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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:02 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Sniper: When making an attack, this character ignores characters other than the target enemy for purposes of cover. Ignore intervening characters when determining both whether that enemy is a legal target, and whether it gains the +4 bonus to its Defense from cover. This ability does not allow the attacking character to ignore terrain that provides cover.

For example, the Nikto Soldier has Sniper. He can shoot past a Clone Trooper and attack the Clone Trooper Commander behind that Clone Trooper, and the Commander does not get a +4 bonus to Defense. However, if there were low objects between the Clone Trooper and the Clone Trooper Commander, the Nikto Soldier would still not be able to target the Commander.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Sonic Stunner: Instead of making its normal attack or attacks, this character can target a living enemy up to 6 squares away. This follows all the usual rules for choosing a target. The target and all living characters adjacent to it (enemies and allies alike) are treated as having been activated this round; in effect, they skip their turns. Each potentially affected character can avoid this effect with a save of 11. This special ability has no effect on Huge and larger characters.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Spotter +[#]: If this character combines fire against a target within 6 squares, the attacking character gets a +[#] bonus to Damage against that target.

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(Ruhk) Spotter and Combine Fire cannot be used on immediate attacks (such as granted by the Bothan Noble's CE or Attacks of Opportunity)


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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Twin Attack: This character makes a single extra attack whenever it makes an attack. This extra attack must be made against the same target as the original attack; if the original target was defeated by the first attack, this character cannot attack it again. Twin Attack even affects multiple attacks granted by special abilities and Force powers; for example, if Lord Vader uses his Lightsaber Sweep power, he can attack every adjacent target twice! However, the extra attack from Twin Attack does not stack with itself; that is, a character doesn't get another attack after making the extra attack from Twin Attack.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 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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