logo

All times are UTC - 6 hours

Mark forums read


Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 94 posts ]  Go to page 1, 2, 3, 4, 5  Next

Author Message
Offline
 Post subject: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:45 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Special Abilities (93)


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:45 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Ambush: On its turn, this character can move and then make all of its attacks against a single enemy who has not activated this round. Many abilities that grant extra attacks, such as Triple Attack, require the character not to move, but Ambush lets it move and make extra attacks as long as all are against the same enemy.

Characters

User Comments
(Jedi1972) Ambush was always confusing to me at first. I came to realize that it basically makes Double Attack like Twin Attack when moving
(Fool) Basically meaning you can move up to your regular speed (so if you had speed 8 you can move 8 squares. Then you can make all your regular attacks (Double, Triple, etc...) against an UNACTIVATED opponent.
(Ruhk) Does not work in conjunction with Charging Fire.


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Ataru Style: (+4 Attack if exactly 1 enemy is within 6 squares)

Characters

User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Atlatl 20: (Replaces attacks: range 6; 20 damage to target and to each character adjacent to target; save 11. A nonliving character that takes damage from this effect is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)

Characters

User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:46 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Avoid Defeat: If a character with this special ability is defeated, it makes two saves, each needing a roll of 11 to succeed. If both saves are successful, the character is not defeated; instead, it remains in play with 10 Hit Points.

Characters

User Comments
(JN) This Ability is also granted through the ability Emergency Life Support


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Betrayal: If an enemy's attack roll against this character is a natural 1, that enemy becomes a member of this character's squad until the end of the skirmish. It can take no further actions this turn, even if it can make additional attacks. If this character is defeated, any affected enemies immediately return to their original squads. (They can still activate that round if they haven't already done so.)

Characters
User Comments
(Ruhk): Remember that you can choose to re-roll the 1 if you have a force point and can do so.


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Blaster Rifle Upgrade: (Allies within 6 squares with nonmelee attacks that deal exactly 20 Damage gain Jolt.)

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Blaster Upgrade: (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack.)

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:47 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Bombad Gungan: (Whenever an enemy targets him, this character must attempt a save of 11. On a success, the attack is redirected to another character of your choice within 6 squares. If no other character is within 6 squares, the attack is negated.)

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Cesta 20: (Replaces attacks: sight; 20 damage to target and to each character adjacent to target; save 11. A nonliving character that takes damage from this effect is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Charging Assault +[#]: Instead of taking its normal turn, this character can move up to twice its speed and, after moving, make an attack on the same turn against an adjacent enemy. It must move at least 1 square to use this special ability. This attack gets a +[#] bonus to Damage.


Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:48 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
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.

Characters
User Comments
(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.


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Cleave: Once per turn, if this character defeats an adjacent enemy by making an attack, it can make an immediate attack against another adjacent enemy. Cleave works even when the character is making an attack of opportunity.

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Cloaked: (If this character has cover, he cannot be targeted by nonadjacent enemies.)

Characters
User Comments

(Punxnbutter): This SA can be accessed through Force Cloak as well.


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Close-Quarter Fighting: This character gains +4 attack against adjacent enemies.

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:49 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Commando: A Commando is any character with the word "Commando" in its name or that has the Commando special ability.

Characters
User Comments


Top
 Profile  
 

Offline
 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 pm 
Lead Archivist
Lead Archivist
User avatar

Joined: Mon Dec 17, 2007 8:41 am
Posts: 705
Cortosis Gauntlet [#]: This special ability appears only on characters with the Lightsaber Block Force power. Whenever this character gets a result of [#] or higher on a save when using Lightsaber Block against an enemy with a lightsaber, that enemy gets –20 Damage for the rest of the skirmish. This effect is not cumulative with repeated blocks, and Damage can never be reduced below 0.

Characters
User Comments


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 94 posts ]  Go to page 1, 2, 3, 4, 5  Next

All times are UTC - 6 hours

Mark forums read

Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Jedi Knights style by Scott Stubblefield