RegisterDonate Login

Runs strong in my family...

Hit Points: 110
Defense: 19
Attack: 13
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Creator: wwmandalorian
Created: 4/26/2017

Special Abilities

  • Unique
  • Melee Attack (Can attack only adjacent enemies)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
  • Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
  • Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
  • Ataru Style (+4 Attack if exactly 1 enemy is within 6 squares)
  • Double Agent (At the beginning of the skirmish, after setting up your force, this character may join your opponent's squad and is placed in their starting area. While on your opponent's squad, opposing characters can not use Master Tactician, Recon, Tactician, Relay Orders, or Disruptive. Each time this character activates, it must make a save of 9. On a fail, it immediately returns to its original squad.)
  • Synergy (This character gets +1 Attack and +1 Defense for each charcharacter whose name contains Secure or Tholme is within 6 squares.)

Force Powers

  • Force 3
  • Force Renewal 1 (This character gets 1 Force point each time he activates)
  • Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
  • Force Cloak (Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked)
  • Psychometry (Force 1: if this character is in a square that is adjacent to a square that an enemy character occupied since this character's last turn, this character gets +4 Attack against that character this turn and adjacent allies ignore that character's Stealth and Cloaked special abilities until the beginning of this character's next turn.)
  • Dark Temptation (Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11; if the save fails, this character joins the opponent's squad until the end of the skirmish.)
Average Rating: 9.00 (1)
Please log in to add a Comment


Please Wait...