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Glossary of Abilities, Force Powers, and Commander Effects

Abilities: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Abilities
Force Powers: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Force Powers
Commander Effects: View All

All Special Abilities beginning with 'D'
Damage Reduction [X] Whenever this character takes damage, reduce the damage dealt by [X]. Adjacent enemies with lightsabers ignore this special ability.
Dark Armor When this character takes damage, it reduces the damage dealt by 10 with a save of 11. Adjacent enemies with lightsabers ignore this special ability.
Dark Inspiration At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that characters gains Lightsaber Duelist.
Dark Master At the start of the skirmish, choose a Unique allied character. That character may spend this characters Force Points as if they were its own.
Deadeye On this character’s turn, if it doesn’t move, it gets +10 Damage.
Deadly Attack Scores a critical hit on an attack roll of natural 19 or 20.
Death Strike +10 Damage against an enemy that is adjacent to an allied character
Deceptive +10 Damage against an enemy who has activated this round
Defensive Plates If this character does not move, until the end of its next turn, it gains Damage Reduction 10
Dejarik
Delta Fire Support Each ally whose name contains Republic Commando gains Synchronized Fire (Allies with Order 66 who combine fire with this character grant +6 Attack instead of +4)
Delta Shield Support Each ally whose name contains Republic Commando gains Shields 2 (When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10)
Demolish Ignore Damage Reduction of adjacent targets.
Demolition Charge Replaces turn: 1 adjacent Huge or larger enemy with Mounted Weapon is defeated; save 6
Density Projector Ignores effects that force movement.
Desert Skiff This character can transport up to one large ally or two small or medium allies.
Destabilize Shields Suppresses Shields abilities of adjacent enemies
Diplomat This character is not a legal target, and does not count as the nearest enemy if an enemy without Diplomat is in line of sight. These restrictions apply even to adjacent attackers.
Disintegration If this character rolls a natural 20 on an attack, the target is defeated. Against Huge or larger targets, the attacker gets +40 Damage instead of defeating the target. (Add the bonus damage after multiplying.)
Disruptive Enemy commander effects have no effect within 6 squares of this character.
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.
Djem So Style Mastery Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack with +10 Damage against that attacker.
Doctrine of Fear Enemy characters within 6 squares get -4 Attack.
Dominate Replaces turn; target living character takes an immediate turn which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.
Door Gimmick At the end of it's turn, this character can designate 1 door that it can see as open; it remains open until the end of this character's next turn or until it is defeated.
Double Attack On its turn, this character can make 1 extra attack instead of moving.
Double Claw Attack On his turn, this character can make 1 extra attack instead of moving; both attacks must be against adjacent enemies.
Drain Life Energy Whenever it defeats an adjacent living enemy, remove all damage from this character.
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.
Droid Immune to critical hits; not subject to commander effects
Droid Coordinator Non-Unique Droid allies gain Speed 8.
Droid Defender If an enemy targets an allied Droid within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11.
Droid Mark When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains 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).
Droid Master Non-Unique Droid characters within 6 squares gain Double Attack (On its turn, this character can make 1 extra attack instead of moving).
Droid Reinforcements 20 During setup, after seeing your opponent's squad, you can add up to 20 points of non-Unique Droid characters to your squad.

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