Special Abilities
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Melee Attack (Can attack only adjacent enemies)
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Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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Lightsaber Tutor (At the start of the skirmish, you may choose 1 allied character with a lightsaber Style special ability. That special ability is replaced with the Mastery form of that ability for the rest of the skirmish. This ability stays in affect even after this character is defeated.)
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Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
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Mettle (If this character spends 1 Force point to reroll, add +4 to the result)
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Affinity (May be in a New Republic or Old Republic squad)
Force Powers
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Force 1
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Force Renewal 2 (This character gets 2 Force points each time he activates)
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Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
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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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Lightsaber Riposte (Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
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Deflecting Slash (Force 2; When this character is hit by a non-melee attack, this character takes no damage with a save of 11. On a successful save, this character can make 1 immediate attack against an adjacent enemy character.)
Commander Effect
After this character's turn, you may choose 1 allied character in your squad with a Lightsaber that does not have a lightsaber Style special ability. That character gains either Shii-Cho, Makashi, Soresu, Ataru, Djem So, Shien, or Niman Style. Allied characters do not lose these abilities if this character is defeated.