Acrobatic
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Ignores enemy characters when moving
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1
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SnV
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Bo-rifle
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Replaces attacks: Make 2 attacks against the same adjacent enemy; these count as melee attacks. On a hit, living target is considered activated this round; save 6.
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2
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REB
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Cloaked
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If this character has cover, it cannot be targeted by nonadjacent enemies
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1
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KotOR
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Coordinated Movement
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At the end of this character's turn, 1 Ghost Crew ally may immediately move up to 2 squares
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1
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REB
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Crowd Fighting
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This character gets +2 Attack for every adjacent character other than its target
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1
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RotS
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Cybernetic Armor
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Whenever this character would take damage from a nonmelee attack, reduce the damage dealt by 10. All characters within 2 squares then take 10 damage; save 11.
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1
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REB
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Cyborg
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Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects
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1
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CS
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Dark Armor
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Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.
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1
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UH
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Defensive Stance +4
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This character gets +4 Defense while activated
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1
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EA
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Disciplined Leader
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This character's commander effect cannot be suppressed
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1
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Ven
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Distraction
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Suppresses adjacent enemy commander effects
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2
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DotF
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Double Attack
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On its turn, this character can make 1 extra attack instead of moving
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3
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RS
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Droid
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Immune to critical hits; not subject to commander effects
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1
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RS
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Evade
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When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11
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3
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CS
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Explosive Traps
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Enemies within 6 squares get -4 to saves against abilities whose names contain Grenades, Mines or Missiles
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1
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REB
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False Transmission
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On this character's turn, he can choose 1 enemy within line of sight: This phase, this character and allies ignore that enemy when moving
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1
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REB
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Flight
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Ignores difficult terrain, enemy characters, low objects, and pits when moving
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1
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RS
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Ghost Crew
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|
6
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REB
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Grappling Hook
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Replaces turn: This character and an adjacent small or medium character can move together up to a number of squares equal to this character's speed. Both characters are considered to have Flight this turn, and must end their movement adjacent to each other.
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1
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RaR
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Grenades 40
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Replaces attacks: range 6; 40 damage to target and to each character adjacent to that target; save 11
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1
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BH
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Guile
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+4 Attack against unactivated enemies
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1
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EA
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Hyper-Efficiency
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If your squad contained 12 or fewer characters immediately before the first activation of the skirmish, this character and allies get +1 Attack for each defeated ally
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1
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REB
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Imperial Management
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If an allied commander has line of sight to an enemy at the start of a round, you may remove that ally from play; it is defeated, and for the rest of the skirmish this character gains the following Commander Effect: You can activate up to 3 characters per phase. (This includes Droid and Savage characters.)
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1
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REB
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Industrial Repair 20
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Replaces attacks: touch; remove 20 damage from 1 character with Mounted Weapon
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1
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TFU
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Intimidation
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Living non-Unique enemies within 6 squares get -2 Attack and -2 Defense. Living allies within 6 squares get +2 Attack and +2 Defense.
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1
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Epic
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It's a Trap!
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Enemies with Stealth within 6 squares lose Stealth
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1
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UH
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Jedi Hunter
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+4 Attack and +10 Damage against enemies with Force ratings
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1
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CS
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Jolt
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An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.
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2
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TFU
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Lightsaber
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+10 Damage against adjacent enemies
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2
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RotS
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Lightsaber Duelist
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+4 Defense when attacked by an adjacent enemy with a Force rating
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1
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CS
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Manual Override
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At the end of its turn, this character can designate 1 adjacent door as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated
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1
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REB
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Melee Attack
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Can attack only adjacent enemies
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3
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RS
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Mines 20
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An enemy that moves adjacent to this character takes 20 damage; save 11
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1
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CW
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Mobile Attack
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Can move both before and after attacking
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3
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RS
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Padawan
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This character can spend a Unique ally's Force points as though they were its own. It still cannot spend Force points more than once per turn and cannot combine the ally's Force points with its own.
|
1
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SnV
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Pilot
|
|
1
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AE
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Plasma Bolt -2
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Enemy characters get -2 to save rolls to prevent damage from this character's attacks
|
1
|
REB
|
Protective +10
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+10 Damage while a wounded Ghost Crew ally is within 6 squares
|
1
|
REB
|
Rebel Hunter
|
+4 Attack and +10 Damage against Rebel enemies
|
1
|
REB
|
Relay Orders
|
Each allied commander can count distance from this character as well as from itself for the purpose of commander effects
|
1
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IE
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Rend +10
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If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage
|
1
|
RS
|
Rigging Defuser
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This character and each ally within 6 squares ignores Rigged Detonators
|
1
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REB
|
Rival
|
Cannot be in a squad with any character with Reinforcements or Reserves
|
1
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REB
|
Spinning Blade Attack
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Replaces turn, usable only while this character is at half Hit Points or more: This character can move up to his speed this turn and he can attack each adjacent enemy once as he moves. This movement does not provoke attacks of opportunity.
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1
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SnV
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Suppressive Fire
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On this character's turn, enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn
|
1
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SnV
|
Survival Expert
|
+4 to this character’s save rolls
|
1
|
CotG
|
Synergy +2
|
+2 Attack while an ally whose name contains Kanan Jarrus is within 6 squares
|
1
|
REB
|
Synergy +4
|
Allies named Stormtrooper get +4 Attack and +4 Defense while within 6 squares of this character
|
1
|
REB
|
Thorium Charge
|
Replaces Attacks: Designate 1 door within 6 squares as open; it remains open for the rest of the skirmish and cannot be closed
|
1
|
AaO
|
Throw Enemy 2
|
Replaces attacks: touch; 30 damage to 2 target Medium or smaller enemies without a Force rating, and push those enemies to 4 squares from this character; save 16
|
1
|
SHA
|
Traps
|
Enemy characters within 6 squares get -4 Defense
|
1
|
AE
|
Twi'lek
|
|
1
|
OtOR
|
Twin Attack
|
Whenever this character attacks, it makes 1 extra attack against the same target
|
3
|
BH
|
Unique
|
|
9
|
RS
|
Wall Climber
|
This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall
|
1
|
UH
|
Weapon Code
|
Replaces attacks: touch; 1 ally with Mounted Weapon may make an immediate attack
|
1
|
REB
|