per round manuever, suffer strain equal to rank to upgrade incoming ranged attacks for next round
Defensive Stance
2
Manuever, suffer strain equal to ranks, to upgrade incoming melee attack for the next round
Shien Technique
1
use cunning for lightsaber
Counterstrike
1
When an attack misses and generates a despair or two threat, may upgrade next lightsaber check against the attacker during the next round
Saber Swarm
1
Saber Swarm: As a maneuver, suffer 1 Strain to gain Linked 6 on the next Lightsaber (Agility) combat check.
Saber Throw (improved)
1
action, add force rating to lightsaber check, spend pips to hit target and to pull back, spend two pips to extend range from medium to long
Djem So Deflection
1
once per round, after using reflect, spend 1 destiny point to move as an incidental
Disruptive Strike
1
add force die to lightsaber (cunning) check, pips generate failure to next combat check target makes
Falling Avalance
1
2 strain to add brawn damage to lightsaber check
Adversary 3
1
Force Powers
Force Rating
5
Power
Sense
Description
Spend pips to sense creatures within short range
Spend pips to sense emotional state of one being.
Upgrade
Effect
Control/Strength
Commit force die. Once per round, when target attacks, upgrades the pool twice
Control
Commit force die. Once per round, user upgrades their next combat check
Duration
Senses ongoing effect can be triggered once more
Power
Enhance
Description
Enhance: When making an Athletics, Coordination or Resilience check, the character may roll an Enhance power check as part of the pool and may spend to gain or (their choice) on the check.
Upgrade
Effect
Control
May make an Enhance power check as a maneuver to spend to leap to any location within Short range, or to leap to any location within Medium range.
Power
Bind
Description
may spend to immobilise a target within Short range until the end of his next turn. If Dooku used to generate , the target also suffers 1 wound per spent on the check, ignoring soak. May spend two pips to add up to two additional targets.
Upgrade
Effect
Power
Move
Description
The character can hurl objects by making a Move power check and rolling a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown (default is silhouette 0) and only succeeds if they can also spend enough to move the object. The attack deals damage equal to the object’s silhouette times 10 (silhouette 0 deals 5 damage) plus 1 per net . To throw multiple objects, they must generate enough to move multiple objects, and must use rules for Auto-Fire to determine difficulty and targeting.