Special Abilities
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Unique
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Chiss
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Ysalamiri (Characters within 6 squares cannot spend Force points. This character and characters within 6 squares gain Force Immunity.)
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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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V.I.P. (Adjacent followers gain bodyguard)
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Disciplined Leader (This character's commander effect cannot be suppressed)
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Master Tactician (You automatically choose who goes first except on a roll of 1)
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Camaraderie (Allied Commanders gain Targeting and It's a Trap!)
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Battle Ready (After setup, Imperial characters in your squad (including this character) may move up to double speed immediately before the first activation)
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Bait and Switch (Once per round, when this character is targeted by a nonadjacent enemy, he may switch positions with a Medium Imperial ally within 6 squares with a save of 11. That ally becomes the target instead, and the enemy cannot be prevented from attacking it this turn.)
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Imperial Reinforcements 40 (During setup, after seeing your opponent's squad, you can add up to 40 points of non-unique Imperial characters to your squad)
Commander Effect
Allies gain Ambush and Cunning Attack. Non-unique followers gain Intuition.
If this character has line of sight to an enemy at the start of a phase, you can activate up to 4 characters in that phase. (This can include Droid and Savage characters.)
At the end of this character's turn, 2 allies within 6 squares of this character who are the same size may switch positions.
“To defeat an enemy you must know them. Not simply their battle tactics, but their history, philosophy, art.” ―Thrawn, describing his approach to vanquishing his foes
8/24/2016 5:48:43 PM
8/24/2016 8:19:14 PM
8/24/2016 10:03:26 PM (Updated: 8/24/2016 10:03:48 PM)
8/24/2016 10:24:38 PM
8/24/2016 10:47:23 PM
8/24/2016 11:11:03 PM (Updated: 8/24/2016 11:18:28 PM)
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8/26/2016 3:13:16 AM
8/26/2016 11:23:13 AM
8/26/2016 3:23:50 PM