Special Abilities
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Tusken Raider
(Counts as a character named Tusken Raider)
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Emplacement
(Cannot move or be moved. Set up anywhere on your half of the battle map.)
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Hindering Wound
(A living enemy hit by this character's attack takes +10 Damage and gains Speed 4 for the rest of the round; save 11)
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Loyalist's Code
(Immediately before the first initiative, all allied commanders who are not Tusken Raiders are defeated)
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Penetration 10
(Enemies' Damage Reduction is reduced by 10 against this character's attacks)
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Siege Weapon
(Replaces attacks: Choose a square within line of sight and 12 squares; 30 damage to characters in or adjacent to that square; save 11 reduces the damage to 10. All doors bordering that square are then designated as open; they remain open for the rest of the skirmish and cannot be closed.)
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Solitary Attack
(Cannot gain Double, Triple, Quadruple, Extra, or Twin Attack)
Tusken Raiders employed ancient ballista weapons when taking down Krayt dragons.