Special Abilities
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Unique
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Melee Attack (Can attack only adjacent enemies)
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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)
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Deceptive (+10 Damage against an enemy who has activated this round)
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Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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Lightsaber Duelist (+4 Defense when attacked by an adjacent enemy with a Force rating)
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Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Force Powers
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Force 2
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Force Renewal 1 (This character gets 1 Force point each time he activates)
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Force Heal 30 (Force 2, replaces attacks: touch; remove 30 damage from a living character)
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Force Withdrawal (Force 1, useable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
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Jedi Mind Trick 3 (Force 3, usable only on this character's turn: range 6; target living enemy and each living enemy adjacent to that target are considered activated this round and cannot make attacks of opportunity this turn; save 16)
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Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)