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 Post subject: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 10:27 am 
One of the Sith on Malgus' Shuttle
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http://www.wizards.com/default.asp?x=st ... ademyminis

Set Poster
Rules Addenum


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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 10:30 am 
One of the Sith on Malgus' Shuttle
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YVCollaborator affects both enemies and allies. Frickin weird...


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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 11:08 am 
One of The Ones
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Hey, Chris, could you download those and email them to me? Or just photobucket them and post here? :)

Thanks!

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 11:18 am 
One of the Sith on Malgus' Shuttle
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LoboStele wrote:
Hey, Chris, could you download those and email them to me? Or just photobucket them and post here? :)

Thanks!

I attached them here but they're about 6MB, so thanks to Nivuahc who copied them down if you don't want to wait:
Special Abilities and Force Powers
Ataru Style Mastery: If only 1 enemy is within 6 squares at the time this character makes an attack, this character has Twin Attack (see page 47 of the rulebook) against its target; both attacks against that target get a +4 bonus to Attack.
Djem So Style Mastery: Whenever this character is hit by a melee attack, it makes a save of 11. On a success, it can make an immediate attack against that attacker with a +10 bonus to Damage. If this character also has Lightsaber Riposte or other optional abilities that allow it to make an immediate attack against the attacker, the decision to use those abilities must be made before resolving the save for Djem So Style Mastery.
Essence of Life: (Force: 2 Force points) If a living ally within 6 squares of the character using this Force power would be defeated, the ally makes a save of 11. If the save is successful, the character is not defeated; instead, it remains in play with 10 Hit Points.
Force-Attuned Armor: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Resolve this ability only after all Bodyguard decisions have been made.
Force Blast: (Force: 1 Force point) Instead of making its normal attack or attacks, a character using this Force power deals 20 damage to an enemy within 6 squares. This follows all the usual rules for choosing a target. The target can avoid the damage with a save of 11. Using Force Blast is not an attack and does not require an attack roll.
Force Phase: (Force: 1 Force point) On its turn, for the remainder of the turn, a character using this Force power can move through walls at its normal speed. The character cannot end its turn in a wall space and cannot move through enemy characters. It provokes attacks of opportunity normally, and it is still affected by other terrain and proximity effects such as Mines. Using Force Phase doesn’t take any time; the character can still move and attack normally this turn.
Impulsive Jedi Hunter: If a Unique allied character is defeated, for the remainder of the skirmish, this character has the Jedi Hunter special ability (see page 40 of the rulebook).
Internal Strife: If this character rolls a natural 1 on an attack roll, it joins the opponent’s squad until the end of the skirmish. It can take no further actions this turn, even if it can make additional attacks.
Lightsaber Defense: (Force: 1 Force point) When a character using this Force power is hit by an attack, it can avoid the damage with a save of 11. You must decide whether to use this Force power immediately after the attack hits.
Razorbug: Instead of making its normal attack or attacks, this character deals 10 damage to an enemy within line of sight. This follows all the usual rules for choosing a target. The target can avoid the damage with a save of 11. Using Razorbug is not an attack and does not require an attack roll.
Scarification +10: Wounded allies belonging to the Yuuzhan Vong faction get +4 Attack and +10 Damage while within 6 squares of this character.
Targeting: Once per turn on its turn, this character can choose an enemy within line of sight, following all the usual rules for choosing a target. The target has –4 Defense until the end of the round. It doesn’t take any time to use Targeting; the character can still move and attack normally this turn.
Virulent Poison +20: This character gets a +20 bonus to Damage whenever it hits a living enemy. The target can avoid this extra damage with a save of 16.
Yuuzhan Vong Collaborator: Any attacking character belonging to the Yuuzhan Vong faction gets a cumulative +1 bonus to Attack for each character with this special ability within 4 squares of the attacker’s target, whether or not it is in the same squad as the attacker. Yuuzhan Vong characters get this bonus even on attacks of opportunity.

“Unleashed” Force Powers
The Force Unleashed set introduced “unleashed” versions of Force powers, with more intense effects depending on the number of Force points spent to activate them. The following unleashed Force powers appear in this set.
Force Corruption 3: (Force: 3 Force points) Instead of taking its normal turn, a character using this Force power can target a non-Droid enemy within 6 squares. This follows all the usual rules for choosing a target. The target and all non-Droid characters adjacent to it (enemies and allies alike) take 30 damage and also become corrupted. Each time a corrupted character activates, it must attempt a save of 11. On a failure, the character takes 30 damage and remains corrupted. On a success, it takes no further damage and is no longer corrupted. The effects of Force Corruption do not stack; use only the highest-cost version affecting the target. Using Force Corruption is not an attack and does not require an attack roll.
Force Corruption 4: (Force: 4 Force points) This Force power works much like Force Corruption 2 as described in the rulebook but deals 40 damage to the target on a hit and each time the corrupted target activates.
Force Push 1: (Force: 1 Force point) This Force power works much like Force Push 2 as described in the rulebook, except that it deals 10 damage to 1 enemy within 6 squares and pushes the target 1 square away from the acting character.
Lightsaber Throw 3: (Force: 3 Force points) Instead of taking its normal turn, a character using this Force power chooses an enemy within line of sight, even if it is in cover and is not the nearest enemy. (Even an enemy with Stealth can be chosen.) This character makes an attack against the chosen enemy and an additional attack against each character adjacent to it (enemies and allies alike).


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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 11:28 am 
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Sweet, thanks!

The YV Collaborator is really interesting. Though it serves as sort of a deterrent to keeping people from using them just for filling out your squad with a cheap shooter/combine fire fodder. That's sort of cool.

Glad to see the final wording for Targeting. Works pretty much like we were assuming it would, and that's how we were playing it this past Thursday.

I'm not sure why anybody would be surprised that Ataru Style Mastery grants the +4 on both attacks. That seemed pretty clear from the wording of the ability (doesn't include the "immediate" wording that things like Djem So Mastery or Leia's CE have).

The clarification for Force Phase is nice, though I'm disappointed that it still provokes AoO or things like Mines. I can understand not being able to move through enemy characters, but how is somebody supposed to make an AoO on an amorphous phased shape? Maybe I'm misunderstanding how the power works in the comics.

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 Post subject: Jedi Academy Rules/Checklist
PostPosted: Tue Jun 30, 2009 11:34 am 
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Rehosted for those with work filters which disallow WotC access:

Poster: http://www.atlantaswg.com/files/SW_Jedi ... Poster.pdf
Rules/Checklist: http://www.atlantaswg.com/files/SW_Jedi ... cklist.pdf

For anyone unable to download/read the PDF:

Quote:
Special Abilities and Force Powers
Ataru Style Mastery: If only 1 enemy is within 6 squares at the time this character makes an attack, this character has Twin Attack (see page 47 of the rulebook) against its target; both attacks against that target get a +4 bonus to Attack.
Djem So Style Mastery: Whenever this character is hit by a melee attack, it makes a save of 11. On a success, it can make an immediate attack against that attacker with a +10 bonus to Damage. If this character also has Lightsaber Riposte or other optional abilities that allow it to make an immediate attack against the attacker, the decision to use those abilities must be made before resolving the save for Djem So Style Mastery.
Essence of Life: (Force: 2 Force points) If a living ally within 6 squares of the character using this Force power would be defeated, the ally makes a save of 11. If the save is successful, the character is not defeated; instead, it remains in play with 10 Hit Points.
Force-Attuned Armor: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Resolve this ability only after all Bodyguard decisions have been made.
Force Blast: (Force: 1 Force point) Instead of making its normal attack or attacks, a character using this Force power deals 20 damage to an enemy within 6 squares. This follows all the usual rules for choosing a target. The target can avoid the damage with a save of 11. Using Force Blast is not an attack and does not require an attack roll.
Force Phase: (Force: 1 Force point) On its turn, for the remainder of the turn, a character using this Force power can move through walls at its normal speed. The character cannot end its turn in a wall space and cannot move through enemy characters. It provokes attacks of opportunity normally, and it is still affected by other terrain and proximity effects such as Mines. Using Force Phase doesn’t take any time; the character can still move and attack normally this turn.
Impulsive Jedi Hunter: If a Unique allied character is defeated, for the remainder of the skirmish, this character has the Jedi Hunter special ability (see page 40 of the rulebook).
Internal Strife: If this character rolls a natural 1 on an attack roll, it joins the opponent’s squad until the end of the skirmish. It can take no further actions this turn, even if it can make additional attacks.
Lightsaber Defense: (Force: 1 Force point) When a character using this Force power is hit by an attack, it can avoid the damage with a save of 11. You must decide whether to use this Force power immediately after the attack hits.
Razorbug: Instead of making its normal attack or attacks, this character deals 10 damage to an enemy within line of sight. This follows all the usual rules for choosing a target. The target can avoid the damage with a save of 11. Using Razorbug is not an attack and does not require an attack roll.
Scarification +10: Wounded allies belonging to the Yuuzhan Vong faction get +4 Attack and +10 Damage while within 6 squares of this character.
Targeting: Once per turn on its turn, this character can choose an enemy within line of sight, following all the usual rules for choosing a target. The target has –4 Defense until the end of the round. It doesn’t take any time to use Targeting; the character can still move and attack normally this turn.
Virulent Poison +20: This character gets a +20 bonus to Damage whenever it hits a living enemy. The target can avoid this extra damage with a save of 16.
Yuuzhan Vong Collaborator: Any attacking character belonging to the Yuuzhan Vong faction gets a cumulative +1 bonus to Attack for each character with this special ability within 4 squares of the attacker’s target, whether or not it is in the same squad as the attacker. Yuuzhan Vong characters get this bonus even on attacks of opportunity.

“Unleashed” Force Powers
The Force Unleashed set introduced “unleashed” versions of Force powers, with more intense effects depending on the number of Force points spent to activate them. The following unleashed Force powers appear in this set.
Force Corruption 3: (Force: 3 Force points) Instead of taking its normal turn, a character using this Force power can target a non-Droid enemy within 6 squares. This follows all the usual rules for choosing a target. The target and all non-Droid characters adjacent to it (enemies and allies alike) take 30 damage and also become corrupted. Each time a corrupted character activates, it must attempt a save of 11. On a failure, the character takes 30 damage and remains corrupted. On a success, it takes no further damage and is no longer corrupted. The effects of Force Corruption do not stack; use only the highest-cost version affecting the target. Using Force Corruption is not an attack and does not require an attack roll.
Force Corruption 4: (Force: 4 Force points) This Force power works much like Force Corruption 2 as described in the rulebook but deals 40 damage to the target on a hit and each time the corrupted target activates.
Force Push 1: (Force: 1 Force point) This Force power works much like Force Push 2 as described in the rulebook, except that it deals 10 damage to 1 enemy within 6 squares and pushes the target 1 square away from the acting character.
Lightsaber Throw 3: (Force: 3 Force points) Instead of taking its normal turn, a character using this Force power chooses an enemy within line of sight, even if it is in cover and is not the nearest enemy. (Even an enemy with Stealth can be chosen.) This character makes an attack against the chosen enemy and an additional attack against each character adjacent to it (enemies and allies alike).

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 11:41 am 
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Ack! I hadn't seen this thread when I posted mine :oops:

Aaron, the PDF's have been re-hosted on the AtlantaSWG site for people unable to download from WotC due to work filters.

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 11:49 am 
One of the Sith on Malgus' Shuttle
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Nivuahc wrote:
Ack! I hadn't seen this thread when I posted mine :oops:

Aaron, the PDF's have been re-hosted on the AtlantaSWG site for people unable to download from WotC due to work filters.

It wass also attached to my last post, but I merged your topic with this one and removed my attached file. Thanks!


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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 12:07 pm 
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Just in case you want to see the pic

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 12:57 pm 
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You guys all rock! So proud. :D <tear>

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 2:07 pm 
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Thanks guys for posting all this :D


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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 7:02 pm 
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Boba52 wrote:
Just in case you want to see the pic

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They did it again. WotC screwed up the checklist. There's two Sith listings. How could they miss that?
Who's running their quality control department -- two chimpanzees and a trainer? You expect us to pay 15 bucks for this.

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 8:04 pm 
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SteveSpikes wrote:
They did it again. WotC screwed up the checklist. There's two Sith listings. How could they miss that?
Who's running their quality control department -- two chimpanzees and a trainer? You expect us to pay 15 bucks for this.

Hah, I didn't notice that. Nice catch!


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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Tue Jun 30, 2009 8:11 pm 
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I didn't notice it at first. I first caught it when I put a copy of the checklist in the cover of a binder.

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Wed Jul 01, 2009 7:40 pm 
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Im glead someone else caught the sith thing first. I didn't want to be the first to complain.

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Wed Jul 01, 2009 8:48 pm 
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Geez! I feel so . . . honored to be the first to post about the screw up on the checklist. :lol:

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 Post subject: Re: Jedi Academy - Set Poster and Rules Addenum
PostPosted: Sun Jul 05, 2009 11:34 am 
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Tergetting is interesting. It doesn't say that it replaces attacks, but since the R4 can do nothing else, it essentially does. Could make it a powerful ability on another fig (like WINTER)- use Targetting and then attack. Nice to see it follows the usual targetting rules too, makes it a bit more managable (yay, you lowered the def of my uggie...).

Was kinda hoping DSSM would apply the +10 to a Twin Attack as well. No biggie.

Force Phase seems silly that she can move through walls at normal speed but is slowed by low cover.

Scarification +10 seems MADE for Tsavong Lah... or with the crazy powerful Jedi Hunters or Ossus Guardians, of course.

Force Push 1 seems specifically designed from Episode I where Qui-gon was pushing specific Battle Droids as opposed to the less-controlled wave that Obi-wan used to deal with them.


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