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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Galloping Attack: As this character moves, it can attack each adjacent enemy; it gets a +4 bonus to Attack when doing so. It must move at least 1 square before making an attack. Roll each attack when this character is adjacent to that enemy. This character cannot attack any enemy twice while using Galloping Attack, and it cannot move into a space it has just left. It still provokes attacks of opportunity as it moves. The character can still make a normal attack on the turn it moves, as long as it moves its speed or less.

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:00 pm 
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Impulsive Sweep: Once per turn, when a Unique ally is defeated, this character immediately attacks each adjacent enemy once instead of using the targeting rules.

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Invisibility: (Cannot be targeted by nonadjacent enemies)

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:01 pm 
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Lightsaber Resistance: This character gets a +2 bonus to Defense when attacked by an adjacent character with a Force rating.

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 Post subject: Re: Clone Wars: 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: Clone Wars: 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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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Mercenary: This character can move only if it has no legal targets to attack from the space where it starts its move. (However, if it first defeats an enemy with a single attack and cannot then attack any others, it is free to move afterward.) If it moves into a position where it can attack, it does not have to end its movement there.

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(Fool) - Keep in mind Mercenary applies to characters with the Mercenary Special Ability, not necessarily with Mercenary in their name. This also applies for Nym's Commander Effect


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 Post subject: Re: Clone Wars: 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:02 pm 
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Mines 20: (An enemy that moves adjacent to this character takes 20 damage; save 11)

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 Post subject: Re: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Clone Wars: 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:03 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 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: Clone Wars: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 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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