Special Abilities
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Unique
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High Republic
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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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Force Bond
(High Republic allies with a Force rating gain Force Renewal 1)
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Lightsaber Duelist
(+4 Defense when attacked by an adjacent enemy with a Force rating)
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Master
(Once during this character's turn: 1 adjacent ally whose name contains Apprentice or Padawan may move up to its speed)
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Protective +10
(+10 Damage while a wounded High Republic ally is within 6 squares)
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Valiant
(+10 Damage against an enemy that is within 6 squares of an allied character)
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Willing to Serve
(Counts as a follower for purposes of allied commander effects)
Force Powers
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Force 2
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Force Renewal 1
(This character gets 1 Force point 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 Kick
(Force 2, replaces attacks: Make 3 attacks at -10 Damage; these attacks count as melee attacks without a lightsaber. If all of these attacks hit the same adjacent Medium or smaller enemy, immediately push back the target to 2 squares from this character.)
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Force Repulse 3
(Force 3, replaces turn: 30 damage to all characters within 3 squares; push back Huge or smaller characters to 4 squares from this character. Huge or smaller characters are considered activated this round; save 11.)
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Lightsaber Defense
(Force 1: When hit by an attack, this character takes no damage with a save of 11)
Commander Effect
High Republic allies gain Valiant while within 6 squares of a High Republic ally.
The Force is powerful… like fire or the ocean. It is a power we must respect.