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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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Loner: This character gets a +4 bonus to Attack if no allies are within 6 squares.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Mercenary: This character can move only if it has no legal targets to attack from the space where it starts its move. (However, if it first defeats an enemy with a single attack and cannot then attack any others, it is free to move afterward.) If it moves into a position where it can attack, it does not have to end its movement there.

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(Fool) - Keep in mind Mercenary applies to characters with the Mercenary Special Ability, not necessarily with Mercenary in their name. This also applies for Nym's Commander Effect


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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Mettle: If this character spends 1 Force point to reroll its attack or save, add a +4 bonus to the result. If the character can spend Force points more than once per turn, bonuses from additional uses on the same turn are cumulative.

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(Fool) - keep in mind this applies to all attack AND save rolls.
(dvader831) - This ability is also granted by Obi-Wan Kenobi, Jedi Spirit.


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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Mighty Swing +[#]: On its turn, if this character doesn't move any distance, it gets a +[#] bonus to Damage against adjacent enemies. Since this special ability works only on this character's turn, it doesn't help with attacks of opportunity.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Opportunist +[#]: This character gets a +4 bonus to Attack and a +[#] bonus to Damage against an enemy who has activated this round.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Order 66: A character with this special ability may be in a squad with Emperor Palpatine, Sith Lord, regardless of faction. Characters from early sets whose names contain the words "ARC Trooper" or "Clone Trooper" are also considered to have Order 66, even though it is not printed on their stat cards.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Rangefinder: Instead of making its normal attack or attacks, this character can help nearby allies find the range to their targets. All adjacent allies that do not move get +4 Attack against nonadjacent enemies this round.

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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Razorbug:Replaces attacks: sight; 10 damage; save 11.

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(Ruhk): This ability affects living and non-living characters alike.


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 Post subject: Re: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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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: Legacy of the Force: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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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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