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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Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
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Reinforcements (During setup, after seeing your opponent's squad, you can add up to 20 points of characters with Savage to your squad.)
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Rapport (Characters with Savage cost 3 less when in the same squad as this character. Huge characters with Savage cost 10 less.)
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Reserves (If you roll exactly 7 for initiative, you can add up to 30 points of characters with Savage to your squad immediately before your first activation of the round.)
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Force Psychosis (While this character has less than 20 HP, he must end his turn next to and make all possible attacks against the nearest character. This character ignores abilities and commander effects that prevent targeting and attacking. All attacks of opportunity from and against this character are negated.)
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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Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
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Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
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Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
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Anticipation (Force 1: Reroll initiative once per round)
Commander Effect
Savage characters are subject to these effects:
Allies with Savage gain Momentum and Stealth.
Allies with Savage who start their turn within 6 squares gain Charging Assault +10.
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7/13/2017 2:21:00 PM (Updated: 7/13/2017 2:25:01 PM)
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