A PDF download version is coming in the future. This should help out with rules questions until it's ready.
Errata now included, highlighted in gold.
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Special Abilities
Advanced Shields [#]: When this character would take damage from any source, make [#] saves, each needing 6 to succeed. For each successful save, reduce the damage dealt by 10. This ability is resolved only after all Bodyguard decisions have been made. Battering Charge +[#]: Instead of taking its normal turn, this character can move up to twice its speed and, after moving, attack every legal target once at +[#] Damage. Push back Huge or smaller characters hit by the attack to 2 squares from this character. This movement does not provoke attacks of opportunity. It must move at least 1 square to use this special ability. Beskar’gam: When this character would take damage, it makes a save of 11. If the save is successful, reduce the damage dealt by 10. Resolve this ability only after all Bodyguard decisions have been made. Black Ops: Enemy commander effects that alter the number of activations per phase have no effect. Close-Range Targeting Computer: This character gets +10 bonus to Damage against an adjacent enemy. This bonus applies only to characters that have a Damage value greater than 0. Dark Spirit: This character is an insubstantial spirit of pure Force. It ignores all terrain and can move through enemy characters (and enemy characters can move through it), as long as no character ends its move in the same space as another character. It cannot end its turn in a wall or solid object (a space bordered by magenta lines). It does not provide cover, and it cannot open doors nor hold them open. It cannot attack or be damaged, and does not count as a legal target, as the nearest enemy, or as adjacent to other characters. This character cannot score victory points for occupying specified areas in scenarios that include such victory conditions. It is not affected by commander effects. During setup, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Sith Rage as long as it is within 4 squares of this character. This character is defeated if the chosen ally is defeated. Instead of making its normal attack or attacks, an enemy within 6 squares can spend 1 Force point to defeat this character. This character can avoid this effect with a save of 11. Distraction: Enemy commander effects have no effect on enemy characters adjacent to this character. An adjacent enemy commander has its commander effects suppressed. (It still counts as a commander.) Drain Force: Instead of making its normal attack or attacks, this character can target an enemy with a Force rating up to 2 squares away. The target loses 1 Force point and this character gains 1 Force point; this can bring the character’s Force point total above its starting number. The target must have at least 1 Force point remaining. Droid Hunter: +4 Attack and +10 Damage against Droid enemies. Embrace of Pain: For each 10 damage currently on this character, it gets +1 Attack and +1 Defense. Expert Harpoon Gunner: Instead of making its normal attack or attacks, a target enemy within 6 squares with Mounted Weapon cannot move this round. The enemy can avoid the effect with a save of 16. If the save is less than 11, the target enemy also has –4 Defense and automatically fails saves the rest of the round. Gambler’s Luck: Once per turn, this character can reroll an attack, adding +4 to the result. If the attack misses, this character takes 10 damage. Geonosian: A Geonosian is any character with the word “Geonosian” in its name or that has the Geonosian special ability. Indiscriminate: When this character attacks an adjacent enemy, it ignores enemy abilities and commander effects that prevent targeting and attacking. These attacks cannot be redirected. Laminanium Armor: Each time this character activates, it immediately removes 10 damage from itself. Laminanium Armor can’t raise this character’s Hit Points above its starting amount. Leia’s Bodyguard: If a character whose name contains Leia is an adjacent ally and would take damage from an attack, this character can take the damage instead. Jedi Reflexes: This character can make an attack of opportunity against an enemy character that moves into or out of an adjacent square. Characters with special abilities that ignore characters while moving are subject to this ability. Mandalorian Reinforcements [#]: During setup, after seeing your opponent’s squad, you can add up to [#] points of Mandalorian characters to your squad. 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 you are scoring points for defeats, or in a tiebreaker, defeating these extra characters doesn’t score points. Master of Pain: Whenever this character deals damage to a living enemy, the character joins your squad for the rest of the round. The character can avoid this effect with a save of 11. On a roll of a natural 1, the character joins your squad for the rest of the skirmish instead. Master Shaper: Choose one Yuuzhan Vong ally, that character gets +4 Attack and +10 Damage and gains Demolish for the rest of the skirmish. The extra damage is not considered a "bonus" for the purpose of critical hits, but rather a temporary increase to the printed Damage rating, so it can be multiplied by other effects. Reprogram: Instead of making its normal attack or attacks, an adjacent target enemy Droid is considered reprogrammed and joins this character's squad. The enemy may avoid this effect with a save of 11. Each time the reprogrammed character would activate, it must first attempt a save of 11; on a failure, that character takes 10 damage, remains unactivated, rejoins the original squad, and is no longer reprogrammed. Rookie: This character gets +2 Attack and +2 Defense while within 6 squares of an allied commander. Rout: Whenever a character in your squad defeats an enemy commander, move each other enemy within 6 squares of that commander up to its Speed away from the Commander’s square. This movement does not trigger attacks of opportunity. When moving enemy characters, use the same rules as for pushing. Stunning Screech: Instead of making its normal attack or attacks, all living enemies within 2 squares are considered activated this round and cannot make attacks of opportunity this turn. Enemies may avoid both effects with a save of 11. Huge or larger characters ignore both effects. Tactician +[#]: Add +[#] to the initiative roll except on a roll of 1. Abilities based on a particular roll (such as Reserves) and ties are resolved based on the modified number. If a tie requires rerolling initiative, this ability cannot be used again on the reroll. Telepathic Insight: During setup, after seeing your opponent’s squad, you may choose one enemy commander effect. This character gains this commander effect and any faction specific effects become Yuuzhan Vong specific effects. Any character name in the chosen commander effect becomes Yammosk War Coordinator. Twin Blaster [#]: Instead of making its normal attack or attacks, this character can make two attacks against a single enemy target in line of sight, ignoring the Melee Attack restriction, at the specified Attack value, dealing [#] Damage. This counts as a nonmelee attack for purposes of effects such as Lightsaber Deflect and Molecular Shielding. Twin Attack does not stack with this ability, and the second attack is resolved using the same rules as Twin Attack. Vongsense: Ignore Force Immunity of Yuuzhan Vong enemies. Vong Hunter: This character gets a +4 bonus to Attack and a +10 bonus to Damage against Yuuzhan Vong enemies. Yuuzhan Vong War Coordinator: Characters’ (including this character) special abilities that grant bonuses to Yuuzhan Vong within 6 squares have unlimited range. Characters’ (including this character) commander effects normally limited to 6 squares have unlimited range for affected Yuuzhan Vong. You may not have more than one character with Yuuzhan Vong War Coordinator in your squad.
Force Powers
Force abilities: Some characters have Force powers that remain in effect beyond that character's turn. These are called Force abilities. A Force ability remains active for the designated time. Force abilities cannot be cancelled unless the character is defeated, or at the moment the ability is activated (if a character with a Force canceling power like Force Absorb or Force Defense is within the required range at the time of activation). Force abilities that don't last until the end of the skirmish are negated prematurely if the character using it rolls a save, spends Force points, makes an attack, or is dealt damage. The ability immediately ends if the character joins an opponent's squad. Characters with Force Immunity ignore Force abilities. Advanced Battle Meditation: (Force; 3 Force points) Instead of taking its normal turn, until the start of this character’s next turn, this character gains the following Force ability: Allies get +10 Damage and enemy commander effects have no effect. This damage bonus applies only to characters that have a Damage value greater than 0. Dark Aura: (Force; 1 Force point) Instead of making its normal attack or attacks, for the rest of the skirmish, this character gains the following Force ability: Enemy characters within 6 squares get –4 to all saves. Force Detonate: (Force) When this character is defeated, each character within 4 squares takes 40 damage. Affected characters can make a save of 11 to reduce the damage to 20. Force Dominate: (Force; 2 Force points) Instead of making its normal attack or attacks, this character can take control of a target living character, even one who has already been activated this round. (This does not count as an activation.) The target character takes a turn as though it were on the acting player’s squad but cannot move. It can resist this effect with a save of 11. Determine legal targets normally for enemy characters; any allied character in line of sight is a legal target. Force Meditation: (Force; 1 Force point) Instead of taking its normal turn, for the rest of the round, this character gains the following Force ability: Allied characters get +4 Attack and enemy characters get –4 Attack. Force Withdrawal: (Force; 1 Force point) Until the start of this character’s next turn or until it spends a Force point, it gains Force Immunity. This ability is useable only on this character’s turn.
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Last edited by NickName on Tue Jan 11, 2011 9:05 pm, edited 10 times in total.
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