Special Abilities
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Unique
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Melee Attack (Can attack only adjacent enemies)
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Mobile Attack (Can move both before and after attacking)
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Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
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Teamwork (At the end of this character's turn, it may immediately make an attack or use an ability that replaces attacks)
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Disruptive (Suppresses enemy commander effects within 6 squares)
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Protective +10 (+10 Damage while a wounded ally whose name contains Solo or Skywalker is within 6 squares)
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Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
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Djem So Style Mastery (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker with +10 Damage.)
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Faith in the Force (This character and allies with a lightsaber within 2 squares cannot be prevented from spending Force points or be forced to spend extra Force points. Their Force powers cannot be cancelled or prevented from affecting characters.)
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Lightsaber Trainer (At the start of the skirmish, after setup, choose an ally with a Force rating and a lightsaber who costs less than this character. Also choose Shii-Cho Style, Makashi Style, Soresu Style, Ataru Style, Djem So Style, or Niman Style. For the rest of the skirmish, the chosen ally gains the chosen special ability.)
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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)
Force Powers
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Force 3
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Force Renewal 3 (This character gets 3 Force points each time it activates)
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Master of the Force 3 (May spend Force points up to 3 times in a single turn)
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Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
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Overwhelming Force (Force 1: This character's attacks cannot be prevented or redirected this turn)
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Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
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Force Repulse 2 (Force 2, replaces attacks: 20 damage to all characters within 2 squares; push back Huge or smaller characters to 3 squares from this character)
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Force Push 4 (Force 4, replaces attacks: sight; 40 damage; push back target 4 squares if Huge or smaller)
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Counter Push 2 (Force 2, usable only when this character takes damage: range 6; 20 damage; push back target 2 squares if Huge or smaller)
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Force Empathy (Force 3, replaces turn: target enemy character with less than half hit points joins your side for the rest of the skirmish, save 16. This character may not deal damage this turn. On a success, that character gets -4 to save rolls for the rest of the skirmish.)
Commander Effect
At the end of this character's turn, 1 New Republic ally with a force rating within 6 squares can make an immediate attack at +4 attack and +10 damage.
"No one's ever really gone"