Republic
Clone Flame Trooper
Republic
13/60
Cost: 11
Hit Points: 30
Defense: 15
Attack: 6
Damage: 10
Rarity: Common
Base: Medium
Gender: Male
Special Abilities
Order 66
Flamethrower 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target)
Clone Trooper on AT-RT
Republic
14/60
Cost: 32
Hit Points: 100
Defense: 16
Attack: 10
Damage: 40
Rarity: Uncommon
Base: Large
Gender: Male
Special Abilities
Order 66
Accelerate (This character can move up to 24 squares if he does not attack)
Grenades 30 (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
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)
Rigid (Can't squeeze)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Commander Neyo on BARC Speeder
Republic
15/60
Cost: 30
Hit Points: 80
Defense: 18
Attack: 11
Damage: 20
Rarity: Rare
Base: Huge
Gender: Male
Special Abilities
Unique
Order 66
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Passing Shot (During this character's move, it can attack one enemy that is a legal target and continue moving. This ability is usable only on this character's turn. The square from which this character makes an attack must be a legal square to end movement in, even if it the character has not yet ended its movement. During its move this character may not move directly back into a square it has just left.)
Speed 16 (Can move up to 16 squares and attack, or 32 squares without attacking)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Commander Effect
Allies whose name contains Speeder gain Evade.
Neyo became one of the coldest and unfeeling clones in his training class, creating a laconic, almost morbid personality
Elite Clone Gunner
Republic
16/60
Cost: 11
Hit Points: 20
Defense: 15
Attack: 8
Damage: 20
Rarity: Common
Base: Medium
Gender: Male
Special Abilities
Order 66
Crack Gunner +10 (Can combine fire with adjacent allies who have Mounted Weapon, granting +10 Damage. The attack cannot be prevented or redirected)
Industrial Repair 20 (Replaces attacks: touch; remove 20 damage from 1 character with Mounted Weapon)
Rangefinder (Replaces attacks: Adjacent allies who do not move get +4 Attack against nonadjacent enemies this round)
Goji
Republic
17/60
Cost: 14
Hit Points: 50
Defense: 14
Attack: 6
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Order 66
Attack Position (Adjacent ally with Mounted Weapon gains Crew Stations (This character can transport up to 2 Small or Medium allies that have a name or Special Ability that contains Pilot or Gunner. Those allies remain in play off the battle grid; they move simultaneously with this character and are considered to be adjacent to it. A transported ally can return to the battle grid immediately before your first activation of the round. A transported ally with a Force Rating may return to the battle grid immediately before they activate and take their turn as normal. If this character is defeated, all transported allies are also defeated; save 6.))
Crack Gunner +10 (Can combine fire with adjacent allies who have Mounted Weapon, granting +10 Damage. The attack cannot be prevented or redirected)
Splash 20 (If this character's attack hits, all characters adjacent to the target take 20 damage; save 11. If the attack misses, the target and all adjacent characters take 20 damage; save 11.)
Commander Effect
Allies with a name or special ability that contains Pilot or Gunner gain Attack Position. Followers with Mounted Weapon gain Greater Mobile Attack.
"Goji" was the nickname of a clone trooper pilot who was the leader of Red Squadron in the Grand Army of the Republic during the Clone Wars.
Mace Windu of Geonosis
Republic
18/60
Cost: 73
Hit Points: 150
Defense: 22
Attack: 16
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Payback (+10 Damage against enemies who have damaged this character.)
Sai Cha (An adjacent enemy who is hit by an attack from this character with an attack score greater than 15 higher than their Defense score is defeated regardless of hit points. If enemy can prevent damage ignore this effect. Bodyguard that takes damage from this attack is defeated.)
Vaapad-Style Fighting (Scores a critical hit on an attack roll of natural 18, 19, or 20)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Absorb (Force 2: Cancel a Force power used by an adjacent character)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Use the Force (Force 3: This character's next attack roll counts as a natural 20)
Commander Effect
Followers score critical hit on natural roll of 16 or higher against wounded enemies.
Master Kenobi
Republic
19/60
Cost: 59
Hit Points: 120
Defense: 21
Attack: 15
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Soresu Style Mastery (When hit by an attack, this character takes no damage with a save of 11)
Cho Sun (On an attack against an adjacent enemy if the attack roll inclusive of all bonus is greater than 15 above the enemy's defense stat including all bonuses target is -20 Damage for the rest of the skirmish. If target can prevent damage with a Special Ability or Force Power they can ignore this effect. If damage is assigned to character through Bodyguard Special Ability, that character is -20 Damage for the rest of the skirmish. If damage is taken target may not activate again until they can make a Save of 16 at the beginning of their next turn.)
Jedi Reflexes (This character can make an attack of opportunity against an enemy character that moves into or out of an adjacent square. Characters with special abilities that ignore characters while moving are subject to this ability.)
Quick Reactions (+6 Attack when making attacks of opportunity)
Mou Kei (On an Attack of Opportunity if this character makes an attack roll inclusive of all bonus is greater than 20 above the target's defense stat including all bonuses target is -20 Damage and Speed 1 for the rest of the skirmish. If target can prevent damage with a Special Ability or Force Power they can ignore this effect. If damage is assigned to character through Bodyguard Special Ability, that character is -20 Damage and Speed 1 for the rest of the skirmish.)
Force Powers
Force 5
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Jedi Master (This character may use Force Powers of an ally with a lower cost, as if this character had that Force Power. This character cannot gain Force Points through this ability and must spend their own Force Points to activate the Force Power.)
Commander Effect
Allies whose name contains Jedi Master, gain Jedi Master ( This character may use Force Powers of an ally, as if this character had that Force Power.)
Naboo Security Speeder
Republic
20/60
Cost: 22
Hit Points: 70
Defense: 15
Attack: 7
Damage: 20
Rarity: Uncommon
Base: Huge
Gender: It
Special Abilities
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks)
Speed 12 (Can move up to 12 squares and attack, or 24 squares without attacking)
Troop Cart (This character can transport up to 1 Large ally or 2 Small or Medium allies who end their moves adjacent to it. Remove those allies from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)
The military variant of the Seraph-class urban landspeeder, also known as the Flash Speeder, was a small landspeeder used by the Naboo Royal Security Forces as a patrol craft, and personnel transport.
Swamp Speeder
Republic
21/60
Cost: 46
Hit Points: 90
Defense: 15
Attack: 9
Damage: 20
Rarity: Uncommon
Base: Huge
Gender: It
Special Abilities
Order 66
Double Attack (On its turn, this character can make 1 extra attack instead of moving)
Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Mount (This character can transport 1 Small or Medium ally who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks)
Rigid (Can't squeeze)
Speed 10 (Can move up to 10 squares and attack, or 20 squares without attacking)
Yoda, Master of the Order
Republic
22/60
Cost: 84
Hit Points: 150
Defense: 22
Attack: 15
Damage: 20
Rarity: Very Rare
Base: Small
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Ataru Style Mastery (+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares)
Agile (At the end of this character's turn, it may move 3 squares. This does not provoke attacks of opportunity and does not prevent the use of extra attacks.)
Size Advantage (+10 Damage against Medium or larger enemies)
Staggered Activation 4 (This character may activate up to 4 times per round. When wounded it may only activate twice per round.)
Force Powers
Force 4
Force Renewal 1 (This character gets 1 Force point each time he activates)
Greater Lightsaber Defense (Force 2: When hit by an attack, for the rest of the round this character takes no damage from attacks, save 6.)
Master of the Force 3 (May spend Force points up to 3 times in a single turn)
Sun Djem Mastery (Force 4; Range 6, Replaces attacks: Target one enemy with whose cost is at least 40 points lower than this character. That character is -20 Damage for the rest of the Skirmish, Save 16 to negate.)
Sai Cha Lightsaber Sweep ((Force; 6 Force points) Instead of making its normal attack or attacks, a character using this Force power makes one attack against each enemy adjacent to it instead of using the targeting rules. Each attack counts a natural 20 and each target is defeated if they cannot prevent the damage from this attack. A character can move normally on the turn that it uses this Force power. If combined with Twin Attack, only the first Attack against each target is considered a natural 20.)
Commander Effect
Allied Force Users gain Sun Djem (Any time this character attacks an adjacent enemy and their attack score inclusive of all bonuses is greater than 15 of targets defense with all inclusive bonuses attack does no damage and target is -20 Damage for the rest of the Skirmish.)
That Yoda is real ball of fire when he gets going.
Saturday, April 28, 2012
Friday, April 27, 2012
Critical Strike Part I
The Sith
Beldorion, Dark Jedi
Sith
6/60
Cost: 58
Hit Points: 160
Defense: 20
Attack: 13
Damage: 20
Rarity: Rare
Base: Large
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Order Minion (Replaces attacks, one follower within 6 squares may make an immediate attack.)
Size Advantage (+10 Damage against Medium or smaller enemies.)
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Strong Willed (Cannot be affected by Jedi Mind Trick)
Force Powers
Force 4
Lightsaber Block (Force 1: When hit by a melee 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)
Commander Effect
At the beginning of this character's turn one ally may activate, this does not count as one of your activations this phase.
Unlike most Hutts, Beldorion used the Force to maintain a muscular form, allowing him to retain his prowess with a lightsaber after several centuries of life.
Darth Bane, Sith'ari
Sith
7/60
Cost: 78
Hit Points: 180
Defense: 22
Attack: 17
Damage: 30
Rarity: Very Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Awesome Presence (Enemies within six squares are -4 Attack against this character while it has more than half Hit Points remaining.)
Djem So Style Mastery (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 with +10 Damage.)
Domineering (This character may not be in a squad with a character of a higher point cost.)
Enraged (+20 Damage when wounded)
Multi-Activation (This character may activate twice per round.)
Rule of Two (Only 1 Unique character with a Force rating may be in a squad with this character, that character may spend this characters Force Points once per turn and its own Force Points once per turn)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Transfer Essence (Force 1, usable only on this character's turn: Choose 1 living ally. Remove that ally from play and place this character in that ally's space; that ally is defeated.)
Commander Effect
Allies gain +4 Attack against an enemy character that attacks this character for the rest of the skirmish
Darth Sidious, The Phantom Menace
Sith
8/60
Cost: 88
Hit Points: 140
Defense: 21
Attack: 15
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Multi-Activation (This character may activate twice per round.)
Preemptive Strike (When an adjacent enemy activates this character may make an immediate attack against them.)
Sai Cha (An adjacent enemy who is hit by an attack from this character with an attack score greater than 15 higher than their Defense score is defeated regardless of hit points. If enemy can prevent damage ignore this effect. Bodyguard that takes damage from this attack is defeated.)
Soul Eater (Whenever this character defeats an enemy character, remove 30 damage from this character.)
Force Powers
Force 3
Force Renewal 2 (This character gets 2 Force points each time he activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Sai Cha Lightsaber Sweep ((Force; 6 Force points) Instead of making its normal attack or attacks, a character using this Force power makes one attack against each enemy adjacent to it instead of using the targeting rules. Each attack counts a natural 20 and each target is defeated if they cannot prevent the damage from this attack. A character can move normally on the turn that it uses this Force power. If combined with Twin Attack, only the first Attack against each target is considered a natural 20.)
Commander Effect
Your squad may contain Order 66, Imperial and Separatist characters. Followers gain Attack Overdrive (Use on this character's turn, gain +4 Attack until the end of its turn, at the end of it's turn this character takes 20 damage.)
Sith Blademaster
Sith
9/60
Cost: 31
Hit Points: 90
Defense: 19
Attack: 13
Damage: 20
Rarity: Uncommon
Base: Medium
Gender: Female
Special Abilities
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Lightning Speed (Whenever this character damages an enemy, this character has +4 Speed until end of its next turn. This bonus stacks.)
Sneak Attack (When an adjacent enemy makes a attack against an ally; make an immediate attack against attacker.)
Force Powers
Force 3
Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to her Speed before any other character activates)
Sith Mimic
Sith
10/60
Cost: 24
Hit Points: 90
Defense: 16
Attack: 8
Damage: 20
Rarity: Common
Base: Medium
Special Abilities
Melee Attack (Can attack only adjacent enemies)
Force Powers
Force 1
Force Renewal 1 (This character gets 1 Force point each time she activates)
Force Mimic (During setup, after seeing your opponent's squad, you may choose one Force Power printed on either an ally's or enemy's stat card. This character gains this Force Power for the rest of the skirmish.)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
"The dark side of the Force is a pathway to many abilities some consider to be…unnatural." ―Palpatine, to Anakin Skywalker
Sithspawn Gorc
Sith
11/60
Cost: 32
Hit Points: 120
Defense: 18
Attack: 10
Damage: 30
Rarity: Rare
Base: Large
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent)
Affinity (May be in an Imperial squad with a character whose name contains Jerec.)
Overrun (This character is not prevented from entering squares occupied by enemy characters.)
Resounding Blow (Whenever this character scores a critical hit, target is considered activated, Save 16.)
Synergy (+4 Attack when a character named Sithspawn Pic is within 6 squares)
Twin Empathy (Each time an allied character named Sithspawn Pic takes damage, this character takes 10 damage. If that character is defeated this character gains Savage until the end of skirmish.)
Force Powers
Force 4
Force Grip 1 (Force 1, replaces attacks: sight; 10 damage)
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Gorc was a Force-sensitive Gamorrean male, mutated into Sithspawn by Galactic Emperor Palpatine's "monster-maker" Cronal.
Sithspawn Pic
Sith
12/60
Cost: 27
Hit Points: 60
Defense: 18
Attack: 12
Damage: 20
Rarity: Rare
Base: Small
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Affinity (May be in an Imperial squad with a character whose name contains Jerec.)
High Perch (If this character ends it's turn adjacent to a wall, it cannot be targeted by a Melee Attack.)
Synergy (+4 Attack and gains Doctrine of Fear when within six squares of ally named Sithspawn Gorc.)
Twin Empathy (Each time an allied character named Sithspawn Gorc takes damage, this character takes 10 damage. If that character is defeated this character gains Savage and +10 Damage until the end of skirmish.)
Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square he occupies and a square he is moving into are adjacent to a wall)
Force Powers
Force 4
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Beldorion, Dark Jedi
Sith
6/60
Cost: 58
Hit Points: 160
Defense: 20
Attack: 13
Damage: 20
Rarity: Rare
Base: Large
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Order Minion (Replaces attacks, one follower within 6 squares may make an immediate attack.)
Size Advantage (+10 Damage against Medium or smaller enemies.)
Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking)
Strong Willed (Cannot be affected by Jedi Mind Trick)
Force Powers
Force 4
Lightsaber Block (Force 1: When hit by a melee 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)
Commander Effect
At the beginning of this character's turn one ally may activate, this does not count as one of your activations this phase.
Unlike most Hutts, Beldorion used the Force to maintain a muscular form, allowing him to retain his prowess with a lightsaber after several centuries of life.
Darth Bane, Sith'ari
Sith
7/60
Cost: 78
Hit Points: 180
Defense: 22
Attack: 17
Damage: 30
Rarity: Very Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Awesome Presence (Enemies within six squares are -4 Attack against this character while it has more than half Hit Points remaining.)
Djem So Style Mastery (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 with +10 Damage.)
Domineering (This character may not be in a squad with a character of a higher point cost.)
Enraged (+20 Damage when wounded)
Multi-Activation (This character may activate twice per round.)
Rule of Two (Only 1 Unique character with a Force rating may be in a squad with this character, that character may spend this characters Force Points once per turn and its own Force Points once per turn)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Transfer Essence (Force 1, usable only on this character's turn: Choose 1 living ally. Remove that ally from play and place this character in that ally's space; that ally is defeated.)
Commander Effect
Allies gain +4 Attack against an enemy character that attacks this character for the rest of the skirmish
Darth Sidious, The Phantom Menace
Sith
8/60
Cost: 88
Hit Points: 140
Defense: 21
Attack: 15
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Multi-Activation (This character may activate twice per round.)
Preemptive Strike (When an adjacent enemy activates this character may make an immediate attack against them.)
Sai Cha (An adjacent enemy who is hit by an attack from this character with an attack score greater than 15 higher than their Defense score is defeated regardless of hit points. If enemy can prevent damage ignore this effect. Bodyguard that takes damage from this attack is defeated.)
Soul Eater (Whenever this character defeats an enemy character, remove 30 damage from this character.)
Force Powers
Force 3
Force Renewal 2 (This character gets 2 Force points each time he activates)
Force Lightning 2 (Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Sai Cha Lightsaber Sweep ((Force; 6 Force points) Instead of making its normal attack or attacks, a character using this Force power makes one attack against each enemy adjacent to it instead of using the targeting rules. Each attack counts a natural 20 and each target is defeated if they cannot prevent the damage from this attack. A character can move normally on the turn that it uses this Force power. If combined with Twin Attack, only the first Attack against each target is considered a natural 20.)
Commander Effect
Your squad may contain Order 66, Imperial and Separatist characters. Followers gain Attack Overdrive (Use on this character's turn, gain +4 Attack until the end of its turn, at the end of it's turn this character takes 20 damage.)
Sith Blademaster
Sith
9/60
Cost: 31
Hit Points: 90
Defense: 19
Attack: 13
Damage: 20
Rarity: Uncommon
Base: Medium
Gender: Female
Special Abilities
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
Lightning Speed (Whenever this character damages an enemy, this character has +4 Speed until end of its next turn. This bonus stacks.)
Sneak Attack (When an adjacent enemy makes a attack against an ally; make an immediate attack against attacker.)
Force Powers
Force 3
Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to her Speed before any other character activates)
Sith Mimic
Sith
10/60
Cost: 24
Hit Points: 90
Defense: 16
Attack: 8
Damage: 20
Rarity: Common
Base: Medium
Special Abilities
Melee Attack (Can attack only adjacent enemies)
Force Powers
Force 1
Force Renewal 1 (This character gets 1 Force point each time she activates)
Force Mimic (During setup, after seeing your opponent's squad, you may choose one Force Power printed on either an ally's or enemy's stat card. This character gains this Force Power for the rest of the skirmish.)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
"The dark side of the Force is a pathway to many abilities some consider to be…unnatural." ―Palpatine, to Anakin Skywalker
Sithspawn Gorc
Sith
11/60
Cost: 32
Hit Points: 120
Defense: 18
Attack: 10
Damage: 30
Rarity: Rare
Base: Large
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Melee Reach 3 (When attacking, this character treats enemies up to 3 squares away as adjacent)
Affinity (May be in an Imperial squad with a character whose name contains Jerec.)
Overrun (This character is not prevented from entering squares occupied by enemy characters.)
Resounding Blow (Whenever this character scores a critical hit, target is considered activated, Save 16.)
Synergy (+4 Attack when a character named Sithspawn Pic is within 6 squares)
Twin Empathy (Each time an allied character named Sithspawn Pic takes damage, this character takes 10 damage. If that character is defeated this character gains Savage until the end of skirmish.)
Force Powers
Force 4
Force Grip 1 (Force 1, replaces attacks: sight; 10 damage)
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
Gorc was a Force-sensitive Gamorrean male, mutated into Sithspawn by Galactic Emperor Palpatine's "monster-maker" Cronal.
Sithspawn Pic
Sith
12/60
Cost: 27
Hit Points: 60
Defense: 18
Attack: 12
Damage: 20
Rarity: Rare
Base: Small
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Affinity (May be in an Imperial squad with a character whose name contains Jerec.)
High Perch (If this character ends it's turn adjacent to a wall, it cannot be targeted by a Melee Attack.)
Synergy (+4 Attack and gains Doctrine of Fear when within six squares of ally named Sithspawn Gorc.)
Twin Empathy (Each time an allied character named Sithspawn Gorc takes damage, this character takes 10 damage. If that character is defeated this character gains Savage and +10 Damage until the end of skirmish.)
Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square he occupies and a square he is moving into are adjacent to a wall)
Force Powers
Force 4
Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character)
Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
Thursday, April 26, 2012
A few more customs from the archive
I needed a few New Republic miniatures from the Vsets for a tournament.
Tuesday, April 24, 2012
Critical Strike Part I
For my second full size set, I wanted to do something Wizards would have never done, make it a double set. Set 1 is a Huge booster set of 60 and Set 2 is a regular sized booster set of 60, for a total of 120. The sealed release tournament would have been amazing.
I also decided to expand my scope to include all the Factions, as much as I would prefer to keep it all OT, I had some ideas that I wanted to flesh out for the other factions. A major theme of this set is to increase the amount of action as well as simulate more realistically portray the effects of Lightsaber combat. A minor theme of the set is to redefine the role of small vehicles as more of hit and run shooters, rather than mass killing machines.
Critical Strike Part I
Bao-Dur's Remote
Old Republic
1/60
Cost: 9
Hit Points: 30
Defense: 17
Attack: 2
Damage: 0
Rarity: Very Rare
Base: Small
Gender: Male
Special Abilities
Unique
Droid (Immune to critical hits; not subject to commander effects)
Affinity (Characters named Sith Heavy Assault Droid and Sith Assault Droid may be in your squad regardless of faction.)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemies with a higher point cost)
Electric Shock +10 (+10 Damage against adjacent Droid enemies)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Industrial Repair 20 (Replaces attacks: touch; remove 20 damage from 1 character with Mounted Weapon)
Repair 20 (Replaces attacks: touch; remove 20 damage from 1 Droid character)
Synergy (+4 Attack within six squares of a character whose name contains Bao-Dur.)
"Can you build me one?" "I would, but then I wouldn't be the only one with a floating sphere following him around, and I kind of like that." ―Meetra Surik and Bao-Dur
Brock-Eight Cannon
Old Republic
2/60
Cost: 22
Hit Points: 110
Defense: 14
Attack: 4
Damage: 30
Rarity: Uncommon
Base: Huge
Gender: It
Special Abilities
Armored Turret (This character can contain up to 1 Large ally or 2 Small or Medium allies and who end their moves adjacent to it. Remove those allies from the battle grid; they cannot be targeted or take damage, and are considered to be inside it. They cannot make attacks independantly but can combine fire with this character if they are able to do so, are considered adjacent for combining fire and while inside they may make actions on their turn other than attacking or moving. A contained ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all contained allies are also defeated; save 6. Characters with Field Modification may be set up inside the Armored Turret at the beginning of the game.)
Damage Reduction 20 (Whenever this character takes damage from a nonadjacent enemy, reduce the damage dealt by 20. Attacks with lightsabers ignore this special ability.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Splash 30 (If this character's attack hits, all characters adjacent to the target take 30 damage; save 11. If the attack misses, the target and all adjacent characters take 30 damage; save 11.)
A Brock-Eight cannon was a type of artillery cannon used as a perimeter sentry.
Republic Pilot
Old Republic
3/60
Cost: 11
Hit Points: 30
Defense: 15
Attack: 8
Damage: 10
Rarity: Uncommon
Base: Medium
Gender: Male
Special Abilities
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)
S-250 Chela-class starfighter were seen leading Republic starfighter squadrons into battle, and often were flown by higher-ranking pilots and squad leaders.
Ulic Qel-Droma, Conflicted Jedi
Old Republic
4/60
Cost: 67
Hit Points: 140
Defense: 23
Attack: 16
Damage: 20
Rarity: Very Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Affinity (This character may be in a Sith squad)
Cho Sun (On an attack against an adjacent enemy if the attack roll inclusive of all bonus is greater than 15 above the enemy's defense stat including all bonuses target is -20 Damage for the rest of the skirmish. If target can prevent damage with a Special Ability or Force Power they can ignore this effect. If damage is assigned to character through Bodyguard Special Ability, that character is -20 Damage for the rest of the skirmish. If damage is taken target may not activate again until they can make a Save of 16 at the beginning of their next turn.)
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.)
Might (Whenever this character rolls for a save, roll twice and choose either roll.)
Preemptive Strike (When an adjacent enemy activates this character may make an immediate attack against them.)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Always bold, Qel-Droma was not easily frightened, and he even had the courage to challenge the dark spirit of Freedon Nadd when the ghost revealed itself to him on Onderon
Vo'ren Faalo
Old Republic
5/60
Cost: 38
Hit Points: 110
Defense: 22
Attack: 10
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Body Shield (When this character would take damage, an adjacent non-acting enemy can be forced to take the damage instead.)
Jedi Reflexes (This character can make an attack of opportunity against an enemy character that moves into or out of an adjacent square. Characters with special abilities that ignore characters while moving are subject to this ability.)
Telekinetic Combat (This character may attack targets within 6 squares. This counts as an attack with a lightsaber and any attack against a nonadjacent target counts as a nonmelee attack.)
Threatening Reach (This character may make attacks of opportunity against enemies within 2 squares.)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
I also decided to expand my scope to include all the Factions, as much as I would prefer to keep it all OT, I had some ideas that I wanted to flesh out for the other factions. A major theme of this set is to increase the amount of action as well as simulate more realistically portray the effects of Lightsaber combat. A minor theme of the set is to redefine the role of small vehicles as more of hit and run shooters, rather than mass killing machines.
Critical Strike Part I
Bao-Dur's Remote
Old Republic
1/60
Cost: 9
Hit Points: 30
Defense: 17
Attack: 2
Damage: 0
Rarity: Very Rare
Base: Small
Gender: Male
Special Abilities
Unique
Droid (Immune to critical hits; not subject to commander effects)
Affinity (Characters named Sith Heavy Assault Droid and Sith Assault Droid may be in your squad regardless of faction.)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemies with a higher point cost)
Electric Shock +10 (+10 Damage against adjacent Droid enemies)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Industrial Repair 20 (Replaces attacks: touch; remove 20 damage from 1 character with Mounted Weapon)
Repair 20 (Replaces attacks: touch; remove 20 damage from 1 Droid character)
Synergy (+4 Attack within six squares of a character whose name contains Bao-Dur.)
"Can you build me one?" "I would, but then I wouldn't be the only one with a floating sphere following him around, and I kind of like that." ―Meetra Surik and Bao-Dur
Brock-Eight Cannon
Old Republic
2/60
Cost: 22
Hit Points: 110
Defense: 14
Attack: 4
Damage: 30
Rarity: Uncommon
Base: Huge
Gender: It
Special Abilities
Armored Turret (This character can contain up to 1 Large ally or 2 Small or Medium allies and who end their moves adjacent to it. Remove those allies from the battle grid; they cannot be targeted or take damage, and are considered to be inside it. They cannot make attacks independantly but can combine fire with this character if they are able to do so, are considered adjacent for combining fire and while inside they may make actions on their turn other than attacking or moving. A contained ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all contained allies are also defeated; save 6. Characters with Field Modification may be set up inside the Armored Turret at the beginning of the game.)
Damage Reduction 20 (Whenever this character takes damage from a nonadjacent enemy, reduce the damage dealt by 20. Attacks with lightsabers ignore this special ability.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Splash 30 (If this character's attack hits, all characters adjacent to the target take 30 damage; save 11. If the attack misses, the target and all adjacent characters take 30 damage; save 11.)
A Brock-Eight cannon was a type of artillery cannon used as a perimeter sentry.
Republic Pilot
Old Republic
3/60
Cost: 11
Hit Points: 30
Defense: 15
Attack: 8
Damage: 10
Rarity: Uncommon
Base: Medium
Gender: Male
Special Abilities
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)
S-250 Chela-class starfighter were seen leading Republic starfighter squadrons into battle, and often were flown by higher-ranking pilots and squad leaders.
Ulic Qel-Droma, Conflicted Jedi
Old Republic
4/60
Cost: 67
Hit Points: 140
Defense: 23
Attack: 16
Damage: 20
Rarity: Very Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Affinity (This character may be in a Sith squad)
Cho Sun (On an attack against an adjacent enemy if the attack roll inclusive of all bonus is greater than 15 above the enemy's defense stat including all bonuses target is -20 Damage for the rest of the skirmish. If target can prevent damage with a Special Ability or Force Power they can ignore this effect. If damage is assigned to character through Bodyguard Special Ability, that character is -20 Damage for the rest of the skirmish. If damage is taken target may not activate again until they can make a Save of 16 at the beginning of their next turn.)
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.)
Might (Whenever this character rolls for a save, roll twice and choose either roll.)
Preemptive Strike (When an adjacent enemy activates this character may make an immediate attack against them.)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Always bold, Qel-Droma was not easily frightened, and he even had the courage to challenge the dark spirit of Freedon Nadd when the ghost revealed itself to him on Onderon
Vo'ren Faalo
Old Republic
5/60
Cost: 38
Hit Points: 110
Defense: 22
Attack: 10
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Body Shield (When this character would take damage, an adjacent non-acting enemy can be forced to take the damage instead.)
Jedi Reflexes (This character can make an attack of opportunity against an enemy character that moves into or out of an adjacent square. Characters with special abilities that ignore characters while moving are subject to this ability.)
Telekinetic Combat (This character may attack targets within 6 squares. This counts as an attack with a lightsaber and any attack against a nonadjacent target counts as a nonmelee attack.)
Threatening Reach (This character may make attacks of opportunity against enemies within 2 squares.)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Jedi Master Vo'ren Faalo wrote the Book of Practical Lightsaber Technique.
Sunday, April 22, 2012
Some custom WotC Star Wars Minis
Star Wars Minis fans are for the most part either gamers or collectors. Gamers of a prepainted minis game don't care if the paint job is terrible they pieces are for playing the game. Collectors want to keep everything in "pristine original condition", regardless of the actual quality of the paint jobs. So within this group customs are anything done to alter the original condition of the prepainted minis.
Kithaba
This custom is a pretty basic head swap, taking the head from a
Klatooinian Hunter from Bounty Hunters, on the body of
a Rebel Soldier from Masters of the Force. Pouches and
details added from donor Klatoonian Hunter.
Squirellbacca
Chewbacca of Kashyyyk from Revenge of the Sith, squirrel is
vintange knick knack I got on ebay.
Momaw Nadon
Ithorian Scout from Rebel Storm. I repainted
following the colour scheme from the Sideshow
version of the character. Note the golden eyes.
Tonnika Sisters
Human Engineer from The Dark Times and
Mistryl Shadow Guard from Bounty Hunters. Replaced
the shadow guards whip arm with an arm from some
random female Heroclix.
IG-88A
Straight repaint of IG-88 from Rebel Storm. Suprisingly
the original paint job had an abysmal lack of detail
despite a decent scupt.
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