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 Post subject: Alliance & Empire: Special Abilities
PostPosted: Tue Apr 15, 2008 8:50 am 
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Special Abilities (65)

Accurate Shot
Advantageous Attack
Ambush
Bounty Hunter +4
Careful Shot +4
Charging Assault +10
Commando
Cunning Attack
Deadeye
Deadly Attack
Demolish
Disruptive
Doctrine of Fear
Double Attack
Double Claw Attack
Draw Fire
Droid
Evade
Ewok
Flight
Flurry Attack
Force Immunity
Furious Assault
Gregarious
Grenades [#]
Gunner
Heal 10
Heavy Weapon
Impulsive Momentum
Ion Gun +20
Jedi Hunter
Light Spirit
Lightsaber
Melee Attack
Mercenary
Mighty Swing
Missiles 30
Mobile Attack
Momentum
Net Gun
Never Tell Me the Odds
Opportunist
Override
Pilot
Poison +10
Recon
Regeneration 10
Rend +[#]
Sabotage
Satchel Charge
Savage
Scramble
Sniper
Speed [#]
Spit Poison 20
Splash 10
Spotter [#]
Stealth
Strafe Attack
Swarm +1
Thud Bug
Traps
Twin Attack
Unique
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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Ambush: On its turn, this character can move and then make all of its attacks against a single enemy who has not activated this round. Many abilities that grant extra attacks, such as Triple Attack, require the character not to move, but Ambush lets it move and make extra attacks as long as all are against the same enemy.

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(Jedi1972) Ambush was always confusing to me at first. I came to realize that it basically makes Double Attack like Twin Attack when moving
(Fool) Basically meaning you can move up to your regular speed (so if you had speed 8 you can move 8 squares. Then you can make all your regular attacks (Double, Triple, etc...) against an UNACTIVATED opponent.


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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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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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(Fool): Remember that Charging Assault is optional!


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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 11:00 am 
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Demolish: Damage dealt by this character's attack ignores adjacent enemies' Damage Reduction.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 am 
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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: Alliance and Empire: Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 am 
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Doctrine of Fear: Enemy characters get +4 Attack while they are within 6 squares of this character.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 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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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Double Claw Attack: This works just like Double Attack, except that both attacks must be made only against adjacent enemies. A character who has Double Claw Attack can make two attacks against adjacent enemies or a single attack against distant enemies.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Draw Fire: If an enemy targets an ally within 6 squares of this character, you can force that enemy to target this character instead (provided that enemy can choose this character as a target). The attacker can resist this effect with a save of 11. You must decide whether to use this ability before the attacker makes the attack roll.

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(Anon): This ability is also granted through the Special Ability of Droid Mark.
(Boba52): Draw fire does not change any normal targeting rules. The first target as well as the target with draw fire must be legal targets for the attack at the time of the attack in order to use Draw fire.


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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Droid: A Droid character doesn't take double damage from critical hits and is not normally subject to commander effects.

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Noted by "Droid" Special Ability or "Droid" in their name (**Note Except the Basiilisk War Droid)

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Evade: Whenever this character is hit by an attack from a nonadjacent enemy, it can avoid the damage with a save of 11.
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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Ewok: An Ewok is any character with the word "Ewok" in its name or that has the Ewok special ability.

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