Special Abilities
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Unique
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Force Mentor (At the start of the skirmish, choose a Unique Rebel ally with a Force Rating. That character gains Surprise Move and in addition to spending it's own Force points may also spend this character's Force points once per turn.)
Force Powers
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Force 3
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Force Renewal 3 (This character gets 3 Force points each time he 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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Force Essence (When this character is defeated, you may immediately set up a character named Yoda, Jedi Spirit in the square this character formerly occupied. Any "at the start of the skirmish" instances are immediately resolved.)
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Force Light 2 (Force 2, usable only on this character's turn, enemy Force abilities within 6 squares are suppressed for the rest of the round.)
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Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)
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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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Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
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Levitation 2 (Force 2: replaces attacks, Move 1 Large or smaller ally within 12 squares to any unoccupied square within 12 squares. This move does not provoke attacks of opportunity)
Commander Effect
Each ally with a Force rating starts with +1 Force.
Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. For my ally is the Force, and a powerful ally it is.
2/8/2012 1:14:14 AM
2/9/2012 12:50:41 AM
4/4/2012 7:35:55 AM
4/7/2012 4:01:46 PM