Special Abilities
            
                    - 
                        Door Gimmick
                            (At the end of his turn, this character can designate 1 door that he can see as open; it remains open until the end of this character's next turn, or until he is defeated)
                    
 
                    - 
                        Grenades 30
                            (Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
                    
 
                    - 
                        Stealth
                            (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
                    
 
                    - 
                        Synergy +3
                            (+3 Attack and +3 Defense while a Unique Resistance ally is within 6 squares)
                    
 
                    - 
                        Resistance
                    
 
            
                                    
                These well-trained and equipped soldiers relied on hit-and-run tactics when faced with the First Order.