Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/19/2009 Posts: 286
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could someone post them on here. cna't seem to get it to work. thank you
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Quote:Special Abilities and Force Powers
Cay’s Legacy: If this character is defeated by a Unique enemy, that enemy must make a save of 11; if the save fails, the enemy joins this character’s squad until the end of the skirmish. It takes no further actions this turn, even if it can make additional attacks.
Clamp: An enemy hit by this character’s attack takes +10 Damage and cannot voluntarily move this round. The enemy can avoid the damage and movement restriction with a save of 11. If the attack was triggered by an attack of opportunity, the target stops in the space it currently occupies or in the nearest legal space if the current space is an illegal position. The target is still subject to abilities and Force powers that cause involuntary movement, such as Force Push.
Deathstrike: This character gets a +10 bonus to Damage against an enemy who is adjacent to this character’s ally.
Defensive Plates: If this character does not move any distance on its turn, until the end of its next turn it gains Damage Reduction [#]. (When this character would take damage, reduce the damage dealt by [#]. 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.)
Dejarik: A Dejarik character is any character that has the Dejarik special ability. It can benefit from special abilities and effects that help Dejarik characters.
Enraging Screech: Dejarik allies get a +4 bonus to Attack while within 6 squares of this character.
Immobilizing Rend: This special ability applies to some characters that can make more than one attack against an adjacent enemy. If two of the character’s attacks hit the same enemy, that enemy cannot move this round.
Impulsive Twin Attack: If a Unique allied character is defeated, for the remainder of the skirmish this character gains Twin Attack. (This character makes a single extra attack whenever it makes an attack. This extra attack must be made against the same target as the original attack; if the original target was defeated by the first attack, this character cannot attack it again. Twin Attack even affects multiple attacks granted by special abilities and Force powers. However, the extra attack from Twin Attack does not stack with itself; that is, a character doesn’t get another attack after making the extra attack from Twin Attack.)
Long Shot 20: This character gets a +4 bonus to Attack and a +20 bonus to Damage with its attacks as long as it has half its starting Hit Points or fewer.
Merciless 20: This character gets a +20 bonus to Damage on attacks against an enemy that has half its starting Hit Points or fewer.
Painful Screech: Instead of making its normal attack or attacks, this character deals 10 damage to all characters (enemies and allies alike) up to 3 squares away. Using this special ability is not an attack and does not require an attack roll.
Protective Aura: This ability confers Avoid Defeat on adjacent Dejarik allies. (If this character is defeated, it makes two saves, each needing a roll of 11 to succeed. If both saves are successful, the character is not defeated; instead, it remains in play with 10 Hit Points.)
Smuggler’s Luck: If this character is adjacent to a Dejarik character (enemies and allies alike) at the start of a round, 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 Smuggler’s Luck again on the reroll). You can do this only once, regardless of the number of characters in your squad that grant you two initiative rolls (with special abilities such as Recon or Smuggler’s Luck).
Strong-Willed: This character cannot be targeted by any enemy’s use of the Jedi Mind Trick Force power.
Teräs Käsi Style: Whenever this character would take damage from a melee attack, reduce the damage dealt by 10. Resolve this ability only after all Bodyguard decisions have been made.
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