Special Abilities
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Unique. Melee Attack, Double Attack.
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Intimidation (Living non-Unique enemies within 6 squares get -2 Attack and -2 Defense. Living allies within 6 squares get +2 Attack and +2 Defense.)
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Shock Whip 20 (Replaces attacks, range 3: 20 damage to target. Target is considered activated this round and cannot make attacks of opportunity, save 11. This ability counts as an adjacent attack for the purposes of this character's other special abilities.)
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Torture 1 (When an adjacent living enemy takes damage from an attack by this character, it gets -1 Attack and -1 Defense for the rest of the skirmish. (This ability stacks))
Force Powers
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Force 2. Force Renewal 1.
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Force Repulse 3 (Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
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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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Sith Rage (Force 1: +10 Damage on all attacks this turn)
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Surprise Move (Force 1; Once per round, after initiative is determined, this character can immediately move up to his Speed before any other character activates)
Commander Effect
After setup, whenever a character joins the opposing squad an ally (or this character) may make an immediate attack against that character at + 10 damage.
"There will be no truce. There will be no surrender. I don't care how many die. An example will be made of the deserters. The 908th are traitors, and will be killed—every last one."
7/6/2017 8:05:26 PM
7/7/2017 4:12:19 PM