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 Post subject: Re: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Dominate: Instead of taking its normal turn, this character can take control of a target living character, even one who has already been activated this round. (This does not count as an activation.) The target character takes a turn as though it were on the acting player's squad but cannot move. It can resist this effect with a save of 11. Determine legal targets normally for enemy characters; any allied character in line of sight is a legal target.

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 Post subject: Re: Universe 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: Universe 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: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Empathy: Allies with Savage within 6 squares of this character are treated as if they did not have that special ability. If they begin a turn within 6 squares, they can ignore the movement restrictions imposed by Savage. Whenever they are within 6 squares, they are subject to commander effects.

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 Post subject: Re: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 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: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Extra Attack: On its turn, this character can make an extra attack, but it can't move if it does so. This works just like other special abilities that grant extra attacks, such as Double Attack. This extra attack stacks with those granted by other special abilities and commander effects, and it also stacks with Extra Attack granted by different special abilities (so the same ally could receive multiple extra attacks in the same turn).

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None - only available through other Special Abilities (see Power Coupling) or Commander Effects.

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 Post subject: Re: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 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: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Fringe Reinforcements [#]: During setup, after seeing your opponent's squad, you can add up to [#] points Fringe characters to your squad. These characters don't count toward the cost of your squad, and your opponent doesn't have to defeat them to win the skirmish. If you are scoring points for defeats, or in a tiebreaker, defeating these extra characters doesn't score points.

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  • Jabba the Hutt (Fringe, Rebel Storm) {Fringe Reinforcements 30}
  • Lobot (Fringe, Universe) {Fringe Reinforcements 20}

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 Post subject: Re: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Fringe Reserves [#]: If this character is in your squad and you roll the exact stated number for initiative, you may immediately add up to [#] points of Fringe characters to your squad. These characters set up in the same area as your squad did, immediately before your first activation of the round. These characters don't count toward the cost of your squad, and your opponent doesn't have to defeat them to win the skirmish. If initiative is rerolled due to a tie, you add these characters to your squad only if your final, untied roll is the stated number.

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 Post subject: Re: Universe Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Homicidal Surgery: Instead of taking its normal turn, this character deals 10 points of damage to an adjacent living character. If the character is an ally, it can make a save of 11 to remove 10 points of damage from itself instead. If the save fails, that ally takes 10 points of damage..

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Lift: Instead of making its normal attack or attacks, this character can move an adjacent Small or Medium ally to another space adjacent to itself. The lifted creature cannot be moved into a space occupied by another creature or through walls. Lifted creatures do not provoke attacks of opportunity.

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Loner: This character gets a +4 bonus to Attack if no allies are within 6 squares.

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