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 Post subject: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:55 pm 
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Special Abilities (45)
    Affinity
    Ataru Style
    Ataru Style Mastery
    Avoid Defeat
    Bounty Hunter +[#]
    Cunning Attack
    Cunning Attack +[#]
    Disruptive
    Djem So Style Mastery
    Double Attack
    Draw Fire
    Droid
    Empathy
    Extra Attack
    Flight
    Force Immunity
    Force-Attuned Armor
    Heavy Weapon
    Impulsive Jedi Hunter
    Industrial Repair [#]
    Internal Strife
    Jedi Hunter
    Light Tutor
    Lightsaber Duelist
    Melee Attack
    Melee Reach [#]
    Mobile Attack
    Opportunist
    Order 66
    Parry
    Pilot
    Razorbug
    Scarification +[#]
    Speed [#]
    Stealth
    Synergy
    Targeting
    Thud Bug
    Triple Attack
    Twin Attack
    Unique
    Vaapad-Style Fighting
    Virulent Poison +[#]
    Vonduun Crab Armor [#]
    Yuuzhan Vong Collaborator


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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Affinity: The specified character can be in the specified squad even if it belongs to a different faction. That character's faction is now considered to be the same as that squad's. For example, Mas Amedda would have the Imperial faction if he is in an Imperial squad.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Ataru Style: (+4 Attack if exactly 1 enemy is within 6 squares)

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Ataru Style: (+4 Attack if exactly 1 enemy is within 6 squares)

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 Post subject: Re: Jedi Academy: 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

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 Post subject: Re: Jedi Academy: 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: Jedi Academy: 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Djem So Style Mastery: (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack with +10 Damage against that attacker.)

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Empathy: Allies with Savage within 6 squares of this character are treated as if they did not have that special ability. If they begin a turn within 6 squares, they can ignore the movement restrictions imposed by Savage. Whenever they are within 6 squares, they are subject to commander effects.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Extra Attack: On its turn, this character can make an extra attack, but it can't move if it does so. This works just like other special abilities that grant extra attacks, such as Double Attack. This extra attack stacks with those granted by other special abilities and commander effects, and it also stacks with Extra Attack granted by different special abilities (so the same ally could receive multiple extra attacks in the same turn).

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None - only available through other Special Abilities (see Power Coupling) or Commander Effects.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Flight: This character ignores enemy characters, low objects, difficult terrain, and pits when moving. Walls still block its movement, and it must still end its move in a legal space. Because this character ignores enemies, they cannot make attacks of opportunity against it.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Force Immunity: Other characters cannot spend Force points to affect this character, to reroll attacks against it, or to respond to its attacks and abilities. This character does not count for purposes of Force powers that affect multiple characters, such as Force Lightning or Shockwave; select a different character instead.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Force-Attuned Armor: Whenever this character takes damage, it reduces the damage by 10 with a save of 11.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Heavy Weapon: This character can't attack and move in the same turn. It can still make an attack of opportunity as normal.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Impulsive Jedi Hunter: If a Unique allied character is defeated, for the remainder of the skirmish this character has the Jedi Hunter special ability.

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