Special Abilities
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Journal of the Whills (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique ally whose name contains Skywalker, Leia, or Vader. That character is considered to be within range of allies’ commander effects, and its own commander effects have unlimited range. Also choose Disciplined Leader or Willing to Serve. For the rest of the skirmish, the chosen character gains the chosen ability. When that character is defeated, this character chooses another Unique ally whose name contains Skywalker, Leia, or Vader. Any "at the start of the skirmish" instances are immediately resolved. This character is defeated when there are no more such characters to choose.)
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Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
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Holocron (Cannot move, gain or spend Force points, provide cover, or block movement. Not a legal target or nearest enemy. Not subject to commander effects. On its turn, it may choose 1 adjacent Unique ally with a lightsaber, not chosen by Holocron: that ally may use this character's Force Powers as if its own by spending this character’s Force points; it cannot spend its own Force points on the same turn. After that ally changes position, place this character adjacent to it. If this character has no Force points or no Unique allies adjacent at the end of its turn, it is defeated. On its turn, an adjacent enemy can either spend 1 Force point or replace its attacks to remove 2 Force points from this character.)
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Mount (This character can transport 1 Small or Medium ally who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.)
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Troop Cart (This character can transport up to 1 Large ally or 2 Small or Medium allies who end their moves adjacent to it. Remove those allies from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.)
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Dark Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Rage while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
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Desert Skiff (This character can transport up to 1 Large ally or 2 Small or Medium allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 11.)
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Mount 2 (This character can transport up to 2 Small or Medium allies who ends their move adjacent to it. Remove those allies from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.)
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Large Transport (Adjacent characters get -6 Attack on nonmelee attacks. Transport up to 6 Small or Medium allies who did not Disembark this round and who end their moves adjacent to him. Remove these allies from the battle grid; they are not considered to be on the battle grid or adjacent to this character. They cannot be targeted, attacked, make attacks or count distance from this character. They lose Disciplined Leader, and their commander effects, special abilities and Force abilities are suppressed. Transported allies may return to the battle grid immediately before your first activation of the round. If this character is defeated, transported allies are also defeated; save 6.))
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Eternal Sith Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Illusion while within 4 squares of this character. The chosen character can spend its own Force points once per turn and spend Force points from this character once per turn. When the chosen character is defeated, this character chooses another Unique ally with a Force rating. Any "at the start of the skirmish" instances are immediately resolved. This character is defeated when there are no more Unique allies with a Force rating. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces the enemy's attacks.)
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Force Heresy (Only usable if there is at least one unactivated enemy; after an enemy within 6 squares has made a successful save to avoid or reduce damage from an attack, the enemy takes damage equal to half of the damage prevented (rounded down), with a minimum of 10 damage, up to a maximum of 30 damage. This damage cannot be prevented or redirected. Force Heresy can only be used on one turn per phase and up to twice during that turn.)
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Troop Transport (This character can transport up to 4 Medium Trooper allies that end their moves adjacent to it. Remove these allies from the battle grid; they move simultaneously with this character as though they had Flight, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character and adding 1 square. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 11.)
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Dark Nexus (Set up on your half of the battle map at least 5 squares from the center. Cannot gain Force points. Whenever this character activates remove 1 Force point from it. You may then add 1 Force point to 1 ally whose name contains Darth within 6 squares. Unique Sith allies within 6 squares can spend their own Force points once per turn and spend Force points from this character once per turn. When this character has no Force points or no Unique Sith allies, it is immediately defeated. No more than 1 character with Dark Nexus per squad.)
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Force Nexus (Set up on your half of the battle map 5 squares from the center. Cannot gain Force points. Whenever this character activates, remove 1 Force point from it. You may then add 1 Force point to 1 ally with a Force rating and Melee Attack within 6 squares. Whenever this character prevents or removes damage from an ally, remove 1 Force point from it. When this character has no Force points or no Unique allies with a Force rating, it is immediately defeated. No more than 1 character with Force Nexus per squad.)
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Frozen in Carbonite (During setup, choose another character whose name contains Han Solo. This character's point cost X is 1/2 the printed cost of the chosen character. An opponent sets up this character along with his or her squad. This character cannot be activated, cannot move, and does not count as a legal target. Its space cannot be entered, but it provides cover. If an ally ends its turn adjacent to this character, you may immediately remove this character from play and place the chosen character in its space. The newly placed character cannot activate this round.)
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Meditation Sphere (At the start of the skirmish, choose 1 Unique Medium ally with a Force rating; that ally may spend this character's Force points as if they were its own. This character may transport 1 Medium ally that ends its move adjacent: Remove that ally from the battle grid; it is considered adjacent to and moves simultaneously with this character, but cannot be targeted or make attacks. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is defeated; save 6.)
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Nightsister Spirit (Ignores all terrain. Cannot open doors. Cannot attack or be damaged, and does not count as adjacent or as a legal target. Not subject to commander effects. Does not provide cover. This character can move through enemy characters, and enemy characters can move through it. Does not count as an ally for allied commander effects or abilities. This character is defeated if it activates when no Nightsister ally not named Nightsister Spirit is within 2 squares.)
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Treadspeeder (This character can transport 1 Medium allied Imperial or Sith Eternal trooper who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is defeated; save 6.)
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Trandoshan Skiff (Transports up to 3 Trandoshan allies who end their move adjacent: Remove those allies from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally may return to the battle grid immediately before its activation or the first activation of the round. If this character is defeated, transported allies are also defeated; save 6.)
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Vision in the Cave of Evil (At the start of the skirmish, choose a Unique ally with Hit Points and a Force rating. That ally must attempt a save of 6 when it activates within 3 squares of this character. On a failure, it takes 10 damage. On a success, it gains 1 Force point from this character, and it may spend Force points one additional time this turn. This character loses a Force point whenever an enemy activates within 3 squares of it. This character is defeated when it has no Force points remaining or if the chosen ally is defeated.)
Let me just read my card real quick
7/25/2025 2:00:43 AM
7/25/2025 2:05:30 AM
7/25/2025 2:07:18 AM (Updated: 7/25/2025 2:08:36 AM)
7/25/2025 12:59:05 PM