Special Abilities
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Door Gimmick
(At the end of his turn, this character can designate 1 door that he can see as open; it remains open until the end of this character's next turn, or until he is defeated)
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Grenades 30
(Replaces attacks: range 6; 30 damage to target and to each character adjacent to that target; save 11)
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Stealth
(If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
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Synergy +3
(+3 Attack and +3 Defense while a Unique Resistance ally is within 6 squares)
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Resistance
These well-trained and equipped soldiers relied on hit-and-run tactics when faced with the First Order.