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 Post subject: Bounty Hunters: Special Abilities
PostPosted: Tue Apr 22, 2008 6:45 pm 
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Special Abilities (70)

Accurate Shot
Advantageous Attack
Avoid Defeat
Black Sun
Bodyguard
Bounty Hunter +[#]
Careful Shot +4
Charging Assault +20
Cleave
Commando
Cunning Attack
Damage Reduction 10
Dark Armor
Deadeye
Deadly Attack
Desert Skiff
Disintegration
Disruptive
Double Attack
Double Claw Attack
Drain Life Energy
Draw Fire
Droid
Evade
Flamethrower 20
Flight
Fringe Reserves 20
Gang 1
Grenades [#]
Gunner
Harpoon Gun
Heavy Weapon
Industrial Repair 10
Intuition
Jedi Hunter
Loner
Melee Attack
Melee Reach 2
Mercenary
Micro-Vision
Mighty Swing
Missiles [#]
Mobile Attack
Momentum
Mounted Weapon
Opportunist
Order 66
Paralysis
Parry
Penetration [#]
Poison +20
Proboscises
Programmed Target
Rapport
Recon
Regeneration 10
Rend +10
Repair 10
Reserves
Rigid
Savage
Sniper
Sonic Stunner
Speed [#]
Spotter +30
Stealth
Strafe Attack
Twin Attack
Unique
Wookiee


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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:45 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
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Advantageous Attack: This character gets a +10 bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
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Black Sun: If it is in the same squad as a character whose name contains Vigo or Xizor, this character gains the Grenades 10
special ability. The character retains this bonus ability even if the other character is not currently in play (defeated, delayed entry to the battle map, and so on).

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:46 pm 
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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 Grenades. 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.


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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
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Careful Shot +[#]: On its turn, if this character doesn't move any distance, it gets a +[#] bonus to Attack. Since this special ability works only on the character's turn, it doesn't help with attacks of opportunity.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
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Charging Assault +[#]: Instead of taking its normal turn, this character can move up to twice its speed and, after moving, make an attack on the same turn against an adjacent enemy. It must move at least 1 square to use this special ability. This attack gets a +[#] bonus to Damage.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
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Cleave: Once per turn, if this character defeats an adjacent enemy by making an attack, it can make an immediate attack against another adjacent enemy. Cleave works even when the character is making an attack of opportunity.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
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Commando: A Commando is any character with the word "Commando" in its name or that has the Commando special ability.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:48 pm 
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Cunning Attack: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
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Damage Reduction [#]: When this character would take damage, reduce the damage dealt by the listed amount. Attacks by adjacent enemies with lightsabers, or with the Lightsaber Throw Force power, ignore this special ability. Resolve this ability only after all Bodyguard decisions have been made.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
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Dark Armor: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Attacks by adjacent enemies with lightsabers, or with the Lightsaber Throw Force power, ignore this special ability. Resolve this ability only after all Bodyguard decisions have been made.
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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
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Deadeye: On its turn, if this character doesn't move any distance, it gets a +10 bonus to Damage. This special ability doesn't help with attacks of opportunity.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
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Deadly Attack: This character scores a critical hit on a roll of natural 19 or 20 instead of only on 20.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
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Desert Skiff: This character can transport up to one Large ally or two Small or Medium allies. To board, they must end their moves adjacent to its base. Remove these characters from the battle map; you can place them on this character to indicate that they have boarded. Transported characters are still in play and can take advantage of commander effects, special abilities, and Force powers. They are treated as adjacent to this character, as well as to each other, and move with it, benefiting from its Flight special ability and gaining cover.

Transported characters can make attacks: Count range from this character, adding 1 square. (The range for attacking transported characters, or for using commander effects or other abilities, is counted the same way.) This means they generally cannot use Melee Attack if they don't have Melee Reach. Transported characters can disembark and return to the battle map immediately before your first activation of the round and can take their turns normally that round. Place them adjacent to this character's space. If this character is defeated, transported characters are also defeated; each can make a save of 11 to avoid this effect. Transported characters who succeed on this save are placed on the battle map adjacent to the space previously occupied by this character. If some other effect changes this character's position on the battle map, the transported characters also move to the new position. If a transported character becomes part of another player's squad (such as through Betrayal), it immediately disembarks.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
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Disruptive: Enemy commander effects have no effect (on enemies and allies alike) within 6 squares of this character. Characters within 6 squares cannot receive the benefits (or the penalties) of enemy commander effects until they move out of range. An enemy commander within 6 squares has its commander effect suppressed until it moves out of range. (It still counts as a commander.) A character who starts its turn outside this range and whose speed is modified by a commander effect continues to move at that speed for the rest of its turn, even if it comes within 6 squares of this character. Conversely, a character that begins its turn within range cannot have its speed modified by an enemy commander effect for the rest of its turn, even if it moves farther than 6 squares from this character.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 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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