Rank: Advanced Bloo Milk Member Groups: Member
 
 
Joined: 10/20/2009 Posts: 175 
     | 
    
         
            Qui-Gonn Jinn, Force Spirit Republic Faction 14 points HP -- ATK-- DEF-- DMG-- Special Abilities Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
  Light Tutor (At the start of the skirmish, choose a Republic follower. If that follower 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 follower already has a Force rating, it gains 1 Force point.)
  A Master's Final Teachings (Choose 1 Unique character in your squad with a force rating at the beginning of the skirmish, that character gains Force Spirit 3 (If this character is defeated, immediately add 3 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish))
  Speed 4
  
         
     | 
    
        Rank: Advanced Bloo Milk Member Groups: Member
 
 
Joined: 10/20/2009 Posts: 175 
     | 
    
         
            is this version costed well enough
         
     |