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 Post subject: Revenge of the Sith: Special Abilities
PostPosted: Tue Apr 15, 2008 8:50 am 
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Special Abilities (57)
Accurate Shot
Alderaan Senator
Avoid Defeat
Betrayal
Bodyguard
Bounty Hunter
Charging Fire
Crowd Fighting
Cyborg
Dark Inspiration
Disintegration
Dominate
Door Gimmick
Double Attack
Double Claw Attack
Draw Fire
Droid
Droid Mark
Droid Reinforcements [#]
Electric Shock + [#]
Emergency Life Support
Emperor's Bodyguard
Execute Order 66
Flamethrower [#]
Flight
Gunner
Heal [#]
Heavy Weapon
Impulsive Sweep
Industrial Repair [#]
Lightsaber
Lightsaber Duelist
Lightsaber Resistance
Loner
Melee Attack
Mercenary
Momentum
Mounted Weapon
Order 66
Override
Quadruple Attack
Reinforcements
Rend +[#]
Repair [#]
Republic Reserves [#]
Rigid
Separatist Reserves [#]
Shields [#]
Speed [#]
Stealth
Synchronized Fire
Tow Cable
Triple Attack
Unique
Wheel Form
Wheeled
Wookie


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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Accurate Shot: This character can attack an enemy with cover even if it's not the nearest enemy. The enemy still gains a +4 bonus to Defense from cover.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Alderaan Senator: This character counts as an [url]Alderaan Trooper[/url] and can benefit from special abilities and effects that help Alderaan Troopers.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Avoid Defeat: If a character with this special ability is defeated, it makes two saves, each needing a roll of 11 to succeed. If both saves are successful, the character is not defeated; instead, it remains in play with 10 Hit Points.

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(JN) This Ability is also granted through the ability Emergency Life Support


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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Betrayal: If an enemy's attack roll against this character is a natural 1, that enemy becomes a member of this character's squad until the end of the skirmish. It can take no further actions this turn, even if it can make additional attacks. If this character is defeated, any affected enemies immediately return to their original squads. (They can still activate that round if they haven't already done so.)

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(Ruhk): Remember that you can choose to re-roll the 1 if you have a force point and can do so.


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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Bodyguard: If an adjacent allied character would take damage from an attack, a Bodyguard character can take the damage instead, even if it is not a legal target for the attacker. A Bodyguard character can't use this special ability when an adjacent ally takes damage from something other than an attack, such as [url - SET SPECIFIC]Grenades[/url]. If the original target has the Shields special ability, you must decide whether a Bodyguard character will take the damage before the original target rolls for Shields. A special ability whose name includes Bodyguard (such as Emperor's Bodyguard) is treated as the Bodyguard ability for all purposes except as noted on the stat card.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Charging Fire: Instead of taking its normal turn, this character can move up to double speed and then make an attack on the same turn.

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(Ruhk): Since this Ability replace your entire turn, you cannot use it in conjunction with other Special Abilities would happen on your turn, like Mobile Attack, or Greater Mobile Attack. Nor can you use any abilities that replace attack. However SAs that apply to attacks (like Cunning, Momentum, Twin Attack, etc) are still applicable.


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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Crowd Fighting: This character gets a +2 bonus to Attack for every adjacent character other than its target. If the character can make more than one attack in a turn, calculate the bonus when you start each attack. For example, if the first attack gets a +16 bonus and defeats that opponent, the next attack will get only +14, and so on.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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Cyborg: A Cyborg character counts as living and as both a Droid and a non-Droid. This means it benefits from effects that target Droids (such as Repair) in addition to other kinds of effects (such as Heal). However, a Cyborg character is also vulnerable to harmful effects that don't normally affect Droids (such as critical hits) as well as those that specify Droids only (such as Ion Gun 20). Cyborgs can be affected by commander effects.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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Dark Inspiration: During setup, if you have this character in your squad, choose an allied character with a Force rating. That character gains the Lightsaber Duelist special ability for the remainder of the skirmish.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 11:00 am 
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Disintegration: If this character rolls a natural 20 on an attack roll, the target character is defeated regardless of its Hit Points. The target is defeated even if it avoids damage with a special ability or Force power. If another character takes the damage from that attack (for example, using the Bodyguard special ability), the other character is defeated instead of the original target. Against Huge or larger targets, the attacker gets +40 Damage instead of defeating the target. (Add the bonus damage after multiplying.)

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 am 
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Dominate: Instead of taking its normal turn, this character can take control of a target living character, even one who has already been activated this round. (This does not count as an activation.) The target character takes a turn as though it were on the acting player's squad but cannot move. It can resist this effect with a save of 11. Determine legal targets normally for enemy characters; any allied character in line of sight is a legal target.

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 Post subject: Re: RotS Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 am 
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Door Gimmick: At the end of its turn, this character can designate one door within line of sight as open. The door remains open 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 close that door unless they use the Override special ability. Door Gimmick doesn't work on a door being held closed by the Override special ability.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:48 pm 
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Double Attack: On its turn, if this character attacks without moving first, it then has the option either to move normally or to make an extra attack. The extra attack can be against the same enemy as the original attack, but it doesn't have to be. Since this special ability works only on its turn, this character still makes only a single attack when making an attack of opportunity.


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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:48 pm 
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Double Claw Attack: This works just like Double Attack, except that both attacks must be made only against adjacent enemies. A character who has Double Claw Attack can make two attacks against adjacent enemies or a single attack against distant enemies.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:48 pm 
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Draw Fire: If an enemy targets an ally within 6 squares of this character, you can force that enemy to target this character instead (provided that enemy can choose this character as a target). The attacker can resist this effect with a save of 11. You must decide whether to use this ability before the attacker makes the attack roll.

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(Anon)This ability is also granted through the Special Ability of Droid Mark.


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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:49 pm 
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Droid: A Droid character doesn't take double damage from critical hits and is not normally subject to commander effects.

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Noted by "Droid" Special Ability or "Droid" in their name (**Note Except the Basiilisk War Droid)

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:50 pm 
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Droid Mark: When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that characters gains Draw Fire[If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11]

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Droid Reinforcements [#]: See Reinforcements

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  • Wat Tambor (Separatist, RotS) {Droid Reinforcements 20}

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