Special Abilities
-
Melee Attack (Can attack only adjacent enemies)
-
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
-
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
-
Counterattack (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)
-
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
-
Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
-
Infrared Vision (Non-Unique enemies with Cloaked within 6 squares lose Cloaked)
-
Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies)
-
Momentum (If this character has moved this turn, he gets +4 Attack and +10 Damage against adjacent enemies)
-
Parry (When hit by a melee attack, this character takes no damage with a save of 11)
-
Plasma Caster (Replaces attacks: sight; +12 Attack for 30 Damage. If this attack hits, all characters adjacent to the target take 20 damage; save 11. If the attack misses, the target and all adjacent characters take 20 damage; save 11.)
-
Trophy Collector (When a Unique enemy is defeated by this character, this character gets +1 Attack and +1 Defense. These bonuses are cumulative.)
Commander Effect
Allied Predator followers get Counterattack for the rest of the skirmish. You can choose to activate only 1 character in each phase.
The oldest and wisest of their kind are their clan leaders, who rarely participate in hunts and battles unless necessary.