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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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Greater Mobile Attack: This special ability works just like Mobile Attack, except that the character can make multiple attacks (if any) even though it is moving on its turn. It must stop and make all its attacks before resuming movement, and the space it stops in must be a legal position for ending movement, even if the character continues to move this turn.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Gregarious: This character gets a +4 bonus to Attack as long as an ally is within 6 squares.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Gungan: A Gungan is any character with the word "Gungan" in its name or that has the Gungan special ability.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Heavy Lift: (Replaces attacks: touch; move 1 adjacent Small, Medium, or Large ally to any space adjacent to this character. This move does not provoke attacks of opportunity.)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Heavy Weapon: This character can't attack and move in the same turn. It can still make an attack of opportunity as normal.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Industrial Repair [#]: Instead of making its normal attack or attacks, this character removes [#] points of damage from an adjacent character with the Mounted Weapon special ability. Industrial Repair can't raise a character's Hit Points above its starting amount.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Intuition: After initiative is determined, this character can immediately move up to its speed before any other character activates. (This does not count as an activation.) This character can use this ability only once per round. If multiple characters have Intuition or Surprise Move, resolve these abilities and Force powers in initiative order.

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Clarifications
(Vroke): I used to be completely confused by the wording of the last sentence until I realized this is all it was saying:
If there are multiple characters that benefit from intuition (or a commander effect like Darth Revan's), it is resolved in order of initiative (alternating if necessary)
Example: Boba Fett, Mercenary and Zuckuss (Player 1) vs Darth Revan and Darth Bane (Player 2)
*Initiative Rolled*
*Player 1 rolls a 17, Player 2 rolls a 8*
*Player 2 wins initiative due to Darth Revan's Master Tactician and elects to go second*
*Player 2 decides to use Darth Revan's commander effect on Darth Bane*
*Player 1 chooses Boba Fett, Mercenary to use Intuition first*
*Player 2 moves Darth Bane*
*Player 1 moves Zuckuss*
*Player 1 begins activating characters*


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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Ion Gun +20: This character gets a +20 bonus to Damage against Droid enemies.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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It's a Trap!: Enemies with Stealth within 6 squares are treated as if they did not have that special ability.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Karmic Luck: (If your initiative check is an odd number, +4 to all this character's rolls for the round; if it is an even number, -4 to all his rolls instead)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Karmic Mettle: (If this character spends 1 Force point to reroll, add +4 to the result. If the result is a failed attack or save, this character takes 10 damage.)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Mandalorian Conscription: (All characters in your squad are considered Mandalorian for the rest of the skirmish)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Mandalorian Hunter: (+4 Attack and +10 Damage against Mandalorian enemies)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Melee Reach [#]: When making an attack on its own turn, this character treats all characters within [#] squares as adjacent for all purposes. This character can be affected by enemy special abilities or Force powers that specify adjacent characters and that interrupt this attack, such as Self-Destruct, Lightsaber Block, or Riposte.

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