Absolute Devotion
|
Whenever this character would take damage, he may attempt a save of 6. On a success, a living ally within 6 squares may take the damage instead.
|
1
|
BHC
|
Adorable
|
This character does not violate the requirements of Allegiance or commander effects which specify, “your squad contains only.” Once per turn, before an ally rolls a save, you may consider 1 character with Adorable in your squad activated to get +2 to that save.
|
1
|
THG
|
Advanced Diffusion Armor
|
Whenever this character takes more than 10 damage, immediately reduce the damage to 10. The reduced damage cannot be prevented or redirected. Adjacent enemies ignore this ability.
|
1
|
UF
|
Advanced Warning
|
If this character has line of sight to an enemy, Unique allies gain Relay Orders
|
1
|
EA
|
Advantageous Attack
|
+10 Damage against an enemy who has not activated this round
|
2
|
CS
|
Affinity
|
May be in a Rebel squad
|
1
|
TFU
|
Assassin
|
+4 Attack and +10 Damage against living enemies
|
1
|
RaR
|
Backlash
|
This character can move and then make all of its attacks against 1 enemy who has already activated this round
|
1
|
RaR
|
Black Sun
|
If a character whose name contains Xizor or Vigo is in the same squad, this character gains Grenades 10
|
1
|
BH
|
Bo-rifle
|
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.
|
1
|
REB
|
Bodyguard
|
If an adjacent ally would take damage from an attack, this character can take the damage instead
|
1
|
RS
|
Bounty Hunter +4
|
+4 Attack against Unique enemies
|
1
|
RS
|
Bravado +10
|
+4 Attack and +10 Damage against an adjacent enemy with a higher point cost
|
1
|
DotF
|
Camaraderie
|
An ally named Dessel gains Careful Shot +4 and Master Shot
|
1
|
THG
|
Careful Shot +4
|
On this character's turn, if it doesn't move, it gets +4 Attack
|
1
|
RS
|
Charging Assault +10
|
Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy
|
1
|
UH
|
Charging Assault +20
|
Replaces turn: Can move up to double speed, then make an attack at +20 Damage against an adjacent enemy
|
1
|
UH
|
Clamp
|
An enemy hit by this character's attack takes +10 Damage and cannot move this round; save 11 negates
|
1
|
MotF
|
Clear Strategy
|
+4 Attack, +4 Defense and +10 Damage while this character occupies a square without terrain, and which not bordered by a wall or closed door
|
1
|
THG
|
Close-Quarters Fighting
|
+4 Attack against adjacent enemies
|
1
|
LotF
|
Coordinated Movement
|
At the end of this character's turn, 1 trooper ally may immediately move up to 2 squares
|
1
|
OtOR
|
Coordinated Movement
|
At the end of this character's turn. 1 Chiss or Imperial ally may immediately move up to 2 squares
|
1
|
THG
|
Covenant
|
|
1
|
Ven
|
Covenant Watch Circle
|
Unless you roll a 1, add +1 to the initiative roll for each Covenant ally adjacent to this character. Only one character with this ability may modify your initiative roll.
|
1
|
GH
|
Crowd Fighting
|
This character gets +2 Attack for every adjacent character other than its target
|
1
|
RotS
|
Cunning Attack
|
+4 Attack and +10 Damage against an enemy who has not activated this round
|
1
|
RS
|
Deadeye
|
On this character's turn, if it doesn't move, it gets +10 Damage
|
1
|
CS
|
Deceptive
|
+10 Damage against an enemy who has activated this round
|
1
|
TFU
|
Diminutive
|
This character does not provide cover or block movement
|
1
|
GF
|
Disciplined Leader
|
This character's commander effect cannot be suppressed
|
1
|
Ven
|
Dive to Cover
|
If this character ends its turn adjacent to low objects or a square bordered by a closed door or wall, it can immediately move into that square
|
2
|
THG
|
Dominant Maneuver
|
Ignores lower cost enemies while moving
|
1
|
THG
|
Door Gimmick
|
At the end of its turn, this character can designate 1 door that it can see as open; it remains open until the end of this character's next turn, or until it is defeated
|
1
|
RotS
|
Double Attack
|
On its turn, this character can make 1 extra attack instead of moving
|
8
|
RS
|
Droid
|
Immune to critical hits; not subject to commander effects
|
1
|
RS
|
Dual Weapon Use
|
Replaces attacks: Make an attack, then use one other special ability that replaces attacks
|
1
|
EA
|
Egalitarian
|
Does not count as Unique for the purposes of Allies' abilities and commander effects but counts as non-Unique instead
|
1
|
THG
|
Emplacement
|
Cannot move or be moved. Set up anywhere on your half of the battle map.
|
1
|
TFU
|
Escape Maneuver
|
At the start of its turn, this character may be placed in a low objects square within 4 squares. It may still make its regular movement this turn.
|
1
|
THG
|
Espionage
|
This character has Disruptive until it makes an attack
|
1
|
THG
|
Evade
|
When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11
|
2
|
CS
|
Exclusive Loyalty
|
Not subject to commander effects of allies who are not Ewoks
|
1
|
THG
|
Exclusive Loyalty
|
Not subject to commander effects of allies who are not Sith
|
1
|
THG
|
Fire Control
|
Non-Unique Droid allies get +4 Attack
|
1
|
CS
|
Firejelly
|
Replaces attacks: Designate 1 door within 3 squares as open; it remains open for the rest of the skirmish and cannot be closed
|
1
|
Ven
|
First Order
|
|
1
|
TFA
|
Flight
|
Ignores difficult terrain, enemy characters, low objects, and pits when moving
|
1
|
RS
|
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
|
1
|
UH
|
Force-Attuned Armor
|
Whenever this character takes damage, it reduces the damage by 10 with a save of 11
|
1
|
JA
|
Ghost Crew
|
|
1
|
REB
|
Greater Mobile Attack
|
Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.
|
2
|
LotF
|
Grenades 20
|
Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11
|
2
|
UH
|
Grenades 30
|
Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11
|
1
|
LotF
|
Gunner +20
|
Can combine fire with adjacent allies who have Mounted Weapon, granting +20 Damage
|
1
|
GaW
|
Hand Signals
|
Twi'lek allies are not affected by enemy abilities that suppress commander effects while they have line of sight to this character
|
1
|
THG
|
Hero's Bodyguard
|
If an adjacent Unique ally would take damage from an attack, this character can take the damage instead
|
1
|
UA
|
Huge Walker
|
Ignores Medium or smaller characters while moving
|
1
|
VoW
|
Hutt Cartel
|
|
1
|
LTA
|
Immutable
|
Not subject to allied commander effects, special abilities, or Force powers
|
1
|
MCA
|
Interdict
|
Suppresses commander effects and special abilities (both enemy and ally) that replace characters in a squad
|
1
|
UF
|
Interference
|
Non-Unique enemies within 6 squares are not affected by commander effects; Non-Unique enemy commanders within 6 squares have their commander effects suppressed
|
2
|
UF
|
It's a Trap!
|
Enemies with Stealth within 6 squares lose Stealth
|
1
|
UH
|
Jolt
|
An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.
|
1
|
TFU
|
Mandalorian Protector
|
Counts as a character named Mandalorian Protector
|
1
|
SnV
|
Manual Override
|
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
|
1
|
REB
|
Master Hacker
|
Once per round, after initiative is determined, this character can cancel a special ability used by an enemy to designate a door as temporarily open or closed
|
1
|
TLJ
|
Master Shot
|
On this character's turn, if it doesn't move, it can attack enemies with cover even if not the nearest enemy; enemies attacked by this character cannot use Evade
|
1
|
RTP
|
Melee Attack
|
Can attack only adjacent enemies
|
10
|
RS
|
Missiles 40
|
Replaces attacks: sight; 40 damage to target and to each character adjacent to that target; save 11
|
1
|
UH
|
Mobile Attack
|
Can move both before and after attacking
|
1
|
RS
|
Mobile Shield
|
Adjacent allies gain Advantageous Cover
|
1
|
THG
|
Mounted Weapon
|
Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character
|
1
|
RotS
|
Nightsister
|
Counts as a character whose name contains Nightsister
|
1
|
Ven
|
Opportunist
|
+4 Attack and +10 Damage against an enemy who has activated this round
|
1
|
UH
|
Overload
|
Can use 2 abilities that replace attacks instead of 1 on its turn
|
1
|
CotG
|
Pack Leader
|
Non-Unique living Sith followers gain Double Attack. You may not have more than one character with Pack Leader in your squad.
|
1
|
THG
|
Parry
|
When hit by a melee attack, this character takes no damage with a save of 11
|
1
|
BH
|
Perimeter Watch
|
This character gains Double Attack while in low objects or in a square bordered by a wall or closed door
|
2
|
THG
|
Pilot
|
|
5
|
AE
|
Plasma Eel
|
Replaces attacks: sight; 20 damage to target and to each character adjacent to that target; save 11
|
1
|
Ven
|
Porg's Nest
|
Suppresses allied commander effects that alter the number of activations per phase. Usable once per round, at the end of an ally’s turn when all characters in your squad are activated. If an opponent has at least 3 unactivated characters, add 2 Porgs to your squad, adjacent to this character and in or adjacent to low objects.
|
1
|
THG
|
Rapport
|
Costs 10 less when in the same squad as a character named Thrawn, Chiss Emissary
|
1
|
THG
|
Rapport
|
Non-Unique Droids cost 1 less when in a squad with this character
|
1
|
CW
|
Relay Orders
|
Each allied commander can count distance from this character as well as from itself for the purpose of commander effects
|
1
|
IE
|
Remarkable Power
|
Damage from this character's attacks and special abilities cannot be prevented or redirected
|
1
|
THG
|
Resistance
|
|
1
|
TFA
|
Rigid
|
Can't squeeze
|
1
|
RotS
|
Rival
|
Cannot be in a squad with any non-Covenant character with an ability whose name contains Meditation
|
1
|
UF
|
Rolling Evade
|
When hit by an attack from a nonadjacent enemy, with a save of 11, this character takes no damage and may immediately move up to 2 squares without provoking attacks of opportunity
|
1
|
TFA
|
Royal Naboo Security Forces
|
|
1
|
BoT
|
Saber Dart
|
Replaces attacks: sight; ignore cover; 1 target enemy takes 20 damage and is poisoned; save 11. Each time a poisoned character activates it takes 20 damage; save 11 negates and it is no longer poisoned.
|
1
|
SnV
|
Satchel Charge
|
Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed
|
3
|
CotF
|
Shields 1
|
When this character takes damage, it reduces the damage dealt by 10 with a save of 11
|
1
|
TFU
|
Situational Awareness
|
After two enemies without line of sight to each other exchange positions, both take 20 damage
|
1
|
THG
|
Sokan
|
This character ignores Rigged Detonators. When this character is in a square with low objects, enemies automatically fail saves against this character's attacks and abilities.
|
2
|
LTA
|
Soldier
|
Counts as a character named Old Republic Soldier
|
1
|
KotOR
|
Solitary Attack
|
Cannot gain Double, Triple, Quadruple, Extra, or Twin Attack
|
1
|
UF
|
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.
|
1
|
BH
|
SpecForce
|
|
1
|
MCA
|
Specialization
|
Covenant allies gain Bravado +10. Ignore this ability if any ally counts as having the same name as another ally.
|
1
|
THG
|
Speed 4
|
Can move only 4 squares and attack, or 8 squares without attacking
|
1
|
UH
|
Squad Assault
|
+4 Attack while 3 allies with the same name as this character are within 6 squares
|
1
|
KotOR
|
Stable Footing
|
Not slowed by difficult terrain or low objects
|
2
|
LotF
|
Stealth
|
If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets
|
5
|
RS
|
Swarm +1
|
+1 Attack against a target for each allied Ewok adjacent to that target
|
1
|
RS
|
Synergy +2
|
+2 Attack and +2 Defense while an ally with Royal Naboo Security Forces is within 6 squares
|
1
|
THG
|
Synergy +4
|
+4 Attack and +4 Defense while a Unique Sith ally is within 6 squares
|
1
|
THG
|
Synergy +4
|
+4 Attack while an ally whose name contains Soldier or Commando is within 6 squares
|
1
|
THG
|
Synergy +4
|
An ally named Zeb Orrelios and allied commanders with Ghost Crew get +4 attack while within 6 squares of this character
|
1
|
THG
|
The High Ground
|
While this character is in low objects, it can make an attack of opportunity against enemies who move into or out of an adjacent square, and enemies hit by this attack of opportunity immediately end their move. Characters with abilities that ignore attacks of opportunity or characters while moving are subject to this ability.
|
2
|
THG
|
Triple Attack
|
On its turn, this character can make 2 extra attacks instead of moving
|
1
|
RS
|
Trooper
|
|
1
|
GH
|
Trooper
|
Counts as a character named Sith Trooper
|
1
|
KotOR
|
Trooper
|
Counts as a character named Old Republic Trooper
|
1
|
GH
|
Twi'lek
|
|
1
|
OtOR
|
Twin Attack
|
Whenever this character attacks, it makes 1 extra attack against the same target
|
4
|
BH
|
Unique
|
|
15
|
RS
|
Unique
|
Counts as a character named Satele Shan
|
1
|
THG
|
Vonduun Crab Armor 11
|
When this character takes damage, it can reduce the damage dealt by 10 with a save of 11
|
1
|
UH
|
Vongsense
|
Ignores Force Immunity of Yuuzhan Vong enemies
|
1
|
DotF
|
Wall Climber Specialist
|
This character gains Speed 8 if it begins its move adjacent to a wall. It 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
|
THG
|
Wheel Form
|
This character can move up to 18 squares if it does not attack
|
1
|
CS
|