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 Post subject: Champions of the Force: Special Abilities
PostPosted: Tue Apr 15, 2008 8:50 am 
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Special Abilities (49)
Accurate Shot
Affinity
Booming Voice
Commando
Cunning Attack
Dark Armor
Deadeye
Deadly Attack
Door Gimmick
Double Attack
Droid
Empathy
Extra Attack
Flamethrower 20
Flight
Force Ascetic
Force Empathic 10
Fragile 40
Grenades 10
Heavy Weapon
Jedi Hunter
Lightsaber
Lightsaber Duelist
Light Tutor
Machinery
Melee Attack
Melee Reach 2
Mettle
Mighty Swing
Mobile Attack
Momentum
Order 66
Protective 20
Quadruple Attack
Rapport
Repair 10
Satchel Charge
Savage
Shields 2
Sniper
Speed [#]
Splash 10
Stealth
Synergy
Triple Attack
Ugnaught
Unique
Vaapad-Style Fighting
Wall Climber


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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Accurate Shot: This character can attack an enemy with cover even if it's not the nearest enemy. The enemy still gains a +4 bonus to Defense from cover.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Affinity: The specified character can be in the specified squad even if it belongs to a different faction. That character's faction is now considered to be the same as that squad's. For example, Mas Amedda would have the Imperial faction if he is in an Imperial squad.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Booming Voice: If this character is in your squad, any allies with commander effects normally limited to 6 squares have the range limit removed.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Commando: A Commando is any character with the word "Commando" in its name or that has the Commando special ability.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Cunning Attack: This character gets a +4 bonus to Attack and a +10 bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Dark Armor: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Attacks by adjacent enemies with lightsabers, or with the Lightsaber Throw Force power, ignore this special ability. Resolve this ability only after all Bodyguard decisions have been made.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Deadeye: On its turn, if this character doesn't move any distance, it gets a +10 bonus to Damage. This special ability doesn't help with attacks of opportunity.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Deadly Attack: This character scores a critical hit on a roll of natural 19 or 20 instead of only on 20.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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Door Gimmick: At the end of its turn, this character can designate one door within line of sight as open. The door remains open 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 close that door unless they use the Override special ability. Door Gimmick doesn't work on a door being held closed by the Override special ability.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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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: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 11:00 am 
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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: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 am 
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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: Champions of the Force Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 am 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:48 pm 
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Flamethrower [#]: Instead of making its normal attack or attacks, a character using this special ability deals [#] points of damage to one target enemy and all characters adjacent to that target (enemies and allies alike). The first enemy must be a legal target (for example, you can target an enemy with cover only if it is the nearest) and must be within 6 squares, but the adjacent characters don't need to be. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Flamethrower.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:48 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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:48 pm 
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Force Ascetic: This character cannot spend Force points to reroll or move faster; it can use named Force powers only.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:49 pm 
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Force Empathic [#]: This character takes [#] points of damage each time an ally with a Force rating is defeated.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:50 pm 
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Fragile [#]: This character can no longer attack if its remaining Hit Points are fewer than the stated number. If damage-removal effects restore its Hit Points total to that number or more, it can once again attack.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 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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