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 Post subject: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 7:14 pm 
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Imperial Entanglements

Rebels

Imperials

New Republic

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 7:31 pm 
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Bothan Commando
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Faction: Rebels
Cost: 14
Set(s): Imperial Entaglements (1/40)

Hit Points: 40
Defense: 16
Attack: +6
Damage: 20

Special Abilities
Careful Shot +[4] (On this character's turn, if he doesn't move, he gets +4 Attack)
Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 7:31 pm 
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C-3PO, Ewok Deity
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Faction: Rebels
Cost: 5
Set(s): Imperial Entanglements (2/40)

Hit Points: 30
Defense: 16
Attack: +0
Damage: 0

Special Abilities
Unique
Droid (Immune to critical hits; not subject to commander effects)
Speed 0
Disruptive (Suppresses enemy commander effects within 6 squares)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 7:31 pm 
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General Crix Madine
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Faction: Rebels
Cost: 16
Set(s): Imperial Entanglements (3/40)

Hit Points: 50
Defense: 16
Attack: +6
Damage: 10

Special Abilities
Unique
Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
Disruptive (Suppresses enemy commander effects within 6 squares)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Commander Effect
Commandos in your squad gain Cunning Attack +20.

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 7:32 pm 
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General Rieekan
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Faction: Rebels
Cost: 14
Set(s): Imperial Entanglements (4/40)

Hit Points: 50
Defense: 15
Attack: +9
Damage: 10

Special Abilities
Unique
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)

Linked Commander Effects
Allies gain Evade and Mobile Attack.

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:31 pm 
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Leia, Bounty Hunter
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Faction: Rebels
Cost: 26
Set(s): Imperial Entanglements (5/40)

Hit Points: 70
Defense: 17
Attack: +9
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Electrostaff +20 (+20 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force Powers
Force 2
Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:37 pm 
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Luke Skywalker, Rebel Commando
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Faction: Rebels
Cost: 27
Set(s): Imperial Entanglements (6/40)

Hit Points: 70
Defense: 18
Attack: +8
Damage: 20

Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force Powers
Force 4
Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
Levitation 1 (Force 1, replaces attacks: Move 1 Small or Medium ally within 6 squares to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity.)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:37 pm 
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Rebel Commando Pathfinder
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Faction: Rebels
Cost: 11
Set(s): Imperial Entanglements (7/40)

Hit Points: 50
Defense: 16
Attack: +7
Damage: 10

Special Abilities
Stable Footing (Not slowed by difficult terrain or low objects.)
Mobile Attack (Can move both before and after attacking)
Pathfinder (Allies are not slowed by difficult terrain within 6 squares of this character)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:38 pm 
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Rebel Trooper
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Faction: Rebels
Cost: 5
Set(s): Imperial Entanglements (8/40)

Hit Points: 10
Defense: 13
Attack: +5
Damage: 10

Special Abilities

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:38 pm 
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R2-D2 with Extended Sensor
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Faction: Rebels
Cost: 9
Set(s): Imperial Entanglements (9/40)

Hit Points: 30
Defense: 15
Attack: +0
Damage: 0

Special Abilities
Unique
Droid (Immune to critical hits; not subject to commander effects)
It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)
Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:38 pm 
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Veteran Rebel Commando
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Faction: Rebels
Cost: 14
Set(s): Imperial Entanglements (10/40)

Hit Points: 50
Defense: 16
Attack: +6
Damage: 20

Special Abilities
Grenades 10 (Replaces attacks: range 6; 10 damage to target and to each character adjacent to that target; save 11)
Mobile Attack (Can move both before and after attacking)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:38 pm 
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Arica
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Faction: Empire
Cost: 31
Set(s): Imperial Entanglements (11/40)

Hit Points: 70
Defense: 18
Attack: +9
Damage: 10

Special Abilities
Unique
Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)
Hand of the Emperor (This character can spend his own Force points once per turn and spend Emperor Palpatine's Force points once per turn)
Sniper (Other characters do not provide cover against this character's attack)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

Force Powers
Force 3
Blaster Barrage (Force 1, replaces attacks: Can attack every legal target once)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:39 pm 
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Darth Vader, Legacy of the Force
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Faction: Empire
Cost: 71
Set(s): Imperial Entanglements (12/40)

Hit Points: 140
Defense: 23
Attack: +16
Damage: 20

Special Abilities
Unique
Pilot
Melee Attack (Can attack only adjacent enemies)
Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
Djem So Style (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)

Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Force Grip 2 (Force 1, replaces attacks: sight; 20 damage)
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)

Commander Effect
Allies within 6 squares gain Extra Attack.

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:39 pm 
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Emperor Palpatine on Throne
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Faction: Empire
Cost: 33
Set(s): Imperial Entanglements (13/40)

Hit Points: 130
Defense: 21
Attack: +0
Damage: 0

Special Abilities
Unique
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)

Force Powers
Force 3
Force Renewal 3 (This character gets 3 Force points each time he activates)
Force Lightning 3 (Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to the target. Huge and smaller characters are considered activated this round; save 11.)
Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)

Commander Effect
Characters in your squad can spend Emperor Palpatine's Force points.

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:39 pm 
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Imperial Dignitary
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Faction: Empire
Cost: 5
Set(s): Imperial Entanglements (14/40)

Hit Points: 10
Defense: 12
Attack: +0
Damage: 10

Special Abilities
Melee Attack (Can attack only adjacent enemies)
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:39 pm 
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Moff Jerjerrod
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Faction: Empire
Cost: 12
Set(s): Imperial Entanglements (15/40)

Hit Points: 50
Defense: 15
Attack: +8
Damage: 10

Special Abilities
Unique
Rapport (A character whose name contains Death Star costs 1 less when in the same squad as this character.)

Commander Effect
Followers within 6 squares who combine fire grant an additional +4 Attack.

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:40 pm 
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181st Imperial Pilot
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Faction: Empire
Cost: 12
Set(s): Imperial Entanglements (16/40)

Hit Points: 20
Defense: 16
Attack: +7
Damage: 10

Special Abilities
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Gunner +10 (Can combine fire with adjacent allies who have Mounted Weapon, granting +10 Damage)
Rapport (Costs 1 less when in the same squad as a character named Baron Fel)
Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:40 pm 
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Sandtrooper
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Faction: Empire
Cost: 8
Set(s): Imperial Entanglements (17/40)

Hit Points: 10
Defense: 16
Attack: +4
Damage: 20

Special Abilities

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:40 pm 
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Sandtrooper Officer
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Faction: Empire
Cost: 20
Set(s): Imperial Entanglements (18/40)

Hit Points: 50
Defense: 18
Attack: +8
Damage: 30

Special Abilities

Commander Effect
Followers whose names contain Sandtrooper gain Deadeye and Squad Assault

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 Post subject: Re: Imperial Entanglements: Characters
PostPosted: Mon Apr 21, 2008 8:40 pm 
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Scout Trooper
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Faction: Empire
Cost: 8
Set(s): Imperial Entanglements (19/40)

Hit Points: 20
Defense: 15
Attack: +5
Damage: 10

Special Abilities
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

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