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V-Set 9 War and Subterfuge & Diplomacy -Glossary & Mini-FAQ Options
swinefeld
Posted: Friday, January 23, 2015 9:18:49 PM
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Joined: 1/30/2009
Posts: 6,457
Location: Southern Illinois
Provisional Glossary for V-Set 9

(I am not anticipating any significant changes to this. I will add any needed items to the FAQ as they are identified and ruled on.)


Special Abilities

Advanced Warning

Allied Ewok characters gain the Relay Orders special ability while this character has line of sight to an enemy.

Amphistaff

When this character attacks an adjacent enemy and the enemy would be defeated by the attack, the enemy's special abilities which would allow it to make or grant attacks (such as Noble Sacrifice), deal damage (such as Self-Destruct) or prevent it's defeat (such as Avoid Defeat) do not take effect.

Blue Shadow Virus

Instead of this character's normal attack or attacks, it deals 10 damage to all living characters (enemies and allies alike) within 6 squares. Those characters are also considered to be "infected", and get a -2 penalty to their Speed rating for as long as they remain infected. Each time an infected character activates, it must attempt a save of 11. On a success, it is no longer infected. On a failure, it takes 10 damage and remains infected. This ability has no effect against characters with the Order 66 or Breath Mask special abilities at the time it is used. This ability can only be used once per skirmish.

Clumsy

Whenever this character rolls a save, subtract 4 from the result.

Defensive Stance +(#)

If this character counts as having activated during the current round, it gets a +[#] bonus to its Defense.

Defuse Bomb

Characters with the Self-Destruct special ability temporarily lose that ability while within 3 squares of this character.

Destabilizing Attack

When this character attacks, enemies' abilities whose names contain Shield do not affect this character or respond to its attacks.

Double Agent

Commander effects (of enemies and allies alike) that alter the number of activations per phase have no effect while this character remains in play.

Droid Scrapper +(#)

This character gets a +(#) bonus to Attack against Droid enemies

Galactic Alliance

Any character whose name contains Galactic Alliance, or who has the Galactic Alliance special ability. *Characters with the Galactic Alliance ability also count as characters whose names contain Galactic Alliance.

Hindering Wound

If this character attacks a living enemy and the attack hits, that enemy takes +10 Damage and gains Speed 4 for the remainder of the round. The enemy can negate this effect with a save of 11.

Hive Mind

If this character has at least 5 Killik allies remaining in play, whenever either player activates a character during a phase, at the end of that character's turn, that player must activate 1 extra character that counts as having the same name, if possible. Activating the extra character does not count towards the player's allowed number of activations that phase. The extra characters activated through this ability do not trigger this ability again, neither do immediate activations granted by other effects, nor characters activated for purposes such as combined fire or who are caused to be considered activated by other effects.

Instill Fear

When any character (enemy or ally) rolls a save while within 6 squares of this character, subtract 2 from the result.

Killik

Any character whose name contains Killik or that has the Killik special ability.

Laser Defense System

Whenever this character is hit by an attack made from farther than 6 squares away, it can avoid the damage with a save of 6.

Negotiation

Instead of this character's normal attack or attacks, choose 1 enemy character. Also choose 1 allied follower who has not yet activated this round. That follower must have a printed Damage rating greater than 0 and a printed cost at least 10 higher than the chosen enemy character's. Both chosen characters are subject to the effects defined on the card for the remainder of the current round.

Neo-Crusader

Any character whose name contains Neo-Crusader or who has the Neo-Crusader special ability. Characters named Cassus Fett and Canderous Ordo are also treated as if they have Neo-Crusader.

Overconfident

Each time this character makes a successful save roll, it gets a -1 penalty to its save rolls for the remainder of the skirmish. This effect is cumulative with each successful save. Roll the save, then subtract the total accumulated penalty to determine the save result.

Pacifism

Instead of this character's normal attack or attacks, choose a target enemy character within 6 squares. That enemy cannot make attacks for the remainder of the round. The enemy can avoid this effect with a successful save of 11.

Pinpoint Attacks

Instead of taking its normal turn, this character can move at double speed, then make an attack against 3 target enemies that have a lower point cost and are within 6 squares. Cover is ignored for targeting purposes. Determine all targets before making the first attack roll. If fewer than 3 legal targets are available, it attacks as many as it can. This character must move at least 1 square to use this ability.

Placed Order

During setup, after seeing your opponent’s squad, you can choose up to 30 points of characters with the Order 66 special ability. When this character is defeated, you may immediately add the chosen characters to your squad after removing him from the battle grid. These characters set up in or adjacent to the square this character occupied when he was defeated, or as close as possible otherwise. The chosen 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.

Presumed Dead

Once per skirmish, when this character would take damage that would reduce its Hit Point to half (or less) of its original amount, you may choose to immediately return it to its squad's starting area with its original Hit Points instead. If you choose not to use this ability, it does not trigger again later in the skirmish if damage is removed from this character. Resolve this ability only after all Bodyguard decisions have been made.

Rolling Attacks

On this character's turn, whenever it defeats an adjacent enemy by making an attack, this character can immediately move 2 squares and then make an attack at +4 Attack against another adjacent enemy. This movement does not provoke attacks of opportunity.

Rolling Fire

On this character's turn, if it defeats an enemy by making an attack, this character attempts a save of 11. On a success, it can immediately move 2 squares and then make an attack against a legal target. This movement does not provoke attacks of opportunity.

Secret Passage

Instead of this character's attack or attacks, choose an adjacent living Republic ally with a lightsaber and whose printed cost is equal to or lower than this character's. That ally gains the Force Phase Force power until the end of this character's next turn. If this character is defeated, the ally immediately loses Force Phase.

Sentry

Instead of its normal attack or attacks, this character targets a non-Unique enemy within line of sight, ignoring cover. For the remainder of the round, all characters in your squad (including this character) ignore cover for the purpose of targeting that enemy.

Shapeshifter

At the end of this character's turn, if it does not have line of sight to an enemy character, nonadjacent enemies cannot target it and do not treat it as the nearest enemy when choosing targets. This effect lasts until this the start of this character's next turn.

Shien Style

When this character is hit by a nonmelee attack, it can avoid the damage with a save of 11. If this character avoids damage in this way, the attacker takes 10 damage unless it makes a save of 11.

Siege Weapon

Instead of this character's normal attack or attacks, choose a square within line of sight and 12 squares. (You may not choose a pit or solid wall.) All characters (enemies and allies alike) in or adjacent to that square take 30 damage. Each affected character can reduce the damage to 10 with a save of 11. After resolving damage for all affected characters, any doors bordering that square are designated as open for the rest of the skirmish and cannot be closed with Override or similar abilities.

Skywalker Hunter

Whenever this character attacks an enemy whose name contains Skywalker, it gets a +4 bonus to Attack and a +10 bonus to Damage.

Victory Without War

Instead of its normal attack or attacks, this character deals 20 damage to a target enemy within 3 squares. The target may choose to avoid the damage and remove 30 damage instead, then attempt a save of 11. If the save fails, the target joins this character's squad for the rest of the skirmish.

Vote of No Confidence

Whenever an allied character is defeated, this character loses the listed special ability unless he makes a save of 6.

Wraith Squadron

If it is in the same squad as a character whose name contains Wedge or Kell Tainer, this character gains the Charging Assault +10 special ability. The character retains this bonus ability even if the other character is not currently in play (defeated, delayed entry to the battle map, and so on).

Yayax Squad

This character counts as a character with Order 66, but only for the purposes of commander effects. Special abilities that affect characters with Order 66 do not have any effect on this character. This character cannot be in an Imperial squad, such as through Emperor Palpatine, Sith Lord's commander effect. Abilities that force a character to change squads such as Betrayal would allow this character to be in an Imperial squad.

Yun-Ne'Shel Devotion

Each Yuuzhan Vong character in your squad (including this character) adds 2 to the result when it rolls a save, so long as that character has a Yuuzhan Vong ally within 6 squares. This effect ends when this character is defeated.

Yun-Yammka Devotion

On its turn, this character can choose to take 10 damage at the end of that turn. If it does, its next attack roll counts as an automatic hit, regardless of the roll result (even if it is a 1). This does not modify the roll itself, and effects that trigger based on the number rolled still take place. Declare this ability immediately before making the attack. Both this character and the target enemy fail all saves for the remainder of the turn. This ability is usable once on each of this character's turns.


Force Powers

Flamusfracta

(Force; 2 Force points) 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 40 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 Flamusfracta.

Force Burst 4

(Force; 4 Force points) Instead of taking its normal turn, a character using this Force power deals 30 damage to all characters (enemies and allies alike) within 6 squares. Line of sight is not needed, but you can't trace a path through a wall (count around it instead). This ability is not an attack, and the affected characters are not considered targets. Each character can reduce the damage to 20 with a save of 11.


Mini-FAQ:

Commander Effects

Q. Does the attack from Captain Shevu's immediate attack commander effect ignore the enemy's cover bonus?
A. No, cover is ignored for targeting purposes only.
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