This thread had some good idea's as well:
http://www.bloomilk.com/Forums/Default.aspx?g=posts&t=4059I C&P the SA/CE/FP's I created in there adn transfered them to here...but still other great idea's in it!
Static target +2: This character gets a +2 bonus to Attack against an enemy who has activated this round & has not moved.
Elusive Target: this character gains +2 def after it has moved until the start of the next round.
Intercept Transmission: range: 6; this character is subject to enemy character Commander Effects.
Lead the way: this character may be placed anywhere on your half of the map at the start of the skirmish.
Thermographic Vision: Characters with Stealth loose stealth against this character attacks.
Ultrasound vision: Characters with Cloaked/Stealth loose cloaked/stealth against this characters attacks.
Searching Fire: Replaces turn; on a roll of 6+, this character may make an attack at an enemy character that is in cover. -4 att, Ignore cover for purposes of special abilities that rely on cover. Cover def bonus still applies. This ability may not be combined with Targeting, Trap, Ranger Finder SA’s nor can it be used with combined fire.
I think this more represents what I was trying to do…as it calls for the attacking piece to make a decent guess before they can fire at the “hidden” opponents’ piece.
Missile Targeting Acquisition Device or maybe Just
Missile Targeting: Select one legal target, that piece now has to roll 16 or better to avoid missile damage; until this character is defeated or the start of this character next turn.
Suppressive Fire: Replaces turn, any enemy character that crosses this characters LOS either has to move at ½ speed or is subject to one attack of opportunity. -4 attack.
Reactive fire*: Whenever this character is hit by a non-melee attack, make a save of 11. On a success, this character can make an immediate attack at -4 against that attacker.
*Djem So for non-melee basically and a penalty to the attack.
Stun Grenade: Replaces attacks: range 6; target and each character adjacent to that target are considered activated; save 11
Greater Rolling Cleave: When this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity.
Jedi Hatred*: -4 attack, +20 damage against force users. Not stackable with Jedi Hunter. On a successful attack this character must make save of 11 or gain Savage Jedi Hunter.
* I guess this could be force power too/instead?
Savage Jedi Hunter: This character must end its move next to an enemy with a force rating if it can and does not benefit from commander effects as long as there is a force user in the opponents squad left.
Guided Missile X: Replaces turn: range: 12 squares regardless of line of sight; X damage to selected target and to each character adjacent to that target; save 11
EMP missile x: Replaces attacks: sight; x damage to target and to each character adjacent to that target; save 11. A nonliving character that is subject to this character's missile ability is considered activated this round; save 16.
Concussion Missile x: Replaces attacks: sight; x damage to target and to each character adjacent to that target; save 11. A living character hit by this character's missile ability is considered activated this round; save 16.
Magma Flamethrower: Replaces attacks: range 6; x damage to target and to each character adjacent to that target. Each time the flamed character activates, it must attempt a save of 11. On a failure, that character takes x damage. On a success, that character is no longer flamed.
Lightsaber Sunder: replaces attack. -4 attack; no damage is dealt. Whenever this character makes a successful attack against an enemy with a lightsaber, the opponent must make a save of 11 or better or that enemy gets -20 Damage for the rest of the skirmish.
Force Power:
Teleportation: replaces turn, range LOS, force points # of squares moved dived by 2. This character can teleport to any legal square with-in LOS without provoking an AoO.
Lightsaber Accuracy or Accurate Strike: force 1; This character gets +4 attack on its next attack.
Lightsaber Suppression 1: Force 2; useable against an adjacent enemy with a lightsaber, that enemy gets -20 Damage for the rest of the Turn; target must roll an 11 or better on a save
Lightsaber Supression 2: Force 4; range 6 squares, all characters with in 6 squares with a lightsaber, must roll an 11 or better on a save, or receive -20 Damage for the rest of the Turn.
Steal/mimic Force Power: Force 2; range 6; this character can use another force user power for the rest of the skirmish with a roll of 11+
Stasis Field: Force 2; range 6; all characters are at ½ move, -4 att -10 damge for the turn. Save: 11
Commander Effect:
Rally troops: replaces turn; on this characters turn on a roll of 11 or better all allies gain +2 speed, +2 att, +2 def. On a roll of 6 or less all allies gain -2 speed, -2 att, - 2 def.