Special Abilities
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Unique
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Melee Attack
(Can attack only adjacent enemies)
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Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
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Twin Attack
(Whenever this character attacks, he makes 1 extra attack against the same target)
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Affinity
(May be in a Sith or Imperial squad)
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Ambush
(This character can move and then make all his attacks against 1 enemy who has not activated this round)
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Execute Order 66
(Cannot be targeted by characters with Order 66)
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Tactician +8
(Add +8 to the initiative roll except on a roll of 1)
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The Phantom Menace
(This character does not count as a legal target for enemies farther than 6 squares away)
Force Powers
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Force 3
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Force Renewal 2
(This character gets 2 Force points each time he activates)
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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 Leap
(Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
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Force Lightning 2
(Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target)
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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 Withdrawal
(Force 1, useable only on this character's turn: Until the start of this character's next turn or until he spends a Force point, he gains Force Immunity)
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Lightsaber Defense
(Force 1: When hit by an attack, this character takes no damage with a save of 11)
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Lightsaber Riposte
(Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker)
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Sith Rage
(Force 1: +10 Damage on all attacks this turn)
Commander Effect
Non-Unique allies within 6 squares gain Extra Attack. At the end of this character's turn, one non-Unique ally may take an immediate turn. At the end of that turn, that character is defeated.