STAR WARS Miniatures Ultra-Simple RPG - Max Velocity
STAR WARS Miniatures Ultra-Simple RPG - Max Velocity
STAR WARS Miniatures Ultra-Simple RPG - Max Velocity
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Force Heal 10: (1 FP) Instead of making its normal attack or attacks, a character using thisForce power removes 10 points of damage from an adjacent wounded character or itself. ForceHeal can’t raise a character’s Hit Points above its starting amount. It does not affect Droidcharacters.*Force Heal 20: (2 FP) Instead of making its normal attack or attacks, a character using thisForce power removes 20 points of damage from an adjacent wounded character or itself. ForceHeal can’t raise a character’s Hit Points above its starting amount. It does not affect Droidcharacters.Force Leap: (1 FP) For the remainder of this turn, a character using this Force power can movethrough enemy characters. In addition, this character does not provoke attacks of opportunity. Itdoesn’t take any time to use Force Leap; this character can still move and attack normally thisturn.*Force Renewal 1: Whenever a character with this Force power activates, roll 1d3. If the resultis greater than the character's current number of Force points, the character gains 1 Force pointimmediately.Force Sense: (1 FP) Usable only on this character's turn; Enemy characters lose Stealth for therest of the round.Force Spirit 8: If a character with this Force power is defeated, immediately add 8 Force pointsto an allied character with a Force rating. The allied character can now spend Force points oneextra time per turn for the rest of the skirmish. If there is no allied character with a Force rating,this Force power has no effect.Force Strike: (1 FP) Instead of making its normal attack or attacks, a character using this Forcepower deals 30 points of damage to one enemy Droid or one enemy with Mounted Weaponwithin 6 squares. Using Force Strike is not an attack and does not require an attack roll.Force Stun: (1 FP) Usable only on this character's turn; range 6; target living enemy isconsidered activated this round; save 11*Force Thrust: (1 FP) Replaces attacks; A character using this Force power deals 20 points ofdamage to one enemy within 6 squares. The target character can reduce the damage to 10 pointswith a save. Using Force Thrust is not an attack and does not require an attack roll.Force Valor: (2 FP) Instead of making its normal attack or attacks, a character using this Forcepower gains the following commander effect for the rest of the skirmish: Allied characters within6 squares get a +2 bonus to Attack and +2 bonus to Defense. This is in addition to any existingcommander effect.*Force Whirlwind: (2 FP) Replaces attacks; range 6; 20 damage to target and each characteradjacent to that target; save 11.Jedi Mind Trick: (1 FP) Usable only on this character's turn; range 2; target living enemy isconsidered activated this round and cannot make attacks of opportunity this turn; save 11.Knight Speed: (1 FP) On its turn, a character using this Force power can move an additional 4squares.9