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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Power Coupling: At the end of its turn, this character can choose one adjacent Small or Medium ally that does not have Melee Attack. That ally gains Extra Attack until the end of this character's next turn. That ally loses this ability as soon as this character is no longer adjacent (which includes being defeated).

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Rapport: This special ability specifies a character and a condition. The specified character costs 1 less to add to your squad when the specified condition is met. If that character is defeated, it scores victory points equal to the reduced cost. If you add a character eligible for Rapport through Reinforcements or Reserves, use the discounted price for the newly added character.
Multiples of the same Rapport ability do not stack. However, different versions of Rapport from different characters could grant multiple reductions to the cost of a given unit.
For example, Clone Commander Cody reduces the cost of Clone Troopers in his squad, while Queen Amidala reduces the cost of non-Unique Republic followers. If both these characters are in the same squad, Clone Trooper characters in their squad would all receive a total discount of 2 points. (Should a situation ever arise in which different character's Rapport abilities could reduce a character's cost below 1, its minimum cost is 1.)

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Razorbug:Replaces attacks: sight; 10 damage; save 11.

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(Ruhk): This ability affects living and non-living characters alike.


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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Recon: If any character in the same squad with this special ability (including this character) has line of sight to an enemy, you can roll twice when making an initiative check and take either result. If you end up tied for initiative, both players reroll (you can use Recon to roll twice on the reroll). You can do this only once, regardless of the number of characters with Recon in your squad.

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(Ruhk): If a character in your squad has Recon and has LOS to an enemy Light Spirit; then at the initiative roll, Recon is in effect.


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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Regeneration [#]: If this character does not move any distance on its turn, it removes [#] points of damage from itself at the end of its turn. Regeneration can't raise this character's Hit Points above its starting amount.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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Reinforcements [#]: During setup, after seeing your opponent's squad, you can add up to [#] points of the stated kinds of 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.

Characters
  • Garm Bel Iblis (New Republic, TFU) {New Republic/Rebel Reinforcements 30)
  • Jabba the Hutt (Fringe, Rebel Storm) {Fringe Reinforcements 30}
  • Lobot (Fringe, Universe) {Fringe Reinforcements 20}
  • Nute Gunray (Separatist, Universe) {Separatist Reinforcements 20}
  • Wat Tambor (Separatist, RotS) {Droid Reinforcements 20}

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent Droid character. Repair can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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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 the stated kinds of 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: Sat Apr 19, 2008 8:24 am 
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Rigid: This character is unable to squeeze through narrow spaces and openings.

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(Ruhk) Rigid Characters can only move through opening that are the same size as their base or larger. You can never squeeze between enemy characters, rigid or not.


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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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Savage: This character is wild and difficult to control. It must end its move adjacent to an enemy if it can (if it can't reach an enemy, it moves normally). If it starts its turn adjacent to an enemy, it must end its turn adjacent to an enemy, though that need not be the same character (although if it moves to do so, it might provoke attacks of opportunity). If it defeats an adjacent enemy before moving, the Savage character does not have to move adjacent to another enemy. A Savage character is not subject to commander effects.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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Self-Destruct [#]: When this character is defeated, it immediately deals [#] points of damage to all characters adjacent to it (enemies and allies alike).

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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Separatist Reinforcements [#]: See Reinforcements [#]

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  • Nute Gunray (Separatist, Universe) {Separatist Reinforcements 20}

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 am 
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Separatist Reserves [#]: See Reserves [#]

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  • Nute Gunray (Separatist, Universe) {Separatist Reserves 20}
  • San Hill (Separatist, RotS) {Separatist Reserves 20}

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:25 am 
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Sniper: When making an attack, this character ignores characters other than the target enemy for purposes of cover. Ignore intervening characters when determining both whether that enemy is a legal target, and whether it gains the +4 bonus to its Defense from cover. This ability does not allow the attacking character to ignore terrain that provides cover.

For example, the Nikto Soldier has Sniper. He can shoot past a Clone Trooper and attack the Clone Trooper Commander behind that Clone Trooper, and the Commander does not get a +4 bonus to Defense. However, if there were low objects between the Clone Trooper and the Clone Trooper Commander, the Nikto Soldier would still not be able to target the Commander.

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 Post subject: Re: Universe Special Abilities
PostPosted: Sat Apr 19, 2008 8:25 am 
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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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 Post subject: Re: Universe: Special Abilities
PostPosted: Tue May 06, 2008 11:52 am 
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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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 Post subject: Re: Universe: Special Abilities
PostPosted: Tue May 06, 2008 11:53 am 
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Strafe Attack: Some characters with Flight also have Strafe Attack. This character can move up to double speed and attack each enemy whose space it enters instead of using the targeting rules. Roll each attack just before this character enters that enemy's space. This character cannot attack any enemy twice in the same turn using Strafe Attack, and it cannot move directly back into a space it has just left. A character with Strafe Attack can still make a normal attack on the turn it moves, as long as it moves its speed or less. Prior to using Strafe Attack, this character must designate a legal space to end its move in. Other characters cannot enter this space while this character is using Strafe Attack.

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NickName wrote:
You announce Strafe Attack at the beginning of the move and also the landing square (and typically the path, though you're allowed to change that as long as you can reach the landing square.) Strafe is in effect for the entire move and you cannot move back into a square you just left.


NickName wrote:
You designate where you will end the Strafe Attack. No characters may enter that space. When you reach it, your Strafe Attack is over. You must travel all the way to the end space.


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 Post subject: Re: Universe: Special Abilities
PostPosted: Tue May 06, 2008 11:54 am 
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Synchronized Fire: When the specified character combines fire with this character, it
grants a +6 bonus to Attack instead of +4.

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 Post subject: Re: Universe: Special Abilities
PostPosted: Tue May 06, 2008 11:55 am 
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Thrawn's Bodyguard: See Bodyguard

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 Post subject: Re: Universe: Special Abilities
PostPosted: Tue May 06, 2008 11:55 am 
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Thud Bug: Instead of making its normal attack or attacks, this character deals 10 points of damage to one living enemy within 6 squares and temporarily stuns that enemy. The target is treated as having been activated this round; in effect, it skips its turn. The target can avoid both effects with a save of 11. Huge and larger characters can't be stunned.

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