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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Net Gun: 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) are treated as having been activated this round; in effect, they skip their turns. Each potentially affected character can avoid this effect 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 Net Gun. Characters with Mounted Weapon, and Huge and larger characters, ignore this effect.

Net Gun 16: This special ability works just like Net Gun as described above, except that each potentially affected character can avoid its effects with a save of 16.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Never Tell Me The Odds: Enemy special abilities that modify initiative, such as Master Tactician and Recon, have no effect while this character is in play.

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(Ruhk) However, Force Powers such as Anticipation are still usable.


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 Post subject: Re: Alliance and Empire: 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: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 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: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 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: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 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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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 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: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 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: Alliance and Empire: Special Abilities
PostPosted: Fri Apr 18, 2008 6:18 am 
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Rend +[#]: This special ability applies to some characters who can make more than one attack against an adjacent enemy. If two of the character's attacks hit the same adjacent enemy in a turn, the second hit gets a +[#] bonus to Damage.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:22 am 
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Sabotage: Instead of making its normal attack or attacks, this character can hinder the operation of enemy vehicles. All adjacent enemies with Mounted Weapon are restricted to moving no more than their speed for the rest of the skirmish, even if they take no other actions on a turn.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:22 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: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 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: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Scramble: An enemy who is not living who is hit by this character's attack is considered activated. The affected enemy can avoid this effect with a save of 11. Huge and larger characters ignore this effect.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 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: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 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: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Spit Poison [#]: Instead of making its normal attack or attacks, this character deals [#] points of damage to a target living enemy within 6 squares. This follows all the usual rules for choosing a target. That target can avoid the damage with a save of 11. Using this special ability is not an attack and does not require an attack roll.

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Splash [#]: If this character's attack hits, the target takes the attack's damage as normal and all characters adjacent to the target take [#] points of damage from Splash (enemies and allies alike). If the attack misses, the target and all adjacent characters take only [#] points of Splash damage. In either case, a character can avoid the Splash damage with a save of 11. Splash damage cannot be redirected by Bodyguard effects (although if the original attack hits, the target can attempt to redirect the damage as normal).

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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Spotter +[#]: If this character combines fire against a target within 6 squares, the attacking character gets a +[#] bonus to Damage against that target.

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(Ruhk) Spotter and Combine Fire cannot be used on immediate attacks (such as granted by the Bothan Noble's CE or Attacks of Opportunity)


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 Post subject: Re: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 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: Alliance and Empire: Special Abilities
PostPosted: Sat Apr 19, 2008 8:24 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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