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Knights of the Old Republic: Special Abilities
https://www.swmgamers.com/forums/viewtopic.php?f=91&t=4059
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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:10 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Soldier: (Counts as a character named Old Republic Soldier)

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:10 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Sonic Stunner: Instead of making its normal attack or attacks, this character can target a living enemy up to 6 squares away. This follows all the usual rules for choosing a target. The target and all living characters adjacent to it (enemies and allies alike) are treated as having been activated this round; in effect, they skip their turns. Each potentially affected character can avoid this effect with a save of 11. This special ability has no effect on Huge and larger characters.

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:10 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Speed [#]: This character can move [#] squares and attack during its turn or move 2 x [#] squares without attacking. A speed under 6 is considered a penalty, and a character with multiple speeds (for example, due to a commander effect) and a speed penalty must use the slowest speed. A speed over 6 is considered a bonus, and characters with multiple speeds but no speed penalty may use the fastest speed.

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:11 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Splash [#]: If this character's attack hits, the target takes the attack's damage as normal and all characters adjacent to the target take [#] points of damage from Splash (enemies and allies alike). If the attack misses, the target and all adjacent characters take only [#] points of Splash damage. In either case, a character can avoid the Splash damage with a save of 11. Splash damage cannot be redirected by Bodyguard effects (although if the original attack hits, the target can attempt to redirect the damage as normal).

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:11 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Spotter +[#]: If this character combines fire against a target within 6 squares, the attacking character gets a +[#] bonus to Damage against that target.

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(Ruhk) Spotter and Combine Fire cannot be used on immediate attacks (such as granted by the Bothan Noble's CE or Attacks of Opportunity)

Author:  Jocasta Nu [ Sat Aug 02, 2008 6:11 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Squad Assault: +4 Attack while 3 allies with the same name as this character are within 6 squares

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This can also be granted via CE

Author:  Jocasta Nu [ Sat Aug 02, 2008 6:12 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

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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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:12 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Swarm +[#]: This character gets a +[#] bonus to Attack against an enemy for each other allied character with the same name as itself that is adjacent to that enemy. It gets this bonus even on attacks of opportunity.

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:12 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Triple Attack: This ability works like Double Attack, except that this character can make up to three attacks on its turn.

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:13 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Trooper: (Counts as a character named Sith Trooper)

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Author:  Jocasta Nu [ Sat Aug 02, 2008 6:13 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Twin Attack: This character makes a single extra attack whenever it makes an attack. This extra attack must be made against the same target as the original attack; if the original target was defeated by the first attack, this character cannot attack it again. Twin Attack even affects multiple attacks granted by special abilities and Force powers; for example, if Lord Vader uses his Lightsaber Sweep power, he can attack every adjacent target twice! However, the extra attack from Twin Attack does not stack with itself; that is, a character doesn't get another attack after making the extra attack from Twin Attack.

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Author:  Jocasta Nu [ Sun Aug 03, 2008 1:12 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Unique: This character is one of a kind and has a given name, such as Obi-Wan Kenobi. You cannot have more than one Unique character with the same given name in your squad. Different versions of the same character have slightly different names, but all of them count as that character for purposes of this ability. For example, “General Grievous,” “General Grievous, Supreme Commander,” “General Grievous, Jedi Hunter,” and “Grievous’s Wheel Bike” all count as “General Grievous.” Where there is the possibility of confusion, the card text specifies the name this character counts as.

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Author:  Jocasta Nu [ Sun Aug 03, 2008 2:15 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Vicious Attack: This character deals triple damage on a critical hit instead of double.

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Author:  Jocasta Nu [ Wed Aug 06, 2008 7:59 pm ]
Post subject:  Re: Knights of the Old Republic: Special Abilities

Wookiee: A Wookiee is any character with the word "Wookiee" in its name or that has the Wookiee special ability. Chewbacca and Tarfful also count as Wookiees.


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