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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Emergency Life Support: Living allies gain Avoid Defeat while they are adjacent to this character.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Emplacement: This character cannot move or be moved by another effect (such as Force Push), nor can its position be changed through other effects (such as Grand Admiral Thrawn's commander effect). You may set it up anywhere on your half of the battel map instead of in the normal starting area.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Evade: Whenever this character is hit by an attack from a nonadjacent enemy, it can avoid the damage with a save of 11.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Ewok[#]: An Ewok is any character with the word "Ewok" in its name or that has the Ewok special ability.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Fringe Reserves [#]: If this character is in your squad and you roll the exact stated number for initiative, you may immediately add up to [#] points of Fringe characters to your squad. These characters set up in the same area as your squad did, immediately before your first activation of the round. These characters don't count toward the cost of your squad, and your opponent doesn't have to defeat them to win the skirmish. If initiative is rerolled due to a tie, you add these characters to your squad only if your final, untied roll is the stated number.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Furious Assault: Instead of taking its normal turn, this character can move at double speed, then attack every legal target once. Determine legal targets (such as whether an enemy that has cover is the nearest enemy) before making the first attack roll. If several enemies are tied for nearest, all of them are legal targets for this special ability.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Greater Mobile Attack: This special ability works just like Mobile Attack, except that the character can make multiple attacks (if any) even though it is moving on its turn. It must stop and make all its attacks before resuming movement, and the space it stops in must be a legal position for ending movement, even if the character continues to move this turn.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Grenades [#]: Instead of making its normal attack or attacks, this character can target an enemy up to 6 squares away. This follows all the usual rules for choosing a target. The target and all characters adjacent to it (enemies and allies alike) take [#] points of damage. Each character can avoid the damage with a save of 11. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Grenades.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Gunner: This character can combine fire with an adjacent ally who has the Mounted Weapon special ability.

Gunner +[#]: This character can combine fire with an adjacent ally who has the Mounted Weapon special ability, and grants + [#] damage.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Hand of the Emperor: In addition to spending its own Force points once per turn, this character can spend Force points from Emperor Palpatine once per turn. Emperor Palpatine must be in your squad to use this ability.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Impulsive Force Renewal: If a Unique allied character is defeated, for the remainder of the skirmish this character has Force Renewal 1.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Impulsive Savagery: If a Unique allied character is defeated, for the remainder of the skirmish this character has the Savage special ability.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Intuition: After initiative is determined, this character can immediately move up to its speed before any other character activates. (This does not count as an activation.) This character can use this ability only once per round. If multiple characters have Intuition or Surprise Move, resolve these abilities and Force powers in initiative order.

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Clarifications
(Vroke): I used to be completely confused by the wording of the last sentence until I realized this is all it was saying:
If there are multiple characters that benefit from intuition (or a commander effect like Darth Revan's), it is resolved in order of initiative (alternating if necessary)
Example: Boba Fett, Mercenary and Zuckuss (Player 1) vs Darth Revan and Darth Bane (Player 2)
*Initiative Rolled*
*Player 1 rolls a 17, Player 2 rolls a 8*
*Player 2 wins initiative due to Darth Revan's Master Tactician and elects to go second*
*Player 2 decides to use Darth Revan's commander effect on Darth Bane*
*Player 1 chooses Boba Fett, Mercenary to use Intuition first*
*Player 2 moves Darth Bane*
*Player 1 moves Zuckuss*
*Player 1 begins activating characters*


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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Ion Gun +20: This character gets a +20 bonus to Damage against Droid enemies.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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It's a Trap!: Enemies with Stealth within 6 squares are treated as if they did not have that special ability.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Jolt: An enemy hit by this character's attack is treated as having been activated this round; in effect, it skips its turn. That enemy can avoid this effect with a save of 11. Huge or larger characters ignore this effect.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Machinery: Industrial Repair removes damage from this character, even though it does not have Mounted Weapon.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Master Tactician: Roll for initiative as normal, except you automatically choose who goes first unless you roll a 1. Tied initiative checks are still rerolled. If more than one squad has a character with Master Tactician, the player with the highest initiative roll among them chooses who goes first.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Melee Attack: This character can attack only enemies adjacent to it.

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(Fool): Too many to list individual Characters, but "Melee Attack" will be printed on the card.
(LoboStele): Note that Komari Vosa's card does not have Melee Attack printed on it, but the Errata on the official SWM site at WOTC states that she is intended to have Melee Attack.
(Ruhk): Also Darth Krayt was intended to have Melee Attack printed on his card, and has since been Errata-ed to have it.


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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Mercenary: This character can move only if it has no legal targets to attack from the space where it starts its move. (However, if it first defeats an enemy with a single attack and cannot then attack any others, it is free to move afterward.) If it moves into a position where it can attack, it does not have to end its movement there.

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(Fool) - Keep in mind Mercenary applies to characters with the Mercenary Special Ability, not necessarily with Mercenary in their name. This also applies for Nym's Commander Effect


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