Sunday, July 8, 2012

Critical Strike Part II

Yuuzhan Vong





Onimi, Shamed One 
Yuuzhan Vong
56/60 Critical Strike Part II


Cost: 28  
Hit Points: 70
Defense: 15
Attack: 6
Damage: 10
Rarity: Very Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Advantageous Attack 20 (+20 Damage against an enemy who has not activated this round.)
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.)
Shamed One (Not subject to allied Yuuzhan Vong commander effects and special abilities. Adjacent allies not subject to allied Yuuzhan Vong commander effects and special abilities.)
Vongsense (Ignores Force Immunity of Yuuzhan Vong enemies)
Weakening Venom (When this character attacks an enemy character, target is -2 Attack for the rest of the skirmish, save 11.)


Force Powers
Force 4
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
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)


Commander Effect
Allied character whose name contains Shmirra gains Pain Induced Twin Attack (When this character has less than half Hit Points remaining whenever he attacks, he makes 1 extra attack against the same target)





Vua Rapuung 
Yuuzhan Vong
57/60 Critical Strike Part II


Cost:  34  
Hit Points: 90
Defense: 20
Attack: 12
Damage: 10
Rarity: Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Defensive Overdrive (When damaged by an adjacent enemy this character may take an extra 10 Damage and make an immediate attack.)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)


Vua Raapung had immense physical strength, at one point spearing a warrior through the eyes with his fingers and lifting the dead warrior into the air by the sockets.



Yuuzhan Vong Assassin 
Yuuzhan Vong
58/60 Critical Strike Part II


Cost:  43  
Hit Points: 110
Defense: 18
Attack: 12
Damage: 10
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Ambush (This character can move and then make all his attacks against 1 enemy who has not activated this round)
Blindside (When an allied character misses an attack against a wounded character adjacent to this character, this character may make an immediate attack against that character.)
Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Vonduun Crab Armor 16 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 16)
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)





Yuuzhan Vong Sentry
Yuuzhan Vong
59/60 Critical Strike Part II


Cost:   7  
Hit Points: 30
Defense: 13
Attack: 6
Damage: 10
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack
Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)
Immobilize (An enemy adjacent to an ally hit by this character's attack may not move until the end of the round.)
Pursuit (Immediately after making an attack of opportunity this character can move 2 squares , this move does not provoke attacks of opportunity)
Thud Bug (Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)
Following the Yuuzhan Vong galactic invasion, the conquered world of Selvaris became home to a prison facility guarded by a specially trained caste of warriors.





Yuuzhan Vong Warrior Seer 
Yuuzhan Vong 
60/60 Critical Strike Part II


Cost:  35  
Hit Points: 70
Defense: 17
Attack: 10
Damage: 10
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Seer (Remove this character from the map immediately after it is hit by an enemy attack and first has less than full Hit Points. It remains off the map for the next round. Before rolling initiative for the following round, place it on the map at least 6 squares from any enemy characters.)
Unsettling Presence (Squares adjacent to this character count as rough terrain.)
Vonduun Crab Armor 11 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11)




Wednesday, July 4, 2012

Critical Strike Part II

Mandalorian





Death Watch Covert Saboteur 
Mandalorian
51/60 Critical Strike Part II


Cost:  36  
Hit Points: 90
Defense: 18
Attack: 10
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Grenades 40 (Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11)
Loner (+4 Attack if no allies are within 6 squares)
MM-40 Thermal Charge (Replaces attacks, target adjacent square. At the end of your turn all characters adjacent to that square take 20 Damage that cannot be reduced by Special Abilities, Save 11. All doors adjacent to that square are considered open for the rest of the skirmish and cannot be closed.)
Sabotage (Replaces attacks: Adjacent enemy characters with Mounted Weapon cannot move more than their speed during a phase for the rest of the skirmish)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)





Journeyman Protector
Mandalorian
52/60 Critical Strike Part II


Cost:   27  
Hit Points: 60
Defense: 17
Attack: 10
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Affinity (A character whose name contains Bacara may be in your squad regardless of faction.)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Loyalist (Once per turn, when an allied commander within six squares is targeted this character may make an immediate attack against that character.)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)


Order and peace on Concord Dawn were maintained by the Journeyman Protectors.





Mandalorian Combat Veteran 
Mandalorian
53/60 Critical Strike Part II


Cost:  38  
Hit Points: 80
Defense: 18
Attack: 9
Damage: 20
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Beskar'gam (When this character takes damage, he reduces the damage dealt by 10 with a save of 11)
Combat Healing (Allies within 6 squares that make an attack roll of 16 or greater, heal 20 Hit Points.)
Combatant (Replaces turn, this character may be placed adjacent to a Mandalorian ally within line of sight and make two attacks.)
Overwhelming Power (Damage from this character's attacks cannot be prevented or redirected)

Parry (When hit by a melee attack, this character takes no damage with a save of 11)



The Mandalorians developed crushgaunt gauntlets to augment the wearer's strength exponentially enhancing the natural hand-arm strength enabling them to crush bone, metal, or any other material with relative ease.












Mandalorian Shocktrooper 
Mandalorian
54/60 Critical Strike Part II


Cost:  19  
Hit Points: 50
Defense: 17
Attack: 8
Damage: 20
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ferocity (Can make an immediate attack when defeated.)
Timely Shot (If this character has not activated this round when an enemy within line of sight becomes wounded, this character may make an immediate attack and is considered activated.)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)





Neo-Crusader Field Marshal 
Mandalorian
55/60 Critical Strike Part II


Cost:  34  
Hit Points: 80
Defense: 18
Attack: 10
Damage: 20
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Special Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


Commander Effect
When an allied Mandalorian drops below full Hit Points it may make an immediate attack










Tuesday, July 3, 2012

Critical Strike Part II

Fringe





Amanin Tribal Leader 
Fringe
45/60 Critical Strike Part II


Cost:  20  
Hit Points: 70
Defense: 18
Attack: 6
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Poison +10 (+10 Damage to living enemy; save 11)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Wheel Form (This character can move up to 18 squares if he does not attack)


Commander Effect
Amanin followers gain Charging Assault +10 and Thrown Weapon (Range 6, replaces attacks, 20 Damage to target, Save 11).


To establish peace the Amanin tribes on Maridun engage in religious massive ritual violent conflict over their sacred battleground called Takital.







Amanin Warrior 
Fringe
46/60 Critical Strike Part II


Cost:   17  
Hit Points: 60
Defense: 16
Attack: 7
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Wheel Form (This character can move up to 18 squares if he does not attack)


Amanin are not above abandoning their traditional spears for energy weapons to give them an advantage in battle.





Hutt Warlord 
Fringe
47/60 Critical Strike Part II


Cost:  24  
Hit Points: 80
Defense: 16
Attack: 6
Damage: 30
Rarity: Uncommon 
Base: Large 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Fringe Reserves 30 (If you roll exactly 11 for initiative, you can add up to 30 points of Fringe characters to your squad immediately before your first activation of the round)
Speed 2 (Can move only 2 squares and attack, or 4 squares without attacking)


Commander Effect
Fringe followers gain Defensive Overdrive (When damaged by an adjacent enemy this character may take an extra 10 Damage and make an immediate attack.)


Most Hutts who reach the peak of their career, leave the day-to-day operation of their enterprises to underlings while they concentrated on food and revelry.





Pirate Duchess 
Fringe
48/60 Critical Strike Part II


Cost:  26  
Hit Points: 80
Defense: 15
Attack: 6
Damage: 10
Rarity: Uncommon 
Base: Medium 
Gender: Female 


Special Abilities
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)
Ion Gun +20 (+20 Damage against nonliving characters)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Mobile Attack (Can move both before and after attacking)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)


Commander Effect
Pirate followers gain Reprogram and Ion Gun +20


While their actions were inherently illegal, the morals of various pirates varied considerably.



Vynock
Fringe
49/60 Critical Strike Part II

Cost:  6  
Hit Points: 10
Defense: 13
Attack: 0
Damage: 10
Rarity: Common 
Base: Medium 
Gender: It 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Attach (Replaces attacks, Remove this character. 10 damage to an adjacent non-living character. Each round the character activates it takes ongoing 10 Damage. Save 11 negates.)
Demolish (Ignores Damage Reduction of adjacent targets)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)


The vynock is an atmosphere-breathing subspecies of the mynock.



Weequay Zealot 
Fringe
50/60 Critical Strike Part II


Cost: 14  
Hit Points: 70
Defense: 16
Attack: 8
Damage: 20
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Melee Attack (Can attack only adjacent enemies)
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
Ritualistic Sacrifice (Until this character or a Weequay ally defeats a living enemy character, if possible this character must end its movement next to a living enemy character.)


Monday, July 2, 2012

Critical Strike Part II

New Republic





Chance Calrissian 
New Republic
42/60 Critical Strike Part II


Cost:  16  
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10
Rarity: Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Mobile Attack (Can move both before and after attacking)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)


Lando Calrissian Jr. was nicknamed Chance by his father.







Irenez 
New Republic
43/60 Critical Strike Part II


Cost:  14  
Hit Points: 60
Defense: 18
Attack: 9
Damage: 10
Rarity: Rare 
Base: Medium 
Gender: Female 


Special Abilities
Unique
Affinity (May be in a Rebel squad with Garm Bel Iblis)
Cunning Twin Attack (Whenever this character attacks an unactivated enemy, it makes one extra attack against the same target.)
Rival (This character may not be in a squad with any character whose name contains Xizor or Black Sun.)


Commander Effect
Followers gain Running Attack (this character gains +4 Attack if it has moved this turn).


Irenez was the second in command of Garm Bel Iblis' dissident Rebel group at Peregrine's Nest.





Venom Assault Trooper 
New Republic
44/60 Critical Strike Part II


Cost:  19  
Hit Points: 50
Defense: 16
Attack: 6
Damage: 10
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Special Abilities
Blast Cannon (+10 Damage against targets within 6 squares)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)
Shields 1 (When this character takes damage, he reduces the damage dealt by 10 with a save of 11)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


Venom Zero—also known as "VZ"—was a squad of Venom assault troopers that served the Galactic Alliance Core Fleet during the Second Imperial Civil War.


Sunday, July 1, 2012

Critical Strike Part II

Imperial





Admiral Motti 
Imperial
32/60 Critical Strike Part II


Cost:  46  
Hit Points: 60
Defense: 15
Attack: 6
Damage: 10
Rarity: Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Imperial Reinforcements 30 (During setup, after seeing your opponent's squad, you can add up to 30 points of Imperial characters to your squad)


Commander Effect
 If you have lost initiative allies are +10 Damage this round.







Commander Jir 
Imperial
33/60 Critical Strike Part II


Cost: 19  
Hit Points: 60
Defense: 16
Attack: 9
Damage: 10
Rarity: Very Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
Affinity (Characters whose names contain 501st may be in your squad regardless of faction)


Commander Effect
Trooper allies gain Ambush.


Commander Daine Jir became Vader's aide-de-camp in the opening years of the Galactic Civil War, as one of the select few Imperial officers who had ever earned his respect.





Darth Vader, Hunter of the Jedi 
Imperial
34/60 Critical Strike Part II


Cost:  56  
Hit Points: 120
Defense: 21
Attack: 14
Damage: 20
Rarity: Very Rare 
Base: Medium 
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)
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 Hunter (+4 Attack and +10 Damage against enemies with Force ratings)


Force Powers
Force 5
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)
Sith Rage (Force 1: +10 Damage on all attacks this turn)


Darth Vader became one of the greatest Jedi hunters in the history of the galaxy.





High General Tagge 
Imperial
35/60 Critical Strike Part II


Cost:  28  
Hit Points: 70
Defense: 16
Attack: 3
Damage: 10
Rarity: Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Imperial Reinforcements 20 (During setup, after seeing your opponent's squad, you can add up to 20 points of Imperial non-Unique characters to your squad.)


Commander Effect
When an allied commander is the first character to be activated this round, followers gain +2 Attack, +2 Defense this round.





Inquisitor Jerec 
Imperial
36/60 Critical Strike Part II


Cost:  58  
Hit Points: 120
Defense: 20
Attack: 11
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)
Domineering (This character may not be in a squad with a character of a higher point cost.)
Intrepid (Once per round, after all activations on both sides have been played, this character can immediately move up to its speed before round is finished. This does not count as an activation and this character must take their turn as normal during the round.)


Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Push 4 (Force 4, replaces attacks: sight; 40 damage; push back target 4 squares if Huge or smaller)
Force Corruption 4 (Force 4, replaces attacks: range 6, non-Droids only; 40 damage and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 40 damage. On a success, that character is no longer corrupted.)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)


Commander Effect
Once per turn, each follower within 6 squares may reroll 1 attack at +4 Attack. If the result of the rerolled attack is a miss, the attacking character takes 10 Damage.


High Inquisitor Jerec was able to find the legendary well of energy, and reached incredible heights of power by basking in its aura.





Loka Hask 
Imperial
37/60 Critical Strike Part II


Cost: 29  
Hit Points: 70
Defense: 16
Attack: 5
Damage: 10
Rarity: Very Rare 
Base: Medium 
Gender: Male 


Special Abilities
Unique
Gravity Well Projection (Replaces turn; Character's with Flight gain Speed 2 and all other characters can only move at half speed until the end of this character's next turn.)


Commander Effect
Each follower that ends its move within 6 squares of this character can move 4 extra squares at the end of its turn.


A Corellian limpet permanently grafted itself onto the left side of Hask's face, giving him a grotesque appearance.





Security Stormtrooper
Imperial
38/60 Critical Strike Part II


Cost: 9  
Hit Points: 20
Defense: 16
Attack: 4
Damage: 10
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Special Abilities
Sonic Stunner (Replaces attacks: range 6; living target and each living character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters ignore this special ability.)
Alert (Enemies attacking this character, receive no bonuses from Cunning Attack, Opportunist, Deceptive or Advantageous Attack.)


"There's one, set for stun"





Stormtrooper Demolitionist
Imperial
39/60 Critical Strike Part II


Cost:  6  
Hit Points: 10
Defense: 16
Attack: 4
Damage: 10
Rarity: Common 
Base: Medium 
Gender: Male 


Special Abilities
Satchel Charge (Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed)





Stormtrooper Sergeant 
Imperial
40/60 Critical Strike Part II


Cost: 10  
Hit Points: 30
Defense: 17
Attack: 6
Damage: 10
Rarity: Uncommon 
Base: Medium 
Gender: Male 


Commander Effect
Characters in this character's squad whose name contains Stormtrooper are considered to have the same name for the purposes of Special Abilites that contain Squad.



Veteran Scout Trooper on Speeder 
Imperial 
41/60 Critical Strike Part II


Cost: 29  
Hit Points: 50
Defense: 18
Attack: 8
Damage: 20
Rarity: Uncommon 
Base: Large 
Gender: Male 


Special Abilities
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)
Lightning Speed (Whenever this character damages an enemy, this character has +4 Speed until end of its next turn. This bonus stacks.)
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 12 (Can move up to 12 squares and attack, or 24 squares without attacking)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)


Speeder bikes became a signature piece of equipment utilized by the scout troopers, thus earning them the nickname "biker scouts."