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 Post subject: Clone Strike: Special Abilities
PostPosted: Wed May 07, 2008 8:36 pm 
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Special Abilities (46)

Accurate Shot
Advantageous Attack
Bodyguard
Bounty Hunter
Careful Shot
Charging Fire
Cunning Attack
Cyborg
Dark Master
Deadeye
Deadly Attack
Double Attack
Droid
Droid Master
Evade
Fire Control
Flight
Flurry Attack
Galloping Attack
Grenades [#]
Impulsive Savagery
Impulsive Sweep
Jedi Hunter
Kouhun Infestation
Lightsaber Duelist
Loner
Melee Attack
Mercenary
Mobile Attack
Momentum
Order 66 (not printed, only implied)
Quick Reactions
Regeneration
Rolling Cleave
Shields 2
Sniper
Sonic Attack
Spotter +[#]
Stealth
Strafe Attack
Synchronized Fire
Triple Attack
Unique
Vaapad-Style Fighting
Vicious Attack
Wheel Form
Wookiee


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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:16 pm 
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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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:20 pm 
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Advantageous Attack: This character gets a +10 bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:33 pm 
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Bodyguard: If an adjacent allied character would take damage from an attack, a Bodyguard character can take the damage instead, even if it is not a legal target for the attacker. A Bodyguard character can't use this special ability when an adjacent ally takes damage from something other than an attack, such as [url - SET SPECIFIC]Grenades[/url]. If the original target has the Shields special ability, you must decide whether a Bodyguard character will take the damage before the original target rolls for Shields. A special ability whose name includes Bodyguard (such as Emperor's Bodyguard) is treated as the Bodyguard ability for all purposes except as noted on the stat card.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:34 pm 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:35 pm 
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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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:36 pm 
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Charging Fire: Instead of taking its normal turn, this character can move up to double speed and then make an attack on the same turn.

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(Ruhk): Since this Ability replace your entire turn, you cannot use it in conjunction with other Special Abilities would happen on your turn, like Mobile Attack, or Greater Mobile Attack. Nor can you use any abilities that replace attack. However SAs that apply to attacks (like Cunning, Momentum, Twin Attack, etc) are still applicable.


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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:39 pm 
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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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:40 pm 
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Cyborg: A Cyborg character counts as living and as both a Droid and a non-Droid. This means it benefits from effects that target Droids (such as Repair) in addition to other kinds of effects (such as Heal). However, a Cyborg character is also vulnerable to harmful effects that don't normally affect Droids (such as critical hits) as well as those that specify Droids only (such as Ion Gun 20). Cyborgs can be affected by commander effects.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:41 pm 
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Dark Master: During setup, if you have this character in your squad, choose a Unique allied character in your squad. The chosen ally can spend Force points from this character as if they were its own. That ally doesn't have to have a Force rating, but if it does, it cannot also spend its own Force points on the same turn.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:42 pm 
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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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:42 pm 
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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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:45 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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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:46 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:47 pm 
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Droid Master: Non-Unique, allied Droid characters within 6 squares of a character with this special ability gain Double Attack.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:48 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:50 pm 
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Fire Control: If this character is in your squad, non-Unique allied Droid characters get a +4 bonus to Attack.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:51 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:51 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:57 pm 
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Galloping Attack: As this character moves, it can attack each adjacent enemy; it gets a +4 bonus to Attack when doing so. It must move at least 1 square before making an attack. Roll each attack when this character is adjacent to that enemy. This character cannot attack any enemy twice while using Galloping Attack, and it cannot move into a space it has just left. It still provokes attacks of opportunity as it moves. The character can still make a normal attack on the turn it moves, as long as it moves its speed or less.

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