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Band-Aids & Hand Grenades
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Author:  R5Don4 [ Mon Dec 12, 2011 10:09 pm ]
Post subject:  Band-Aids & Hand Grenades

1 Senator Ranulph Tarkin
2 A-Wing Ace Pilot
3 Alliance Communication Officer
4 ASF Marine
5 Bothan Infiltrator
6 C-3PO of Cloud City
7 Captain Solo
8 Chewbacca Enforcer
9 Dresselian Sergeant
10 Echo Base Deck Officer
11 Gold Leader
12 Hoth Trooper with FD P-Tower laser cannon
13 Luke Skywalker of Cloud City
14 Mon Mothma of Chandrillia
15 R2-D2 of Cloud City
16 Rebel Tactician
17 Yoda, Jedi in Exile
18 Young Skywalker
19 AT-ST Field Officer
20 Black Squadron Pilot
21 Bridge Technician
22 Captain Needa
23 Commander Janek Sunber of Maridun
24 Darth Vader Supreme Commander
25 Death Squadron Tie Pilot
26 Garoche Tarkin
27 High Human Culture Elitist
28 Imperial Commander
29 Imperial Master Gunnery Sergeant
30 ISB Infiltrator
31 Palpatine, Galactic Emperor
32 Sandtrooper Sergeant
33 Sandtrooper with Flamethrower
34 Scout Trooper Marksman
35 Snowtrooper Officer
36 Stormtrooper Squad Leader
37 Ved Kennede
38 Veteran Sandtrooper on Dewback
39 Veteran Stormtrooper
40 Bib Fortuna Major Domo
41 Boba Fett, Galactic Bounty Hunter
42 Diversity Alliance Radical
43 Elom Brute
44 Ewok Catapult
45 Ewok Ranger
46 Human Fanatical Commando
47 Human League Fanatic
48 Ishi Tib Thug
49 Klatoonian Henchman
50 Malakili
51 Myo
52 Ortolan Smuggler
53 R5-D4
54 Ree Yees
55 Teebo
56 Saurin Combat Trainer
57 Ur'ror'ror on Bantha
58 Wampa Den Mother
59 Weequay Skiff Master
60 Wing Guard Captain

Author:  R5Don4 [ Tue Dec 13, 2011 5:13 am ]
Post subject:  Re: Band-Aids & Hand Grenades

Reserved for Collected Stats


Band-Aids & Hand Grenades far nicer to a post full of stats.

Author:  R5Don4 [ Tue Dec 13, 2011 5:14 am ]
Post subject:  Re: Band-Aids & Hand Grenades

Glossary


Special Abilities


Anti-Human Extremism
Spoiler: show
(This character is not subject to Commander Effects from Human Commanders. Allied Humans -3 Attack -3 Defense, Non-Human Allies within six gain Poison +10)


Avoid Anymore Female Advice
Spoiler: show
(This character and followers within 2 squares are not subject to Commander Effects from characters whose name contains Leia. Allies within 2 squares gain Flanking Support)


Bad Motivator
Spoiler: show
( this character costs 1 more when in a squad with a character whose name contains R2-D2 or Jawa)


Bantha Trample
Spoiler: show
(Doors do not impede movement of this character. All adjacent doors count as open; remain open for the rest of the skirmish and cannot be closed)


Bespin Guard
Spoiler: show
(This character counts as a Bespin Guard)


Bloodlust
Spoiler: show
( +10 Damage attacks against adjacent enemies at half Hit Points or less)


Bully
Spoiler: show
( +4 Attack against an enemy with a lower point cost.)


Callow
Spoiler: show
(Whenever this character takes damage, it must immediately move 4 squares away from the direction of the damage dealer, if possible.)


Cho Mai
Spoiler: show
(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.)


Corellian Overdrive
Spoiler: show
(Whenever this character is targeted by an enemy, this character must attempt a save of 11; the save is not optional. On a failure, the attack is resolved normally against this character. On a successful save, the attack is redirected to another legal target of your opponent's choice If there is no other target the attack is resolved normally against this character. Make the save to redirect the attack before the attacker makes its attack roll.)


Defiance
Spoiler: show
(Allies within 6 squares with Swarm +1 gain Swarm +4)


Drunken Brawler
Spoiler: show
( Immune to effects of Humanocentrist, Special Abilities that contain the word Poison, and Special Abilities and Force Powers that effect activation status. Cannot benefit from Commander Effects that grant Special Abilites or Stat Bonuses. This character is -4 for all Saves)


Dun Möch
Spoiler: show
( Useable only on this character's turn. Range 6; 10 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish. On a successful save roll of 20, this character takes 40 damage instead.)


Emperor Palpatine
Spoiler: show
( considered to be named Emperor Palpatine)


Fog Cloud
Spoiler: show
(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.)


Force Mentor
Spoiler: show
( At the start of the skirmish, choose a Unique Rebel ally with a Force Rating. That character gains Surprise Move and may spend this character's Force points as if they were its own for the rest of the skirmish.)


Fringe Benefits
Spoiler: show
( If an adjacent Fringe enemy targets this character or an ally, you may cancel this attack instead; save 11)


Fringe Reserves 20
Spoiler: show
(on an initiative roll of 11 you may add 20 points of Fringe characters whose name contain Cloud Car; Bespin or Ugnaught in your starting area to your squad immediately before your first activation this round.)


Grappling Snare
Spoiler: show
(Replaces Attacks, Range 6, target unable to move or make attacks for the rest of the skirmish, a save of 11 negates effect)


Hand Signals
Spoiler: show
(Each allied commander can extend its command range from this character up to 12 squares within this character's Line of Sight as well as from itself for the purpose of commander effects. This special ability only increases range; any bonus conferred by a commander effect is not multiplied, nor can a commander effect be triggered multiple times at once as a result of this special ability.)


Humanocentrist
Spoiler: show
(Not Subject to Commander Effects from Non-huMan Commanders. Allied non-huMans -2 Attack -2 Defense, Male Human allies within 6 squares +2 Attack against non-huMan enemies. Non-huMan is defined as any character other than human males.)


Immediate Tusken Reserves 20
Spoiler: show
( If you roll exactly 3, 8, 13, or 18 for initiative, you can add up to 20 points of Tusken characters to your squad, adjacent to this character, immediately before your first activation of the round)


Imperial Glory
Spoiler: show
(Imperial Followers within 6 Squares can move up to 2 squares and make 1 immediate attack when they are defeated. This move does not provoke attacks of opportunity.)


Infiltration Expert
Spoiler: show
(Set up anywhere on your half of the battle map.)


Integrated Rangefinder
Spoiler: show
( Usable only on this character's turn, If this character does not move this turn it may target otherwise untargetable enemies within Line of Sight)


Intrepid
Spoiler: show
( 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.)


Inverse Dun Möch
Spoiler: show
(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.)


Luke Skywalker
Spoiler: show
(Counts as Luke Skywalker)


Natural Camoflauge
Spoiler: show
(This character cannot be targeted by an ememy if it has cover until an ally has taken damage, or it attacks. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.)


Net Sack
Spoiler: show
( At the end of this characters turn he may be placed adjacent an ally whose name contains Chewbacca or R2-D2 within 12 squares)


Rancor Keeper
Spoiler: show
(During Set up Choose an Ally whose name contains Rancor. That Ally is +6 AT +6 DF for the rest of the skirmish. If that Ally is defeated, this character cannot move or attack until he is attacked or an ally ends their movement adjacent.)


Rapport
Spoiler: show
( A character named Nikto Gunner on Desert Skiff costs 1 less when in the same squad as this character)


Rapport
Spoiler: show
(Characters with the Special Ability Palpatine's Bodyguard or Emperor's Bodyguard cost 1 less when in a squad with this character)


Rapport
Spoiler: show
(a character whose name contains Bothan cost is 1 less when in a squad with this character)


Rapport
Spoiler: show
( This character's cost is 5 less in a squad with a character named AT-ST)


Rapport
Spoiler: show
(A character with the Dejarik Special Ability costs 1 less when in the same squad as this character)


Rapport
Spoiler: show
( a character whose name contains Lando costs 1 less when in the same squad as this character)


Rapport
Spoiler: show
(Costs 1 less when in the same squad as a character whose name contains Thraken Sal Solo)


Rebel/New Republic Reserves 20
Spoiler: show
(If this character is in your squad and you roll exactly 20 for initiative, you may immediately add up to 20 points of non-Unique Rebel or New Republic characters to your squad. These characters set up in the same area as your squad did, immediately before your first activation of the round. These characters don’t count toward the cost of your squad, and your opponent doesn’t have to defeat them to win the skirmish. If initiative is rerolled due to a tie, you add these characters to your squad only if your final, untied roll is exactly 20.)


Republic Reserves 30
Spoiler: show
(If you roll exactly 20 for initiative, you can add up to 30 points of Human Republic characters to your squad immediately before your first activation of the round)



Responsibility
Spoiler: show
(If this character has line of sight to an enemy character at the beginning of the round and you have not won the initiative this round this character may be removed from play at the beginning of the round. Your opponent's initiative check is automatically 1.)


Self-Destruct 30
Spoiler: show
( When this character is defeated, each adjacent character takes 30 damage)


Skiff Master
Spoiler: show
(Followers with the Special Ability Desert Skiff may transport an additional 1 Large or 2 Small or Medium allies. If that ally is defeated all transported allies may make a second save of 6 to avoid defeat in addition to the first save of 11)


Swarm +4 (Ewok)
Spoiler: show
( +4 Attack against a target for each allied Ewok adjacent to that target)


Synergy (Vader)
Spoiler: show
(+4 Attack while allied character whose name contains Vader is within 6 squares)


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


Tusken
Spoiler: show
( This character counts as a Tusken Raider)


Wookiee Intimidation
Spoiler: show
(Lower cost adjacent enemies of base size Medium or smaller may not activate or continue moving, save 11.)



Force Powers



Force Chain Lightning 2
Spoiler: show
Force 2, replaces attacks, range 6, 30 Damage to target and all adjacent characters


Force Spirit 10
Spoiler: show
If this character is defeated, immediately add 10 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish


Force Supression
Spoiler: show
5 Force points; A character using this Force power cancels the effects of Force being spent by another character. You must decide whether to use Force Supression immediately after the other Force use is declared but before it takes effect. That Force is still considered to have been used that turn, and the affected character still spends the Force points.


Jedi Acrobatics
Spoiler: show
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.


Levitation 2
Spoiler: show
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


Master Levitation
Spoiler: show
Force 3, replaces turn; Move 1 Huge or smaller character, including characters with Emplacement, within 6 squares to any unoccupied space within 6 squares. This move does not provoke attacks of opportunity. If that character has a Force Rating it may avoid this effect with a Save 11

Author:  R5Don4 [ Tue Dec 13, 2011 5:15 am ]
Post subject:  Re: Band-Aids & Hand Grenades

Reserved for photos

Author:  R5Don4 [ Tue Dec 13, 2011 9:15 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

1
Senator Ranulph Tarkin
Republic
Very Rare
RM Govenor Tarkin
Cost 16
HP 80
DF 15
AT 0
DM 10
Special Abilities
Unique
Blaster Rifle Upgrade
Humanocentrist (Not Subject to Commander Effects from Non-huMan Commanders. Allied non-huMans -2 Attack -2 Defense, Male Human allies within 6 squares +2 Attack against non-huMan enemies)
Republic Reserves 30 (If you roll exactly 20 for initiative, you can add up to 30 points of Human Republic characters to your squad immediately before your first activation of the round)

While under the influence of Senator Ranulph Tarkin, the Militarist movement in the Galactic Senate became conflated with Humanocentrism. Valorum simply considered him a "damned fool"—though his opinion was colored by political opposition.

Author:  R5Don4 [ Wed Dec 14, 2011 7:56 pm ]
Post subject:  Re: Band-Aids & Hand Grenades Preview 2

12
Hoth Trooper with FD P-Tower Laser Cannon
Rebel
Rare
RM Hoth Trooper with Atgar Cannon
Cost 18
HP 60
DF 14
AT 7
DM 30
Special Abilities
Emplacement
Machinery
Splash 10

Many of Atgar's products, such as the 1.4 FD P-Tower laser cannon, emphasized power over efficiency.



20
Black Squadron Pilot
Imperial
Uncommon
RM Baron Fel
Cost 16
HP 40
DF 16
AT 6
DM 20
Special Abilities
Synergy (+6 Attack, +10 Damage while allied character whose name contains Vader is within 6 squares)
Vicious Attack

DS-61-3, nicknamed "Backstabber," was an Corellian Imperial TIE pilot, known for his viciousness in combat, and Darth Vader's right wingman in Black Squadron.


28
Imperial Commander
Imperial
Uncommon
RM Star Destroyer Officer
Cost 15
HP 50
DF 14
AT 3
DM 10

Commander Effect
Allied characters are treated as having the same name as each other, only for purposes of special abilities whose name contains Squad.

Since the earliest days of the Galactic Empire, the position of commander had been used and certain members of this rank often participated in ground engagements alongside stormtroopers

54
Ree Yees
Fringe
Very Rare
RM Gran Raider
Cost 8
HP 30
DF 15
AT 5
DM 10
Special Abilities
Unique
Melee Attack
Bravado
Drunken Brawler (Immune to effects of Humanocentrist, Special Abilities that contain the word Poison, and Special Abilities and Force Powers that effect activation status. Cannot benefit from Commander Effects that grant Special Abilites or Stat Bonuses. -4 to all Saves)
Opportunist
Self Destruct 40

The distrustful Jabba had a short-range bomb implanted in him. When Jabba said a certain phrase, the bomb would explode, killing Ree-Yees and any one next to him. This bomb could be used to kill an assassin, or if Ree-Yees himself was planning to kill Jabba (as he was).

Author:  R5Don4 [ Thu Dec 15, 2011 5:31 am ]
Post subject:  Re: Band-Aids & Hand Grenades

15
R2-D2 of Cloud City
Rebel
Rare
RM R2-D2
Cost 9
HP 30
DF 16
AT 0
DM 0
Special Abilities
Unique
Droid
Fog Cloud (Replaces attacks: designate 3 adjacent squares to provide cover until the end of this character's next turn)
Override
Pathfinder
Targeting

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

Author:  R5Don4 [ Thu Dec 15, 2011 4:28 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

8
Chewbacca, Enforcer
Rebel
Very Rare
RM Chewbacca
Cost 26
HP 110
DF 17
AT 8
DM 20
Special Abilities
Unique
Wookiee
Momentum
Rolling Cleave
Wookiee Intimidation (Lower cost adjacent enemies of base size Medium or smaller may not activate or continue moving, save 11.)
Rapport (A character with the Dejarik Special Ability costs 1 less when in the same squad as this character)

"... droids don't pull people's arms out of their sockets when they lose. Wookiees are known to do that." - Han Solo



21
Bridge Technician
Imperial
Common
RM Imperial Security Officer
Cost 7
HP 20
DF 14
AT 4
DM 10
Special Abilities
Override
Relay Orders

The bridge is the central hub of a vessel's activity, serving as its primary command-and-control station.



32
Sandtrooper Sergeant
Imperial
Common
RM Sandtrooper (Champions of the Force)
Cost 15
HP 40
DF 18
AT 8
DM 20
Special Abilities
Recon
Rangefinder

Commander Effect
Trooper Followers gain Grenades 20 and Sniper

Sergeants formed the backbone of the Imperial Army.



60
Wing Guard Captain
Fringe
Uncommon
RM Bespin Guard (Imperial Entanglements)
Cost 12
HP 40
DF 15
AT 5
DM 10
Special Abilities
Advantageous Cover
Rapport (a character whose name contains Lando costs 1 less when in the same squad as this character)
Reserves 20 on a roll of 11 may add 20 points of Fringe characters whose name contain Cloud Car; Bespin or Ugnaught

Commander Effect
Allied characters whose name contains Bespin Guard gain Twin Attack , Cunning +20

When Darth Vader took control of Cloud City, Lobot and a squad of Wing Guards set an ambush for the stormtroopers escorting Leia Organa and Chewbacca.

Author:  R5Don4 [ Fri Dec 16, 2011 2:24 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

42
Diversity Alliance Radical
Fringe
Uncommon
RM Twi'lek Scoundrel
Cost 18
HP 30
DF 15
AT 2
DM 10
Special Abilities
Anti-Human Extremism (Not subject to Commander Effects from Human Commanders. Allied Humans -3 Attack -3 Defense, Non-Human Allies within six squares gain Poison +10)

Commander Effect
At the end of this character's turn an adjacent Non-Human follower may make an immediate attack against a Human enemy.

The Diversity Alliance was formed as a result of the injustices inflicted on non-Human species by the Humanocentric Galactic Empire's New Order.

Author:  R5Don4 [ Fri Dec 16, 2011 7:42 pm ]
Post subject:  Aids 'n 'Nades Preview

2
A-Wing Ace Pilot
Rebel
Common
RM Dark Hellion Swoop Gang Member
Cost 14
HP 50
DF 15
AT 10
DM 10
Special Abilities
Double Attack
Squad Assault
Squad Firepower
Quick Reactions

The A-wing requires pilots of exceptional skill to take full advantage of the vessel's speed, agility, and special features.


57
URoRRuR'R'R on Bantha
Fringe
Very Rare Huge
RM Tusken Raider on Bantha
Cost 42
HP 140
DF 22
AT 10
DM 30
Special Abilities
Unique
Melee Attack
Twin Attack
Tusken
Bantha Trample (Doors do not impede movement of this character. All adjacent doors count as open; remain open for the rest of the skirmish and cannot be closed)
Cloaked
Immediate Tusken Reserves 20 (If you roll exactly 3, 8, 13, or 18 for initiative, you can add up to 20 points of Tusken characters to your squad, adjacent to this character, immediately before your first activation of the round)

Commander Effect
Allied Tuskens Gain Cloaked and Charging Fire

An unstoppable force astride his mighty three meter tall and 4,000 kilogram bantha mount, URoRRuR'R'R the legendarily fearless Tusken Raider leader defends Tatooine's the Jundland Wastes.

58
Wampa Den Mother
Fringe
Rare Large
RM Wampa
Cost 24
HP 100
DF 17
AT 10
DM 20
Special Abilities
Melee Attack
Double Attack
Ambush
Immobilizing Rend
Savage
Stealth

Commander Effect
Characters with Savage are subject to this commander effect, Savage followers gain Charging Assault +10


Although primarily solitary hunters, wampas occasionally formed packs, banding together to attack a threat to their territory

Author:  R5Don4 [ Sat Dec 17, 2011 7:19 am ]
Post subject:  Re: Band & Hand Preview

3
Alliance Communication Officer
Rebel
Uncommon
RM Old Republic Recruit
Cost 6
HP 30
DF 14
AT 3
DM 10
Special Abilities
Relay Orders

The eyes and ears of the Rebellion's finest..



23
Commander Janek Sunber of Maridun
Imperial
Very Rare
RM Major Veers
Cost 23
HP 70
DF 17
AT 8
DM 10
Special Abilities
Unique
Grenades 30
It's a Trap!

Commander Effect
Non-Unique followers gain Charging Fire
Trooper followers gain Squad Cover

"You have the company to save…Commander. You've made me proud, Janek. On my best day I couldn't have matched what you've done…" ―General Ziering, to Janek Sunber upon bestowing the battlefield promotion to Commander during the Battle of Maridun

Author:  R5Don4 [ Sat Dec 17, 2011 7:19 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

6
C-3PO of Cloud City
Rebel
Rare
RM Knight Models C-3PO
Cost 4
HP 10
DF 12
AT 0
DM 0
Special Abilities
Unique
Droid
Speed 0
Disruptive
Net Sack (At the end of this characters turn he may be placed adjacent an ally whose name contains Chewbacca or R2-D2 within 12 squares)

Well, at least your still in one piece! Look what happened to me!



33
Sandtrooper with Flamethrower
Imperial
Common
RM Heavy Stormtrooper (Rebel Strom)
Cost 9
HP 20
DF 16
AT 4
DM 10
Special Abilities
Flamethrower 20

The Galactic Empire occasionally used flamethrowers against rioters, due to their horrific and demoralizing effects.

Author:  R5Don4 [ Sun Dec 18, 2011 7:00 am ]
Post subject:  Re: Band-Aids & Hand Grenades

16
Rebel Tactician
Rebel
Common
RM Mon Calmari Mercenary
Cost 16
HP 40
DF 15
AT 4
DM 10
Special Abilities
Tactical Foresight +6 (Add 6 to your initiative check if this character has line of sight to an enemy character at the beginning of the round)

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

36
Stormtrooper Squad Leader
Imperial
Uncommon
RM Knight Models Stromtrooper
Cost 11
HP 30
DF 18
AT 8
DM 10

Commander Effect
Allied Troopers within 6 squares gain Squad Firepower

Imperial stormtroopers who demonstrated skills in leadership could be promoted to officer status.

50
Malakili
Fringe
Very Rare
RM
Cost 9
HP 40
DF 14
AT 3
DM 10
Special Abilities
Unique
Melee Attack
Empathy
Rancor Keeper (During Set up Choose an Ally whose name contains Rancor. That Ally is +6 AT +6 DF for the rest of the skirmish. If that Ally is defeated, this character cannot move or attack until he is attacked or an ally ends their movement adjacent.)

Malakili became very emotionally attached to Jabba's rancor.

52
Ortolan Smuggler
Fringe
Uncommon
RM Mon Calmari Medic
Cost 11
HP 20
DF 10
AT 1
DM 10
Special Abilities
Smuggler's Luck
Speed 4

Ortolans found offworld are usually associated with smugglers.


55
Teebo
Fringe
Rare
RM Ewok Scout
Cost 12
HP 50
DF 16
AT 6
DM 10
Special Abilities
Unique
Melee Attack
Ewok
It's a Trap!
Natural Camouflage (This character cannot be targeted by an ememy if it has cover until an ally has taken damage, or it attacks. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.)
Swarm +1
Traps

Teebo wore the skull of a gurreck, decorated with churi feathers, on his head.

Author:  R5Don4 [ Sun Dec 18, 2011 9:12 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

18
Young Skywalker
Rebel
Very Rare
RM Knight Models Luke Skywalker
Cost 41
HP 100
DF 20
AT 11
DM 20
Special Abilities
Unique (counts as Luke Skywalker)
Melee Attack
Double Attack
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
Djem So Style
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
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
Lightsaber Sweep

I am a Jedi, like my father before me.

Author:  R5Don4 [ Mon Dec 19, 2011 7:34 am ]
Post subject:  Re: Band-Aids & Hand Grenades

5
Bothan Infiltrator
Rebel
Common
RM Bothan Spy
Cost 22
HP 40
DF 15
AT 5
DM 10
Special Abilities
Cloaked
Infiltration Expert (Set up anywhere on your half of the battle map.)
Intuition
Grenades 30

Chosen for both skill and motivation, Infiltrators were tasked with the riskiest missions.



11
Gold Leader
Rebel
Uncommon
RM Wedge Antilles
Cost 23
HP 60
DF 15
AT 9
DM 10
Special Abilities
Pilot
Cunning Attack

Commander Effect
Allied characters with Pilot gain Twin Attack 

Rebel pilots had a reputation for bravery, since they were almost always outnumbered when they went into battle. 



26
Garoche Tarkin
Imperial
Rare
RM Moff Morlish Veed
Cost 20
HP 60
DF 15
AT 6
DM 20
Special Abilities
Unique
Internal Strife

Commander Effect
Adjacent non-Unique followers gain Merciless

Admiral Tarkin tasked with eliminating insurgents in the Ghost Nebula, mysteriously disappeared along with the Star Destroyer under his command.



37
Ved Kennede
Imperial
Rare
RM Hand of the Emperor
Cost 30
HP 90
DF 20
AT 12
DM 10
Special Abilities
Unique
Melee Attack
Double Attack
Dark Armor
Parry
Palpatine's Bodyguard

Force Powers
Force 3
Force Sense
Force Weapon

Commander Effect
CE Allies with the Special Ability Palpatine's Bodyguard or Emperor's Bodyguard gain Blaster 20 and Close Quarters Fighting

Palpatine considered Kennede to be one of his most loyal followers and appointed him the position of Master Instructor at the Royal Imperial Guard facility on Yinchorr.

Author:  R5Don4 [ Mon Dec 19, 2011 11:18 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

4
ASF Marine
Rebel
Uncommon
RM Devarion Soldier
Cost 21
HP 70
DF 16
AT 8
DM 20
Special Abilities
Commando
Grenades 10
Hand Signals (Allies' commander effects normally limited to 6 squares have range of 12 squares within this character's Line of Sight)
Armored Spacesuit
Stealth

Alliance Special Forces hand signals were used where verbal communication, and the use of comlinks, were difficult or impossible.

Author:  R5Don4 [ Tue Dec 20, 2011 11:46 am ]
Post subject:  Re: Band-Aids & Hand Grenades

34
Scout Trooper Marksman :scout:
Imperial
Uncommon
RM Scout Trooper (Alliance & Empire)
Cost 15
HP 30
DF 15
AT 8
DM 20
Special Abilities
Accurate Shot
Mobile Attack
Stealth

Feared for their excellent marksmanship skills, scout troopers were armed with collapsible, long-range E-11s sniper rifles equipped with powerful scopes and small targeting computers for increased accuracy.

45
Ewok Ranger :Ewok:
Fringe
Common
RM Ewok Warrior (Masters of the Force)
Cost 9
HP 30
DF 16
AT 4
DM 10
Special Abilities
Defiance (Allies within 6 squares with Swarm +1 gain Swarm +4)
Stealth
Swarm +4

Ewoks considered themselves to be great hunters

Author:  R5Don4 [ Tue Dec 20, 2011 6:11 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

47
Human League Zealot
Fringe
Common
RM Human Bodyguard
Cost 10
HP 40
DF 13
AT 0
DM 10
Special Abilities
Melee Attack
Fringe Benefit (Cancel an attack made by an adjacent Fringe enemy without Savage, Save 11)
Humanocentrist (Not Subject to Commander Effects from Non-huMan Commanders. Allied non-huMans -2 Attack -2 Defense, Male Human allies within 6 squares +2 Attack against non-huMan enemies)
Rapport (costs 1 less in the same squad as a character named Thraken Sal Solo)

For the Human League, bribery was not beyond their ethics

53
R5-D4
Fringe
Very Rare
RM R5 Astromech Droid
Cost 8
HP 40
DF 16
AT 0
DM 0
Special Abilities
Unique
Droid
Bad Motivator (Costs 1 more when in a squad with a character whose name contains R2-D2 or Jawa)
Destabilize Sheilds

Aboard the jawa sandcrawler, the new arrival R2-D2 sabotaged R5-D4's motivator, acting under the orders of Princess Leia

Author:  R5Don4 [ Wed Dec 21, 2011 1:44 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

7
Captain Solo
Rebel
Rare
RM Knight Models Han Solo
Cost 33
HP 80
DF 16
AT 9
DM 20
Special Abilities
Unique
Pilot
Avoid Anymore Female Advice (This character and followers within 2 squares are not subject to Commander Effects from characters whose name contains Leia. Allies within 2 squares gain Flanking Support)
Correlian Overdrive (When targeted by an enemy, designate another legal target instead, save 11)
Intrepid (At the very end of the round after all activations have been played this character can immediately move up to his speed before the new round begins. This character may take their turn as normal during the round.)
Mercenary
Mobile Attack
Opportunist
Smuggler's Luck

"What good is a reward if you ain't around to use it?" -Han Solo to Luke Skywalker immediately prior to the Battle of Yavin



19
AT-ST Field Officer
Imperial
Common
RM Mongoose Publishing, Judge Dredd 2000AD: Juve with Club
Cost 12
HP 30
DF 14
AT 3
DM 10
Special Abilities
Crack Gunner +10
Pathfinder
Rapport (This character's cost is 5 less in a squad with a character named AT-ST)
Commander Effect
Allies named AT-ST gain +4 Attack +4 Defense, Stable Footing and Twin Attack

Imperial High-Command regarded the AT-ST as a highly versatile weapon, excelling against infantry and lightly armored vehicles, but also useful for protecting vital units and patrolling hostile areas.



40
Bib Fortuna, Majordomo
Fringe
Rare
RM Bib Fortuna
Cost 6
HP 60
DF 14
AT 6
DM 10
Special Abilities
Unique
Melee Attack
Bloodthirsty
Callow (Whenever this character takes damage, it must immediately move 4 squares away from the direction of the damage, if possible.)
Decpetive
Stealth
Tribute Collection (If this character is in a squad that does not contain a character named or counts as Jabba the Hutt, this character counts as Jabba the Hutt for the purposes of Rapport)

"Die Wanna Wanga"

Author:  jonnyb815 [ Wed Dec 21, 2011 2:03 pm ]
Post subject:  Re: Band-Aids & Hand Grenades

someone has too much time on their hands. I thought chewie riding that animal was enough.....

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