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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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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: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Droid Coordinator: Non-Unique Droid allies gain Speed 8

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:51 pm 
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Droid Defender: If an enemy targets an allied Droid within 6 squares of this character, you can force that enemy to target this character instead (provided that enemy can choose this character as a target). The attacker can resist this effect with a save of 11. You must decide whether to use this ability before the attacker makes the attack roll.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Droid Mark: When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that characters gains Draw Fire[If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11]

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Emergency Life Support: Living allies gain Avoid Defeat while they are adjacent to this character.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Emplacement: This character cannot move or be moved by another effect (such as Force Push), nor can its position be changed through other effects (such as Grand Admiral Thrawn's commander effect). You may set it up anywhere on your half of the battel map instead of in the normal starting area.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Evade: Whenever this character is hit by an attack from a nonadjacent enemy, it can avoid the damage with a save of 11.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 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: The Force Unleashed: Special Abilities
PostPosted: Thu Apr 17, 2008 8:52 pm 
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Frozen in Carbonite: This character has a variable point cost (X). During squad construction, choose any other version of Han Solo. This character's cost is one-half the printed cost of the chosen character (rounded up). An opponent sets up this character along with his or her squad. This character cannot be activated, cannot move, and is not a legal target. It counts as an object rather than a character; its space cannot be entered, but it provides cover. It does not count for scoring or accomplishing objectives. If all characters in your squad without Frozen in Carbonite are defeated, this character is also defeated.

If an ally ends its turn adjacent to it, you may immediately remove this character from play and place the chosen Han Solo character in its space. The newly place character is treated as having been activated this round. The newly placed character is worth half of its printed cost in victory points if defeated (Rounded up)

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(Fool): Keep in mind Han in Carbonite doesn't count for Gambit Points. Also, keep in mind you must choose your Han Solo DURING squad construction. Finally, when evaluating the point cost, always round up (For example Han Solo, Rebel Hero would be 18 points not 17)

Official FAQ wrote:
Q: Can Light Spirit or Light Tutor be used on either Han Solo in Carbonite, or the Han that is not on the board?

A: No.


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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Furious Assault: Instead of taking its normal turn, this character can move at double speed, then attack every legal target once. Determine legal targets (such as whether an enemy that has cover is the nearest enemy) before making the first attack roll. If several enemies are tied for nearest, all of them are legal targets for this special ability.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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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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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Gunner: This character can combine fire with an adjacent ally who has the Mounted Weapon special ability.

Gunner +[#]: This character can combine fire with an adjacent ally who has the Mounted Weapon special ability, and grants + [#] damage.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:07 am 
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Harpoon Gun: Instead of making its normal attack or attacks, this character can choose a target enemy with Mounted Weapon within 6 squares. That enemy cannot move this round. It can avoid this effect with a save of 11.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Heal [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent living character or itself. Heal can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Immediate Droid Reserves [#]: On an initiative roll of 5, 10, 15, or 20, this character can immediately place up to [#] points of non-Unique Droid characters in any square adjacent to it at the start of it's turn.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Imperial 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 Imperial 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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:08 am 
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Industrial Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent character with the Mounted Weapon special ability. Industrial Repair can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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Intuition: After initiative is determined, this character can immediately move up to its speed before any other character activates. (This does not count as an activation.) This character can use this ability only once per round. If multiple characters have Intuition or Surprise Move, resolve these abilities and Force powers in initiative order.

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Clarifications
(Vroke): I used to be completely confused by the wording of the last sentence until I realized this is all it was saying:
If there are multiple characters that benefit from intuition (or a commander effect like Darth Revan's), it is resolved in order of initiative (alternating if necessary)
Example: Boba Fett, Mercenary and Zuckuss (Player 1) vs Darth Revan and Darth Bane (Player 2)
*Initiative Rolled*
*Player 1 rolls a 17, Player 2 rolls a 8*
*Player 2 wins initiative due to Darth Revan's Master Tactician and elects to go second*
*Player 2 decides to use Darth Revan's commander effect on Darth Bane*
*Player 1 chooses Boba Fett, Mercenary to use Intuition first*
*Player 2 moves Darth Bane*
*Player 1 moves Zuckuss*
*Player 1 begins activating characters*


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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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Jolt: An enemy hit by this character's attack is treated as having been activated this round; in effect, it skips its turn. That enemy can avoid this effect with a save of 11. Huge or larger characters ignore this effect.

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