Special Abilities
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Unique
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Draw Fire
(If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
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Immediate Separatist Reserves 20
(If you roll exactly 5, 10, 15, or 20 for initiative, you can add up to 20 points of non-Unique Separatist characters to your squad, adjacent to this character, immediately before your first activation of the round)
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Turn to the Dark Side
(Replaces attacks: range 6; 20 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)
Force Powers
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Force 5
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Anticipation
(Force 1: Reroll initiative once per round)
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Pawn of the Dark Side
(Force 1, replaces attacks: sight; 1 non-Unique ally takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage)
Commander Effect
If this character would take damage from an attack, an adjacent follower can take the damage instead. Whenever an enemy within 6 squares damages this character, one adjacent follower with line of sight to that enemy may make 1 immediate attack against that character. This attack does not use the targeting rules.