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 Post subject: The Force Unleashed: Special Abilities
PostPosted: Tue Apr 15, 2008 8:50 am 
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Special Abilities (79)

Absorb Minerals
Accurate Shot
Affinity
Ambush
Avoid Defeat
Bounty Hunter +4
Careful Shot +6
Crowd Fighting
Cunning Attack
Damage Reduction
Dark Armor
Deadeye
Deadly Attack
Deceptive
Demolish
Demolition Charge
Diplomat
Disruptive
Double Attack
Droid
Droid Coordinator
Droid Defender
Droid Mark
Emergency Life Support
Emplacement
Evade
Flight
Frozen in Carbonite
Furious Assault
Grenades
Gunner
Harpoon Gun
Heal
Heavy Weapon
Immediate Droid Reserves 30
Imperial Reserves
Industrial Repair 20
Intuition
Jolt
Lightsaber Duelist
Master Tactician
Melee Attack
Melee Reach 2
Mimetic Combat Processor
Missiles 30
Mobile Attack
Mounted Weapon
Net Gun
New Republic/Rebel Reinforcements 30
Parry
Penetration
Pilot
Quadruple Attack
Rapport
Recon
Regeneration
Reinforcements
Repair
Reserves
Rig Blaster
Rigid
Savage
Self-Destruct 10
Shields
Speed [#]
Splash
Spotter
Stealth
Swarm +1
Synchronized Fire
Tactics Broker
Triple Attack
Troop Cart
Twin Attack
Ugnaught
Unique
Wall Climber
Wheel Form
Wookiee


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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:29 am 
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Absorb Minerals: This character does +10 damage against enemies with Droid or Mounted Weapon.

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  • Mynock (Fringe, The Force Unleashed)

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 Post subject: Re: The Force Unleashed: 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: The Force Unleashed: 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: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Ambush: On its turn, this character can move and then make all of its attacks against a single enemy who has not activated this round. Many abilities that grant extra attacks, such as Triple Attack, require the character not to move, but Ambush lets it move and make extra attacks as long as all are against the same enemy.

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(Jedi1972) Ambush was always confusing to me at first. I came to realize that it basically makes Double Attack like Twin Attack when moving
(Fool) Basically meaning you can move up to your regular speed (so if you had speed 8 you can move 8 squares. Then you can make all your regular attacks (Double, Triple, etc...) against an UNACTIVATED opponent.


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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:30 am 
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Avoid Defeat: If a character with this special ability is defeated, it makes two saves, each needing a roll of 11 to succeed. If both saves are successful, the character is not defeated; instead, it remains in play with 10 Hit Points.

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(JN) This Ability is also granted through the ability Emergency Life Support


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 Post subject: Re: The Force Unleashed: Special Abilitiess
PostPosted: Wed Apr 16, 2008 10:31 am 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.
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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Careful Shot +[#]: On its turn, if this character doesn't move any distance, it gets a +[#] bonus to Attack. Since this special ability works only on the character's turn, it doesn't help with attacks of opportunity.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:31 am 
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Crowd Fighting: This character gets a +2 bonus to Attack for every adjacent character other than its target. If the character can make more than one attack in a turn, calculate the bonus when you start each attack. For example, if the first attack gets a +16 bonus and defeats that opponent, the next attack will get only +14, and so on.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 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: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 10:32 am 
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Damage Reduction [#]: When this character would take damage, reduce the damage dealt by the listed amount. 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: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 11:00 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: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 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: The Force Unleashed: Special Abilities
PostPosted: Wed Apr 16, 2008 11:01 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: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:49 pm 
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Deceptive: This character gets a +10 bonus to Damage against an enemy who has activated this round.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:50 pm 
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Demolish: Damage dealt by this character's attack ignores adjacent enemies' Damage Reduction.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Demolition Charge : This character can defeat an adjacent Large or Huge enemy with Mounted Weapon. That character can avoid the effect with a save of 6; using this Special Ability replaces this characters turn.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Diplomat: If an enemy without Diplomat is in line of sight of the acting character, that character cannot target or attack an enemy with Diplomat, even one that is adjacent. If an enemy without Diplomat is in line of sight and the only adjacent enemy has Diplomat no legal target is available.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Disruptive: Enemy commander effects have no effect (on enemies and allies alike) within 6 squares of this character. Characters within 6 squares cannot receive the benefits (or the penalties) of enemy commander effects until they move out of range. An enemy commander within 6 squares has its commander effect suppressed until it moves out of range. (It still counts as a commander.) A character who starts its turn outside this range and whose speed is modified by a commander effect continues to move at that speed for the rest of its turn, even if it comes within 6 squares of this character. Conversely, a character that begins its turn within range cannot have its speed modified by an enemy commander effect for the rest of its turn, even if it moves farther than 6 squares from this character.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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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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