Special Abilities
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Unique (Counts as Revan)
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Jedi Guardian (This character counts as a character named Jedi Guardian)
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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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Force-Attuned Armor (Whenever this character takes damage, he reduces the damage by 10 with a save of 11)
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Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
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Tactician +4 (Add +4 to the initiative roll except on a roll of 1)
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Versatility (At the start of the skirmish, after set-up, you may replace this character with another character of an equal or lesser cost who counts as Revan. The chosen replacement gains one of this character's other special abilities. If the replacement's cost is at least 5 less than this character's cost, he also gains this character's commander effect.)
Force Powers
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Force 5
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Force Jump (Force 1, usable only on this character's turn: This turn, this character ignores difficult terrain, enemy characters, low objects, and pits when moving.)
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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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Lightsaber Throw 3 (Force 3, replaces turn: Choose 1 enemy within line of sight, ignoring cover. Make an attack against the chosen enemy and against each character adjacent to that enemy.)
Commander Effect
Unique allies within 4 squares whose hit point total falls below 0 is considered defeated but remains in play; as long as that character has 0 hit points: it cannot move, attack or use special abilities, and cannot be attacked or damaged further; if that character gains hit points then it may move, attack and use special abilities as normal
"…Your potential is unlimited…"
―Zhar Lestin
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