Special Abilities
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Blaster 20 (Replaces attacks: sight; +12 Attack for 20 Damage)
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Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
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Electrostaff +10 (+10 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)
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Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
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Lightsaber Resistance (+2 Defense when attacked by an adjacent enemy with a Force rating)
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Sonic Blast (Replaces turn; range 6: living target and each living character adjacent to the target take 20 damage and are considered activated this turn, save 16.)
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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)
Knighthunters focus their efforts on neutralizing the Jedi by any means possible.