Special Abilities
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Celestial (This character cannot join your opponents squad and is immune to commander effects)
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Unique, Melee Attack, Double Attack
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The Darkside (This character may not be in a Old Republic, Republic, New Republic or Rebel squad)
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Winged Form (At the start of each round you may choose to use this Special Ability, if you do, then this character counts as Large and gains +20 damage, Flight, Greater Mobile Attack, Speed 10 and Immobilizing Rend. While this Special Ability is in effect this character may not use any force powers other then Master of the force and Force Renewal.)
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Unleashed (This character may use Force powers that replace attacks one additional time per turn)
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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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Indiscriminate (When this character attacks an adjacent enemy, it ignores enemy abilities and commander effects that prevent targeting and attacking. These attacks cannot be redirected.)
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Betrayal (On an attack roll of natural 1 against this character, the attacker joins this character's squad until the end of the skirmish)
Force Powers
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Force 4
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Master of the Force 2 (May spend Force points up to 2 times in a single turn)
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Force Renewal 3 (This character gets 3 Force points each time he activates)
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Force Repulse 2 (Force 2, replaces attacks: 20 damage to all characters within 2 squares; push back Huge or smaller characters to 3 squares from this character)
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Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
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Force Corruption 2 (Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted.)
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Drain Life 3 (Force 3, usable only on this character's turn: range 6; 20 damage to target living enemy and to each living enemy adjacent to target, save 11. Remove damage from this character equal to the damage dealt.)
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Absorb Energy Mastery (Force 2: When hit by a nonmelee attack or an attack with a lightsaber, this character takes no damage with a save of 11. Remove damage from this character equal to the prevented damage)
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Tempted with the Darkside (Force 2 replaces turn: range 2; target living enemy with a force rating must make a save of 11, if failed, then the target joins this character's squad until the end of the skirmish.)
"You are Sith!"
"Sith? Yes... And no."
―Obi-Wan Kenobi, and the Son, regarding the latter's affiliation