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 her turn, this character can make 2 extra attacks instead of moving)
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Advantageous Attack
(+10 Damage against an enemy who has not activated this round)
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Intuition
(Once per round, after initiative is determined, this character can immediately move up to her speed before any other character activates)
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Lightsaber Duelist
(+4 Defense when attacked by an adjacent enemy with a Force rating)
Force Powers
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Force 3
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Force Renewal 3
(This character gets 3 Force points each time she 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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Absorb Energy Mastery
(Force 2: When hit by a nonmelee attack or an attack with a lightsaber, this character takes no damage with a save of 11. Remove damage from this character equal to the prevented damage.)
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Force Push 5
(Force 5, replaces turn: range 6; 50 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 5 squares if Huge or smaller. Huge or smaller characters are considered activated this round; save 16)
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Leaping Assault
(Force 2, replaces turn: Move this character to any unoccupied square within 6 squares. This move does not provoke attacks of opportunity. After moving, this character may still make all of its attacks this turn.)
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Sense the Future
(Force 2: Once per round, after initiative is determined, you may exchange your initiative check with your opponent's initiative check)
Commander Effect
At the start of each round, after initiative is determined, one ally may immediately move up to its speed; this move does not provoke attacks of opportunity.
Allies with a Force rating gain Force Renewal 1.