Special Abilities
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Unique
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Bad Batch (Counts as an ally whose name contains Bad Batch and an ally whose name contains Republic Commando. Republic Commando allies within 6 squares of this character gain abilities whose names contain Squad from this character and Bad Batch allies within 6 squares. If your squad contains 4 characters with Bad Batch, an ally who counts as Echo also gains Bad Batch for the rest of the skirmish.)
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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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Disciplined Leader (This character's commander effect cannot be suppressed)
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Spinning Knife Attack (Replaces turn, usable only while this character is at half Hit Points or more: This character can move up to his speed this turn and he can attack each adjacent enemy once as he moves. This movement does not provoke attacks of opportunity and this character can target multiple enemies
with his Gauntlet Knife special ability on this turn.)
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Gauntlet Knife +20 (+20 Damage to 1 adjacent target; this counts as a melee attack)
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Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
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Squad Maneuvering Support (Each Bad Batch ally gains Squad Manuever while within 2 squares of this character. If at least 3 Bad Batch allies are within 6 squares of another Bad Batch ally, that ally (including this character) gains a special ability whose name contains Maneuver (only one Bad Batch character
may gain one of these abilities at one time; at the beginning of the character's next turn they lose this ability until they have at least 3 Bad Batch allies within 6 squares of them again) until the end of their turn.))
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Electromagnetic Terrain Mapping (Allies within 6 squares of this character or a Republic ally with Relay Orders ignore difficult terrain. This character and Bad Batch allies within
6 squares gain Rigging Defuser while within 6 squares of a Bad Batch ally. At the start of this character's turn, you may choose
one Republic Commando ally within 6 squares to gain The High Ground. That character loses this ability immediately
after they move out of a square with low objects unless they are chosen again by this ability.)
"I like your style."- Hunter to Rex
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8/6/2020 7:07:00 PM