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Alliance & Empire: Special Abilities
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Author:  Jocasta Nu [ Thu Apr 17, 2008 8:52 pm ]
Post subject:  Re: Alliance and Empire: Special Abilities

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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Author:  Jocasta Nu [ Thu Apr 17, 2008 8:52 pm ]
Post subject:  Re: Alliance and Empire: Special Abilities

Flurry Attack: When this character scores a critical hit (or makes an attack roll of natural 20, if the target is unaffected by critical hits), it may make one immediate extra attack, in addition to the other effects of a critical hit. It may make an extra attack each time it scores a critical hit, even as a result of this extra attack. The extra attack doesn't have to be against the same target if another legal target is available.

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Author:  Jocasta Nu [ Thu Apr 17, 2008 8:52 pm ]
Post subject:  Re: Alliance and Empire: Special Abilities

Force Immunity: Other characters cannot spend Force points to affect this character, to reroll attacks against it, or to respond to its attacks and abilities. This character does not count for purposes of Force powers that affect multiple characters, such as Force Lightning or Shockwave; select a different character instead.

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Author:  Jocasta Nu [ Thu Apr 17, 2008 8:52 pm ]
Post subject:  Re: Alliance and Empire: Special Abilities

Furious Assault: Instead of taking its normal turn, this character can move at double speed, then attack every legal target once. Determine legal targets (such as whether an enemy that has cover is the nearest enemy) before making the first attack roll. If several enemies are tied for nearest, all of them are legal targets for this special ability.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:07 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Gregarious: This character gets a +4 bonus to Attack as long as an ally is within 6 squares.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:07 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Grenades [#]: Instead of making its normal attack or attacks, this character can target an enemy up to 6 squares away. This follows all the usual rules for choosing a target. The target and all characters adjacent to it (enemies and allies alike) take [#] points of damage. Each character can avoid the damage with a save of 11. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Grenades.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:07 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:07 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:08 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:08 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Impulsive Momentum: If a Unique allied character is defeated, for the remainder of the skirmish this character has the Momentum special ability.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:08 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Ion Gun +20: This character gets a +20 bonus to Damage against Droid enemies.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:08 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Jedi Hunter: This character gets a +4 bonus to Attack and a +10 bonus to Damage against enemies with Force ratings.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:08 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Light Spirit: This character is an insubstantial spirit of pure Force. It ignores all terrain, but it cannot end its turn in a wall, another character, or solid object (a space bordered by magenta lines). It cannot open doors nor hold them open. It cannot attack or be damaged, and does not count as a legal target. It does not provide cover. This character cannot score victory points for occupying specified areas in scenarios that include such victory conditions. During setup, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle as long as it is within 4 squares of this character. This character is defeated if the chosen ally is defeated. Instead of making its normal attack or attacks, an enemy within 6 squares can spend 1 Force point to defeat this character. This character can avoid this effect with a save of 11.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:09 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:09 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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.

Author:  Jocasta Nu [ Fri Apr 18, 2008 6:09 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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

Author:  Jocasta Nu [ Fri Apr 18, 2008 6:09 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Mighty Swing +[#]: On its turn, if this character doesn't move any distance, it gets a +[#] 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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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:15 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Missiles [#]: Instead of making its normal attack or attacks, this character can target an enemy within line of sight. This follows all the usual rules for choosing a target. The target and all characters adjacent to it (enemies and allies alike) take [#] points of damage. Each character can avoid the damage with a save of 11. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Missiles.

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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:15 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

Mobile Attack: This character can move both before and after attacking (or using an ability that replaces attacks). Its total movement cannot be more than its speed. It is subject to attacks of opportunity as normal. This total distance can be increased by commander effects, Force powers, and so on. The square from which this character makes an attack must be a legal square to end movement in, even if the character has not yet ended its movement.


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Author:  Jocasta Nu [ Fri Apr 18, 2008 6:15 am ]
Post subject:  Re: Alliance and Empire: Special Abilities

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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