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 Post subject: Galaxy at War: Special Abilities
PostPosted: Tue Apr 22, 2008 6:55 pm 
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Special Abilities (63)


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Accurate Shot: This character can attack an enemy with cover even if it's not the nearest enemy. The enemy still gains a +4 bonus to Defense from cover.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Ambush: On its turn, this character can move and then make all of its attacks against a single enemy who has not activated this round. Many abilities that grant extra attacks, such as Triple Attack, require the character not to move, but Ambush lets it move and make extra attacks as long as all are against the same enemy.

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(Jedi1972) Ambush was always confusing to me at first. I came to realize that it basically makes Double Attack like Twin Attack when moving
(Fool) Basically meaning you can move up to your regular speed (so if you had speed 8 you can move 8 squares. Then you can make all your regular attacks (Double, Triple, etc...) against an UNACTIVATED opponent.


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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Bloodthirsty: This character gets +10 Damage on melee attacks against an enemy that has half its starting Hit Points or fewer.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Bodyguard: If an adjacent allied character would take damage from an attack, a Bodyguard character can take the damage instead, even if it is not a legal target for the attacker. A Bodyguard character can't use this special ability when an adjacent ally takes damage from something other than an attack, such as [url - SET SPECIFIC]Grenades[/url]. If the original target has the Shields special ability, you must decide whether a Bodyguard character will take the damage before the original target rolls for Shields. A special ability whose name includes Bodyguard (such as Emperor's Bodyguard) is treated as the Bodyguard ability for all purposes except as noted on the stat card.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:56 pm 
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Bounty Hunter +[#]: Bounty Hunter characters get a +[#] bonus to Attack against Unique characters.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Close-Quarter Fighting: This character gains +4 attack against adjacent enemies.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:57 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:57 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Cyborg: A Cyborg character counts as living and as both a Droid and a non-Droid. This means it benefits from effects that target Droids (such as Repair) in addition to other kinds of effects (such as Heal). However, a Cyborg character is also vulnerable to harmful effects that don't normally affect Droids (such as critical hits) as well as those that specify Droids only (such as Ion Gun 20). Cyborgs can be affected by commander effects.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:57 pm 
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Damage Reduction [#]: When this character would take damage, reduce the damage dealt by the listed amount. 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:58 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:58 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:58 pm 
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Density Projector: This character ignores effects that force movement. This ability cancels only the forced movement; damage and other non-movement results of the effect are still applied. For example, a character with Density Projector who is targeted by Force Push would still take damage from the power.

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:58 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:58 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:59 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: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Droid Mark: When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that characters gains Draw Fire[If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11]

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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:59 pm 
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Electrostaff +[#]: (+[#] 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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 Post subject: Re: Special Abilities 75 Slots
PostPosted: Tue Apr 22, 2008 6:59 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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