Special Abilities
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Unique
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Droid
(Immune to critical hits; not subject to commander effects)
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Ghost Crew
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Melee Attack
(Can attack only adjacent enemies)
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Flight
(Ignores difficult terrain, enemy characters, low objects, and pits when moving)
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Distraction
(Suppresses adjacent enemy commander effects)
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Grappling Hook
(Replaces turn: This character and an adjacent small or medium character can move together up to a number of squares equal to this character's speed. Both characters are considered to have Flight this turn, and must end their movement adjacent to each other.)
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Industrial Repair 20
(Replaces attacks: touch; remove 20 damage from 1 character with Mounted Weapon)
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Jolt
(An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)
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Manual Override
(At the end of its turn, this character can designate 1 adjacent door as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated)
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Weapon Code
(Replaces attacks: touch; 1 ally with Mounted Weapon may make an immediate attack)
"This junky little astromech droid keeps the Ghost running. Lucky for him he's good at it, because he is a pain." -- Ezra Bridger