Special Abilities
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Unique
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Melee Attack
(Can attack only adjacent enemies)
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Triple Attack
(On his turn, this character can make 2 extra attacks instead of moving)
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Dark Armor
(Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
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Jedi Hunter
(+4 Attack and +10 Damage against enemies with Force ratings)
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No Disintegrations
(Damage dealt by critical hits cannot be increased. Commander effects and special abilities that trigger based on a critical hit or the attack number rolled are suppressed.)
Force Powers
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Force 2
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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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Dark Assault 2
(Force 2: If this character doesn't move this turn, he gets +4 Attack and +10 Damage on all his attacks this turn)
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Force Grip 4
(Force 4, replaces attacks: sight; 40 damage)
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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 Sweep
(Force 1, replaces attacks: Can attack each adjacent enemy once)
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Overwhelming Force 2
(Force 2: This character's attacks can't be prevented or redirected this turn, and special abilities that trigger as a result of being hit by an attack are suppressed. Ignore bonuses to Defense when determining whether the attack hit.)
Commander Effect
Once per round, after initiative is determined, you may remove one Unique allied commander to grant all other non-Unique allies +10 Damage for the rest of the round.