Special Abilities
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Unique
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Melee Attack (Can attack only adjacent enemies)
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Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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Charging Assault +10 (Replaces turn: Can move up to double speed, then make an attack at +10 Damage against an adjacent enemy)
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Sith Hunter (+4 Attack and +10 Damage against Sith enemies)
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Old Republic Conscription (All characters in your squad are considered Old Republic for the rest of the skirmish)
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Impulsive Master of the Force (If a unique allied character is defeated, for the remainder of the skirmish this character has master of the force 2.)
Force Powers
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Force 3
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Force Renewal 1 (This character gets 1 Force point each time he activates)
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Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
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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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Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)
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Force Repulse 3 (Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
Commander Effect
Old Republic followers within 6 squares gain sith hunter.
2/13/2012 12:40:11 PM