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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 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: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Impulsive Shot: Once per turn, this character can make an immediate attack when a Unique allied character is defeated.

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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Ion Gun +20: This character gets a +20 bonus to Damage against nonliving enemies.

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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 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: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Mighty Swing +[#]: On its turn, if this character doesn't move any distance, it gets a +[#] 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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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 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: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 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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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Override: At the end of its turn, this character can designate one door that it can see as open or closed. The door remains open or closed until the end of this character's next turn, or until the end of a turn in which this character is defeated. Other characters can't open or close that door unless they use the Override special ability themselves. A door cannot be closed if a Large or larger creature straddles its gridline.

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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 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: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Recon: If any character in the same squad with this special ability (including this character) has line of sight to an enemy, you can roll twice when making an initiative check and take either result. If you end up tied for initiative, both players reroll (you can use Recon to roll twice on the reroll). You can do this only once, regardless of the number of characters with Recon in your squad.

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(Ruhk): If a character in your squad has Recon and has LOS to an enemy Light Spirit; then at the initiative roll, Recon is in effect.


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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Reinforcements [#]: During setup, after seeing your opponent's squad, you can add up to [#] points of the stated kinds of characters to your squad. These characters don't count toward the cost of your squad, and your opponent doesn't have to defeat them to win the skirmish. If you are scoring points for defeats, or in a tiebreaker, defeating these extra characters doesn't score points.

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  • Garm Bel Iblis (New Republic, TFU) {New Republic/Rebel Reinforcements 30)
  • Jabba the Hutt (Fringe, Rebel Storm) {Fringe Reinforcements 30}
  • Lobot (Fringe, Universe) {Fringe Reinforcements 20}
  • Nute Gunray (Separatist, Universe) {Separatist Reinforcements 20}
  • Wat Tambor (Separatist, RotS) {Droid Reinforcements 20}

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 Post subject: Re: Rebel Storm Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Rend +[#]: This special ability applies to some characters who can make more than one attack against an adjacent enemy. If two of the character's attacks hit the same adjacent enemy in a turn, the second hit gets a +[#] bonus to Damage.

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 Post subject: Re: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:26 pm 
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Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent Droid character. Repair can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:26 pm 
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Savage: This character is wild and difficult to control. It must end its move adjacent to an enemy if it can (if it can't reach an enemy, it moves normally). If it starts its turn adjacent to an enemy, it must end its turn adjacent to an enemy, though that need not be the same character (although if it moves to do so, it might provoke attacks of opportunity). If it defeats an adjacent enemy before moving, the Savage character does not have to move adjacent to another enemy. A Savage character is not subject to commander effects.

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 Post subject: Re: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:27 pm 
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Self-Destruct [#]: When this character is defeated, it immediately deals [#] points of damage to all characters adjacent to it (enemies and allies alike).

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 Post subject: Re: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:28 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: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:28 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: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:29 pm 
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Strafe Attack: Some characters with Flight also have Strafe Attack. This character can move up to double speed and attack each enemy whose space it enters instead of using the targeting rules. Roll each attack just before this character enters that enemy's space. This character cannot attack any enemy twice in the same turn using Strafe Attack, and it cannot move directly back into a space it has just left. A character with Strafe Attack can still make a normal attack on the turn it moves, as long as it moves its speed or less. Prior to using Strafe Attack, this character must designate a legal space to end its move in. Other characters cannot enter this space while this character is using Strafe Attack.

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NickName wrote:
You announce Strafe Attack at the beginning of the move and also the landing square (and typically the path, though you're allowed to change that as long as you can reach the landing square.) Strafe is in effect for the entire move and you cannot move back into a square you just left.


NickName wrote:
You designate where you will end the Strafe Attack. No characters may enter that space. When you reach it, your Strafe Attack is over. You must travel all the way to the end space.


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 Post subject: Re: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:29 pm 
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Swarm +[#]: This character gets a +[#] bonus to Attack against an enemy for each other allied character with the same name as itself that is adjacent to that enemy. It gets this bonus even on attacks of opportunity.

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 Post subject: Re: Rebel Storm: Special Abilities
PostPosted: Sun May 11, 2008 10:30 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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