Special Abilities
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Unique
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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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Parry (When hit by a melee attack, this character takes no damage with a save of 11)
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Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies)
Force Powers
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Force 3
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Force Renewal 2 (This character gets 2 Force points each time he activates)
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Dark Force Spirit 2 (If this character is defeated, each enemy character with a Force rating loses 2 Force points each time it activates for the rest of the skirmish)
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Sith Ritual (If this character is defeated, roll a save of 11. On success, his spirit remains. His Commander Effect continues, and once per round you may activate one Sith ally an additional time.)
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Force Weapon (Force 1, replaces attacks: +10 Damage until the end of the skirmish)
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Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save 11)
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Sith Magic 3 (Force 3, usable on this character's turn: Target 1 enemy within 12 squares ignoring line of sight and cover; that enemy is considered activated this round; save 11)
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Master Illusion (Force 2: When hit by an attack, this character takes no damage unless the attacker makes a save of 16)
Commander Effect
Ally Sith characters may use Sith Sorcery or Sith Magic 3 as if they have the ability.