine, Sith Master
Cost: 56
Hit Points: 130
Defene: 20
Attack: +15
Damage: 20
Special Abilities:
Unique
Melee Attack
Triple Attack
Vicious Attack
Force Powers:
Force 2
Force Renewal 1
Force Grip 1
Force Flight (Force 1, replaces turn: for the remainder of the skirmish, this character has Flight)
Ground Shock (Force 3, replaces turn: All other characters within 3 squares take 30 damage and are considered activated this round, save 11; push back Huge or smaller characters to 6 squares from this character)
Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage to target enemy)
Commander Effect:
Non-unique followers within 6 squares score critical hits on attack rolls of natural 19 or 20 and deal triple damage instead of double on a critical hit.