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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Micro-Vision: This character gets +4 Attack against an enemy target within 6 squares.

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 Post subject: Re: Bounty Hunters 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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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: Bounty Hunters 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Paralysis: If this character hits a living enemy, it can temporarily paralyze its prey. The target is treated as having been activated this round; in effect, it skips its turn. The target can avoid this effect with a save of 11.

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(Ruhk): keep in mind that if the attack is Parried, or Evaded, or Deflected, or even Blocked there is still a paralysis roll, as the attack still 'hits'.


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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Proboscises: On his turn, this character can make an attack at +10 Damage against an adjacent living enemy. If this attack hits, the enemy is considered activated this round; save 11. Using this Special Ability replaces this character's turn.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Programmed Target: After setup, if you have this character in your squad, choose any one enemy. This character gets +4 Attack and the Accurate Shot special ability, both against only the chosen enemy. Effects that modify Accurate Shot also influence attacks against the chosen enemy.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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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: Bounty Hunters 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: Bounty Hunters 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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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Rend +[#]: This special ability applies to some characters who can make more than one attack against an adjacent enemy. If two of the character's attacks hit the same adjacent enemy in a turn, the second hit gets a +[#] bonus to Damage.

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 Post subject: Re: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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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: Bounty Hunters Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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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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