Special Abilities
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Unique
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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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Valiant (+10 Damage against an enemy that is within 6 squares of an allied character)
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Protective +10 (+10 Damage while a wounded Unique Resistance ally is within 6 squares)
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Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
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Forward Commander (+1 Attack and +1 Defense for each trooper ally within 6 squares)
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Trooper (Counts as a character named Resistance Trooper)
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Extra Effort (At the start of this character's turn, it may immediately use an ability that replaces attacks without replacing attacks)
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Heal 20 (Replaces attacks: touch; remove 20 damage from a living character)
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Allegiance (If your squad contained only Resistance characters immediately before the first activation of the skirmish, this character gains Disciplined (This character and Resistance allies within 6 squares are not affected by enemy abilities that suppress commander effects))
Force Powers
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Force 2
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Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
Commander Effect
While your squad contains only Resistance characters, trooper followers gain Valiant and Extra Effort.
"They've have taken enough of us. Now we bring the war to them."
10/26/2024 8:14:26 AM
10/28/2024 4:38:05 PM