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Don't worry, she'll hold together. Hear me, baby? Hold together.

The Bad Batch (v23 sub)

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6 Characters
Showing 1 - 6 of 6 Characters
# * Name Rarity Cost HitPoints Defense Atk Dmg Special Abilities Force Powers CE Rating
TBB 1 Republic Crosshair 25 70 17 13 20 Unique, Bad Batch, Order 66, Accurate Shot, Affinity n/c Tarkin, Allegiance (Miracle Shot < Unique Bad Batch), Careful Shot +6, Deadeye +20, Indiscriminate 8.33 (3)
TBB 2 Republic Echo 23 70 18 10 20 Unique, Bad Batch, Double Attack, Cyborg, Allegiance (Bad Batch > Disruptive, Battle Brothers, Call for Support, Override, Noble Sacrifice(Bad Batch) 8.33 (3)
TBB 3 Republic Hunter 35 80 18 11 20 Unique, Bad Batch, Twin Attack, Cunning Attack, Evade, Allegiance, Gauntlet Knife +10, Mission: Acquisition, Tracking Has CE 8.50 (4)
TBB 4 Republic Omega 14 60 14 7 10 Unique, Bad Batch, Stealth, Intuition, Plasma Bolt -2, Traps 6.33 (3)
TBB 5 Republic Tech 24 70 18 10 20 Unique, Bad Batch, Double Attack, Allegiance (all Unique Bad Batch), Synergy +4, Manual Override, Sensors 8.33 (3)
TBB 6 Republic Wrecker 36 130 18 10 20 Unique, Bad Batch, Double Attack, Allegiance (Bad Batch) > Impulsive Reprisal, Defuse Bomb, Satchel Charge, Throw Object 8.50 (2)
Showing 1 - 6 of 6 Characters
34 Special Abilities (4 New)
Showing 1 - 34 of 34 Special Abilities
Name Text Chars Set
Accurate Shot Can attack an enemy with cover even if it's not the nearest enemy 1 RS
Affinity May be in an Imperial squad with a character whose name contains Tarkin 1 TR
Allegiance If all Unique characters in your squad had Bad Batch immediately before the first activation of the skirmish, this character gains Coordinated Strike (At the end of this character's turn, if this character hit exactly one enemy with attacks this turn, an ally within 6 squares may make an immediate attack against that enemy if it can) 1 TR
Allegiance If all Unique characters in your squad had Bad Batch immediately before the first activation of the skirmish, this character gains Disruptive 1 TBB
Allegiance If all Unique characters in your squad had Bad Batch immediately before the first activation of the skirmish, this character gains Impulsive Reprisal 1 TBB
Allegiance If all Unique characters in your squad had Bad Batch immediately before the first activation of the skirmish, this character gains Synergy (Bad Batch allies get +4 Attack and +4 Defense while another Bad Batch ally is within 6 squares 1 TR
Allegiance If all Unique characters in your squad had Bad Batch immediately before the first activation of the skirmish, this character gains Miracle Shot (Replaces turn, usable once per skirmish: 20 damage to each enemy within 6 squares) 1 TR
Bad Batch 6 TBB
Battle Brothers Medium allies whose names contain Cody or Rex do not violate the requirements of Allegiance or Call for Support, and Bad Batch characters in your squad count as Order 66 for purposes of their commander effects. 1 TBB
Call for Support If all Unique allies are Bad Batch allies, at the end of this character's turn you may move a Unique ally within 6 squares up to 6 squares 1 TR
Careful Shot +6 On this character's turn, if it doesn't move, it gets +6 Attack 1 TFU
Cunning Attack +4 Attack and +10 Damage against an enemy who has not activated this round 1 RS
Cyborg Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects 1 CS
Deadeye +20 Oh this character's turn, if it doesn't move, it gets +20 Damage 1 MCA
Defuse Bomb Enemies within 3 squares lose Self Destruct 1 WaS
Double Attack On its turn, this character can make 1 extra attack instead of moving 3 RS
Evade When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11 1 CS
Gauntlet Knife +10 +10 Damage to 1 adjacent target; this counts as a melee attack 1 RaR
Indiscriminate When this character attacks an adjacent enemy, it ignores enemy abilities and commander effects that prevent targeting and attacking. These attacks cannot be redirected. 1 DotF
Intuition Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates 1 BH
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
Mission: Acquisition After setup, choose a low objects square that is at least 5 squares away from your half of the battle grid. The first time a Bad Batch character in your squad ends its move in that square, one of its Bad Batch allies takes an immediate turn, which does not count as one of your activations this phase. 1 TR
Noble Sacrifice When this character is defeated, 1 Bad Batch ally may make an immediate attack 1 TR
Order 66 1 CS
Override At the end of its turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated 1 RS
Plasma Bolt -2 Enemy characters get -2 to save rolls to prevent damage from this character's attacks 1 REB
Satchel Charge Replaces attacks: Designate 1 adjacent door as open; it remains open for the rest of the skirmish and cannot be closed 1 CotF
Sensors This character and allies can ignore cover when targeting enemies within 6 squares of this character 1 SnV
Stealth If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets 1 RS
Throw Object Replaces attacks, usable only if this character is on or adjacent to low objects: range 6; make 1 attack at +13 Attack and 40 Damage. This counts as a nonmelee attack. Twin Attack cannot be used with Throw Object. 1 THG
Tracking At the start of this character's turn, this character or an ally within 4 squares may move up to 4 squares toward the highest-cost enemy 1 TR
Traps Enemy characters within 6 squares get -4 Defense 1 AE
Twin Attack Whenever this character attacks, it makes 1 extra attack against the same target 1 BH
Unique 6 RS
Showing 1 - 34 of 34 Special Abilities
0 Force Powers


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