Special Abilities
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Unique
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Mantis Crew
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Evade
(When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
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Allegiance
(If all Unique characters in your squad had Mantis Crew immediately before the first activation of the skirmish, this character gets +4 Attack and +4 Defense)
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Blaster 10
(Replaces attacks: sight; +4 Attack for 10 Damage. This counts as a nonmelee attack.)
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Camaraderie
(An ally who counts as Cal Kestis gains Blaster 10)
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Deceptive
(+10 Damage against an enemy who has activated this round)
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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)
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Flight
(Ignores difficult terrain, enemy characters, low objects, and pits when moving)
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Grenades 30
(Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
Force Powers
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Force 3
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Focused Attack
(Force 2, usable only on this character's turn: This character ignores cover when determining legal targets this turn)
Commander Effect
Mantis Crew allies gain Deceptive.
I wouldn't have survived the purge if I couldn't become someone else.