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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Electric Shock + [#]: This character gets a +[#] bonus to Damage against adjacent Droid Enemies.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Emergency Life Support: Living allies gain Avoid Defeat while they are adjacent to this character.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Emperor's Bodyguard: See Bodyguard

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Execute Order 66: This character cannot be targeted by characters with the Order 66 special ability.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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.

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 Post subject: Re: RotS Special Abilities
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Heavy Weapon: This character can't attack and move in the same turn. It can still make an attack of opportunity as normal.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Lightsaber Duelist: This character gets a +4 bonus to Defense when attacked by an adjacent character with a Force rating.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Lightsaber Resistance: This character gets a +2 bonus to Defense when attacked by an adjacent character with a Force rating.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Loner: This character gets a +4 bonus to Attack if no allies are within 6 squares.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Melee Attack: This character can attack only enemies adjacent to it.

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(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.


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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.

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(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


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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.

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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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.

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


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 Post subject: Re: RotS Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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.

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