Special Abilities
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Unique (Counts as Revan)
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Double Attack (On his turn, this character can make 1 extra attack instead of moving)
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Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
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Lightsaber Upgrade (This character and all allies with a Force Rating gain +2 on the result of all rolls when using abilities with Lightsaber in their name.)
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Lightsaber Attack (This character has 20 base damage against adjacent enemies. Attacks against adjacent characters counts as Melee attacks)
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Tactician +4 (Add +4 to the initiative roll except on a roll of 1)
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Versatility (At the start of the skirmish, after set-up, you may replace this character with another character of an equal or lesser cost who counts as Revan. The chosen replacement gains one of this character's other special abilities. If the replacement's cost is at least 5 less than this character's cost, he also gains this character's commander effect.)
Force Powers
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Force 5
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Lightsaber Deflect (Force 1: When hit by a nonmelee attack, this character takes no damage with a save of 11)
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Force Dominate (Force 2, replace attacks: sight; Target living character takes an immediate turn under your control, which does not count as an activation for the round; save 11. The target character cannot move this turn.)
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Unlock Door (Force 1, usable only during this characters turn; This character can designate 1 door within 6 squares as open; it remains open until the end of this character's next turn, or until it is defeated)
Commander Effect
Unique allies within 4 squares whose hit point total falls below 0 is considered defeated but remains in play; as long as that character has 0 hit points: it cannot move, attack or use special abilities, and cannot be attacked or damaged further; if that character gains hit points then it may move, attack and use special abilities as normal.
"…Your potential is unlimited…"
―Zhar Lestin