logo

All times are UTC - 6 hours

Mark forums read


Post new topic Reply to topic  [ 58 posts ]  Go to page Previous  1, 2, 3  Next

Author Message
Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Electric Shock + [#]: This character gets a +[#] bonus to Damage against adjacent Droid Enemies.

Characters:
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Emergency Life Support: Living allies gain Avoid Defeat while they are adjacent to this character.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Emperor's Bodyguard: See Bodyguard

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Execute Order 66: This character cannot be targeted by characters with the Order 66 special ability.

Characters
User Comment


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Heavy Weapon: This character can't attack and move in the same turn. It can still make an attack of opportunity as normal.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Impulsive Sweep: Once per turn, when a Unique ally is defeated, this character immediately attacks each adjacent enemy once instead of using the targeting rules.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Industrial Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent character with the Mounted Weapon special ability. Industrial Repair can't raise a character's Hit Points above its starting amount.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Lightsaber: This character uses a lightsaber instead of a blaster when attacking adjacent enemies. Such attacks get a +10 bonus to Damage. Attacks made against adjacent enemies are still considered to be non-melee.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Lightsaber Duelist: This character gets a +4 bonus to Defense when attacked by an adjacent character with a Force rating.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Lightsaber Resistance: This character gets a +2 bonus to Defense when attacked by an adjacent character with a Force rating.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Loner: This character gets a +4 bonus to Attack if no allies are within 6 squares.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Melee Attack: This character can attack only enemies adjacent to it.

Characters

User Comments
(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.


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Mercenary: This character can move only if it has no legal targets to attack from the space where it starts its move. (However, if it first defeats an enemy with a single attack and cannot then attack any others, it is free to move afterward.) If it moves into a position where it can attack, it does not have to end its movement there.

Characters
User Comments
(Fool) - Keep in mind Mercenary applies to characters with the Mercenary Special Ability, not necessarily with Mercenary in their name. This also applies for Nym's Commander Effect


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Mounted Weapon: Only allied characters with the Mounted Weapon special ability or adjacent allies with the Gunner special ability can combine fire with this character.

Characters
User Comments
(Ruhk): Remember that Characters with Mounted Weapon are considered non-living.


Top
 Profile  
Reply with quote  

Offline
 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Order 66: A character with this special ability may be in a squad with Emperor Palpatine, Sith Lord, regardless of faction. Characters from early sets whose names contain the words "ARC Trooper" or "Clone Trooper" are also considered to have Order 66, even though it is not printed on their stat cards.

Characters
User Comments


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 58 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield