Special Abilities
-
Unique
-
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-
Advantageous Cover (+8 Defense from cover instead of +4)
-
Advantageous Attack (+10 Damage against an enemy who has not activated this round)
-
Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
-
Traitor (If this figure rolls a natural 1 on an attack roll,it joins the defenders side until the end of the skirmish.)
-
Cleave (Once per turn, if this character defeats an adjacent enemy by making an attack, he can make 1 immediate attack against another adjacent enemy)
-
Force Fury 19 (When this character damages a non-Unique character with a targeted Force power, roll a 20-sided die. On a roll of natural 19 or 20, that character is defeated.)
-
Backstabber (If this character rolls a 2-10, it attacks one of it's own allies instead of it's intended target (if able).)
-
Flash Grenade (Replaces attacks: range 6; target enemy and each adjacent enemy get -4 Attack until the end of the round; save 11)
Force Powers
-
Force 3
-
Force Renewal 1 (This character gets 1 Force point each time he activates)
-
Master of the Force 2 (May spend Force points up to 2 times in a single turn)
-
Force Lightning 3 (Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 11.)
-
Force Storm 4 (Force 4, replaces attacks: 40 damage to all adjacent characters and each adjacent enemy character.)
-
Force Corruption 3 (Force 3, replaces turn: range 6, non-Droids only; target and each character adjacent to that target take 30 damage and are corrupted. Each time a corrupted character activates it must attempt a save of 11. On a failure, that character takes 30 damage. On a success, that character is no longer corrupted.)
-
Force Fear (Force 1, use this ability only on this character's turn; sight; target living enemy gets -4 Attack and -4 Defense until the end of the round; Characters with a Force Rating may avoid this effect with a successful SAVE 11.)
-
Agent of Chaos (Force 5, All enemy models must make a save. Natural 1, the character is defeated. 2-5, the character switches sides for a round, 6-10, the character switches sides for the rest of the skirmish, 11-20 10 Damage is suffered.)
"Why my dear, delusional Knight. Since you've made it this far, let me show you what I've cooked up. The final act's just starting! And it's a doozy! Heh, heh, heh..."