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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 pm 
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Cunning Attack +[#]: This character gets a +4 bonus to Attack and a +# bonus to Damage against an enemy who has not activated this round.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 pm 
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Dark Armor: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Attacks by adjacent enemies with lightsabers, or with the Lightsaber Throw Force power, ignore this special ability. Resolve this ability only after all Bodyguard decisions have been made.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:50 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Demolish: Damage dealt by this character's attack ignores adjacent enemies' Damage Reduction.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Demolition Charge : This character can defeat an adjacent Large or Huge enemy with Mounted Weapon. That character can avoid the effect with a save of 6; using this Special Ability replaces this characters turn.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Destabilize Shields: (Suppresses Shields abilities of adjacent enemies)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:51 pm 
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Diplomat: If an enemy without Diplomat is in line of sight of the acting character, that character cannot target or attack an enemy with Diplomat, even one that is adjacent. If an enemy without Diplomat is in line of sight and the only adjacent enemy has Diplomat no legal target is available.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:52 pm 
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Djem So Style: Whenever a character with this special ability is hit by a melee attack, it makes a save of 11. On a success, this character can make an immediate attack against that attacker. If this character also has Lightsaber Riposte or another ability that lets the character make an immediate attack against the attacker, then the decision to use those abilities must be made prior to resolving the save for Djem So Style.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:55 pm 
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Door Gimmick: At the end of its turn, this character can designate one door within line of sight as open. The door remains open 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 close that door unless they use the Override special ability. Door Gimmick doesn't work on a door being held closed by the Override special ability.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Draw Fire: If an enemy targets an ally within 6 squares of this character, you can force that enemy to target this character instead (provided that enemy can choose this character as a target). The attacker can resist this effect with a save of 11. You must decide whether to use this ability before the attacker makes the attack roll.

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(Anon): This ability is also granted through the Special Ability of Droid Mark.
(Boba52): Draw fire does not change any normal targeting rules. The first target as well as the target with draw fire must be legal targets for the attack at the time of the attack in order to use Draw fire.


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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Energy Shield: (When this character or an adjacent character is hit by an attack from an enemy that is not adjacent to either, that character takes no damage and the attacker takes damage equal to the prevented damage; the attacker can avoid this effect with a save of 11.)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:56 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Flamethrower [#]: Instead of making its normal attack or attacks, a character using this special ability deals [#] points of damage to one target enemy and all characters adjacent to that target (enemies and allies alike). The first enemy must be a legal target (for example, you can target an enemy with cover only if it is the nearest) and must be within 6 squares, but the adjacent characters don't need to be. Using this special ability is not an attack and does not require an attack roll. You cannot target an empty square with Flamethrower.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Fringe 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 Fringe 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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