eMouse wrote:
Transmit Orders (basic version) - Allies' commander effects apply to Droids. (T-Series Tactical Droid)
Transmit Orders (more powerful variant) - Allies' commander effects apply to Droids. Commander Effects normally limited to 6 squares have unlimited range when applied to Droids. (T-Series Tactical Droid)
+1 to both of these. Finally make the separatist commanders useful.
Here is some more:
2 for fringe Abeloth if she were ever to be released:
Corrupt Environment (whenever an enemy character activates, at the end of their turn they take 10 damage, save 6)
Ancient One: this character cannot be on any team with unique characters
escort (pilots within six squares gain protective +10 for this character)
For GOTO from KOTOR 2:
weaken enemy (replaces attacks, target enemy within sight has -4 atk and -4 defence until this characters next turn)
stun (replaces attacks, target enemy living character within 6 squares is considered activated this round and cannot make attacks of oppurtunity this round, save 11)
beserk (replaces attacks, make three attacks at +10 damage, this characters defence is reduced by -4 until the next round)
Czerka Shield Dealer
Shield Generator (characters within 6 squares gain shields 10, save 16)
Shield Upgrade (characters with shields or advanced shields may reroll one failed roll per turn)
Something to make the rebel turret emplacement good:
Sentry (once per round this character can make an immediate attack against one target enemy that moves within line of sight)
wingman (if this character combines fire against a target, the attacker makes one extra attack with +6 atk against the target)
Allana Solo
synergy (+4 defence for each ally named solo within 6 squares)
darksaber (make an attack at +4 Attack and +20 damage against one adjacent enemy, this counts as a melée attack and ignores damage reduction)
Demagol
experimentation (characters that take damage from this characters homicidal surgery gain savage, Jedi hunter, and no longer provide any commander effects)
Darth Nihilus
force chasm (replaces attacks, remove a force point from one enemy character regardless of line of sight, this character gains one force point)
crush-gaunts (replaces attacks, adjacent enemy is considered activated this round and takes 20 damage, save 16)
Cybernetic Upgrades (non-unique followers gain cyborg and savage)
Assassin spider swarm (replaces turn: all characters within 6 squares take 10 damage save, 11)
Aquatic (+4 atk, +10 damage, and flight when in low Ground squares containing water)
advanced missiles or grenades 40 (save of 16)
sustained shot (once per turn, if this character's attack defeats an enemy, you may make another ranged attack)
muckrucker (at the end of this characters turn, target enemy within 6 squares is activated this round, save 16)
suppresive fire (an enemy hit by this characters attack cannot move and has -4 attack until the end of the round)
Armorer (replaces turn, adjacent ally gains dark armor for the rest of the skirmish)
dark tutor (character gains a force rating/point and force lightning 1)
Jedi Prisoner in Bacta Tank (Kotor finale)
nexus of power (this character can be targeted by allied characters. If a character uses sith drain on this character, this character is immediately defeated and that ally is restored to full hit points and gains 4 force points)
Bith Bartender
SA Juma Juice (replaces attacks, adjacent living allied character gains +10 damage, damage reduction 10 and speed 4 until the end of its next turn)
Rodian Spice Dealer
SA Deathsticks (replaces attacks, adjacent allied character gains twin attack and charging assault until the end of the round, at the end of the round that character takes 20 damage, save 11 for half damage)
Twilek Stimpack Dealer
Cost 25
SA strength Stimpack( replaces turn, adjacent living allied character gains might swing and momentum) for the rest of the skirmish
Dexterity Stimpack (replaces turn, adjacent living allied character gains speed 8 and +2 defense for the remainder of the skirmish)
Endurance Stimpack (replaces turn, adjacent living allied character gains damage reduction 10 and avoid defeat for the rest of the skirmish)
Or for simplicity's sake just turn it into:
Stimpack (replaces turn, adjacent living allied character gains +4 defense, momentum and avoid defeat for the rest of the skirmish)
Logistics Outfitter
outfit (huge characters gain stable footing)
A noble, criminal, politician, or Tyber Zann:
bribe (replaces attacks, adjacent living fringe enemy joins your team, save 6)
balance (+4 atk and +10 damage if opponent has more points/pieces in play)
bomb disposal (adjacent enemy characters lose self-destruct)
Human Trader
Night Vision supplies (replaces turn, adjacent ally gains accurate shot for the rest of the skirmish)
Jetpack Supplies (replaces turn, adjacent ally gains flight for the rest of the skirmish)
Twilek Trader
Cloaking supplies (replaces turn, adjacent ally gains stealth for the rest of the skirmish)
Poison supplies (replaces turn, adjacent ally gains poison 10 for the rest of the skirmish)
Czerka heavy Arms Dealer
Heavy Repeater upgrade (allies without melee attack that deal 30 damage gain twin attack and heavy weapon; while
within six squares of this character)
Mounted Weapon upgrade (allies without melee attack that deal 40 damage gain splash 20; while
within six squares of this character)
Corsec riot control officer
Vibrostaff upgrade (replaces turn, adjacent ally with melee attack gains vibrostaff for the rest of the skirmish)
Rig Explosives (replaces turn: adjacent ally gains self destruct 10)
Detonator (replaces attacks; one ally within line of sight with self destruct is immediately defeated)
ninman mastery (+4 attack, +4 defense and speed 8 while this character has more then half hit points remaining)
advanced evade 6
advanced parry 6
Geonosian Queen
geonosian reserves (20 points on 5, 10, 15, 20), hive queen (allied geonosians within 6 squares gain protective +20), brain invaders (living enemy characters defeated by geonosians in your squad are now under your control with 10 hp, save 16)
Infiltrator Droid
bomb(replaces turn, this character and one adjacent infiltrator Droid are immediately defeated, all characters within 6 squares take 100 damage, save 11 for half damage.
Inspire (non-unique followers within 6 squares gain an additional +4 atk)
Natural Leader (non unique followers in your squad count as troopers for the purposes of commander effects)
gather information (replaces attacks, sight, choose one enemy within line of sight, allied characters within 6 squares get programmed target against this enemy for the remainder of the round)
overwatch (replaces turn, when an enemy moves within line of sight of this character, this character may make one immediate attack, once per round)
advanced emergency life support (two saves of 6)
And finally Flamethrower 60 for the Fire Breather