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A glass a day keeps Dr. Evazan away.

Republic Rebel Laart/i 85  
Hit Points: 160
Defense: 18
Attack: 10
Damage: 20
Rarity: Very Rare
Base: Huge
Gender: It
Creator: jak
Created: 3/21/2011
Updated: 5/26/2011

Special Abilities

  • Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
  • Order 66
  • 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)
  • Affinity (May be in a Rebel squad)
  • Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
  • Speed 16 (Can move up to 16 squares and attack, or 32 squares without attacking)
  • Self-Destruct 10 (When this character is defeated, each adjacent character takes 10 damage)
  • Machinery (Industrial Repair removes damage from this character)
  • Gargantuan Size (This character occupies a space 4 squares wide and 4 squares long. To squeeze this character needs at least a 2-square-wide opening. Medium and smaller characters may occupy squares on this character's base and are considered adjacent. Low objects and Large and smaller characters do not provide cover against this character's attack. Ignores movement costs to enter squares containing difficult terrain, low objects, and trenches. Never has cover. Cannot benefit from Bodyguard or Draw Fire.)
  • Strafe Attack (As this character moves, it can attack each enemy whose space it enters; this character can use Twin Attack when making a Strafe Attack, but it cannot make a Strafe Attack against any enemy twice and cannot move directly back into a space it has just left. This ability is usable only on this character's turn.)
  • Heavy Laser Cannon (1 activation: Make 2 attacks. Attack +6. On a hit, 60 damage to target and 20 damage to each character adjacent to that target; save 11. On a miss, 20 damage to the target and to each character adjacent to that target; save 11.)
  • Destabilize Shields (Suppresses Shields abilities of adjacent enemies)
  • Medium Blasters (1 activation: Make 2 attacks. Attack +10, Damage 20)
  • Immediate Trooper Reserves 20 (If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 20 points of Trooper characters from this character's faction you your squad, adjacent to this character, immediately before your first activation of the round)
  • Twin Missiles 40 (may launch 2 missiles at same target.40 damage to target and characters with 2 squares, save 11 for 20 damage.Large and smaller characters that take damage from this attack are considered activated.)
  • Transport (follows rules for troop cart,except it may carry 8 medium/ small characters, or 2 large, or 1 large and 4 medium/small characters)
  • Laart/i attacks (may use any two types of attacks during turn. These include Strafe , Heavy blast cannon, Medium blasters, or Twin missiles)
  • Missiles incomming! (on a save of 1 vs opponents missiles, this character takes 3x damage.)
  • We're Hit!............BAD! (This character takes 3x damage from critical hits.)

Well armed transports. Not only could it clear the DZ and drop troops, it also held it's own in space combat.

Average Rating: 7.00 (4)
Creator's Rating: 9/10
Lord_Ball
3/29/2018 1:29:21 PM

That is a lot to take in... I'm thinking some things could be dropped/cleaned up. Starting with Laart/I attacks - HLCannon and MBlasters both require an activation, but as far as I can tell this only gets 1 activation.
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