Special Abilities
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Unique
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Light Tutor
(At the start of the skirmish, choose an allied Rebel character. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gets 1 Force point.)
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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Force Alter
(Force 1: range 6; any 1 enemy rerolls its last attack)
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Force Defense
(Force 3: Cancel a Force power used by a character within 6 squares)
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Force Spirit 6
(If this character is defeated, immediately add 6 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish)
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Force Stun
(Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11)
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Master of the Force 3
(May spend Force points up to 3 times in a single turn)
Commander Effect
Characters in your squad with a Force rating can spend this character's Force points. (A character still can't spend Force points more than once per turn and can't combine its own Force points with this character's.)