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 Post subject: Dark Times Checklist is ready for download
PostPosted: Wed Jan 27, 2010 4:24 pm 
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Joined: Sun Sep 02, 2007 10:10 pm
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Location: Minnesota
http://www.wizards.com/default.asp?x=st ... /darktimes

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 Post subject: Re: Dark Times Checklist is ready for download
PostPosted: Wed Jan 27, 2010 4:46 pm 
Mandalore
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Joined: Mon May 19, 2008 6:06 pm
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Location: Aboard the Exocarrier Resalute, waiting to free all SWMer's from Tyrnany
Approxiimmatly within 24 hours, not to bad. I see no reason to complain with it being available today. I would have perferred it a day ago, but again this is WOTC, so within 24/48 hour's, I'm happy.

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 Post subject: Re: Dark Times Checklist is ready for download
PostPosted: Wed Jan 27, 2010 7:48 pm 
Ugnaught Master!
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Location: SW Missouri
And so everyone can cut/paste/print:

Artillerist: This character gets a +4 bonus to Attack against enemies with Flight.
Blast Cannon: This character uses a blast cannon instead of a blaster when attacking enemies within 6 squares. Such attacks get a +10 bonus to Damage.
Bravado: This character challenges worthy opponents. It gets a +4 bonus to Attack and a +20 bonus to Damage against an adjacent enemy who has a higher point cost than it. It gets no bonus against an enemy with the same point cost or lower. Abilities that modify a character’s cost (such as Rapport) are ignored when checking whether this ability is in effect.
Breath Mask: This character is not affected by abilities or Force powers whose name contains Poison or Poisoned.
Crack Gunner +[#]: When this character combines fire with adjacent allies with Mounted Weapon, it grants a +[#] bonus to Damage on that attack. Enemies cannot use abilities such as Evade or Lightsaber Deflect to avoid that damage. Damage Reduction has no effect, and abilities such as Draw Fire or Bodyguard cannot change the target of the attack or redirect its damage. Likewise, abilities that reflect damage back to the attacker have no effect against that attack. Crack Gunner does not affect damage from effects that are not attacks, such as Force Lightning.
Dark Temptation: (Force; 1 FP) A character using this Force power gets a +4 bonus to attack and a +20 bonus to Damage on all its attacks until the end of the turn when it is used. At the end of the turn, this character must make a save of 11 or higher. If it fails the save, it joins the opponent’s squad until the end of the skirmish. It takes no further actions this turn. This power works even when the character is making an attack of opportunity or other attack outside of this character’s turn; in that situation, the effect ends and the save is made at the end of the turn the power is used.
Dispassionate Killer: (Force; 1 FP) A character using this Force power gets a +4 bonus to attack and a +20 bonus to Damage on all its attacks until the end of the turn when it is used. At the end of the turn, this character must make a save of 11 or higher. If it fails the save, it is immediately defeated. It takes no further actions this turn. This power works even when the character is making an attack of opportunity or other attack outside of this character’s turn; in that situation, the effect ends and the save is made at the end of the turn the power is used.
Final Shot: On its turn, if this character does not move any distance, it gets a +30 bonus to Damage against enemies with 50 or fewer Hit Points remaining. Since this special ability works only on the character’s turn, it does not help with attacks of opportunity.
Impulsive Advance: This character can immediately move 3 squares each time a Unique allied character is defeated.
Impulsive Reprisal: If a Unique allied character is defeated, for the remainder of the skirmish, this character gets a +4 bonus to attack and a +10 bonus to Damage on all its attacks.
Independent Outfit: This character counts as a Fringe character for the purpose of commander effects.
Indiscriminate Rage: (Force; 1 FP) A character using this Force power gets a +2 bonus to Attack and a +10 bonus to Damage on all its attacks until the end of the turn. At the end of that turn, this character must make a save of 11 or higher. If it fails the save, it gains the Savage special ability until the end of the skirmish. This power works even when the character is making an attack of opportunity or other attack outside of this character’s turn; in that situation, the effect ends and the save is made at the end of the turn the power is used.
Jedi Bodyguard: This ability acts like Bodyguard, except that his character can only take damage that would be dealt to adjacent allies with a Force rating.
Palpatine’s Bodyguard: This ability acts like Bodyguard, except that his character can only take damage that would be dealt to an adjacent ally whose name contains Emperor Palpatine.
Pulse Cannon [#]: 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 [#] damage. Each character can avoid most of the damage with a save of 11. For each successful save, reduce the damage dealt to only 10. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Pulse Cannon.
Snare Rifle: A character hit by this character’s attacks cannot voluntarily move until the end of the round. If this special ability was triggered by an attack of opportunity, the target stops in the space it currently occupies or in the closest legal space if the current space is an illegal position. The target is still subject to abilities and Force powers that cause involuntary movement, such as Force Push.
Steal Force: Instead of making its normal attack or attacks, this character chooses an adjacent target with a Force rating. The target loses 1 FP and this character gains 1 FP; this can bring the character’s FP total above its starting number. The target must have at least 1 FP remaining.
stun/stunned: This term is used in definitions as shorthand for an effect that causes a character to behave as having been activated this round. In effect, that character skips its turn.
Stun Gas: Instead of making its normal attack or attacks, this character can temporarily stun all adjacent living characters (enemies and allies alike). Each affected character is stunned (see that entry) and cannot make attacks of opportunity this turn. It can avoid this effect with a save of 11. This special ability has no effect on Huge and larger characters.
Stun Mortor: Instead of making its normal attack or attacks, this character can target a living enemy within line of sight. This follows all the usual rules for choosing a target. The target and all living characters adjacent to it (enemies and allies alike) are stunned (see that entry). Each potentially affected character can avoid this effect with a save of 11. This special ability has no effect on Huge and larger characters.
Turn to the Dark Side: Instead of making its normal attack or attacks, this character can target an enemy with at Force rating up to 6 squares away. This follows all the usual rules for choosing a target. The target takes 20 damage, but can choose to take no damage. If the target chooses not to take the damage, it must instead make a save of 11; if the save fails, the target joins this character’s squad until the end of the skirmish. Using this special ability is not an attack and does not require an attack roll.

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