Special Abilities
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Unique
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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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Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
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Immediate Republic Reserves 20 (If you roll exactly 20 for initiative, you can add up to 20 points of non-Unique Republic characters to your squad, adjacent to this character, immediately before your first activation of the round.)
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Subspace Transceiver (You may use this ability before determining initiative: This character's Reserves special abilities are successful on a roll of 17, 18, 19 and 20. On a success, this character may add an additional 10 points worth of Republic characters and Reserve characters may be Unique. This character is considered activated.)
Force Powers
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Force 2
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Force Renewal 1 (This character gets 1 Force point each time he activates)
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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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Force Jump (Force 1, ignores difficult terrain, enemy characters, low objects, and pits when moving this turn.)
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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 Speed (Force 1: This character can move 6 extra squares on his turn as part of his move)
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Force Surge 4 (Force 4, replaces attacks: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 squares if Large or smaller. Allies ignore the damage and effects from this power.)
Commander Effect
Followers with a Force Rating within 6 gain Stealth.
Allies with Order 66 within 6 gain Advantageous Cover.
"Very well. The burden is on me not to destroy all the droids before you get there." Obi-Wan to Commander Cody.
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