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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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Quadruple Attack: This ability works like Double Attack, except that this character can make up to four attacks on its turn.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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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.

Characters
  • 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: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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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: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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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: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Republic Reserves [#]: If this character is in your squad and you roll the exact stated number for initiative, you may immediately add up to [#] points of Republic Characters to your squad. These characters set up in the same area as your squad did, immediately before your first activation of the round. 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 initiative is rerolled due to a tie, you add these characters to your squad only if your final, untied roll is the stated number.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Rigid: This character is unable to squeeze through narrow spaces and openings.

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(Ruhk) Rigid Characters can only move through opening that are the same size as their base or larger. You can never squeeze between enemy characters, rigid or not.


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Separatist Reinforcements [#]: See Reinforcements [#]

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  • Nute Gunray (Separatist, Universe) {Separatist Reinforcements 20}

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Shields [#]: When this character would take damage from any source, make # saves, each needing 11 to succeed. For each successful save, reduce the damage dealt by 10 points. This ability is resolved only after all Bodyguard decisions have been made.

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(Ruhk): Damage from Characters with lightsabers does not ignore this special ability.


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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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: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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Synchronized Fire: When the specified character combines fire with this character, it grants a +6 bonus to Attack instead of +4.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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Tow Cable: Instead of taking its normal turn, this character selects an adjacent allied Medium or smaller character. Both characters then move up to 12 squares and both have the Flight special ability for the duration of their movement. The ally must end its move adjacent to this character.

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[dvader831] - The towed character cannot move more than 12 squares from its original starting point, either. It does not necessarily have to end in the same relative position, as long as the previous requirements are met.


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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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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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Unique: This character is one of a kind and has a given name, such as Obi-Wan Kenobi. You cannot have more than one Unique character with the same given name in your squad. Different versions of the same character have slightly different names, but all of them count as that character for purposes of this ability. For example, “General Grievous,” “General Grievous, Supreme Commander,” “General Grievous, Jedi Hunter,” and “Grievous’s Wheel Bike” all count as “General Grievous.” Where there is the possibility of confusion, the card text specifies the name this character counts as.

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(Ruhk) Too many to list. Characters that are unique are denoted by having the Special Ability Unique printed on their card.


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Wheel Form: This character can move up to 18 squares if it does not attack.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:18 am 
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Wheeled: Instead of taking its normal turn, this character can move up to 18 squares and, after moving, make an attack on the same turn.

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 Post subject: Re: RotS Special Abilities
PostPosted: Tue May 27, 2008 6:11 pm 
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Wookiee: A Wookiee is any character with the word "Wookiee" in its name or that has the Wookiee special ability. Chewbacca and Tarfful also count as Wookiees.

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