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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:59 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Flamethrower [#]: Instead of making its normal attack or attacks, a character using this special ability deals [#] points of damage to one target enemy and all characters adjacent to that target (enemies and allies alike). The first enemy must be a legal target (for example, you can target an enemy with cover only if it is the nearest) and must be within 6 squares, but the adjacent characters don't need to be. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Flamethrower.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:00 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Flurry Attack: When this character scores a critical hit (or makes an attack roll of natural 20, if the target is unaffected by critical hits), it may make one immediate extra attack, in addition to the other effects of a critical hit. It may make an extra attack each time it scores a critical hit, even as a result of this extra attack. The extra attack doesn't have to be against the same target if another legal target is available.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:00 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: Special Abilities 75 Slots
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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Ground Pilot +[#]: Each ally with Mounted Weapon who starts its move adjacent to this character gets a +[#] bonus to Speed until the end of that ally's turn.

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 Post subject: Re: Special Abilities 75 Slots
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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Heal [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent living character or itself. Heal can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:01 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Immediate Droid Reserves [#]: On an initiative roll of 5, 10, 15, or 20, this character can immediately place up to [#] points of non-Unique Droid characters in any square adjacent to it at the start of it's turn.

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(jedispyder) The important thing to remember with IDR is that Reserves do count for Victory Points so it is possible to lose the match if you never lose any of your original squad pieces. It's even more important to remember that here because your Reserves start adjacent to the character with IDR, making it a prime target when in the middle of battle.


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Ion Shielding : This character can ignore special abilities that affect only nonliving targets. The ability is optional: The character can choose to be affected by beneficial abilities, such as Repair, or even by harmful abilities if its controller so decides.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:02 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:03 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Lightsaber Resistance: This character gets a +2 bonus to Defense when attacked by an adjacent character with a Force rating.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Medical Supplies: Instead of taking its normal turn, this character can give 1 adjacent ally the Heal 10 ability for the rest of the skirmish.

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(jedispyder) It's smart to give Heal 10 to a Mouse Droid or Caamasi Noble. You already plan to keep the MD near your characters, you might as well make use of it.


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:03 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Mettle: If this character spends 1 Force point to reroll its attack or save, add a +4 bonus to the result. If the character can spend Force points more than once per turn, bonuses from additional uses on the same turn are cumulative.

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(Fool) - keep in mind this applies to all attack AND save rolls.
(dvader831) - This ability is also granted by Obi-Wan Kenobi, Jedi Spirit.


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Missiles [#]: Instead of making its normal attack or attacks, this character can target an enemy within line of sight. 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 Missiles.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Momentum: If this character has moved at least 1 square during its turn, it gets a +4 bonus to Attack and a +10 bonus to Damage against adjacent enemies. Since this special ability works only on this character's turn, it doesn't help with attacks of opportunity.

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