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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:04 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: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 pm 
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Missiles [#]: Instead of making its normal attack or attacks, this character can target an enemy within line of sight. 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 Missiles.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 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: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 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: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:05 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: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:09 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: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:10 pm 
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Pathfinder: Allies are not slowed by difficult terrain within 6 squares of this character.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:10 pm 
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Pheromones: This special ability cancels an attack made by a living enemy within 6 squares against this creature. The attacker can resist this effect with a save of 11. Roll the save immediately after the attack is declared but before making the attack roll. That attack is still considered to have been made this turn, and the affected character still spends Force points (if any) used in that attack.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Tue Apr 22, 2008 7:10 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: Special Abilities 50 Slots
PostPosted: Tue Apr 22, 2008 7:10 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: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:05 pm 
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Recon: If any character in the same squad with this special ability (including this character) has line of sight to an enemy, you can roll twice when making an initiative check and take either result. If you end up tied for initiative, both players reroll (you can use Recon to roll twice on the reroll). You can do this only once, regardless of the number of characters with Recon in your squad.

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(Ruhk): If a character in your squad has Recon and has LOS to an enemy Light Spirit; then at the initiative roll, Recon is in effect.


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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:07 pm 
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Relay Orders: Each allied commander can count distance from this character as well as from itself for the purpose of commander effects

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:08 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: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:09 pm 
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Sniper: When making an attack, this character ignores characters other than the target enemy for purposes of cover. Ignore intervening characters when determining both whether that enemy is a legal target, and whether it gains the +4 bonus to its Defense from cover. This ability does not allow the attacking character to ignore terrain that provides cover.

For example, the Nikto Soldier has Sniper. He can shoot past a Clone Trooper and attack the Clone Trooper Commander behind that Clone Trooper, and the Commander does not get a +4 bonus to Defense. However, if there were low objects between the Clone Trooper and the Clone Trooper Commander, the Nikto Soldier would still not be able to target the Commander.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:09 pm 
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Speed [#]: This character can move [#] squares and attack during its turn or move 2 x [#] squares without attacking. A speed under 6 is considered a penalty, and a character with multiple speeds (for example, due to a commander effect) and a speed penalty must use the slowest speed. A speed over 6 is considered a bonus, and characters with multiple speeds but no speed penalty may use the fastest speed.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:10 pm 
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Squad Assault: +4 Attack while 3 allies with the same name as this character are within 6 squares

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:11 pm 
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Squad Cover: +4 Defense while 3 allies with the same name as this character are within 6 squares.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:11 pm 
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Stable Footing: This character can move into terrain that slows movement (such as difficult terrain and low objects) without paying the extra movement cost.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:12 pm 
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Stealth: If this character has cover, it does not count as the nearest enemy for choosing targets if the attacker is more than 6 squares away. A character can attack an enemy with cover only if that enemy is the nearest. If this character would be the nearest enemy, the next-nearest enemy counts as the nearest instead. Follow the normal rules for cover if the character with Stealth is within 6 squares of the attacker.

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 Post subject: Re: Imperial Entanglements: Special Abilities
PostPosted: Wed Mar 18, 2009 3:13 pm 
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Swarm +[#]: This character gets a +[#] bonus to Attack against an enemy for each other allied character with the same name as itself that is adjacent to that enemy. It gets this bonus even on attacks of opportunity.

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