Special Abilities
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Unique
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Melee Attack (Can attack only adjacent enemies)
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Cyborg (Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects)
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Imperial Knight
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Internal Strife (On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish)
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Synergy (+4 Attack while an allied Imperial Knight is within 6 squares)
Force Powers
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Force 3
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Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
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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
Allied Imperial Knights gain Light Armor (Whenever this character takes damage, it reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.) and 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.).