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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Munitions Supplies: Instead of taking its normal turn, this character can give 1 adjacent ally the Grenades 10 ability for the rest of the skirmish.

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(jedispyder) It's fun to give Grenades 10 to a Mouse Droid or Caamasi Noble. You opponent will never see it coming!


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:05 pm 
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Niman Style: This character has a +2 bonus to both Attack and Defense while it has more than half of its starting Hit Points remaining.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:05 pm 
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Opportunist: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has activated this round.

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(adder): When taking an attack of opportunity that character counts as activated and therefore attacks of opportunity benefit from Opportunist.


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:05 pm 
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Opportunist +[#]: This character gets a +4 bonus to Attack and a +[#] bonus to Damage against an enemy who has activated this round.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 7:05 pm 
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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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 Post subject: Re: Special Abilities 50 Slots
PostPosted: Tue Apr 22, 2008 7:09 pm 
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Override: At the end of its turn, this character can designate one door that it can see as open or closed. The door remains open or closed until the end of this character's next turn, or until the end of a turn in which this character is defeated. Other characters can't open or close that door unless they use the Override special ability themselves. A door cannot be closed if a Large or larger creature straddles its gridline.

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(jedispyder) R7 Astromech Droid is the first non-Unique, Fringe piece with Override


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 Post subject: Re: Special Abilities 50 Slots
PostPosted: Tue Apr 22, 2008 7:10 pm 
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Pilot: A Pilot is any character with the word "Pilot" in its name or that has the Pilot special ability.

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 Post subject: Re: Special Abilities 50 Slots
PostPosted: Tue Apr 22, 2008 7:10 pm 
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Quadruple Attack: This ability works like Double Attack, except that this character can make up to four attacks on its turn.

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 Post subject: Re: Special Abilities 50 Slots
PostPosted: Tue Apr 22, 2008 7:10 pm 
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Rangefinder: Instead of making its normal attack or attacks, this character can help nearby allies find the range to their targets. All adjacent allies that do not move get +4 Attack against nonadjacent enemies this round.

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 Post subject: Re: Special Abilities 50 Slots
PostPosted: Tue Apr 22, 2008 7:10 pm 
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Rapport: This special ability specifies a character and a condition. The specified character costs 1 less to add to your squad when the specified condition is met. If that character is defeated, it scores victory points equal to the reduced cost. If you add a character eligible for Rapport through Reinforcements or Reserves, use the discounted price for the newly added character.
Multiples of the same Rapport ability do not stack. However, different versions of Rapport from different characters could grant multiple reductions to the cost of a given unit.
For example, Clone Commander Cody reduces the cost of Clone Troopers in his squad, while Queen Amidala reduces the cost of non-Unique Republic followers. If both these characters are in the same squad, Clone Trooper characters in their squad would all receive a total discount of 2 points. (Should a situation ever arise in which different character's Rapport abilities could reduce a character's cost below 1, its minimum cost is 1.)

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 5:20 pm 
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Recon: If any character in the same squad with this special ability (including this character) has line of sight to an enemy, you can roll twice when making an initiative check and take either result. If you end up tied for initiative, both players reroll (you can use Recon to roll twice on the reroll). You can do this only once, regardless of the number of characters with Recon in your squad.

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(Ruhk): If a character in your squad has Recon and has LOS to an enemy Light Spirit; then at the initiative roll, Recon is in effect.


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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:30 pm 
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Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent Droid character. Repair can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:35 pm 
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Roger Roger: Non-Unique Droid allies within 6 squares get a +10 bonus to Damage.

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:36 pm 
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Rolling Cleave: Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make an attack against another adjacent enemy. This move does not provoke an attack of opportunity. Rolling Cleave works even when this character is making an attack of opportunity.

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:37 pm 
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Shii-Cho Style: This character has a +4 bonus to both Attack and Defense while 3 or more enemies are within 6 squares of it.

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:37 pm 
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Soresu Style Mastery (When hit by a melee attack, this character takes no damage with a save of 11)

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(1/26/10) DCI Rules Change
Soresu Style Mastery only affects non-Melee attacks in DCI-sanctioned tournament play.

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:40 pm 
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Squad Assault: +4 Attack while 3 allies with the same name as this character are within 6 squares

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:41 pm 
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Squad Cover: +4 Defense while 3 allies with the same name as this character are within 6 squares.

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:43 pm 
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Squad Firepower: +10 Damage while 3 allies with the same name as this character are within 6 squares

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 Post subject: Re: Galaxy at War: Special Abilities
PostPosted: Mon Feb 01, 2010 7:43 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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