Special Abilities
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Unique
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Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)
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Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
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Melee Attack (Can attack only adjacent enemies)
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Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
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Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
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Quadruple Attack (On its turn, this character can make 3 extra attacks instead of moving)
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Mettle (If this character spends 1 Force point to reroll, add +4 to the result)
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Remarkable Power (Damage from this character's attacks and special abilities cannot be prevented or redirected)
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Dual Weapon Use (Replaces attacks: Make an attack, then use one other special ability that replaces attacks)
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No One Cares (If no allies are within 6 squares this character gains +5 attack and defence, If no allies are within 12 squares this character gains Vaapad Style Mastery as well)
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Vaapad Style Mastery (Scores a critical hit on an attack roll of natural 17, 18, 19, or 20 and does triple damage instead of double on a critical hit)
Force Powers
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Force Renewal 4
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Spirit of the Whills (When This Figure Dies,All Other Allied Figures Get Force Renewal 1. (even if they dont have a force rating))
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Sith Rage (Force 1: +10 Damage on all attacks this turn)
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Sith Lightning 30 (Force 2, replaces attacks: range 6; 30 damage)
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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)
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Master of the Force 4 (May spend Force points up to 4 times in a single turn)
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Force Detonate (When this character is defeated, each character within 4 squares takes 40 damage, save 11 to reduce the damage to 20)
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Force Choke 2 (Force 2, replaces attacks: range 6; Move target Large or smaller enemy adjacent to this character. That enemy takes 20 damage.)
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Master Defense (Force 2, When hit by an attack, this character takes no damage)
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Force Detonate (When this character is defeated, each character within 4 squares takes 40 damage, save 11 to reduce the damage to 20)
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Heavy Attack (Double Whammy) (Force 2, replaces attacks, next 2 melee attacks ignore damage reduction)
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Soul Burst (Force 3, range 6, 50 damage to target, save 11 to resist losing 1 Force point if target has any)
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Soul Possession (Force 2, touch, target an adjacent character and heal them by 30 hp, this character will receive 30 damage)
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Soul Siphon (Force 2, touch, target an adjacent enemy and deal 30 damage to that target while healing 30 hp to this character)
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Choke (Force 3, range 1, deal 50 damage to single target and push them back 5 spaces, save of 16 for them to avoid activation)
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Ender Rage (Force 5, deal 20 damage to all enemies within 6 squares)
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Demonic Blast (Force 10, sight, replaces attacks, 100 damage to target and 50 to others within 3 squares, save 16)
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Madjin Curse (Force 5, Using this Force Power curses the user with the demonic spirit Madjin, +5 to all stats, - 10 HP)
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Gem Genocide (Force 7, deals 30 damage to all within 6 squares, no save rolls)
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Sonic Cannon (Force 2, replaces attacks, sight, ignores cover, 30 damage to target, 40 if target has a force rating, save 15 to reduce to 20 damage and to prevent activation)
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Zero God (Force 10, user enters Zero God form and deals 50 damage to any one enemy, with a save of 18)
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Force 7
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Chain Lightning 5 (Force 5, replaces turn; range 6; 50 damage to target and 1 enemy within 5 of that target. Huge and smaller characters damaged by this power are activated unless they successfully make a SAVE 16.)
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Turn to the Dark Side (Force 3; Replaces attacks; range 6; 20 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)
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Mass Lightning 5 (Force 5, replaces turn; 40 damage to up to 4 enemies within 4; Huge and smaller characters damaged by this power are activated unless they successfully make a SAVE 16)
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Stasis (Force 2, Replaces attacks: Target enemy is activated this round, save 16.)
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Vision of the Future (A chosen allie gets +4 Defense and Damage Reduction against a chosen enemy.)
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Force Horror (Force 2, use this ability only on this character's turn; living enemies within 6 get -4 Attack and -4 Defense until the end of the round; Characters with a Force Rating may avoid this effect with a successful SAVE 11.)
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Levitation 6 (Force 6, replaces attacks: Move any 1 character within 6 squares to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity.)
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Sith Mind Trick (Force 3, Replaces turn; Target 1 Living enemy within 6 squares, if that character has not active this turn, it must immediately exchange positions with an ally of the same base size within 6 squares that has activated)
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Teleport Slam (Force 2, replaces attacks, sight, move this character to a single target within line of sight and deal 40 damage, does not provoke attacks of opportunity)
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Sith Power Vacuum (Force 5 replaces attacks; 40 damage to all characters within six squares. For every character killed this character gains one Force Point.)
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Telekinetic Throw (Force 2; replaces attacks; usable only while this character is in low objects: 40 damage to one target enemy within 6 squares)
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Force Aura (Force 2, replaces turn: Until the end of this round, this character gains the following Commander Effect: Enemy characters within 6 squares can only attack adjacent characters regardless of Special Abilities and Force Powers)
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Force Override (Force 2: replaces turn, doors are considered open to this character until the end of the skirmish)
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Force Control Breath (Force 1: Replaces turn; Until the end of the Skirmish this chacter is not affected by abilities or Force powers whose name contains Poison.)
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Force Maelstrom (Force 6: All enemy units within 8 squares recieve 60 damage, save 16 to reduce by half, are considered activated, save 11, and are moved 6 squares away. Huge and larger are not affected.)
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Force Spirit 12 (If this character is defeated, immediately add 12 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish)
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Ionize 2 (Force 2, replaces attacks; range 6; target non-living enemy takes 40 damage and is activated; save 11 for 20 damage)
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Dark Transfer (Force 3, usable when this character would be defeated; touch, save 11; 1 adjacent character is defeated and this character gains half that characters Hit Points. If the total Hit Points equals 0 or less this character is also defeated.)
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Dark Will (Force 5, replace attacks: sight; until the end of the skirmish target living allied character gains +4 Attack and +10 Damage; Target character takes 10 damage each time it activates.)
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Destroying the Force (When this character is defeated, characters with Force ratings can no longer spend Force points for the rest of the skirmish)
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Force Hover (Force 1: Ignores difficult terrain, enemy characters, low objects, and pits when moving this turn.)
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Magick Web (Force 2, replaces attacks: Adjacent living enemies take 20 damage, are considered activated, and cannot make attacks of opportunity this round; save 11)
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Burst Run (Force 1, replaces attacks: Move up to speed, as this character moves, each enemy within 2 squares takes 10 damage. This ability cannot be used on any enemy twice this turn.)
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Possessing Spirit (Whenever this character is defeated, remove all Force points from this character. Each ally, on their turn, may replace attacks to spend up to two force points. Force points spent in this way are placed on this character's card. If, at the end of a round, this character's card has 10 or more Force points while this character is defeated, remove one Medium living ally from play; that character is defeated. Place this character in that character's space with full hit points; remove all Force points from this character.)
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Sith Battle Illusion (Force 3, replaces attacks: Until the end of the round, this character gains the following Force ability: Enemies cannot target a character with an attack from farther than 6 squares; save 11)
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Gargoyle Form (Force 2: Replaces turn: This character moves up to 6 squares. At the end of the move, if this character passed through the square of a Medium or smaller ally, that ally may move up to 6 squares if it ends its move adjacent to this character. During this move, both characters gain Flight.)
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Master Mind Meld (Force 3, replaces turn: Until the end of this characters next turn, he gains the following Force ability: Once per turn, Unique Republic allies with a Force rating and a lightsaber may use a Force power from another Living Unique Republic character in your squad (including this character) as if it was their own. Unique Republic allies with a Force rating may use this character’s Force points as well as their own. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.) When this character next activates, he joins the opponent’s squad; save 6. This Force power may not be shared.)
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Mind Walk (Force 3: Replaces turn, sight; this character may make all of its attacks against 1 chosen enemy within line of sight regardless of targeting rules. If the target enemy prevents damage from these attacks, this character takes the prevented damage.)
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Mind Blast (Force 5, Replaces Turn: All enemy characters within 12 squares are considered activated save 11.)
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Rakghoul Imuunity (Not affected by Rakghoul Disease.)
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Paralyzing Lightning (Force 2
20 damage to target, target is activated and cannot use special abilities this round. Save 16)
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War Throat (Force 2, replaces turn: range 6; 20 damage to target and all characters within 2 squares of that target; push back Medium and smaller characters to 7 squares from this character.)
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Predict the Future (Force 5, Replaces turn: Every character(killed or alive) is placed exactly where it was, before the start of this turn. Every damage inflicted to any character turns to 0 and any
character's force point's gained or spent turns to 0. Every character's stats that have been affected by a Special ability or Force power are as they were, before the start of this turn. Roll initiative to start a new turn.)
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The Force Unleashed (Usuable on this character's turn For the rest of the turn, this character's Force Power range is increased by 6 and when they deal damage, they deal an additional 30 damage. At the end of this character's turn, they takes 20 damage.)
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Force Counter (Force 2: If this character is targeted by an enemy character's Force Power that causes damage, than both characters roll the 20 sided dice. The one with the highest roll causes the other double damage of the Force Power's imprinted damage.)
A god of the forces of Chaos, Nurgle is a player in the great game.
6/12/2026 9:02:06 PM
6/13/2026 1:29:42 AM