Friday, April 6, 2012

Band Aids 'n Hand Grenades

part iv







Mon Mothma of Chandrillia 
Rebel
16/60

Cost:    19  
Hit Points: 30
Defense: 11
Attack: 0
Damage: 0
Rarity: Rare 
Base: Medium 
Gender: Female 


Special Abilities
Unique
Affinity (May be in a New Republic squad)
Rebel/New Republic Reserves 20 (If you roll 20 for initiative, you can add up to 20 points of non-Unique Rebel or New Republic characters to your squad immediately before your first activation of the round)
Rapport (a character whose name contains Bothan cost is 1 less when in a squad with this character)


Commander Effect
 Followers gain +3 Attack; Allied Bothans gain Avoid Defeat


The Emperor has made a critical error, and the time for our attack has come.



R2-D2 of Cloud City 
Rebel
17/60


Cost:   9  
Hit Points: 30
Defense: 16
Attack: 0
Damage: 0
Rarity: Rare 
Base: Small 
Gender: Male 


Special Abilities
Unique
Droid (Immune to critical hits; not subject to commander effects)
Fog Cloud (Replaces attacks: designate 3 adjacent squares to provide cover until the end of this character's next turn. All 3 squares must be adjacent to each other.)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character)
Targeting (Until the end of the round, target enemy has -4 Defense)


A very loyal and courageous droid, although he was not designed for combat, he never shies from a fight when the situation demands it.



Rebel Tactician
 Rebel
18/60


Cost:  16  
Hit Points: 40
Defense: 15
Attack: 4
Damage: 10
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Tactical Foresight +6 (if this character has line of sight to an enemy character at the beginning of the round add 6 to your initiative check)


The Rebel Alliance uses a wide array of battle tactics, many of which are very different than those of their Imperial Counterparts.





Yoda, Jedi in Exile 
Rebel
19/60


Cost: 42  
Hit Points: 120
Defense: 20
Attack: 0
Damage: 0
Rarity: Very Rare 
Base: Small 
Gender: Male 


Special Abilities
Unique
Force Mentor (At the start of the skirmish, choose a Unique Rebel ally with a Force Rating. That character gains Surprise Move and in addition to spending it's own Force points may also spend this character's Force points once per turn.)


Force Powers
Force 3
Force Renewal 3 (This character gets 3 Force points each time he activates)
Master of the Force 3 (May spend Force points up to 3 times in a single turn)
Force Essence (When this character is defeated, you may immediately set up a character named Yoda, Jedi Spirit in the square this character formerly occupied. Any "at the start of the skirmish" instances are immediately resolved.)
Force Light 2 (Force 2, usable only on this character's turn, enemy Force abilities within 6 squares are suppressed for the rest of the round.)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 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)
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)
Levitation 2 (Force 2: replaces attacks, Move 1 Large or smaller ally within 12 squares to any unoccupied square within 12 squares. This move does not provoke attacks of opportunity)


Commander Effect
Each ally with a Force rating starts with +1 Force.


Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. For my ally is the Force, and a powerful ally it is.



Young Skywalker 
Rebel
20/60


Cost: 41  
Hit Points: 100
Defense: 20
Attack: 10
Damage: 20
Rarity: Very Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique (Counts as Luke Skywalker)
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Cho Mai (If this character rolls a natural 20 on an attack, the target is -20 Damage for the rest of the skirmish. If the target can negate the damage from this attack they may ignore this effect.)
Cunning Attack (+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.)
Inverse Dun Möch (Replaces attacks: range 6; 1 target with a Force rating is unable to make an attack for the rest of this Round. The target can choose to negate this effect and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)


Force Powers
Force 5
Dark Temptation (Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11; if this save fails, this character joins the opponent's squad until the end of the skirmish.)
Jedi Acrobatics (Force 1, up to 6 squares of this character's regular movement ignores enemy characters, low objects, difficult terrain, and pits when moving. Walls still block its movement, and it must still end its move in a legal space. Because this character ignores enemies, they cannot make attacks of opportunity against it.)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)


I am a Jedi, like my father before me.





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