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Lock the door, and hope they don't have straws. |
# | * | Name | Rarity | Cost | HitPoints | Defense | Atk | Dmg | Special Abilities | Force Powers | CE | Rating |
---|---|---|---|---|---|---|---|---|---|---|---|---|
JFO 1 | Cere Junda | 43 | 120 | 18 | 10 | 10 | Unique, Mantis Crew, Double Attack, Parry, Affinity (Rebel), Allegiance (Unique Mantis Crew > +4 Atk/+4 Def), Camaraderie (Mantis Crew > Double), Force Bond (Cal Kestis > Lightsaber Reflect 10 dam), Lightsaber | Force 2, Force Renewal 1, Force Repulse 3, Force Withdrawal, Lightsaber Reflect (10 damage) | 5.00 (2) | |||
JFO 2 | Taron Malicos | C | 40 | 120 | 20 | 14 | 20 | Unique, Nightbrother, Melee Attack, Double Attack, Jar'Kai Style, Synergy +4 (NU Nightbrother/large NU Order 66, +4 Atk), Tactician +4 | Force 3, Force Renewal 1, Force Pull 2, Telekinesis, Telekinetic Throw | 7.00 (1) | ||
JFO 3 | Cal Kestis and BD-1 | 35 | 100 | 18 | 8 | 20 | Unique, Mantis Crew, Melee Attack, Allegiance (Unique Mantis Crew > +4 Atk/+4 Def), BD Unit, Leeching Attack, Wall Climber | Force 3, Force Stasis, Force Pull 2, Force Push 2, Lightsaber Throw | 7.25 (4) | |||
JFO 4 | Greez Dritus | 14 | 60 | 12 | 6 | 10 | Unique, Mantis Crew, Pilot, Greater Mobile Attack, Agile, Allegiance (Unique Mantis Crew > +4 Atk/+4 Def), Camaraderie (Mantis Crew > Agile), Gambler's Luck | 8.00 (1) | ||||
JFO 5 | Merrin, Nightsister of Dathomir | 25 | 80 | 18 | 8 | 10 | Unique, Mantis Crew, Twin Attack, Allegiance (Unique Mantis Crew > +4 Atk/+4 Def), Camaraderie (Mantis Crew > Twin), Cunning Attack | Force 2, Force Renewal 1, Chant of Resurrection, Teleport | 9.00 (2) | |||
JFO 6 | Second Sister (Trilla Suduri) | 45 | 120 | 20 | 12 | 20 | Unique, Inquisitor, Melee Attack, Double Attack, Intimidation, Jedi Hunter, Parry, Rapport (The Inquisitor JH, -15) | Force 2, Force Renewal 1, Force Dash, Lightsaber Reflect (10 damage), Lightsaber Throw | 6.25 (4) |
Name | Text | Chars | Set |
---|---|---|---|
Affinity | May be in a Rebel squad | 1 | TFU |
Agile | This character can move 2 extra squares at the end of its turn | 1 | SnV |
Allegiance | If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense | 4 | PtV |
BD Unit | At the start of this character's turn, choose one of the following effects: Designate one door within 4 squares as open this turn; Target enemy gets -2 Defense this turn; Remove 10 damage from this character. | 1 | PtV |
Camaraderie | Mantis Crew allies gain Agile | 1 | PtV |
Camaraderie | Mantis Crew allies gain Double Attack | 1 | PtV |
Camaraderie | Mantis Crew allies gain Twin Attack | 1 | PtV |
Cunning Attack | +4 Attack and +10 Damage against an enemy who has not activated this round | 1 | RS |
Double Attack | On its turn, this character can make 1 extra attack instead of moving | 3 | RS |
Force Bond | An ally whose name contains Cal Kestis gains Lightsaber Reflect | 1 | PtV |
Gambler's Luck | Once per turn, this character can reroll an attack, adding +4 to the result. If the attack misses, this character takes 10 damage. | 1 | DotF |
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. | 1 | LotF |
Inquisitor | 1 | PtV | |
Intimidation | Living non-Unique enemies within 6 squares get -2 Attack and -2 Defense. Living allies within 6 squares get +2 Attack and +2 Defense. | 1 | Epic |
Jar'Kai Style | If its first attack on its turn hits, it can make 1 extra attack | 1 | PtV |
Jedi Hunter | +4 Attack and +10 Damage against enemies with Force ratings | 1 | CS |
Leeching Attack | If this character deals damage with an attack, at the end of the turn it gains 1 Force point | 1 | PtV |
Lightsaber | +10 Damage against adjacent enemies | 1 | RotS |
Mantis Crew | 4 | JFO | |
Melee Attack | Can attack only adjacent enemies | 3 | RS |
Nightbrother | Counts as a character whose name contains Nightsister | 1 | Ven |
Parry | When hit by a melee attack, this character takes no damage with a save of 11 | 2 | BH |
Pilot | 1 | AE | |
Rapport | A character named The Inquisitor, Jedi Hunter costs 15 less in a squad with this character | 1 | PtV |
Synergy +4 | Non-Unique Nightbrother allies and Large non-Unique allies with Order 66 get +4 Attack while within 6 squares of this character | 1 | PtV |
Tactician +4 | Add +4 to the initiative roll except on a roll of 1 | 1 | DotF |
Twin Attack | Whenever this character attacks, it makes 1 extra attack against the same target | 1 | BH |
Unique | 6 | 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 |
Name | Text | Chars | Set |
---|---|---|---|
Chant of Resurrection | Force 2, replaces turn: For the rest of the skirmish, whenever a living Nightsister ally is defeated, with a save of 11, you can immediately add a non-living Nightsister to your squad | 1 | PtV |
Force 2 | 3 | RS | |
Force 3 | 2 | RS | |
Force Dash | Force 2, replaces attacks: Move this character up to its Speed. After moving, this character may make 2 attacks | 1 | RTP |
Force Pull 2 | Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. Make an immediate attack against that enemy. | 2 | Ven |
Force Push 2 | Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller | 1 | TFU |
Force Renewal 1 | This character gets 1 Force point each time it activates | 4 | RS |
Force Repulse 3 | Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11. | 1 | TFU |
Force Stasis | Force 1, usable only on this character's turn: range 6; target enemy's speed is reduced to half until the end of its next turn, save 11 negates | 1 | JFO |
Force Withdrawal | Force 1, useable only on this character's turn: Until the start of this character's next turn or until it spends a Force point, it gains Force Immunity | 1 | DotF |
Lightsaber Reflect | Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage, save 11 | 2 | CS |
Lightsaber Throw | Force 1, replaces attacks: Attack 1 enemy within 6 squares | 2 | UH |
Telekinesis | Force 2: When hit by an attack, this character takes no damage and cannot be targeted for the rest of this turn unless the attacker makes a save of 11 | 1 | TFA |
Telekinetic Throw | Force 2; replaces attacks; usable only while this character is in low objects: 40 damage to one target enemy within 6 squares | 1 | PtV |
Teleport | Force 1, replaces attacks: Place this character into an unoccupied square within 4 squares. After changing positon, he may make 1 attack. | 1 | PtV |