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Post by saber1 on Dec 8, 2009 13:27:55 GMT -5
Finalized today, I am pleased to share for your feedback. Though perhaps more accurately named Force Users & Commanders, Jedi & Generals sounds so much better.
OLD REPUBLIC 1 Army of Light Jedi 2 Elite Old Republic Soldier 3 Exar Kun, Jedi Prodigy 4 Jedi Healer SITH 5 Admiral Saul Karath 6 Darth Bane, Lord of the Sith 7 Darth Maul, Shadow Hunter 8 Darth Zannah 9 Marka Ragnos, Sith Spirit 10 Sith Probe Droid REBEL 11 Commander Skywalker on Tauntaun 12 Leia, Commando on Speeder Bike 13 Major Bren Derlin IMPERIAL 14 Agent Blackhole 15 Bastion Stormtrooper 16 General Weir 17 Jerec, Imperial Inquisitor 18 Joruus C’Boath, Cloned Jedi Master/Joruus C’Boath, Enraged 19 Scout Trooper Captain 20 Sergeant Irol on Speeder Bike 21 Trooper Davin Felth NEW REPUBLIC 22 Admiral Gar Stazi 23 Cilghal 24 Corran Horn, Jedi Master 25 Galactic Alliance Captain 26 Meewhal 27 New Republic Pilot 28 Saba Sebatyne, Jedi Master 29 YVH 1C YUUZHAN VONG 30 Chazrach 31 Thrall Herder FRINGE 32 Ewok Chieftain 33 Ewok on Speeder Bike 34 Jango Fett, Clone Trooper Template 35 Jodo Kast 36 Mouse Droid (reprint) 37 Rakghoul (reprint) 38 Rancor Keeper 39 Ugnaught Trader 40 Wookie Bounty Hunter
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Post by saber1 on Dec 8, 2009 13:28:21 GMT -5
OLD REPUBLIC 1 Army of Light Jedi 2 Elite Old Republic Soldier 3 Jedi Healer 4 Exar Kun, Jedi Prodigy
Army of Light Jedi Cost: 22 Faction: Old Republic Hit Points: 70 Defense: 18 Attack: 10 Damage: 20
Special Abilities Melee, Double Attack Army of Light (This character may not be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn) Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Force Powers Force 3 Force Thrust (Force 1, replaces attacks: 6 squares; 20 damage; save 11 for 10 damage) Lightsaber Defense (Force 1: Whenever this character is hit by as attack, this character takes no damage with a save of 11)
Elite Old Republic Soldier Cost: 12 Faction: Old Republic Hit Points: 30 Defense: 16 Attack: 8 Damage: 10
Special Abilities Double Attack Close Quarters Fighting (+4 Attack against adjacent enemies) Soldier (Counts as a character named Old Republic Soldier) Vibrosword (+10 Damage against adjacent enemies)
Exar Kun, Jedi Prodigy Cost: 49 Faction: Old Republic Hit Points: 120 Defense: 21 Attack: 14 Damage: 20
Special Abilities Unique, Melee Attack Jar’Kai Technique (+2 to save rolls for Force powers with Lightsaber in their name while this character has more than half Hit Points remaining) Niman Style (+2 Attack +2 Defense while this character has more than half Hit Points remaining) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force Powers Force 2, Force Renewal 1 Force Push 2 (Force 2, replaces attacks; range 6: 20 Damage; push back target 2 squares if Huge or smaller) Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks) Lightsaber Block (Force 1: Whenever this character is hit by a melee attack, this character takes no damage with a save of 11) Lightsaber Reflect (Force 2: When hit by a non-melee attack, this character takes no damage with a save of 11 and the attacker takes damage equal to the prevented damage; save 11)
Jedi Healer Cost: 22 Faction: Old Republic Hit Points: 80 Defense: 18 Attack: 10 Damage: 20
Special Abilities Melee Attack, Double Attack Army of Light (This character may not be in a Sith squad. This character can spend its own Force points once per turn and spend Force points from a character with Army of Light once per turn) Healing Tutor (At the start of the skirmish, choose an allied character with a Force rating. That ally gains Jedi Resilience and Avoid Defeat.) Jedi Resilience (May spend an additional force point per turn to reroll a failed save)
Force Powers Force 3 Force Heal 20 (Force 2, replaces attacks: touch; remove 20 Damage from a living character) Force Sense (Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round)
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Post by saber1 on Dec 8, 2009 13:28:39 GMT -5
SITH 5 Admiral Saul Karath 6 Darth Bane, Lord of the Sith 7 Darth Maul, Shadow Hunter 8 Darth Zannah 9 Marka Ragnos, Sith Spirit 10 Sith Probe Droid
Admiral Saul Karath Cost: 22 Faction: Sith Hit Points: 50 Defense: 16 Attack: 6 Damage: 10
Special Abilities Unique Affinity (May be in a Old Republic squad) Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish) Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round) Old Republic Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique Old Republic characters to your squad immediately before your first activation of the round) Commander Effect Your squad may contain non-Unique Old Republic characters. Non-melee followers within 6 squares gain Opportunist.
Darth Bane, Lord of the Sith Cost: 80 Faction: Sith Hit Points: 180 Defense: 19 Attack: 15 Damage: 20
Special Abilities Unique, Melee, Double Attack Cunning (+4 Attack and +10 Damage against an enemy who has not activated this round) Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.) Orbalisk Armor (Whenever this character takes damage, reduce the damage dealt by 10 with a save of 6. Force powers whose name contains Lightning and attacks with Jolt deal +20 damage to this character) Orbalisk Rage (If this character takes more than 10 damage in a turn, make a save of 11. On a failure, this character gains Savage, Deadly Attack and +10 Damage until the end of his next turn) Rule of Two (Your squad may contain only 1 additional unique character with a Force Rating)
Force Powers Force 2, Force Renewal 1, MotF 2 Lightsaber Assault (Force 1, replaces attacks: Make 2 melee attacks) 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) Overwhelming Force (Force 1: This character's attacks cannot be prevented or redirected this turn) Sith Rage (Force 1: +10 Damage on all attacks this turn)
Darth Maul, Shadow Hunter Cost: 54 Faction: Sith Hit Points: 120 Defense: 21 Attack: 12 Damage: 20
Special Abilities Unique, Melee Cunning (+4 Attack and +10 Damage against an enemy who has not activated this round) Juyo Style (Scores a critical hit, and makes 1 immediate extra attack at +10 Damage, on an attack roll of natural 19 or 20. Force powers deal +10 Damage against this character.) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force Powers Force 1, Force Renewal 1 Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks) Sith Rage (Force 1: +10 Damage on all attacks this turn)
Darth Zannah Cost: 40 Faction: Sith Hit Points: 90 Defense: 21 Attack: 11 Damage: 20
Special Abilities Unique, Melee Soresu Style (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11) Synergy (+4 Attack while within 6 squares of Darth Bane) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Force Powers Force 2, Force Renewal 1 Force Grip 2 (Force 2, replaces attacks: sight; 20 damage) Lightsaber Block (Force 1: Whenever this character is hit by a melee attack, this character takes no damage with a save of 11) Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11)
Marka Ragnos, Sith Spirit Cost: 14 Faction: Sith Hit Points: - Defense: - Attack: - Damage: -
Special Abilities Unique Affinity (Your squad may contain characters whose name contains Ragnos) Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11) while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.) Speed 4
Sith Probe Droid Cost: 12 Faction: Sith Hit Points: 20 Defense: 20 Attack: 0 Damage: 0
Special Abilities Evade (When hit by a non-melee attack, this character takes no damage with a save of 11) Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving) Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Commander Effect At the end of this character’s turn an allied Sith with Stealth may spend 1 Force Point to switch locations with this character.
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Post by saber1 on Dec 8, 2009 13:28:58 GMT -5
REBEL 11 Commander Luke on Tauntaun 12 Leia, Commando on Speeder Bike 13 Major Bren Derlin
Commander Skywalker on Tauntaun Cost: 29 Faction: Rebel Hit Points: 80 Defense: 19 Attack: 7 Damage: 20
Special Abilities Unique Double Attack Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack) Mobile Attack (Can move both before and after attacking) Rapport (Allies with Hoth in their name are cost -1) Speed 8
Force Powers Force 3 Force Vision (Force 1: Before initiative is determined, suppress enemy special abilities that modify initiative for rest of round) Lightsaber Deflect (Force 1: Whenever this character is hit by a non-melee attack, this character takes no damage with a save of 11)
Commander Effect Allies with Hoth in their name gain Deceptive and Flurry.
Leia, Commando on Speeder Bike Cost: 26 Faction: Rebel Hit Points: 70 Defense: 17 Attack: 7 Damage: 20
Special Abilities Unique Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving) Rapport (Allies with Speeder Bike in their name are cost -1) Speed 12 Strafe Attack (As this character moves, it can attack each enemy whose space it enters; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left. This ability is usable only on this character's turn.)
Force Powers Force 2
Commander Effect Allies with Commando in their name (including this character) deal +10 Damage against enemies with Stealth.
Major Bren Derlin Cost: 18 Faction: Rebel Hit Points: 50 Defense: 18 Attack: 8 Damage: 20
Special Abilities Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11) Rebel Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique Rebel characters to your squad immediately before your first activation of the round)
Commander Effect Allies with Tauntaun in their name who begin their move adjacent to this character gain Galloping Attack (As this character moves, it can attack each adjacent enemy, +4 Attack; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left. This ability is usable only on this character's turn.) and +4 Defense.
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Post by saber1 on Dec 8, 2009 13:29:20 GMT -5
IMPERIAL 14 Agent Blackhole 15 Bastion Stormtrooper 16 General Weir 17 Jerec, Imperial Inquisitor 18 Joruus C’Boath, Cloned Jedi Master/Enraged 19 Scout Trooper Captain 20 Sergeant Irol on Speeder Bike 21 Trooper Davin Felth
Agent Blackhole Cost: 27 Faction: Imperial Hit Points: 70 Defense: 18 Attack: 7 Damage: 20
Special Abilities Unique, Melee, Double Attack Hand of the Emperor (This character can spend his own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn) Vicious Attack (Triple damage instead of double on a critical hit)
Force Powers Force 1, Force Renewal 1 Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked) Force Fright (Force 1, range 6: For the rest of round target enemy gets -4 Attack and cannot make attacks of opportunity, save 16 negates) Illusion(Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Commander Effect Allied Shadow Stormtroopers within 6 squares gain Cloaked and Cunning Attack.
Bastion Stormtrooper Cost: 12 Faction: Imperial Hit Points: 30 Defense: 17 Attack: 7 Damage: 20
Special Abilities Double Attack Imperial Loyalist (Immune to Betrayal while an allied character with Emperor or Admiral in its name is in your squad) Squad Cover (+4 Defense while 3 allies with the same name as this character are within 6 squares)
General Weir Cost: 24 Faction: Imperial Hit Points: 50 Defense: 18 Attack: 8 Damage: 10
Special Abilities Unique, Double Attack Bloodlust (+10 Damage on attacks against enemies at half Hit Points or less) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Doctrine of Fear (Enemy characters within 6 squares get -4 Attack) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Commander Effect Your commandos within 6 squares gain Careful Shot.
Jerec, Imperial Inquisitor Cost: 52 Faction: Imperial Hit Points: 110 Defense: 21 Attack: 11 Damage: 20
Special Abilities Unique, Melee, Double Attack Jedi Hunter(+4 Attack and +10 Damage against enemies with Force ratings) Miralukan Sight (May target an enemy regardless of cover)
Force Powers Force 2, Force Renewal 1 Block Force (Force 2: replaces turn; Target adjacent character cannot spend Force points for the rest of the skirmish. At the beginning of each of target’s turns, target makes a save 16. On a success, negate effect.) Force Push 3 (Force 3, replaces turn: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 squares if Huge or smaller) Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11) Lightsaber Defense (Force 1: Whenever this character is hit by as attack, this character takes no damage with a save of 11)
Joruus C’Boath, Cloned Jedi Master Cost: 58 Faction: Imperial Hit Points: 130 Defense: 21 Attack: 12 Damage: 20
Special Abilities Unique, Melee, Double Attack Blinding Arrogance (This character may not benefit from commander effects or spend force points to reroll) Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)
Force Powers Force 2, Force Renewal 2, Master of the Force 2 Force Defense (Force 3: Cancel a Force power used by a character within 6 squares) Force Push 2 (Force 2, replaces attacks; range 6: 20 Damage; push back target 2 squares if Huge or smaller) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Joruus C’Boath, Enraged Cost: - (opposite side of same stat card) Faction: Imperial Hit Points: 130 Defense: 20 Attack: 14 Damage: 20
Special Abilities Unique, Melee, Double Attack Blinding Arrogance (This character may not benefit from commander effects or spend force points to reroll) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)
Force Powers Force 2, Force Renewal 2, Master of the Force 2 Force Lightning 4 (Force 4, replaces attacks: range 6; 50 Damage to target. Huge or smaller characters are considered activated this round; save 16) Force Storm 2 (Force 2, replaces attacks: 20 damage to all adjacent characters) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)
Scout Trooper Captain Cost: 18 Faction: Imperial Hit Points: 40 Defense: 17 Attack: 8 Damage: 10
Special Abilities Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character) Rapport (Allies with Scout Trooper in their name are cost -1) Stable Footing (Not slowed by difficult terrain or low objects.) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Commander Effect Allies within 6 squares with Scout Trooper in their name gain +4 Attack and Mobile Attack.
Sergeant Irol on Speeder Bike Cost: 27 Faction: Imperial Hit Points: 50 Defense: 18 Attack: 7 Damage: 20
Special Abilities Unique Speed 12 Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving) Strafe Attack (As this character moves, it can attack each enemy whose space it enters; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left. This ability is usable only on this character's turn.) Repulsor Upgrade (Allies with Speeder Bike in their name gain Speed 12 and lose Accelerate) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Commander Effect Allies with Scout Trooper in their name gain Twin Attack.
Trooper Davin Felth Cost: 19 Faction: Imperial Hit Points: 60 Defense: 18 Attack: 11 Damage: 20
Special Abilities Unique, Double Attack Advantageous Attack (+10 Damage against an enemy who has not activated this round) Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round) Internal Conflict (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)
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Post by saber1 on Dec 8, 2009 13:29:41 GMT -5
NEW REPUBLIC 22 Admiral Gar Stazi 23 Cilghal 24 Corran Horn, Jedi Master 25 Galactic Alliance Captain 26 Meewhal 27 New Republic Pilot 28 Saba Sebatyne, Jedi Master 29 YVH 1C
Admiral Gar Stazi Cost: 18 Faction: New Republic Hit Points: 40 Defense: 16 Attack: 6 Damage: 10
Special Abilities Unique Cunning +20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Mobile Attack (Can move both before and after attacking) Strategic Withdrawal (Allied Pilots and non-Unique characters that begin their move adjacent to an enemy may move away from that enemy without provoking an Attack of Opportunity)
Commander Effect Allied Pilot and non-Unique characters gain Squad Cover.
Cilghal Cost: 27 Faction: New Republic Hit Points: 70 Defense: 18 Attack: 10 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack
Force Powers Force 2, Force Renewal 1 Force Heal 30 (Force 3, replaces attacks: touch; remove 30 Damage from a living character) Force Stun (Force 1, usable only on this character’s turn: range 6; target living enemy is considered activated this round; save 11) Force Sense (Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round)
Commander Effect Followers with a Force Rating within 6 squares gain Avoid Defeat and Jedi Resilience (May spend an additional force point per turn to reroll)
Corran Horn, Jedi Master Cost: 48 Faction: New Republic Hit Points: 130 Defense: 21 Attack: 13 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Tràkata Technique Mastery (This character's attacks, and the damage from those attacks, cannot be prevented or redirected, save 16 negates)
Force Powers Force 2; Force Renewal 1, Master of the Force 2 Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11) Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker.) Lightsaber Precision (Force 1: This character gets +10 Damage on its next attack) Master Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 16)
Galactic Alliance Captain Cost: 16 Faction: New Republic Hit Points: 40 Defense: 17 Attack: 8 Damage: 20
Special Abilities Double Attack Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Commander Effect Non-unique characters in your squad with Stealth (including this character) and who have cover cannot be targeted by nonadjacent enemies.
Meewahl Cost: 25 Faction: New Republic Hit Points: 80 Defense: 20 Attack: 10 Damage: 20
Special Abilities Unique, Melee, Double Attack Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Mal’ary’ush Honor Guard (This character gains Bodyguard while adjacent to any character with Solo or Skywalker in its name. May not benefit from commander effects from characters without Solo or Skywalker in their name.) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Saba Sebatyne, Jedi Master Cost: 57 Faction: New Republic Hit Points: 140 Defense: 22 Attack: 13 Damage: 20
Special Abilities Unique, Melee Attack, Double Attack Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Intuition (Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates) Rend +10 (If both its attacks hit the same adjacent character, this character’s second attack gets +10 Damage)
Force Powers Force 2, Force Renewal 1, Master of the Force 2 Force Leap (Force 1, this character can move through enemy characters without provoking attacks of opportunity) Force Push 4 (Force 4, replaces attacks: sight; 40 Damage; push back target 4 squares if Huge or smaller) Force Sense (Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round) Lightsaber Defense (Force 1: Whenever this character is hit by an attack, this character takes no damage with a save of 11)
YVH 1C Cost: 23 Faction: New Republic Hit Points: 60 Defense: 18 Attack: 10 Damage: 10
Special Abilities Droid Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving) Laminanium Armor (Twice per turn, when this character takes Damage make a save 11. On a success, reduce the damage taken by 10) Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11) Mobile Attack (Can move both before and after attacking) Yuuzhan Vong Hunter (+4 Attack and +10 Damage against Yuuzhan Vong enemies)
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Post by saber1 on Dec 8, 2009 13:30:01 GMT -5
YUUZHAN VONG 30 Chazrach 31 Thrall Herder
Chazrach Cost: 11 Faction: Yuuzhan Vong Hit Points: 30 Defense: 15 Attack: 8 Damage: 10
Special Abilities Melee Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less) Momentum (If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies) Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects)
Thrall Herder Cost: 18 Faction: Yuuzhan Vong Hit Points: 50 Defense: 15 Attack: 8 Damage: 10
Special Abilities Double Attack Empathy (Allies with Savage within 6 squares lose Savage) Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)
Commander Effect Allied Chazrach within 6 squares can make 1 immediate attack at +10 Damage when they are defeated.
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Post by saber1 on Dec 8, 2009 13:30:19 GMT -5
FRINGE 32 Ewok Chieftain 33 Ewok on Speeder Bike 34 Jango Fett, Clone Trooper Template 35 Jodo Kast 36 Mouse Droid (reprint) 37 Rakghoul (reprint) 38 Rancor Keeper 39 Ugnaught Trader 40 Wookie Bounty Hunter
Ewok Chieftain Cost: 13 Faction: Fringe Hit Points: 40 Defense: 16 Attack: 7 Damage: 10
Special Abilities Melee, Double Attack Ambush (This character can move and then make all its attacks against 1 enemy who has not activated this round) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Commander Effect Swarm +1 gives double the attack bonus to allied Ewoks.
Ewok on Speeder Bike Cost: 15 Faction: Fringe Hit Points: 30 Defense: 17 Attack: 1 Damage: 20
Special Abilities Diversion (Enemies within Line of Sight of this character may not move out of Line of Sight of this character during their turn) Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11) Evade (When hit by a non-melee attack, this character takes no damage with a save of 11) Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving) Speed 12
Jango Fett, Clone Trooper Template Cost: 70 Faction: Fringe Hit Points: 120 Defense: 19 Attack: 10 Damage: 20
Special Abilities Unique, Double Attack Bounty Hunter +4 (+4 Attack against Unique enemies) Clone Reserves 30 (If you roll exactly 6 or 16 for initiative, you can add up to 30 points of characters with Order 66 to your squad immediately before your first activation of the round) Clone Template (This character can use any special ability on any character with Order 66 currently in play.) Flamethrower 20 (Replaces attacks: range 6; 20 Damage to target and to each character adjacent to the target) Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving) Jedi Hunter (+4 Attach and +10 Damage against enemies with a Force Rating) Missiles 20 (Replaces attacks: sight; 20 Damage to target and to each character adjacent to target, save 11) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Jodo Kast Cost: 34 Faction: Fringe Hit Points: 70 Defense: 19 Attack: 10 Damage: 10
Special Abilities Unique Bounty Hunter +2 (+2 Attack against Unique enemies) Flight (Ignores difficult terrain, enemy characters, low objects and pits when moving) Missiles 20 (Replaces attacks: sight; 20 Damage to target and to each character adjacent to target, save 11) Mobile Attack (Can move both before and after attacking) Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round) Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target) Virulent Poison Dart (Replaces turn: range 6; 40 damage to target living enemy; save 16)
Mouse Droid (reprint)
Rancor Keeper Cost: 15 Faction: Fringe Hit Points: 30 Defense: 12 Attack: 4 Damage: 0
Special Abilities Melee Beast Tender (Replaces attacks, touch: remove 20 Damage from a character with Savage. May not be targeted by characters with Savage.) Protective +20 (+20 Damage while a wounded ally with Rancor in its name is within 6 squares) Synergy (+4 Attack while an ally with Rancor in its name is within 6 squares)
Commander Effect Allies within 6 squares with Rancor in their name may ignore the effects of Savage and gain Bodyguard.
Rakghoul (reprint)
Ugnaught Trader Cost: 9 Faction: Fringe Hit Points: 10 Defense: 13 Attack: 0 Damage: 10
Special Abilities Melee Optics Supplies (Replaces turn: choose one adjacent ally to gain Spotter +10 for the rest of the skirmish) Ordinance Supplies (Replaces turn: choose one adjacent ally to gain Satchel Charge for the rest of the skirmish)
Wookie Bounty Hunter Cost: 17 Faction: Fringe Hit Points: 50 Defense: 18 Attack: 8 Damage: 20
Special Abilities Double Attack Madclaw (This character may not benefit from commander effects and may not be in a squad that contains a Wookie character without Madclaw) Momentum (If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies) Rend +20 (If both of its attacks hit the same adjacent enemy, this character's second attack gets +20 Damage)
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Post by saber1 on Dec 9, 2009 22:44:08 GMT -5
OR and Sith stats have been added above. Enjoy.
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Post by bountyhunter9 on Dec 10, 2009 17:26:49 GMT -5
So far, this set looks really good. The OR and Sith are really good, I only have a few comments:
Darth Zannah is probably undercosted. Sith Sorcery hasn't been seen on a character under 64 points, and is one of the best Force powers in the game. Combined with Soresu Style, LS Block, and a defense of 22, she becomes very tough to kill while stunning enemy squads for the rest of your team to pick off. I think she should cost more like 42.
The Sith Probe Droid has a defense that's too high, IMO. I know there's a 3 point piece with a defense of 20, but 22 is gigantic for a non-Unique, especially one that costs only 12 points. I think it would be best if it had a defense of 20. Other than that, it looks really good, the CE is cool but seems like something that should be a special ability rather than a CE.
Any particular OR or Sith piece you'd like us to take a closer look at?
This set looks good. Karma for all your hard work with it.
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Post by saber1 on Dec 11, 2009 11:13:02 GMT -5
Zannah's cost upped to 40 and DEF dropped to 21.
Sith Probe Droid's DEF dropped to 20 and added Stealth.
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Post by saber1 on Dec 11, 2009 11:17:03 GMT -5
I'll take in-depth critiques on any and all pieces you have the desire and time to scrutinize. Feedback is much appreciated. Thank you for all your input so far. It has helped make my set better.
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Post by bountyhunter9 on Dec 11, 2009 16:19:26 GMT -5
Good changes. Hey, that's what we're here for I'm happy to help. My comments on the Rebels: They all look good, I like what you did with the Tauntauns and Bikers in this set. Force Vision is really cool. Exar Kun looks really good. He's always a harder custom to pull off, but yours looks really good. The LS Assault+Twin combo is powerful, but compared to Mara Jade Jedi he doesn't have the same damage potentail. Thumbs up with Exar!
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Post by saber1 on Dec 12, 2009 10:54:52 GMT -5
Imperial troops have entered the base, Imperial troops havkshhhhhhhhh...
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Post by saber1 on Dec 12, 2009 11:00:02 GMT -5
Any particular OR or Sith piece you'd like us to take a closer look at? This set looks good. Karma for all your hard work with it. Your thoughts on Army of Light SA? Saul Karath?
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