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Knights of the Old Republic: Special Abilities
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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:57 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Greater Mobile Attack: This special ability works just like Mobile Attack, except that the character can make multiple attacks (if any) even though it is moving on its turn. It must stop and make all its attacks before resuming movement, and the space it stops in must be a legal position for ending movement, even if the character continues to move this turn.

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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:58 pm ]
Post subject:  Re: Knights of the Old Republic: 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 [ Tue Apr 22, 2008 6:58 pm ]
Post subject:  Re: Knights of the Old Republic: 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 [ Tue Apr 22, 2008 6:58 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Gungan: A Gungan is any character with the word "Gungan" in its name or that has the Gungan special ability.

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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:58 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Heavy Lift: (Replaces attacks: touch; move 1 adjacent Small, Medium, or Large ally to any space adjacent to this character. This move does not provoke attacks of opportunity.)

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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:58 pm ]
Post subject:  Re: Knights of the Old Republic: 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 [ Tue Apr 22, 2008 6:59 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Industrial Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent character with the Mounted Weapon special ability. Industrial Repair can't raise a character's Hit Points above its starting amount.

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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:59 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Intuition: After initiative is determined, this character can immediately move up to its speed before any other character activates. (This does not count as an activation.) This character can use this ability only once per round. If multiple characters have Intuition or Surprise Move, resolve these abilities and Force powers in initiative order.

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Clarifications
(Vroke): I used to be completely confused by the wording of the last sentence until I realized this is all it was saying:
If there are multiple characters that benefit from intuition (or a commander effect like Darth Revan's), it is resolved in order of initiative (alternating if necessary)
Example: Boba Fett, Mercenary and Zuckuss (Player 1) vs Darth Revan and Darth Bane (Player 2)
*Initiative Rolled*
*Player 1 rolls a 17, Player 2 rolls a 8*
*Player 2 wins initiative due to Darth Revan's Master Tactician and elects to go second*
*Player 2 decides to use Darth Revan's commander effect on Darth Bane*
*Player 1 chooses Boba Fett, Mercenary to use Intuition first*
*Player 2 moves Darth Bane*
*Player 1 moves Zuckuss*
*Player 1 begins activating characters*

Author:  Jocasta Nu [ Tue Apr 22, 2008 6:59 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

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

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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:59 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

It's a Trap!: Enemies with Stealth within 6 squares are treated as if they did not have that special ability.

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Author:  Jocasta Nu [ Tue Apr 22, 2008 6:59 pm ]
Post subject:  Re: Knights of the Old Republic: 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 [ Tue Apr 22, 2008 7:00 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Karmic Luck: (If your initiative check is an odd number, +4 to all this character's rolls for the round; if it is an even number, -4 to all his rolls instead)

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Author:  Jocasta Nu [ Tue Apr 22, 2008 7:00 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Karmic Mettle: (If this character spends 1 Force point to reroll, add +4 to the result. If the result is a failed attack or save, this character takes 10 damage.)

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Author:  Jocasta Nu [ Tue Apr 22, 2008 7:00 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Kouhun Infestation: Instead of taking its normal turn, this character deals 60 points of damage to one living enemy within 12 squares. Line of sight is not needed, but you can't trace a path through a wall (count around it instead). The target can avoid the damage with a save of 11.

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(Ruhk) - If a non-living character, like a droid or someone with Mounted Weapon is the nearest target, then they are the only target. You cannot ignore non-living characters with choosing your target. You can target a non-living enemy with KI.. it simply won't doing anything regardless of the save.

Author:  Jocasta Nu [ Tue Apr 22, 2008 7:00 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Lightsaber Duelist: This character gets a +4 bonus to Defense when attacked by an adjacent character with a Force rating.

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Author:  Jocasta Nu [ Tue Apr 22, 2008 7:01 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Loner: This character gets a +4 bonus to Attack if no allies are within 6 squares.

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Author:  Jocasta Nu [ Tue Apr 22, 2008 7:01 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Mandalorian Conscription: (All characters in your squad are considered Mandalorian for the rest of the skirmish)

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Author:  Jocasta Nu [ Tue Apr 22, 2008 7:01 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Mandalorian Hunter: (+4 Attack and +10 Damage against Mandalorian enemies)

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Author:  Jocasta Nu [ Tue Apr 22, 2008 7:01 pm ]
Post subject:  Re: Knights of the Old Republic: 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 [ Tue Apr 22, 2008 7:01 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Melee Reach [#]: When making an attack on its own turn, this character treats all characters within [#] squares as adjacent for all purposes. This character can be affected by enemy special abilities or Force powers that specify adjacent characters and that interrupt this attack, such as Self-Destruct, Lightsaber Block, or Riposte.

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