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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Light Tutor (At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point.)
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Turn to the Light (Replaces attacks: range 6; target 1 character with a Force rating. The target makes 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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Redemption (Whenever an allied character would join the opponent's squad make a save of 6. On a success that character stays on your squad. This save cannot be re-rolled.)
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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Essence of Life (Force 2: When a living ally within 6 squares would be defeated, that ally makes a save of 11. On a success, that ally has 10 Hit Points instead of being defeated.)
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Force Essence (When this character is defeated, you may immediately set up a character named Yoda, Force Spirit in the square this character formerly occupied. Any "at the start of the skirmish" instances are immediately resolved.)
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Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
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Master Alter (Force 2, sight; any 1 character rerolls its last attack.)
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Force Stun (Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
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Master Levitation (Force 3, replaces turn; Move 1 Huge or smaller character, including emplacements, within 6 squares to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. If that character has a Force Rating it may avoid this effect with a Save 11)
Commander Effect
Allied characters within 6 squares gain Force Renewal 1.