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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 pm 
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Extra Attack: On its turn, this character can make an extra attack, but it can't move if it does so. This works just like other special abilities that grant extra attacks, such as Double Attack. This extra attack stacks with those granted by other special abilities and commander effects, and it also stacks with Extra Attack granted by different special abilities (so the same ally could receive multiple extra attacks in the same turn).

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None - only available through other Special Abilities (see Power Coupling) or Commander Effects.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 pm 
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Flanking Support: : If this character combines fire against a target within 6 squares and the attack hits, the target has –4 Defense until the end of the round against all subsequent attacks from allies that do not have Mounted Weapon.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Flurry Attack: When this character scores a critical hit (or makes an attack roll of natural 20, if the target is unaffected by critical hits), it may make one immediate extra attack, in addition to the other effects of a critical hit. It may make an extra attack each time it scores a critical hit, even as a result of this extra attack. The extra attack doesn't have to be against the same target if another legal target is available.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Force Immunity: Other characters cannot spend Force points to affect this character, to reroll attacks against it, or to respond to its attacks and abilities. This character does not count for purposes of Force powers that affect multiple characters, such as Force Lightning or Shockwave; select a different character instead.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Greater Mobile Attack: This special ability works just like Mobile Attack, except that the character can make multiple attacks (if any) even though it is moving on its turn. It must stop and make all its attacks before resuming movement, and the space it stops in must be a legal position for ending movement, even if the character continues to move this turn.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Gregarious: This character gets a +4 bonus to Attack as long as an ally is within 6 squares.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:52 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:55 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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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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Characters Who Grant Heal #
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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Imperial Knight: An Imperial Knight is any character with the word "Imperial Knight" in its name or that has the Imperial Knight special ability.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Ion Gun +20: This character gets a +20 bonus to Damage against Droid enemies.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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It's a Trap!: Enemies with Stealth within 6 squares are treated as if they did not have that special ability.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Light Spirit: This character is an insubstantial spirit of pure Force. It ignores all terrain, but it cannot end its turn in a wall, another character, or solid object (a space bordered by magenta lines). It cannot open doors nor hold them open. It cannot attack or be damaged, and does not count as a legal target. It does not provide cover. This character cannot score victory points for occupying specified areas in scenarios that include such victory conditions. During setup, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle as long as it is within 4 squares of this character. This character is defeated if the chosen ally is defeated. Instead of making its normal attack or attacks, an enemy within 6 squares can spend 1 Force point to defeat this character. This character can avoid this effect with a save of 11.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 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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