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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 2:59 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:00 pm 
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Impulsive Savagery: If a Unique allied character is defeated, for the remainder of the skirmish this character has the Savage special ability.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:01 pm 
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Impulsive Sweep: Once per turn, when a Unique ally is defeated, this character immediately attacks each adjacent enemy once instead of using the targeting rules.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:02 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:03 pm 
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Kouhun Infestation: Instead of taking its normal turn, this character deals 60 points of damage to one living enemy within 12 squares. Line of sight is not needed, but you can't trace a path through a wall (count around it instead). The target can avoid the damage with a save of 11.

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(Ruhk) - If a non-living character, like a droid or someone with Mounted Weapon is the nearest target, then they are the only target. You cannot ignore non-living characters with choosing your target. You can target a non-living enemy with KI.. it simply won't doing anything regardless of the save.


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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:04 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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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:04 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:05 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:06 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:07 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:09 pm 
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Momentum: If this character has moved at least 1 square during its turn, it gets a +4 bonus to Attack and a +10 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:09 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: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:10 pm 
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Quick Reactions: This character gets a +6 bonus to Attack when making attacks of opportunity.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:11 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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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:12 pm 
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Rolling Cleave: Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make an attack against another adjacent enemy. This move does not provoke an attack of opportunity. Rolling Cleave works even when this character is making an attack of opportunity.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:13 pm 
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Shields [#]: When this character would take damage from any source, make # saves, each needing 11 to succeed. For each successful save, reduce the damage dealt by 10 points. This ability is resolved only after all Bodyguard decisions have been made.

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(Ruhk): Damage from Characters with lightsabers does not ignore this special ability.


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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:14 pm 
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Sniper: When making an attack, this character ignores characters other than the target enemy for purposes of cover. Ignore intervening characters when determining both whether that enemy is a legal target, and whether it gains the +4 bonus to its Defense from cover. This ability does not allow the attacking character to ignore terrain that provides cover.

For example, the Nikto Soldier has Sniper. He can shoot past a Clone Trooper and attack the Clone Trooper Commander behind that Clone Trooper, and the Commander does not get a +4 bonus to Defense. However, if there were low objects between the Clone Trooper and the Clone Trooper Commander, the Nikto Soldier would still not be able to target the Commander.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:15 pm 
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Sonic Attack: An enemy attacked by this character cannot use Force powers for the
remainder of this turn, whether or not the attack hits.

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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:15 pm 
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Spotter +[#]: If this character combines fire against a target within 6 squares, the attacking character gets a +[#] bonus to Damage against that target.

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(Ruhk) Spotter and Combine Fire cannot be used on immediate attacks (such as granted by the Bothan Noble's CE or Attacks of Opportunity)


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 Post subject: Re: Clone Strike: Special Abilities
PostPosted: Sun May 11, 2008 3:16 pm 
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Stealth: If this character has cover, it does not count as the nearest enemy for choosing targets if the attacker is more than 6 squares away. A character can attack an enemy with cover only if that enemy is the nearest. If this character would be the nearest enemy, the next-nearest enemy counts as the nearest instead. Follow the normal rules for cover if the character with Stealth is within 6 squares of the attacker.

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