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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Industrial Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent character with the Mounted Weapon special ability. Industrial Repair can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Internal Strife: On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Jedi Hunter: This character gets a +4 bonus to Attack and a +10 bonus to Damage against enemies with Force ratings.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Light Tutor: During setup, if you have this character in your squad, choose an allied character in your squad. If the chosen ally does not have a Force rating, it gets 1 Force point and is considered to have a Force rating for the duration of the skirmish. If that ally already has a Force rating, it just gets 1 Force point. This character can't choose itself for the effect.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Lightsaber Duelist: This character gets a +4 bonus to Defense when attacked by an adjacent character with a Force rating.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 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: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Melee Reach [#]: When making an attack on its own turn, this character treats all characters within [#] squares as adjacent for all purposes. This character can be affected by enemy special abilities or Force powers that specify adjacent characters and that interrupt this attack, such as Self-Destruct, Lightsaber Block, or Riposte.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Mobile Attack: This character can move both before and after attacking (or using an ability that replaces attacks). Its total movement cannot be more than its speed. It is subject to attacks of opportunity as normal. This total distance can be increased by commander effects, Force powers, and so on. The square from which this character makes an attack must be a legal square to end movement in, even if the character has not yet ended its movement.


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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Opportunist: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has activated this round.

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(adder): When taking an attack of opportunity that character counts as activated and therefore attacks of opportunity benefit from Opportunist.


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Order 66: A character with this special ability may be in a squad with Emperor Palpatine, Sith Lord, regardless of faction. Characters from early sets whose names contain the words "ARC Trooper" or "Clone Trooper" are also considered to have Order 66, even though it is not printed on their stat cards.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Parry: When this character is hit by a melee attack, it can avoid the damage with a save of 11. You must decide whether to use this special ability immediately after the attack hits.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Pilot: A Pilot is any character with the word "Pilot" in its name or that has the Pilot special ability.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Razorbug:Replaces attacks: sight; 10 damage; save 11.

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(Ruhk): This ability affects living and non-living characters alike.


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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Scarification +[#]: Wounded Yuuzhan Vong allies within 6 squares get +4 Attack and +[#] Damage

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Speed [#]: This character can move [#] squares and attack during its turn or move 2 x [#] squares without attacking. A speed under 6 is considered a penalty, and a character with multiple speeds (for example, due to a commander effect) and a speed penalty must use the slowest speed. A speed over 6 is considered a bonus, and characters with multiple speeds but no speed penalty may use the fastest speed.

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 Post subject: Re: Jedi Academy: Characters
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Stealth: If this character has cover, it does not count as the nearest enemy for choosing targets if the attacker is more than 6 squares away. A character can attack an enemy with cover only if that enemy is the nearest. If this character would be the nearest enemy, the next-nearest enemy counts as the nearest instead. Follow the normal rules for cover if the character with Stealth is within 6 squares of the attacker.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Synergy: This character gets a +4 bonus to Attack or/and +4 bonus to Defense (as per card) when the specified ally is within 6 squares.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Targeting: Until the end of the round, target enemy has -4 Defense.

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(Ruhk): Follows normal targeting rules, does not stack with itself, can't lower enemies defense by -8.


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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Thud Bug: Instead of making its normal attack or attacks, this character deals 10 points of damage to one living enemy within 6 squares and temporarily stuns that enemy. The target is treated as having been activated this round; in effect, it skips its turn. The target can avoid both effects with a save of 11. Huge and larger characters can't be stunned.

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 Post subject: Re: Jedi Academy: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Triple Attack: This ability works like Double Attack, except that this character can make up to three attacks on its turn.

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