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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:09 am 
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Master Tactician: Roll for initiative as normal, except you automatically choose who goes first unless you roll a 1. Tied initiative checks are still rerolled. If more than one squad has a character with Master Tactician, the player with the highest initiative roll among them chooses who goes first.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Mimetic Combat Processor: Once per turn during this character's activation, choose on Medium character with Melee Attack within 6 squares. This character can use the chosen character's Defense, Attack, and Damage ratings if they are higher than its own. It must use all the chosen character's ratings; if any of them is worse than its own, it cannot use this ability. This character uses the chosen character's ratings for the rest of the skirmish or until it chooses another eligible character.

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(Ruhk): If Darth Vader and PROXY are on a team, and PROXY mimic's Vader's stats, should Vader die then PROXY will continue to maintain Vader's stats.


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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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Missiles [#]: Instead of making its normal attack or attacks, this character can target an enemy within line of sight. 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 Missiles.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:15 am 
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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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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Mounted Weapon: Only allied characters with the Mounted Weapon special ability or adjacent allies with the Gunner special ability can combine fire with this character.

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(Ruhk): Remember that Characters with Mounted Weapon are considered non-living.


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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:16 am 
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New Republic/Rebel Reinforcements [#]: During setup, after seeing your opponent's squad, you can add up to [#] points either New Republic or Rebel characters to your squad. 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 you are scoring points for defeats, or in a tiebreaker, defeating these extra characters doesn't score points.

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  • Garm Bel Iblis (New Republic, TFU) {New Republic/Rebel Reinforcements 30}

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Parry: When this character is hit by a melee attack, it can avoid the damage with a save of 11. You must decide whether to use this special ability immediately after the attack hits.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 am 
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Penetration [#]: Enemies' Damage Reduction is reduced by the stated amount against this character's attacks. If this character's Penetration number exceeds the target's Damage Reduction, its damage does not increase.

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:17 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: The Force Unleashed: Special Abilities
PostPosted: Fri Apr 18, 2008 6:18 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: The Force Unleashed: Special Abilities
PostPosted: Sat Apr 19, 2008 8:22 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: The Force Unleashed: Special Abilities
PostPosted: Sat Apr 19, 2008 8:22 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: The Force Unleashed: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 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: The Force Unleashed: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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Reinforcements [#]: During setup, after seeing your opponent's squad, you can add up to [#] points of the stated kinds of characters to your squad. 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 you are scoring points for defeats, or in a tiebreaker, defeating these extra characters doesn't score points.

Characters
  • Garm Bel Iblis (New Republic, TFU) {New Republic/Rebel Reinforcements 30)
  • Jabba the Hutt (Fringe, Rebel Storm) {Fringe Reinforcements 30}
  • Lobot (Fringe, Universe) {Fringe Reinforcements 20}
  • Nute Gunray (Separatist, Universe) {Separatist Reinforcements 20}
  • Wat Tambor (Separatist, RotS) {Droid Reinforcements 20}

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 Post subject: Re: The Force Unleashed: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 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: The Force Unleashed: Special Abilities
PostPosted: Sat Apr 19, 2008 8:23 am 
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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 the stated kinds of 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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