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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Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
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Ruthless (Critical hits from this character cannot be prevented or redirected)
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Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack)
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Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
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Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
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Savage (This character must end his move next to an enemy if he can and does not benefit from commander effects)
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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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Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)
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Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
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Assassin (+4 Attack and +10 Damage against living enemies)
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Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
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Presumed Dead (The first time this character’s Hit Points are reduced to half or less, he may immediately return to his squad’s setup area with his original Hit Points)
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Spanish or Vanish (If no other characters are activated, this character gets +4 attack, +20 damage, and every character within 12 squares of this character takes 10 damage, save 11)
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Hostages (If an enemy rolls a 1 on an attack against this character, they must choose an ally to join this character's squad for the rest of the skirmish, or until the original attacker rolls a 20 against this character)
Force Powers
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Force 4
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Force Renewal 2 (This character gets 2 Force points each time he activates)
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Master of the Force 3 (May spend Force points up to 3 times in a single turn)
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Sith Rage (Force 1: +10 Damage on all attacks this turn)
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Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
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Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)
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Force Language (Force 1, usable once per skirmish: If the player of this character's squad can successfully name 20 different languages, every character in the squad gains +20 Hit Points and this character gets +40 Hit Points)
Commander Effect
Allies who start their turn within 6 squares may move up to double speed and still make all of their attacks as long as the person playing the squad has a Duolingo streak of over 100 days
Duo's always watching