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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Opportunist +[#]: This character gets a +4 bonus to Attack and a +[#] bonus to Damage against an enemy who has activated this round.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 pm 
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Override: At the end of its turn, this character can designate one door that it can see as open or closed. The door remains open or closed 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 open or close that door unless they use the Override special ability themselves. A door cannot be closed if a Large or larger creature straddles its gridline.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Pilot: A Pilot is any character with the word "Pilot" in its name or that has the Pilot special ability.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 pm 
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Poisoned Blade: (+10 Damage to 1 adjacent target; this counts as a melee attack. This attack deals an extra 20 Damage to a living enemy; save 11.)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 pm 
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Rakghoul Disease: (+10 Damage to living enemy; save 11. Whenever this character defeats a living enemy, you can immediately add a character named Rakghoul to your squad. The new character sets up in a square that enemy formerly occupied.)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 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: Knights of the Old Republic: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 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: Knights of the Old Republic: Special Abilities
PostPosted: Sat Aug 02, 2008 6:07 pm 
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Republic 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 Republic 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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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Sat Aug 02, 2008 6:08 pm 
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Savage: This character is wild and difficult to control. It must end its move adjacent to an enemy if it can (if it can't reach an enemy, it moves normally). If it starts its turn adjacent to an enemy, it must end its turn adjacent to an enemy, though that need not be the same character (although if it moves to do so, it might provoke attacks of opportunity). If it defeats an adjacent enemy before moving, the Savage character does not have to move adjacent to another enemy. A Savage character is not subject to commander effects.

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Sat Aug 02, 2008 6:08 pm 
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Shatter Beam: (Replaces attacks: sight; designate 1 door as open; it remains open for the rest of the skirmish and cannot be closed)

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 Post subject: Re: Knights of the Old Republic: Special Abilities
PostPosted: Sat Aug 02, 2008 6:09 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: Knights of the Old Republic: Special Abilities
PostPosted: Sat Aug 02, 2008 6:09 pm 
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Shockstaff +[#]: (+[#] Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.)

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