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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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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Lightsaber Duelist: This character gets a +4 bonus to Defense when attacked by an adjacent character with a Force rating.

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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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Light Tutor: During setup, if you have this character in your squad, choose an allied Rebel character in your squad. If the chosen ally does not have a Force rating, it gets 1 Force point and is considered to have a Force rating for the duration of the skirmish. If that ally already has a Force rating, it just gets 1 Force point. This character can't choose itself for the effect.

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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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Machinery: Industrial Repair removes damage from this character, even though it does not have Mounted Weapon.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Mettle: If this character spends 1 Force point to reroll its attack or save, add a +4 bonus to the result. If the character can spend Force points more than once per turn, bonuses from additional uses on the same turn are cumulative.

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(Fool) - keep in mind this applies to all attack AND save rolls.
(dvader831) - This ability is also granted by Obi-Wan Kenobi, Jedi Spirit.


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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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: Champions of the Force Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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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: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 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: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Protective +[#]: This character gets a +[#] bonus to Damage while the specified ally is wounded and within 6 squares.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Quadruple Attack: This ability works like Double Attack, except that this character can make up to four attacks on its turn.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 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: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 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: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Satchel Charge: Instead of making its normal attack or attacks, this character removes an adjacent door from the battle map. The former door is now an open space and cannot be closed with Override or similar abilities.

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 Post subject: Re: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 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: Champions of the Force Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Shields [#]: When this character would take damage from any source, make # saves, each needing 11 to succeed. For each successful save, reduce the damage dealt by 10 points. This ability is resolved only after all Bodyguard decisions have been made.

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(Ruhk): Damage from Characters with lightsabers does not ignore this special ability.


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