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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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Master Tactician: Roll for initiative as normal, except you automatically choose who goes first unless you roll a 1. Tied initiative checks are still rerolled. If more than one squad has a character with Master Tactician, the player with the highest initiative roll among them chooses who goes first.

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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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.


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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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Micro-Vision: This character gets +4 Attack against an enemy target within 6 squares.

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Molecular Shielding: When hit by an attack from a nonadjacent enemy, the attacker makes a save of 11. If the save fails, this character takes no damage and the attacker takes damage equal to the prevented damage.

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 Post subject: Re: Revenge of the Sith Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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Mounted Weapon: Only allied characters with the Mounted Weapon special ability or adjacent allies with the Gunner special ability can combine fire with this character.

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(Ruhk): Remember that Characters with Mounted Weapon are considered non-living.


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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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Ooglith Masquer: During setup, if you have this character in your squad, choose a non-Unique allied character in your squad. The chosen ally gains Stealth for the remainder of the skirmish.

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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Opportunist: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has activated this round.

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(adder): When taking an attack of opportunity that character counts as activated and therefore attacks of opportunity benefit from Opportunist.


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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Order 66: A character with this special ability may be in a squad with Emperor Palpatine, Sith Lord, regardless of faction. Characters from early sets whose names contain the words "ARC Trooper" or "Clone Trooper" are also considered to have Order 66, even though it is not printed on their stat cards.

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Override: At the end of its turn, this character can designate one door that it can see as open or closed. The door remains open or closed until the end of this character's next turn, or until the end of a turn in which this character is defeated. Other characters can't open or close that door unless they use the Override special ability themselves. A door cannot be closed if a Large or larger creature straddles its gridline.

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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Paralysis: If this character hits a living enemy, it can temporarily paralyze its prey. The target is treated as having been activated this round; in effect, it skips its turn. The target can avoid this effect with a save of 11.

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(Ruhk): keep in mind that if the attack is Parried, or Evaded, or Deflected, or even Blocked there is still a paralysis roll, as the attack still 'hits'.


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 Post subject: Re: Universe Special Abilities
PostPosted: Fri Apr 18, 2008 6:18 am 
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Penetration [#]: Enemies' Damage Reduction is reduced by the stated amount against this character's attacks. If this character's Penetration number exceeds the target's Damage Reduction, its damage does not increase.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:22 am 
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Pheromones: This special ability cancels an attack made by a living enemy within 6 squares against this creature. The attacker can resist this effect with a save of 11. Roll the save immediately after the attack is declared but before making the attack roll. That attack is still considered to have been made this turn, and the affected character still spends Force points (if any) used in that attack.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:22 am 
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Pilot: A Pilot is any character with the word "Pilot" in its name or that has the Pilot special ability.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Plaeryin Bol: Instead of taking its normal turn, this character deals 40 points of damage to one adjacent living enemy. That enemy can avoid the damage with a save of 11.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Poison +[#]: This character gets a +10 bonus to Damage whenever it hits a living enemy. The target can avoid this extra damage with a save of 11.

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(Ruhk) : Keep in mind that if the attack is blocked, deflected, parried, evaded, reflected, .. is the damage portion of the attack is negated, then the additional damage from the poison is also negated.


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