Special Abilities
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Unique
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Melee Attack
(Can attack only adjacent enemies)
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Triple Attack
(On his turn, this character can make 2 extra attacks instead of moving)
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Twin Attack
(Whenever this character attacks, he makes 1 extra attack against the same target)
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Disciplined Leader
(This character's commander effect cannot be suppressed)
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Niman Style Mastery
(+4 Attack and +4 Defense while this character has more than half Hit Points remaining)
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Tactician +4
(Add +4 to the initiative roll except on a roll of 1)
Force Powers
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Force 2
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Force Renewal 2
(This character gets 2 Force points each time he activates)
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Master of the Force 2
(May spend Force points up to 2 times in a single turn)
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Force Essence
(When this character is defeated, you may immediately set up a character named Exar Kun, Dark Force Spirit in the square this character formerly occupied. Any "at the start of the skirmish" instances are immediately resolved.)
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Sith Alchemy 6
(Force 6, replaces attacks: Living enemies with 20 Hit Points or less remaining within 6 squares are defeated. You can immediately add characters whose names contain Sith Mutant to your squad. The new characters set up in a square each enemy formerly occupied.)
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Sith Sorcery
(Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11)
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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.)
Commander Effect
Savage characters are subject to these effects:
Allies with Savage gain Momentum and Stealth.
Allies with Savage who start their turn within 6 squares gain Charging Assault +10.