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 Post subject: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:55 pm 
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Special Abilities (57)

Accurate Shot
Advantageous Cover
Blaster 20
Bloodthirsty
Bounty Hunter +[#]
Charging Fire
Cloaked
Cunning Attack
Cyborg
Deadeye
Djem So Style
Double Attack
Droid
Electrostaff +[#]
Elite Clone Trooper
EMP Grenades
Flight
Flurry Attack
Flux Density +10
Galloping Attack
Greater Mobile Attack
Grenades [#]
Heavy Weapon
Impulsive Sweep
Invisibility
Jedi Hunter
Lightsaber Resistance
Melee Attack
Melee Reach 2
Mercenary
Mighty Swing
Mines [#]
Mobile Attack
Opportunist
Order 66
Penetration [#]
Pilot
Quick Reactions
Rapport
Regeneration [#]
Repair [#]
Resilient
Sniper
Speed [#]
Squad Assault
Squad Firepower
Stable Footing
Stealth
Strafe Attack
Synchronized Fire
Synergy
Trandoshan
Triple Attack
Twin Attack
Unique
Wall Climber
Wookie


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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Advantageous Cover: This character gets a +8 bonus to Defense from cover instead of +4.

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Blaster 20: : (Replaces attacks: sight; +12 Attack for 20 Damage)

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(Boba52) From the March 2009 Errata

Blaster [#]

Replace the rulebook entry with the following:

Instead of making its normal attack or attacks, this character can make one attack against a target enemy in line of sight, ignoring the Melee Attack restriction, at the specified Attack value, dealing [#] damage. This counts as a nonmelee attack for purposes of effects such as Lightsaber Deflect and Molecular Shielding.

Add the following:
This ability is usable only on this character's turn.


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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Bloodthirsty: This character gets +10 Damage on melee attacks against an enemy that has half its starting Hit Points or fewer.

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Charging Fire: Instead of taking its normal turn, this character can move up to double speed and then make an attack on the same turn.

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(Ruhk): Since this Ability replace your entire turn, you cannot use it in conjunction with other Special Abilities would happen on your turn, like Mobile Attack, or Greater Mobile Attack. Nor can you use any abilities that replace attack. However SAs that apply to attacks (like Cunning, Momentum, Twin Attack, etc) are still applicable.


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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Cloaked: (If this character has cover, he cannot be targeted by nonadjacent enemies.)

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(Punxnbutter): This SA can be accessed through Force Cloak as well.


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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Cyborg: A Cyborg character counts as living and as both a Droid and a non-Droid. This means it benefits from effects that target Droids (such as Repair) in addition to other kinds of effects (such as Heal). However, a Cyborg character is also vulnerable to harmful effects that don't normally affect Droids (such as critical hits) as well as those that specify Droids only (such as Ion Gun 20). Cyborgs can be affected by commander effects.

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Djem So Style: (Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.)

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Electrostaff +[#]: (+[#] Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Elite Clone Trooper: (Counts as a character named Elite Clone Trooper)

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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EMP Grenades: (A nonliving character that is subject to this character's Grenades ability is considered activated this round; save 11. Huge and larger characters ignore this effect.)

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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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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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Flux Density: (+10 Damage if one or more Droid characters combine fire with this character)

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