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 Post subject: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:55 pm 
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Special Abilities (60)


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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Accurate Shot: This character can attack an enemy with cover even if it's not the nearest enemy. The enemy still gains a +4 bonus to Defense from cover.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Advantageous Cover: This character gets a +8 bonus to Defense from cover instead of +4.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Augment Healing: Adjacent allies that use Heal or Force Heal double the amount of damage removed.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Avoid Defeat: If a character with this special ability is defeated, it makes two saves, each needing a roll of 11 to succeed. If both saves are successful, the character is not defeated; instead, it remains in play with 10 Hit Points.

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(JN) This Ability is also granted through the ability Emergency Life Support


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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Careful Shot +[#]: On its turn, if this character doesn't move any distance, it gets a +[#] bonus to Attack. Since this special ability works only on the character's turn, it doesn't help with attacks of opportunity.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Commando: A Commando is any character with the word "Commando" in its name or that has the Commando special ability.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Cunning Attack: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Cunning Attack +[#]: This character gets a +4 bonus to Attack and a +# bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Cyborg: A Cyborg character counts as living and as both a Droid and a non-Droid. This means it benefits from effects that target Droids (such as Repair) in addition to other kinds of effects (such as Heal). However, a Cyborg character is also vulnerable to harmful effects that don't normally affect Droids (such as critical hits) as well as those that specify Droids only (such as Ion Gun 20). Cyborgs can be affected by commander effects.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Damage Reduction [#]: When this character would take damage, reduce the damage dealt by the listed amount. Attacks by adjacent enemies with lightsabers, or with the Lightsaber Throw Force power, ignore this special ability. Resolve this ability only after all Bodyguard decisions have been made.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Dark Armor: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Attacks by adjacent enemies with lightsabers, or with the Lightsaber Throw Force power, ignore this special ability. Resolve this ability only after all Bodyguard decisions have been made.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Deadeye: On its turn, if this character doesn't move any distance, it gets a +10 bonus to Damage. This special ability doesn't help with attacks of opportunity.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Diplomat: If an enemy without Diplomat is in line of sight of the acting character, that character cannot target or attack an enemy with Diplomat, even one that is adjacent. If an enemy without Diplomat is in line of sight and the only adjacent enemy has Diplomat no legal target is available.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Disruptive: Enemy commander effects have no effect (on enemies and allies alike) within 6 squares of this character. Characters within 6 squares cannot receive the benefits (or the penalties) of enemy commander effects until they move out of range. An enemy commander within 6 squares has its commander effect suppressed until it moves out of range. (It still counts as a commander.) A character who starts its turn outside this range and whose speed is modified by a commander effect continues to move at that speed for the rest of its turn, even if it comes within 6 squares of this character. Conversely, a character that begins its turn within range cannot have its speed modified by an enemy commander effect for the rest of its turn, even if it moves farther than 6 squares from this character.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Djem So Style: (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Double Attack: On its turn, if this character attacks without moving first, it then has the option either to move normally or to make an extra attack. The extra attack can be against the same enemy as the original attack, but it doesn't have to be. Since this special ability works only on its turn, this character still makes only a single attack when making an attack of opportunity.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Draw Fire: If an enemy targets an ally within 6 squares of this character, you can force that enemy to target this character instead (provided that enemy can choose this character as a target). The attacker can resist this effect with a save of 11. You must decide whether to use this ability before the attacker makes the attack roll.

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(Anon): This ability is also granted through the Special Ability of Droid Mark.
(Boba52): Draw fire does not change any normal targeting rules. The first target as well as the target with draw fire must be legal targets for the attack at the time of the attack in order to use Draw fire.


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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Droid: A Droid character doesn't take double damage from critical hits and is not normally subject to commander effects.

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Noted by "Droid" Special Ability or "Droid" in their name (**Note Except the Basiilisk War Droid)

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Electrostaff +[#]: (+[#] Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)

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