Special Abilities
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Bright Tree Village (This unit counts as Ewok Village Tree and Village Bridge. This unit cannot move or be moved. Other units, allies and enemies, may climb or walk this unit’s bridges, ramps, and surfaces at half their normal speed. These units all count as being adjacent to this unit for the purpose of Special Abilities. Units that count as Ewoks or have special abilities such as Wall Climber or Sure Footing may move their full speed.)
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Village Bridge (This unit’s connecting ramps and bridges may be targeted either by allies or enemies. They have 30 HP, +13 Defense, Damage Reduction 10, and Flammable (Whenever an adjacent unit is targeted by a nonmelee attack that misses, roll a save of 6. On a failure, this unit takes 10 Damage). Once the bridges are Defeated, they may no longer be traversed.)
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Rope Swing (Adjacent Ewoks may move between platforms of the same height without using bridges. The Ewok must start its turn on a platform to do this. Choose the nearest free space on the platform of the same height closest to the Ewok’s starting position. Place the Ewok in the chosen space on the second platform. Once on the second platform, the Ewok may either make a single attack or move up to six squares without attacking.)
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Net Trap (Whenever an enemy unit enters or becomes adjacent to the Trap Area, they must roll a save of 11. On a failure, they must end their move there and cannot attack. That unit must roll a save of 11 at the start of each phase and cannot activate again until they get a successful save. Droid characters that count as Astromechs must roll a successful save of 6. Once that unit is able to activate, this trap can no longer be used.)
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Rope Trap (Any medium or smaller character that enters the Trap Area ends their move there and cannot attack, save 6. Large or Larger characters have their speed reduced by half for the rest of their move after crossing the Trap Area and can’t make extra attacks. If a Large or larger unit ends it’s turn within the Trap Area, their Speed is reduced by half and they cannot make extra attacks on their next turn. Units passing within the Trap Area with Speed 8 or higher immediately take 40 Damage, save 6.)
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Rolling Log Trap (Replaces Attacks; applies to all units within the Trap Area. Medium and smaller units are defeated, save 6. Large and larger units are defeated, save 16. Successful saves are considered activated, Huge or larger units that make a successful save take 40 Damage and are considered activated. This damage cannot be reduced or avoided.)
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Swinging Log Trap (If a Huge or Larger enemy within the Trap Area must make 2 saves of 16 That enemy takes 70 damage for each failure. This damage cannot be reduced or avoided.)
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Trap Areas (At the start of the skirmish, before initiative is determined, designate 4 areas on the battlefield as “Trap Areas”. One is the Swinging Log Trap which occupies a 6x2 square space between two “trees.” The second is the Net Trap, a 4c4 square space anywhere in the battlefield. Third is the Rolling Log Trap, which occupies a 10x6 space. For the Rolling Log Trap, one end of the Area is impassible terrain (4x6). When it activates, impassible terrain becomes clear and the opposite end becomes impassible terrain (4x6). Finally Designate a Rope Trap that occupies a 6x1 square space between two “trees.” The Rope Trap and Net Trap are activated by the enemy, the Log Traps are activated by the player. The Rolling Log Trap and Net Trap can only be used once per skirmish. When the Swinging Log Trap activates, it must wait an entire phase before it can be activated again. The Rope Trap can be activated every phase but only affects one enemy per phase.)
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Immediate Ewok Reserves 20 (If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 20 points of non-Unique Ewok characters from any faction to your squad, adjacent to this character, immediately before your first activation of the round)
Force Powers
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Force 1
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Force Renewal 1 (This character gets 1 Force point each time he activates)
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Essence of Life (Force 2: When a living ally within 6 squares would be defeated, that ally makes a save of 11. On a success, that ally has 10 Hit Points instead of being defeated.)
Commander Effect
Adjacent Ewoks with Melee Attack lose Melee Attack while adjacent Ewoks that don’t already have Melee Attack gain +2 Attack.
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