Swmini

Dixième set paru pour le jeu Star Wars Miniature, Knights of the Old Republic est paru en août 2008.

Encore une fois un set de 60 figurines composé uniquement de boosters. La période traitée pour ce set est principalement celle de la Old Républic et les figurines sont tirées du jeu KOTOR 1 et 2 et du comics du même nom. Il s'agit là aussi du dernier set de 60 figurines puisqu'à partir de "the clone wars" les sets n'auront plus que 40 figurines.
Pas de starter pour ce set mais une map promo sortie lors de la GENCON 2008 qui se trouve au verso du poster représentant les 60 figs.

 

Atton Rand #1 VR

Faction: Old Republic

Cost: 26

Hit Points: 60

Defense: 16

Attack: +8

Damage: 10

 

Special Abilities:
-
Unique
-Cunning Attack +20
(+4 Attack and +20 Damage against an enemy who has not activated this round)
-
Door Gimmick (At the end of his turn, this character can designate 1 door that he can see as open; it remains open until the end of this character’s next turn, or until he is defeated)
-
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)

 

Force Power :
-Force 1

L'avantage sérieux d'Atton est sa Cunning Attack +20, ça compense bien son 10 de dmg de base cependant sans accurate shot il va falloir bien jouer le placement et encore plus pour essayer de placer sa double attack. Cepednant dans la bonne configuration on arrive à des sommets contre un ennemi avec PF (double attack à +16 pour 40 de dmg soit 80 possibles). Ca fait rêver mais qu'il sera dur de le placer. Attention quand même à ses HP car 60 sa part vite. Au final pas mauvais quand même, il est surtout facilement boostable via des CE.

 

Bao Dur #2 R

Faction: Old Republic

Cost: 33

Hit Points: 90

Defense: 17

Attack: +7

Damage: 20

 

Special Abilities:
-
Unique
-Demolish
(Ignores Damage Reduction of adjacent targets)
-
Destabilize Shields (Suppresses Shields abilities of adjacent enemies)
-
Mighty Swing (On his turn, if this character doesn’t move, he gets +10 Damage against adjacent enemies)
-
Repair 30 (Replaces attacks: touch; remove 30 damage from 1 Droid character)
-
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

Oui masi non, certe c'est un vrai couteau suisse contre les réduction de dommage ( DR et shields) et un bon réparateur mais pour 33 points il y a quand même bien mieux à prendre.

 

Carth Onasi #3 VR

Faction: Old Republic

Cost: 37

Hit Points: 70

Defense: 16

Attack: +7

Damage: 10

 

Special Abilities:
-
Unique
-Pilot
-Deadeye
(On this character’s turn, if he doesn’t move, he gets +10 Damage)
-
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Industrial Repair 10
(Replaces attacks: touch; remove 10 damage from 1 character with Mounted Weapon)
-
Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
-
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

Alors voilà encore un perso intéressant sur le papier mais à jouer surement pas. Alors oui l'intuition permet de bien se positionner pour optimiser sa double twin, et donc de bénéficier de deadeye et donc de passer ses dmg de base à 20.. youhouuu 20 dmg c'est fabuleux .... avec une attaque de +7, youhouuu mais c'est énorme .... oui bon d'accord c'est de l'ironie, surtout pour 37 points avec 70 HP. Rajoutez 1 point, mettez le Boba Fett enforcer de A&E, rien qu'avec ses missilles vosu avez plus de chance de faire plus de dégats sans vous en prendreplein la tête derrière.

 

Juggernaut War Droid #4 C

Faction: Old Republic

Cost: 16

Hit Points: 60

Defense: 17

Attack: +7

Damage: 20

 

Special Abilities:
-Droid
(Immune to critical hits; not subject to commander effects)
-
Flight (Ignores diffi cult terrain, enemy characters, low objects, and pits when moving)
-
Mobile Attack (Can move both before and after attacking)
-
Shatter Beam (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
-Sonic Stunner (Replaces attacks: range 6; living target and each living character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters ignore this special ability.)

Ouaisss super un droid dans une tema d'humain .. déjà les CE on oublie d'office donc, reste ses stats pures qui sont très moyennes, allez hop au placard.

 

Master Lucien Draay #5 VR

Faction: Old Republic

Cost: 48

Hit Points: 130

Defense: 20

Attack: +15

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)

 

Force Power
-
Force 1
-Force Renewal
-Lightsaber Block
(Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
-Lightsaber Deflect
(Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
-Lightsaber Riposte
(Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
-Master of the Force 2 (May spend Force points up to 2 times in a single turn)

Franchement ce perso reste très bon pour cette faction, oui il coûte cher mais ses stats s'en ressentent, rien que la def est énorme et les HP vont avec, l'attaque ets totu bonnement hallucinante et est encore gonflée par duelist. Reste juste que double attaque seulement ça fait un poil light et rien dans ses FP pour compenser ce manque d'attaque par contre en défense il y a ce qu'il faut. Seul le riposte pour balancer plus de coups mais ça veux dire que votre perso s'en prend plein la tronche en contre partie.

 

Mira #6 VR

Faction: Old Republic

Cost: 47

Hit Points: 80

Defense: 18

Attack: +12

Damage: 20

 

Special Abilities:
-
Unique
-Accurate Shot
(Can attack an enemy with cover even if it’s not the nearest enemy)
-
Bounty Hunter +4 (+4 Attack against Unique enemies)
-
Demolition Charge (Replaces turn: 1 adjacent Huge or larger enemy with Mounted Weapon is defeated; save 6)
-
Mobile Attack (Can move both before and after attacking)
-
Splash 10 (If this character’s attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)
-
Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)

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

Ahh ben voilà, oui elle coûte cher elle aussi (47 points) et par rapport à Lucien elle a moins de HP et de Def mais elle shoot et pas qu'un peu. accurate shot, bounty hunter +4, déjà votre adversaire va bien éviter de mettre se sunique en ligne de mire. LA mobile attack pemret de fair ema stratégie préférée, je suis planqué, je te tire dessus et je disparais, rajoutez à ça la twin attack qui va permettre d'infliger 40 de dmg et un splash 10 et vous allez voir que cette fig va être un vrai casse tête pour votre adversaire et va l'éviter comme la peste. Rajoutez le fait qu'elle a force sense pour annuler les stealth et les teams super stealth en face vont être dégoutées.

 

Old Republic Captain #7 UC

Faction: Old Republic

Cost: 19

Hit Points: 40

Defense: 16

Attack: +8

Damage: 20

 

Special Abilities:
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)

 

Commander Effect :
Old Republic followers within 6 squares get +3 Defense and gain Squad Assault (+4 Attack while 3 allies with the same name as this character are within 6 squares).

Ahh enfin un capitaine qui file un CE a ses troupes, le +3 est sympa et toujours bon à prendre surtout pour 19 points, le squad assault, ben vous connaissez mon avis sur ces SA, m'enfin pour les soldier ça fait juste 20 point à dépenser donc ça va encore et un +4 en att n'est pas négligeable, mais bon un shoot, un qui disparait et votre SE disparait elle aussi. Au final 19 de commander+ 20 de troupes soit un total de 39 qui partent à la poubelle en un tir. (oui il reste le +3, je sais ..). Allez il faut au moins en avoir un ou deux dans sa besace, cette faction manque cruellement de petit commander alors ne crachons pas dessus impunement.

 

Old Republic Guard #8 C                                                                                               

Faction: Old Republic

Cost: 5

Hit Points: 10

Defense: 14

Attack: +5

Damage: 10

 

Special Abilities:
-Soldier (Counts as a character named Old Republic Soldier)

Le soldat de base de la old republic, l'équivalent d'un storm pour l'empire, toujours appréciable.

 

Squint #9 VR

Faction: Old Republic

Cost: 20

Hit Points: 70

Defense: 16

Attack: +9

Damage: 20

 

Special Abilities:
-
Unique
-
Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Lightsaber Duelist
(+4 Defense when attacked by an adjacent character with a Force rating)
-
Mandalorian Hunter (+4 Attack and +10 Damage against Mandalorian enemies)
-
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 Power :
-
Force 3
-Force Thrust
(Force 1, replaces attacks: 6 squares; 20 damage; save 11 for 10 damage)
-
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

Bon là je reste sur le cul quand même, pour 20 point on a un bon jedi, stats assez haute pour son coût, des SA surprenante notement un duelist et un stealth qui sont bienvenus, uen double toujours bonne à prendre et un block qui peut atténuer les dégats. Franchement si vosu avez 20 points à caser n'hésitez pas.

 

Visas Marr #10 R

Faction: Old Republic

Cost: 29

Hit Points: 90

Defense: 19

Attack: +10

Damage: 20

 

Special Abilities:
-
Unique
-
Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Bodyguard
(If an adjacent ally would take damage from an attack, this character can take the damage instead)
-
Flurry Attack (When this character scores a critical hit, she can make 1 immediate extra attack)
-
It’s a Trap! (Enemies with Stealth within 6 squares lose Stealth)

 

Force Power :
-Force 3
-Force Sense
(Force 1, usable only on this character’s turn: Enemy characters lose Stealth for the rest of the round)
-
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

Visas Marr est surtout à utiliser contre les teams super stealth ou stealth tout court, elle reste néanmoins très spécialisée et si vous ne tombez pas sur ce genre de team et bien vous avez perdu de spoints car pour un tier de moins on a squint ci-dessus qui a certe des stats un peu plus faiblarde mais fera encore mieux l'affaire niveau force de frappe et vosu permet d'économiser 9 points surtout. A jouer si votre adversaire habituel vosu sort que du stealth et pur le dégoutter une bonne fois pour toute.

 

Wookie Elite Warrior #11 C

Faction: Old Republic

Cost: 19

Hit Points: 50

Defense: 18

Attack: +9

Damage: 20

 

Special Abilities:
-Melee Attack
(Can attack only adjacent
enemies)
-
Charging Assault +10 (Replaces turn: Can move up to 12 squares, then make an attack
at +10 Damage against an adjacent enemy)
-
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares
away as adjacent)
-
Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies)

La brute à l'état pur, oui il coute un peu cher, 19 points, maisuen bonne défense, assez de HP pour ce prix mais surtout uen force de frappe inégalée, ce perso peut bouger de 12 cases et mettre un coup combiné avec momentum soit un +4/+20 donc un total de 13 att pour 40 dmg et ce sans être adjacent vraiment puisqu'il a melee reach 2 :D

 

Wookie Trooper #12 C

Faction: Old Republic

Cost: 11

Hit Points: 30

Defense: 15

Attack: +7

Damage: 20

 

Special Abilities:
-Melee Attack
(Can attack only adjacent enemies)
-
Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can make 1 immediate attack against another adjacent enemy)
-
Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
-
Mighty Swing (On his turn, if this character doesn’t move, he gets +10 Damage against adjacent enemies)

Un peu moins puissant que son partenaire mais dans un attroupement de petite fig il fait pas mal de dégâts.

 

Darth Malak, Darth Lord of the Sith #13 VR

Faction: Sith

Cost: 49

Hit Points: 130

Defense: 20

Attack: +16

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Deadly Attack
(Scores a critical hit on an attack roll of natural 19 or 20)
-Lightsaber Duelist
(+4 Defense when attacked by an adjacent character with a Force rating)

Force Powers :
-
Force 2
- Force Renewal 1
-Force Lightning 2
(Force 2, replaces attacks: range 6; 30 damage to 1 target and 2 characters adjacent to that target)
-Force Stun
(Force 1, usable only on this character’s turn; range 6; target living enemy is considered activated this round; save 11)
-Sith Rage
(Force 1: +10 Damage on all attacks this turn)

Commander Effect :
Followers get +4 Attack.

Voilà certainement l emeilleur malak, déjà pour son CE qui donne +4 att au persos sans CE sur toute la map, ensuite de très bonne stats de base, des SA parfaites pour un Sith et des FP qui ne sont pas en reste. Je regrette juste qu'il manque un assault ou un truc du genre pour mettre plus souvent une double, mais Force lightning comble un peu ce manque.

 

Darth Sion #14 VR

Faction: Sith

Cost: 69

Hit Points: 110

Defense: 17

Attack: +11

Damage: 20

 

Special Abilities:
-
Unique
-
Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-
Lightsaber Duelist
(+4 Defense when attacked by an adjacent character with a Force rating)

 

Force Powers :

-Force 5
-
Eternal Hatred
(Force 2: Whenever this character would be defeated, make a save of 6; on a success, this character is restored to full Hit Points instead of being defeated)
-
Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
-
Sith Rage (Force 1: +10 Damage on all attacks this turn)

Pour le fun et surtout pour tester son eternal hatred, sinon il coûte cher pour le reste si on retire ce FP. Faible défense, attaque elle aussi faiblarde et peu de HP, vous allez me dire "heureusement !!!", n'empêche que si vous loupez votre jet de résurection c'est un peu 69 points parti en fumée. L epire c'est quil n'y a même pas un CE. non vraiment une très bonne idée, une belle fig mais ça tiens pas trop la route tout ça.

 

Elite Sith Trooper #15 UC                                                                                            

Faction: Sith

Cost: 13

Hit Points: 40

Defense: 17

Attack: +7

Damage: 20

Trooper de base un peu cher mais avec les stats qui vont avec. Toujours appréciable d'en avoir quelques uns pour se faire une teamde temps en temps.

 

Sith Assassin #16 UC
Faction: Sith

Cost: 21

Hit Points: 60

Defense: 17

Attack: +8

Damage: 20

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Cunning Attack
(+4 Attack and +10 Damage against an enemy who has not activated this round)
-Paralysis
(A living enemy hit by this character’s attack is considered activated this round; save 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)

Oui mais non, là encore uen fig chère pour un résultat somme toue moyen, surtout que pour 2points de plsu on sa version elite qui elle reste impressionnant.

 

Sith Guard #17 UC                                                                                                                            

Faction: Sith

Cost: 5

Hit Points: 10

Defense: 14

Attack: +4

Damage: 10

 

Special Abilities:
-
Trooper (Counts as a character named Sith Trooper)
-Quick Reactions (+6 Attack when making attacks of opportunity)

Là encore un trooper de base, idem que son collègue ci dessus.

 

Sith Heavy Assault Droid #18 UC

Faction: Sith

Cost: 49

Hit Points: 110

Defense: 16

Attack: +10

Damage: 20

 

Special Abilities:
-
Droid (Immune to critical hits; not subject to commander effects)
-Double Attack
(On its turn, this character can make 1 extra attack instead of moving)
-Shields 2
(When this character takes damage, make 2 saves, each needing 11; each success reduces the damage dealt by 10)
-Twin Attack
(Whenever this character attacks, it makes 1 extra attack against the same target)

Encore un droid dans une armée d'humain, donc oubliez les CE pour le booster, il ne faudra compter que sur lui même. Alors certe il est impressionnant avec double twin et shields 2 mais 49 points ça fait cher payer quand même !!

 

Sith Marauder #19 UC

Faction: Sith

Cost: 22

Hit Points: 80

Defense: 18

Attack: +11

Damage: 20

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Double Attack
(On his turn, this character can make 1 extra attack instead of moving)


Force Powers :
-
Force 2
-Lightsaber Deflect
(Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
-Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)

Une très bonne figurine avec un très bon rapport qualité prix, avec un Darth Malak dernière version y'a pas photo ça peut faire très mal !!

 

Sith Operative #20 C

Faction: Sith

Cost: 10

Hit Points: 10

Defense: 14

Attack: +4

Damage: 10

 

Special Abilities:
-
Trooper (Counts as a character named Sith Trooper)
-Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)

Alors pour 2 de plus que la version de base on perd un peu en dmg et att mais on gagne un cunning attack+20 pas négligeable. Cependant la défense et le faible HP ne le feront pas rester longtemsp sur la table de jeu. Mais il rest qu'une bonen combo ets possbile pour lefun, un malak qui donne +4 en att, un captain qui donne double attaque et voilà que ce petit gars peut avoir en optimal une double attaque à +12 pour 30 dmg, pas si mal ;-).

 

Sith Trooper Captain #21 UC

Faction: Sith

Cost: 20

Hit Points: 40

Defense: 14

Attack: +8

Damage: 20

 

Special Abilities:
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)

 

Commander Effect :
Sith trooper allies gain Double Attack.

Bon celui-ci reste très appréciables puisqu'il boost ses troupes debase avec une double attaque, de quoi rendre assez dangereux le sith operative avec un 60 de dmg potentiellement destructeur. M'enfin votre adversaire ne se laissera pas faire.

 

Captain Panaka #22 R

Faction: Republic

Cost: 23

Hit Points: 70

Defense: 16

Attack: +8

Damage: 10

 

Special Abilities:
-
Unique
-Bodyguard
(If an adjacent ally would take damage from an attack, this character can take the damage instead)
-Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)

Commander Effect :
At the end of this character’s turn, 2 Medium allies within 6 squares of this character can switch positions.

Il permet d'obtenir le switch au sein de la républic, avec Mas Amedda ça ne reste pas négligeable surtout quand on connait la puissance du truc et permet d'amener un bon gros jedi au CaC sans perdre ses double ou triple, de quoi renverser le cours d'une partie.

 

Captain Tarpals #23 R

Faction: Republic

Cost: 20

Hit Points: 50

Defense: 18

Attack: +6

Damage: 10

 

Special Abilities:
-
Unique
-Gungan
-Melee Attack (Can attack only adjacent enemies)

 

Commander Effect :
Each follower can use 2 abilities that replace attacks instead of 1 on its turn.

Lui reste un atout de choix, il permet aux followers (donc ceux qui n'ont pas CE!) d'utiliser deux foix leurs attaques qui sont "replace attacks", autrement dit, deux fois un missile, une grenade ou un Cesta. Ma petite compo préférée reste de l'associer avec le Boba de A&E à 38 points et un R2D2 astromech. Le R2 amène boba en line de mire rapidement et ce dernier balance 2 missiles 30 dmg, j'ia déjà éradiquer 75% d'une team lors de ma 2eme et 3eme activ avec cette technique, n'est ce pas david :D

 

Gungan Artillerist #24 C

Faction: Republic

Cost: 11

Hit Points: 30

Defense: 15

Attack: +4

Damage: 10

 

Special Abilities:
-Cesta 20 (Replaces attacks: sight; 20 damage to target and to each character adjacent to target; save 11. A nonliving character that takes damage from this effect is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)

Alors lui reste énorme, ne le prennez paspour son perso de base, mais pour Cesta, c'est une sorte de grenade 20 mais san slimite de distance, bien sur c'est la cible légale qui compte mais croyez moi qu'avec ce genre de gus au sein de votre unité l'adversaire va venir vers vous enformation dispersée !! Evidement si vous prenez ce genre de fig pensez à prendre Tarpals, c'est obligatoire!!

 

Gungan Shieldbearer #25 UC

Faction: Republic

Cost: 18

Hit Points: 30

Defense: 19

Attack: +5

Damage: 10

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Atlatl 20
(Replaces attacks: range 6; 20 damage to target and to each character adjacent to target; save 11. A nonliving character that takes damage from this effect is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)
-Energy Shield (When this character or an adjacent character is hit by an attack from an enemy that is not adjacent to either, that character takes no damage and the attacker takes damage equal to the prevented damage; the attacker can avoid this effect with a save of 11)

raa voilà l'une de mes figs préférées au niveau look, je ne me lasse pas de les voir. Lui aussi à une sorte de grenade20 quigarde cetet fois-ci la distance de tir (6 cases) mais peut permettre d'activer vos adversaires, un petit plus non négligeable qui peut bien faire rager le gars d'en face si c'est bien placé. En plus il protegera ses adjacent et lui même des tirs ennemis, attention quand même aux grenades et missiles qui ne comptent pas comme tel :D. Au fait, lui aussi bénéficie de Tarpals pour son Atlatl !!

 

Gungan Soldier #26 C

Faction: Republic

Cost: 9

Hit Points: 10

Defense: 16

Attack: +3

Damage: 10

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Atlatl 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to target; save 11. A nonliving character that takes damage from this effect is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)

Idem, niveua perso en lui même ce n'est pas bien transcendent, mais il lance lui aussi un Atlatl20 et coute surtout 2 fois moins cher que celui avec le bouclier, parfait pour du soutient, évidement on place Tarpals ave< ;-).

 

Jar Jar Binks #27 VR

Faction: Republic

Cost: 18

Hit Points: 60

Defense: 17

Attack: +2

Damage: 10

 

Special Abilities:
-
Unique
-Gungan
-Melee Attack
(Can attack only adjacent enemies)
-Bombad Gungan
(Whenever an enemy targets him, this character must attempt a save of 11. On a success, the attack is redirected to another character of your choice within 6 squares. If no other character is within 6 squares, the attack is negated.)
-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)

Raaaaaaaaaaaaaaa, le cauchemard ambulant ... cependant il reste très bon, ben oui, mettez le avec le gungan shieldbarer, déjà Jar Jar à à draw fire donc les ennemis devront lui tirer dessus, de là sa première protection sera le shieldbarer qui peut renvoyer l'attaque sur le tireur si il loupe sa save de 11. S'ensuit que si vous avez un ennemi à moins de 6 cases vous pouvez tenter la bombad gungan et lui renvoyer dessus, c'est aussi pratique, bref un vrai cauchemard si c'est mis en première ligne !!

 

Obi-Wan Kenobi, Padawan #28 VR
Faction: Republic

Cost: 22

Hit Points: 70

Defense: 17

Attack: +10

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Ataru Style
(+4 Attack if exactly 1 enemy is within 6 squares)
-Flurry Attack (When this character scores a critical hit, he can make 1 immediate extra attack)

 

Force Powers :
-
Force 3
-Lightsaber Assault (Force 1, replaces attacks:Make 2 attacks)

Stop je n'ai qu'un nom à donner Jedi Weapon Master, il aura fait mal durant tous les sets qui suivent lui. non franchemetn payez 4 points de plus et voyez la différence, y'a pas photo !!!

 

Supreme Chancellor Palpatine #29 R

Faction: Republic

Cost: 37

Hit Points: 70

Defense: 14

Attack: +0

Damage: 0

 

Special Abilities:
-
Unique.
-Betrayal
(On an attack roll of natural 1 against this character, the attacker joins this character’s squad until the end of the skirmish)
-Fringe Reserves 20
(If you roll 11 for initiative, you can add up to 20 points of Fringe characters to your squad immediately before your fi rst activation of the round)
-Rapport
(Characters with Order 66 cost 1 less when in the same squad as this character)
-Republic Reserves 30 (If you roll 20 for initiative, you can add up to 30 points of Republic characters to your squad immediately before your fi rst activation of the round)

 

Force Powers :
-
Force 2
-Force Renewal 1
-Force Alter
(Force 1: range 6; any 1 enemy rerolls its last attack)
-Master of the Force 2 (May spend Force points up to 2 times in a single turn)

 

Commander Effect :
Adjacent followers with a Force rating gain Bodyguard (If an adjacent ally would take damage from an attack, this character can take the damage instead).

Alors lui par contre, il a un énorme potentiel !! Déjà entre ses Fringe et Republic Reserves, vous pouvez vosu rajouter un max de monde, suffit de mettre recon afin de lancer deux dés et donc d'optimiser vos chances de faire un 11 ou un 20. ensuite il a betrayal, bon suffit de pas aller lui taper dessus, mais justement mettez le en premièr eligne et placez des human force adept avec force alter pour faire relancer les attaques sur lui, au bout d'un moment va bien y avoir un "1" dessus, prenons par exemple un joueur de SWM (qui fait un site appellé SWmini) qui tape avec son lord vador dessus contre un certain david, et bien le "1" il le sort au premier coup ... triste.

 

Han Solo, Smuggler #30 R

Faction: Rebel

Cost: 27

Hit Points: 70

Defense: 16

Attack: +10

Damage: 20

 

Special Abilities:
-
Unique
-Accurate Shot
(Can attack an enemy with cover even if it’s not the nearest enemy)
-Opportunist +20 (+4 Attack and +20 Damage against an enemy who has activated this round)

Il aura écumé le dernier CDF, entres on accurate shot et son opportunist +20 il peut shooter à +14 pour 40 dmg, oui mais voilà mettez princesse Leia de A&E et il pourra retirer avec encore un +4/+10, soit un total de +18 pour 50 dmg avec un accurate shot, planquez vos gros bill, ils vont morfler !!! Si on prend les deux tirs ça peut faire 90HP de moins dans le même tour, qui à dit gros bill??  De plus pour 27 points il n'est pas cher du tout, que du bonheur !!

 

Liea Organa, Senator #31 VR

Faction: Rebel

Cost: 7

Hit Points: 40

Defense: 15

Attack: +7

Damage: 10

 

Special Abilities:
-
Unique
-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)

 

Force Powers :
-Force 1

Son avantage est "diplomat", voilà une petite Leia qui peut aller vosu chopper le gambit, si d'autres persos sont visibles, on ne pourra pas lui tirer dessus, d'ailleur à ce propos prennez des perso avec cloak de préférence, comem ça ils ne pourront pas tirer sur Leia car ils voient un perso avec cloak et ne pourront pas tirer sur ces derniers car pas adjacent :D. Donc on engrenge du Gambit et si un autre veux prendre la place un petit tir bien placé et boosté et ça peut faire la différence.

 

Luke Skywalker, Jedi #32 R

Faction: Rebel

Cost: 29

Hit Points: 90

Defense: 18

Attack: +10

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-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.)
-Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack)

 

Force Powers :
-
Force 2
-Force Renewal 1
-Knight Speed
(Force 1: This character can move 4 extra squares on his turn as part of his move)
-Lightsaber Block
(Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
-Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)

bon on va dire que lui c'est un rattrapage, ben oui souvenez vous du Luke Jedi Knight de RS, bien loupé le gamin (qui devait battre vador et l'empereur lors d'un emission des Ultimate ... triste sans tricher :D). Et bien voilà la vzersion "rvisitée" et corrigée surtout, là on en a pour notre argent. Bon ça reste quand même moyen , surtotu que pou r25 points on a Juhanni ...

 

Darth Vader, Scourge of the Jedi #33 R

Faction: Empire

Cost: 55

Hit Points: 120

Defense: 21

Attack: +14

Damage: 20

 

Special Abilities:
-
Unique.
-Melee Attack
-Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-Dark Armor
(When this character takes damage, he reduces the damage dealt by 10 with a save of 11. Adjacent enemies 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.)
-Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)

 

Force Powers :
-
Force 4
-Lightsaber Riposte
(Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
-Lightsaber Throw 2 (Force 2, replaces attacks: Choose 1 target enemy within range 6. Make 2 attacks against that target.)

 

RA-7 Death Star Protocol Droid #34 UC

Faction: Empire

Cost: 6

Hit Points: 30

Defense: 15

Attack: +3

Damage: 10

 

Special Abilities:
-
Droid (Immune to critical hits; not subject to commander effects)
-Melee Attack
(Can attack only adjacent enemies)
-It’s a Trap! (Enemies with Stealth within 6 squares lose Stealth)

 

General Wedge Antilles #35 R

Faction: New Republic

Cost: 23
Hit Points: 80

Defense: 18

Attack: +8

Damage: 10

 

Special Abilities:
-
Unique
-Accurate Shot
(Can attack an enemy with cover even if it’s not the nearest enemy)
-Avoid Defeat
(Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
-Evade
(When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
-Mobile Attack (Can move both before and after attacking)

 

Commander Effect :
Followers gain Evade and Mobile Attack.

 

ASN Assassin Droid #36 UC

Faction: Fringe

Cost: 27

Hit Points: 50

Defense: 18

Attack: +8

Damage: 20

 

Special Abilities:
-
Droid (Immune to critical hits; not subject to commander effects)
-Flight
(Ignores diffi cult terrain, enemy characters, low objects, and pits when moving)
-Kouhun Infestation
(Replaces turn: 60 damage to 1 enemy within 12 squares regardless of line of sight; save 11)
-Programmed Target (After setup, choose any 1 enemy. This character gets +4 Attack and Accurate Shot [Can attack an enemy with cover even if it’s not the nearest enemy] against the chosen enemy.)

 

Boma #37 UC

Faction: Fringe

Cost: 22

Hit Points: 100

Defense: 13

Attack: +10

Damage: 20

 

Special Abilities:
-
Savage (This character must end its move next to an enemy if it can and does not benefi t from commander effects)
-Melee Attack
(Can attack only adjacent enemies)
-Charging Assault +10 (Replaces turn: Can move up to 12 squares, then make an attack at +10 Damage against an adjacent enemy)

 

Czerka Scientist#38 C

Faction: Fringe

Cost: 13

Hit Points: 10

Defense: 13

Attack: +1

Damage: 10

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Blaster Rifl e Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 20 Damage gain Jolt
[An enemy hit by this character’s attack is considered activated this round; save 11. Huge and larger characters ignore this effect.])
-Blaster Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack [Whenever this character attacks, it makes 1 extra attack against the same target])

 

Echani Handmaiden #39 C

Faction: Fringe

Cost: 23

Hit Points: 40

Defense: 15

Attack: +7

Damage: 10

 

Special Abilities:
-
Double Attack (On her turn, this character can make 1 extra attack instead of moving)
-Evade
(When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
-Greater Mobile Attack
(Can move both before and after attacking. This character can make extra attacks even if she moves this turn, but she must make them all before resuming movement.)
-Twin Attack (Whenever this character attacks, she makes 1 extra attack against the same target)

 

Genoharadan Assassin #40 C

Faction: Fringe

Cost: 21

Hit Points: 60

Defense: 20

Attack: +8

Damage: 10

 

Special Abilities:
-
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
-Cunning Attack
(+4 Attack and +10 Damage against an enemy who has not activated this round)
-Loner
(+4 Attack if no allies are within 6 squares)
-Mobile Attack
(Can move both before and after attacking)
-Poisoned Blade (+10 Damage to 1 adjacent target; this counts as a melee attack. This attack deals an extra 20 Damage to a living enemy; save 11.)

 

Jarael #41 R

Faction: Fringe

Cost: 23

Hit Points: 70

Defense: 19

Attack: +10

Damage: 10

 

Special Abilities:
-
Unique
-Speed 8
-Melee Attack
-Triple Attack (This ability works like Double Attack, except that this character can make up to three attacks on its turn)
-Evade
(When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
-Parry
(When hit by a melee attack, this character takes no damage with a save of 11)
-Shockstaff +10 (+10 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character’s attack is considered activated this round; save 11.)

 

Force Powers :
-Force 2

 

Jawa Scout #42 C

Faction: Fringe

Cost: 10

Hit Points: 30

Defense: 16

Attack: +6

Damage: 10

 

Special Abilities:
-
Ion Gun +20 (+20 Damage against nonliving enemies)
-Spotter +20
(If this character combines fi re against a target within 6 squares, the attacker gets +20 Damage against that target)
-Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

 

Jolee Bindo #43 VR

Faction: Fringe

Cost: 23

Hit Points: 80

Defense: 19

Attack: +9

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On her turn, this character can make 1 extra attack instead of moving)
-Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)

 

Force Powers :
-
Force 4
-Force Stun
(Force 1, usable only on this character’s turn: range 6; target living enemy is considered activated this round; save 11)
-Force Valor
(Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
-Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)

 

Juhani #44 VR

Faction: Fringe

Cost: 25

Hit Points: 80

Defense: 17

Attack: +9

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On her turn, this character can make 1 extra attack instead of moving)
-Deadly Attack
(Scores a critical hit on an attack roll of natural 19 or 20)
-Lightsaber Duelist
(+4 Defense when attacked by an adjacent character with a Force rating)
-Stealth
(If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
-Vicious Attack (Triple damage instead of double on a critical hit)

 

Force Powers :
-
Force 3
-Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked
[If this character has cover, she cannot be targeted by nonadjacent enemies])
-Lightsaber Block
(Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
-Sith Rage (Force 1: +10 Damage on all attacks this turn)

 

Kreia #45 VR

Faction: Fringe

Cost: 43

Hit Points: 100

Defense: 20

Attack: +11

Damage: 20

 

Special Abilities:
-
Unique.
-Melee Attack
-Triple Attack (This ability works like Double Attack, except that this character can make up to three attacks on its turn)
-Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character’s squad until the end of the skirmish)

-Flurry Attack (Whenever this character scores a critical hit, she can make 1 immediate extra attack)
-It’s a Trap! (Enemies with Stealth within 6 squares lose Stealth)

 

Force Powers :
-
Force 4
-Drain Life 3
(Force 3, usable only on this character’s turn: range 6; 20 damage to target living enemy and to each living enemy adjacent to target, save 11. Remove damage from this character equal to the damage dealt.)
-Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked [If this character has cover, she cannot be targeted by nonadjacent enemies])

 

Massif #46 UC

Faction: Fringe

Cost: 10

Hit Points: 40

Defense: 16

Attack: +9

Damage: 20

 

Special Abilities:
-
Speed 8
-Melee Attack
(Can attack only adjacent enemies)
-Vicious Attack (Triple damage instead of double on a critical hit)

 

Mission Vao #47 R

Faction: Fringe

Cost: 27

Hit Points: 60

Defense: 18

Attack: +8

Damage: 20

 

Special Abilities:
-
Unique
-Melee Attack
-Double Attack (On her turn, this character can make 1 extra attack instead of moving)
-Cunning Attack +20
(+4 Attack and +20 Damage against an enemy who has not activated this round)
-Door Gimmick
(At the end of her turn, this character can designate 1 door that she can see as open; it remains open until the end of this character’s next turn, or until she is defeated)
-Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

 

Rakghoul #48 UC

Faction: Fringe

Cost: 16

Hit Points: 30

Defense: 17

Attack: +5

Damage: 10

 

Special Abilities:
-
Savage (This character must end its move next to an enemy if it can and does not benefi t from commander effects)
-Melee Attack
(Can attack only adjacent enemies)
-Ambush
(Can move and then make all its attacks against 1 enemy who has not activated this round)
-Rakghoul Disease
(+10 Damage to living enemy; save 11. Whenever this character defeats a living enemy, you can immediately add a character named Rakghoul to your squad. The new character sets up in a square that enemy formerly occupied.)
-Triple Attack (On its turn, this character can make 2 extra attacks instead of moving)

 

Shyrack #49 UC

Faction: Fringe

Cost: 19

Hit Points: 70

Defense: 16

Attack: +6

Damage: 20

 

Special Abilities:
-
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
-Melee Attack
(Can attack only adjacent enemies)
-Swarm +4 (+4 Attack against a target for each allied character named Shyrack adjacent to that target)

 

T1 Series Bulk Loader Droid #50 UC

Faction: Fringe

Cost: 21

Hit Points: 140

Defense: 15

Attack: +8

Damage: 40

 

Special Abilities:
-
Droid (Immune to critical hits; not subject to commander effects)
-Melee Attack
(Can attack only adjacent enemies)
-Heavy Lift
(Replaces attacks: touch; move 1 adjacent Small, Medium, or Large ally to any space adjacent to this character. This move does not provoke attacks of opportunity.)
-Heavy Weapon
(Can’t attack and move in the same turn)
-Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)

 

T3-M4 #51 R

Faction: Fringe

Cost: 17

Hit Points: 30

Defense: 17

Attack: +5

Damage: 10

 

Special Abilities:
-
Unique
-Droid
(Immune to critical hits; not subject to commander effects)
-Flamethrower 20
(Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target)
-Override (At the end of its turn, this character can designate 1 door that it can see as open or closed; the door remains open or closed until the end of this character’s next turn, or until this character is defeated)

 

Tusken Raider Scout #52 C

Faction: Fringe

Cost: 11

Hit Points: 30

Defense: 15

Attack: +8

Damage: 20

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-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)

 

Zaalbar #53 R

Faction: Fringe

Cost: 29

Hit Points: 100

Defense: 16

Attack: +7

Damage: 20

 

Special Abilities:
-
Unique
-Wookiee
-Close-Quarters Fighting
(+4 Attack against adjacent enemies)
-Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
-Mighty Swing (On his turn, if this character doesn’t move, he gets +10 Damage against adjacent enemies)

 

Zayne Carrick #54 R

Faction: Fringe

Cost: 24

Hit Points: 70

Defense: 18

Attack: +7

Damage: 20

 

Special Abilities:
-
Unique.
-
Melee Attack
-Double Attack (On her turn, this character can make 1 extra attack instead of moving)
-Cortosis Gauntlet 18
(Whenever this character rolls 18 or better on a save when using Lightsaber Block against an enemy with a lightsaber, the enemy gets –20 Damage for the rest of the skirmish)
-Karmic Luck
(If your initiative check is an odd number, +4 to all this character’s rolls for the round; if it is an even number, –4 to all his rolls instead)
-Karmic Mettle (If this character spends 1 Force point to reroll, add +4 to the result. If the result is a failed attack or save, this character takes 10 damage.)

 

Force Powers :
-
Force 1
-Force Renewal 1
-Jedi Mind Trick
(Force 1, usable only on this character’s turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
-
Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)

 

Mandalore the Ultimate #55 VR

Faction: Mandalorian

Cost: 75

Hit Points: 130

Defense: 19

Attack: +12

Damage: 30

 

Special Abilities:
-
Unique
-Charging Fire
(Replaces turn: Can move up to 12 squares, then attack)
-Flurry Attack
(Whenever this character scores a critical hit, he can make 1 immediate extra attack)
tMandalorian Conscription
(All characters in your squad are considered Mandalorian for the rest of the skirmish)
-Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

 

Commander Effect :
Mandalorian allies gain Charging Fire.

 

Mandalorian Captain #56 UC

Faction: Mandalorian

Cost: 23

Hit Points: 50

Defense: 18

Attack: +8

Damage: 20

 

Special Abilities:
-
Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11)
-Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

 

Commander Effect :
Mandalorian followers within 6 squares gain Twin Attack.

 

Mandalorian Commando #57C

Faction: Mandalorian

Cost: 13

Hit Points: 50

Defense: 17

Attack: +8

Damage: 20

 

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)

 

Mandalore Marauder #58 C

Faction: Mandalorian

Cost: 15

Hit Points: 40

Defense: 18

Attack: +9

Damage: 20

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Parry
(When hit by a melee attack, 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)

 

Mandalorian Quatermaster #59 UC

Faction: Mandalorian

Cost: 26

Hit Points: 70

Defense: 18

Attack: +9

Damage: 20

 

Special Abilities:
-
Melee Attack (Can attack only adjacent enemies)
-Gregarious
(+4 Attack if an ally is within 6 squares)
-Parry
(When hit by a melee attack, this character takes no damage with a save of 11)
-Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

 

Commander Effect :
Mandalorian followers within 6 squares get +4 Attack.

 

Mandalorian Scout #60 C

Faction: Mandalorian

Cost: 19

Hit Points: 50

Defense: 17

Attack: +8

Damage: 10

 

Special Abilities:
-
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
-Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
-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.)
-Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)

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