Reserved for Stats
^I'm not 110% up with the metagame, so I reserve the right to make pieces that are danged uncompetitive, and which will have been minimally playtested with the local group and random strangers from demo games between now and the due date
play at your own peril heh.
Exegetical design notes can be appended if need be, as I'm drafting these in Word and Ctl+C'ing.
Alek Squinquargesimus, Jedi Veteran (Squin-kwarg-es-ee-mus)
Rare
Regular 1x1 square base
Faction: Old Republic
Cost: 65points
HP: 110
DEF: 21
ATK: +14
DMG: 20
Special Abilities
Unique - Counts As Squint, Darth Malak.
Force Ascetic - can only use printed Force abilities from this card, unless other CEs/Light-Tutor notwithstanding.
Crowd Fighting - +2 for every adjacent Sith/enemy with a printed Force Rating
Lightsaber Duelist
Makashi Style: When hit by an adjacent melee attack, no damage on save 16. Soresu, Niman and Shii-Cho are at -4ATK while adjacent.
Melee Attack
Twin Attack
Impulsive Internal Strife
Force Powers
Force 3. Force Renewal 1.
Force Heal 20.
Force Maelstrom: Force 3, Replaces Activation, within 6 Squares of a 2x3 area of green edged or yellow edged terrain, and LOS to target. Target in the area takes a 60Dmg melee attack Splash 30 and is considered activated (save 17). Optional: Force Upkeep 1, continue to replace activation; target in LOS damaged previously by Force Maelstrom takes 20Dmg melee attack (no splash), save 17.
Lightsaber Assault: Force 1: can move and make 2 attacks against adjacent enemies (these attacks would benefit from Twin and can target separate enemies).
Lightsaber Redirect: Force 2: when attacked by a non-adjacent non-melee attack, prevent all the damage, and instead, a legal target of your choosing in LOS takes the damage instead, save 11. Overwhelming Force, Disintegration etc, effect this character and the character that the attack is redirected to, in the event of a fail.
Commander Effects
Upon deployment of your opponents squad,
you may elect to substitute up to 1/3rd worth of points of your own squad (round up to nearest 10 points)
(normal squad rules and conduct applies - your opponent must see what substitutions you wish to make). These are held in "reserve" and deploy from a starting area on a boardedge of your choice. From every turn after turn 2, roll a D20 - if the result is odd, the reserve doesn't arrive. If the result is even, the reinforcements arrive and setup. Reserves are considered activated on the turn they arrive, and are not legal targets on the turn they arrive.
Allies get +4/+10 against adjacent Mandalorian enemies.
Flavor text
Alek Squinquargesimus, a tactician and duelist of the ages, would later become better known as the legendary Darth Malak - keeper of the Starforge, a warrior of the light who fell and became a butcher of beings.
Mandalorian CQC QuartermasterUncommon
Regular 1x1 square base
Faction: Mandalorian
Cost: 33points
HP: 70
DEF: 20
ATK: + 11
DMG: 20
Special Abilities
Double Attack
Jedi Hunter (+4/+10 against Force users)
Crowd Fighting
Redirect Attack: 2 adjacent enemies, replaces activation: if this character would recieve fatal damage, it may instead redirect the attack to another adjacent enemy. Overwhelming force is not effected by this, nor can Draw Fire be used to redirect a redirect... but Disintegrate destroys both this character and the redirected enemy character.
Practical Trophy - this character may declare prior to an attack if they are making a melee attack or a non-melee attack. If they make a melee attack, it is made at +10dmg and +4ATK, and considered to have been made with a lightsaber (can trigger Lightsaber Riposte etc, but not Mandalorian Iron or Cortosis Gauntlet).
Spoils of War: enemy characters with a lightsaber who are majority defeated by this character, give this character a 'trophy token' when defeated.
at 2 spoil tokens - remove 2 tokens: you may use 'lightsaber throw" as though you had exactly the correct forcepoints and ability to use that power, only for that attack.
at 4 spoil tokens - remove 4 tokens: you may use Whirlwind Attack.
at 6 spoil tokens - remove 6 tokens: you may use Lightsaber Assault AND Whirlwind Attack
Commander Effect
Characters within 6 gain Gregarious and Crowd Fighting.
Flavor Text
There were many kinds of mandalorian armorers or quartermasters over the eons,
some specialised in heavy ordinance, others in vehicle warfare or tactics... though some were known to practice Teras Kasi - Steel Hand, which trained practitioners were said to be able to defeat Jedi 'with their bare hands'...
Sith Commandant (sith trooper captain)
Faction: Sith/Mandalorian Affinity
Regular 1 x 1 square base
Uncommon
Cost: 29
HP: 50
DEF: 17
ATK: +6
DMG: 20
Special Abilities
Melee Attack.
Melee Reach 2.
Speed 4
Chain of Command: whenever this character would be targetted for an attack, the player may elect to switch squares with an adjacent character who's name contains "Captain, Master, Sergeant, Trooper or Recruit". You may not switch places with a unique, or a character with larger than regular base size. You may swap as many times as this character would be targeted.
Cryo Grenades 20: like grenades, except the enemy is considered activated, save 17.
Commander Effect
All characters whose name contains "Trooper" within 6 squares are at +4 ATK/+10DMG: if a character within 6 squares misses to hit, that character is defeated (save 11).
Flavor Text:
The Sith had regional or detachment captains, known as 'Commandants" - these twisted darksiders had a knack for producing results, but a notorious "low tolerance for failure".
Echani Courtier (echani handmaiden)
Common
1 x 1 Square base
Faction: Old Republic
Cost:11
HP:30
DEF: 11
ATK:+4
DMG:20
Special Abilities
Squad Assault: +4/+10 DMG when 3 or more Echani handmaidens/courtiers are within 6 squares
Smokescreen: replaces attacks, duration until this character next activates, designate a 2x3 area, and replace that terrain with a yellow border smoke tile. Enemy characters cannot consider any LOS draw through a Smokescreen to be the closest legal target. Attacks made with LOS through a Smokescreen are at -6ATK per square of Smokescreen in the LOS.
Grenades 20
Bodyguard
Flavor Text:
Some echani were legendary with blade or blaster. Others were more reserved and tacticians, prepared to outsmart the enemy before outfighting them.
Wookie Disgruntled Tribesperson (elite Wookie warrior)
Uncommon
1 x 1 square base
Faction: Fringe
SubFaction: Wookie, White-scar/MadClaw (feral wookie), Chuundar
Cost: 18
HP: 50
DEF: 19
ATK: +9
DMG: 20
Special Abilities
Affinity: may be in any squad with a wookie character is already in the squad.
Rapport: costs 5 less when in a squad with Chuundar.
Double Claw Attack,
Vicious Attack: Triples base DMG on a crit.
Rend +20: if this character lands 2 attacks successfully against an adjacent target, the second of those attacks gains +20 DMG.
Squad Assault +4ATK/+10DMG when 4 or more Wookie characters are within 6 of this character.
Momentum +4ATK/+10DMG after moving.
Flavor Text:
There are various factions in the wonderful wookie culture and...
some wookies can get... quite disgruntled?- and well... lets just say arms will be detached from sockets - an Old Republic traveler.
Mandalorian Ubercommando-a (Mandalorian Super Commando)
Uncommon
2 x 2 square base
Faction: Mandalorian
Cost: 23
HP: 40
DEF: 19
ATK:+9
DMG: 20
Special Abilities
Sniper (characters don't provide cover for this characters attacks)
Quick Reactions +6
Programmed Target: choose an enemy figure - this character is +4ATK/+10DMG against the chosen character. When the enemy character is inevitably defeated, select a new character.
Flight: ignores low terrain and pits when moving etc...
Snare-cord: target within 6 squares is towed (save 11) along with this character 6 squares behind.
If a character towed in this way would pass through a pit, it is defeated-(save 9).
Mandalorian Iron: characters with a lightsaber, who fail to hit this character, lose -20DMG for 1 turn, (save 11 per missed to-hit)
Flavor text,
Mandalorians, notorious for oneupsmanship and being effective galactic PMCs over the years,
had a common practice of adding suffix "-a" to things to make the words, 'more mandalorian'.
The dialect, like NADSAT, came to be feared across all the galaxy, and was one of the stumbling points for Jodo Kast... Its a Mando-a thing...
Jawa Flanker (jawa scout)
Common
Tiny smaller than regular base.
Faction: Fringe
Subfaction: Jawa, Imperial Remnant
Cost: 21
HP: 30
DEF: 20
ATK:+8
DMG:20
Special Abilities
Twin Attack
Ion Gun+20
Jolt
Jawa Swarm +1 (gets +1 ATK for every Jawa Faction character adjacent both to this character and the target)
Gregarious +6 so long as a friendly is within 6.
Light-averse: this character treats Yellow Border'd terrain as magenta bordered instead (impassible).
Rolling Attack: if this character defeats an opponent, they may move 1 square and make an immediate attack.
Repair 20: touch, replaces activation: nonliving or droid character/emplacement removes 20 damage. Optional: additionally remove this character from play - target nonliving character/emplacement additionally removes any status effects.
Flavor Text
Not all Jawas were agrarian hermetic traders found only on Tattooine... Some were engineer-scouts to be feared, and travelled the galaxy by their skills technical or martial... Though, many of these ambitious Jawas would find their way to the spice mines of Kessel, or worse... to the Eclipse-class Star Destroyer Project.