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Jedi vs. Sith (v4 sub)

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12 Characters
Showing 1 - 12 of 12 Characters
# * Name Rarity Cost HitPoints Defense Atk Dmg Special Abilities Force Powers CE Rating
JvS 1 Old Republic Old Republic Jedi Knight UC 18 40 17 7 20 Melee Attack, Squad Cover, Synergy +2 (+2 Atk, OR Jedi Knight) Force 2, Lightsaber Assault, Lightsaber Deflect 5.38 (13)
JvS 2 Old Republic Satele Shan R 37 100 19 12 20 Unique, Melee Attack, Double Attack, Bodyguard, Cunning Attack, Intuition, Mettle, Parry Force 2, Force Renewal 1, Master of the Force 2, Absorb Energy, Force Leap, Force Push 2, Lightsaber Assault 8.41 (22)
JvS 3 Sith Bastila Shan, Fallen Jedi R 52 120 22 14 20 Unique, Melee Attack, Triple Attack, Stealth, Intuition, Loner, Turn to the Dark Side Force 5, Force Lightning 2, Lightsaber Riposte, Lightsaber Throw 2, Sith Sorcery, Surprise Move 9.00 (21)
JvS 4 Sith Darth Nihilus, Lord of Hunger VR 71 140 22 15 20 Unique, Melee Attack, Double Attack, Affinity (for Visas Marr), Lightsaber Duelist, Wound in the Force Force 1, Force Renewal 1, Master of the Force 2, Burst Lightning, Drain Life 5, Force Detonate, Force Lightning 2, Sith Hunger 2 8.65 (26)
JvS 5 Sith Karness Muur VR 68 130 21 14 20 Unique, Twin Attack, Lightsaber Duelist, Makashi Style, Muur Talisman Force 2, Force Renewal 1, Master of the Force 2, Force Storm 3, Sith Alchemy 4, Talisman Mind Control 7.55 (11)
JvS 6 Sith Lord Krayt R 114 130 23 17 20 Unique, Melee Attack, Triple Attack, Advantageous Attack, Affinity (for Non-Unique Imperials), Vonduun Crab Armor 6 Force 2, Force Renewal 1, Master of the Force 2, Essence of Life, Recovery 60, Sith Rage, Transfer Essence Has CE 8.57 (23)
JvS 7 Republic Anakin Skywalker, the Chosen One R 38 110 19 12 20 Unique, Melee Attack, Double Attack, Greater Mobile Attack, Affinity (with Imperial Palpatine), Bodyguard, Hand of the Emperor (Palpatine), Synergy +4 (+4 Atk, +4 Def, Amidala or Palpatine) Force 3, Force Renewal 1, Dark Temptation, Force Grip 1, Lightsaber Defense, Lightsaber Riposte 8.35 (20)
JvS 8 Republic Obi-Wan Kenobi, Jedi Negotiator R 62 120 22 15 20 Unique, Melee Attack, Double Attack, Advantageous Attack, Aggressive Negotiations, Camaraderie (Anikan Skywalker, Adv. Attack), Mettle, Soresu Style Mastery Force 5, Force Heal 20, Force Leap, Force Sense, Lightsaber Assault 8.00 (20)
JvS 9 Republic Qui-Gon Jinn, Force Spirit VR 16 -- -- -- -- Unique, Speed 4, Light Spirit Force 4, Sense the Future Has CE 8.96 (28)
JvS 10 New Republic Kenth Hamner R 34 100 19 11 20 Unique, Melee Attack, Double Attack, Gregarious, Melee Duelist Force 4, Force Stun, Lightsaber Defense, Lightsaber Precision Has CE 7.13 (16)
JvS 11 New Republic Mara Jade Skywalker, Jedi Master VR 58 120 21 13 20 Unique, Melee Attack, Double Attack, Stealth, Avoid Defeat, Backlash, Draw Fire, Loner, Noble Sacrifice (New Rep. ally), Opportunist, Protective +10 (Solo, Skywalker) Force 2, Force Renewal 1, Master of the Force 2, Lightsaber Defense, Lightsaber Flurry, Surprise Move Has CE 8.25 (20)
JvS 12 New Republic Saba Sebatyne R 45 110 21 13 30 Unique, Melee Attack, Double Attack, Impulsive Advance, Lightsaber Duelist, Makashi Style Mastery, Rend +10 Force 3, Brutal Strike, Force Push 2, Force Valor, Lightsaber Precision 8.83 (18)
Showing 1 - 12 of 12 Characters
43 Special Abilities (11 New)
Showing 1 - 43 of 43 Special Abilities
Name Text Chars Set
Advantageous Attack +10 Damage against an enemy who has not activated this round 2 CS
Affinity A character whose name contains Visas Marr may be in your squad regardless of faction 1 JvS
Affinity May be in an Imperial squad with a character whose name contains Palpatine 1 JvS
Affinity Non-Unique Imperial characters may be in your squad regardless of faction 1 JvS
Aggressive Negotiations This character is considered to have Diplomat until it makes an attack or is targeted by an enemy character. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character. 1 RaR
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 1 UH
Backlash This character can move and then make all of its attacks against 1 enemy who has already activated this round 1 RaR
Bodyguard If an adjacent ally would take damage from an attack, this character can take the damage instead 2 RS
Camaraderie An ally whose name contains Anakin Skywalker gains Advantageous Attack 1 JvS
Cunning Attack +4 Attack and +10 Damage against an enemy who has not activated this round 1 RS
Double Attack On its turn, this character can make 1 extra attack instead of moving 7 RS
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 1 RS
Greater Mobile Attack Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement. 1 LotF
Gregarious +4 Attack if an ally is within 6 squares 1 AE
Hand of the Emperor This character can spend its own Force points once per turn and spend Force points from a character whose name contains Palpatine once per turn 1 JvS
Impulsive Advance Whenever a Unique allied character is defeated, this character can immediately move 3 squares 1 DT
Intuition Once per round, after initiative is determined, this character can immediately move up to its speed before any other character activates 2 BH
Light Spirit Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks. 1 AE
Lightsaber Duelist +4 Defense when attacked by an adjacent enemy with a Force rating 3 CS
Loner +4 Attack if no allies are within 6 squares 2 CS
Makashi Style When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho Style cannot be used against this character. 1 RaR
Makashi Style Mastery When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho, Soresu, Ataru, and Niman Style cannot be used against this character. 1 CWSS
Melee Attack Can attack only adjacent enemies 11 RS
Melee Duelist +4 Defense when attacked by an adjacent enemy 1 Ven
Mettle If this character spends 1 Force point to reroll, add +4 to the result 2 CotF
Muur Talisman When this character is defeated, choose the ally with the most Force points. That ally gains Muur Talisman, 4 Force points, and Sith Alchemy 4. If there are no allies with any Force points remaining, this ability cannot be used. 1 JvS
Noble Sacrifice When this character is defeated, 1 New Republic ally may make an immediate attack 1 JvS
Opportunist +4 Attack and +10 Damage against an enemy who has activated this round 1 UH
Parry When hit by a melee attack, this character takes no damage with a save of 11 1 BH
Protective +10 +10 Damage while a wounded ally whose name contains Solo or Skywalker is within 6 squares 1 JvS
Rend +10 If both of its attacks hit the same adjacent enemy, this character's second attack gets +10 Damage 1 RS
Soresu Style Mastery When hit by an attack, this character takes no damage with a save of 11 1 CWSS
Speed 4 Can move only 4 squares and attack, or 8 squares without attacking 1 UH
Squad Cover +4 Defense while 3 allies with the same name as this character are within 6 squares 1 IE
Stealth If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets 2 RS
Synergy +2 +2 Attack while an allied Old Republic Jedi Knight is within 6 squares 1 JvS
Synergy +4 +4 Attack and +4 Defense while an ally whose name contains Amidala or Palpatine is within 6 squares) 1 JvS
Triple Attack On its turn, this character can make 2 extra attacks instead of moving 2 RS
Turn to the Dark Side Replaces attacks: range 6; 20 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish. 1 DT
Twin Attack Whenever this character attacks, it makes 1 extra attack against the same target 1 BH
Unique 11 RS
Vonduun Crab Armor 6 When this character takes damage, it can reduce the damage dealt by 10 with a save of 6 1 UH
Wound in the Force At the start of this character's turn, if any adjacent enemies have Force points remaining, transfer 1 Force point from each adjacent enemy to this character. Enemy characters within 6 squares cannot gain Force points. 1 JvS
Showing 1 - 43 of 43 Special Abilities
39 Force Powers (7 New)
Showing 1 - 39 of 39 Force Powers
Name Text Chars Set
Absorb Energy Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11. Remove damage from this character equal to the prevented damage. 1 CotF
Brutal Strike Force 1, usable only on this character's turn: This character's attacks cannot be prevented and enemy characters attacked by this character cannot use special abilities or Force powers that respond to this character's attacks for the rest of the turn 1 SnV
Burst Lightning Force 1, usable only on this character's turn: range 6; 10 damage 1 Ven
Dark Temptation Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11; if the save fails, this character joins the opponent's squad until the end of the skirmish. 1 DT
Drain Life 5 Force 5, replaces attacks: range 6; 50 damage to target living enemy and to each living enemy adjacent to target; save 16. Remove damage from this character equal to the damage dealt. 1 JvS
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. 1 JA
Force 1 1 RS
Force 2 5 RS
Force 3 2 RS
Force 4 2 RS
Force 5 2 RS
Force Detonate When this character is defeated, each character within 4 squares takes 40 damage, save 11 to reduce the damage to 20 1 DotF
Force Grip 1 Force 1, replaces attacks: sight; 10 damage 1 RS
Force Heal 20 Force 2, replaces attacks: touch; remove 20 damage from a living character 1 RS
Force Leap Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity 2 RS
Force Lightning 2 Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target 2 RS
Force Push 2 Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller 2 TFU
Force Renewal 1 This character gets 1 Force point each time it activates 6 RS
Force Sense Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round 1 CotF
Force Storm 3 Force 2, replaces attacks: 30 damage to all characters within 2 squares 1 JvS
Force Stun Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11 1 CotF
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 1 RotS
Lightsaber Assault Force 1, replaces attacks: Make 2 attacks 3 RotS
Lightsaber Defense Force 1: When hit by an attack, this character takes no damage with a save of 11 3 JA
Lightsaber Deflect Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11 1 CS
Lightsaber Flurry Force 1, replaces attacks: Make 4 attacks at -10 Damage 1 Ven
Lightsaber Precision Force 1: This character gets +10 Damage on its next attack 2 CS
Lightsaber Riposte Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker 2 CS
Lightsaber Throw 2 Force 2, replaces attacks: Choose 1 target enemy within range 6. Make 2 attacks against that target. 1 KotOR
Master of the Force 2 May spend Force points up to 2 times in a single turn 5 CotF
Recovery 60 Force 3, replaces turn: Remove 60 damage from this character 1 JvS
Sense the Future Force 2: Once per round, after initiative is determined, you may exchange your initiative check with your opponent's initiative check 1 JvS
Sith Alchemy 4 Force 4, replaces attacks: Target living Medium or smaller enemy with 40 Hit Points or less remaining within 6 squares is defeated. You can immediately add a character whose name contains Rakghoul to your squad. The new character sets up in the square that enemy formerly occupied. 1 JvS
Sith Hunger 2 Force 2, replaces attacks: range 6, 30 damage to target living enemy, and remove 30 damage from this character. If the target has Force points remaining, transfer up to 2 Force points from the target to this character. 1 JvS
Sith Rage Force 1: +10 Damage on all attacks this turn 1 CS
Sith Sorcery Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11 1 CotF
Surprise Move Force 1; Once per round, after initiative is determined, this character can immediately move up to its Speed before any other character activates 2 CS
Talisman Mind Control Force 5, replaces attacks: Living enemies within 4 squares join your squad for the rest of the round; save 11. On a failure, characters are also not subject to commander effects, do not gain any bonuses, cannot use abilities that replace attacks, and cannot prevent or redirect damage. 1 JvS
Transfer Essence Force 1, usable only on this character's turn: Choose 1 living ally. Remove that ally from play and place this character in that ally's space; that ally is defeated. 1 CotF
Showing 1 - 39 of 39 Force Powers


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