Special Abilities
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Neo-Crusader
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Agile (This character can move 2 extra squares at the end of its turn)
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Beskar'gam (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)
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Coordinated Movement (At the end of this character's turn, 1 Neo-Crusader ally may immediately move up to 2 squares)
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Covert Tech (If all Unique allies are Neo-Crusader allies, then this character gains *Shatter Beam* Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)
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Double Attack (On its turn, this character can make 1 extra attack instead of moving)
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Explosive Supplies (Replaces turn: Choose 1 adjacent ally to gain Satchel Charge)
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Single-Shot Blaster (This character cannot gain Twin Attack)
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Willing to Serve (Counts as a follower for purposes of allied commander effects)
Commander Effect
If all Unique allies are Neo-Crusader allies after the first initiative roll, gain the following commander effect: For the rest of the skirmish, Unique Neo-Crusaders gain *Coordinated Movement*.
Marshals commanded everything from entire sectors to a specific flank in the midst of a given battle. Despite their command role, they were expected to engage in combat just as any other warrior.
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1/11/2022 11:10:57 PM (Updated: 1/11/2022 11:29:56 PM)