Special Abilities
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Unique
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Small Projectile Defense (When this character would take damage from a non-adjacent enemy, reduce the damage to 0 with a save of 6)
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C'Baoth's Wavering Sanity (If your initiative check is an odd number, this character must be your first activation of the round and must use at least one Force power at the start of his turn, if possible. If your squad contains a character who counts as Thrawn, you may ignore this special ability with a save of 11.)
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Rapport (Costs 5 less when in the same squad as a character named Grand Admiral Thrawn)
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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Master of the Force 2 (May spend Force points up to 2 times in a single turn)
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Dark Aura (Force 1, replaces attacks; For the rest of the skirmish, this character gains the following Force ability: Enemy characters within 6 squares get -4 to all saves)
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Force Lightning 3 (Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 11.)
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Force Storm 3 (Force 2, replaces attacks: 30 damage to all characters within 2 squares)
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Pawn of the Dark Side 2 (Force 2, replaces attacks: sight; up to 2 non-Unique allies take immediate turns, which do not count toward your total number of activations this phase; at the end of each turn, that ally takes 10 damage)
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Projectile Assault 2 (Force 2, replaces attacks: range 6; target enemy takes 20 damage and gets -4 Attack until the start of this character's next turn; save 11 for the non-damaging effect)
Commander Effect
Characters subject to Force powers are subject to these effects: Non-Unique allies get +4 Attack and +4 Defense and gain Coordinated Movement. / If your initiative check is an odd number, remove 1 ally from play. That character is defeated.
"Never assume you are indispensable to my Empire, Grand Admiral Thrawn. Only I am that."