Errata
This section contains rules corrections and official errata for
the Star Wars Miniatures Game Starter Sets, the
AT-AT Imperial Walker, and the Clone Strike, Revenge of
the Sith,Universe,Champions of the Force, and
Bounty Hunters Booster Packs. These corrections
will be incorporated into future editions of the game rules.
Ally/Allied The definition of an allied character
should specify that it is another character in your or a teammate's
squad. This solves difficulties with several special abilities and
Force powers, such as Impulsive Shot.
Bodyguard 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.
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.
Dark Armor 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. Attacks by adjacent enemies with lightsabers, or
with the Lightsaber Throw Force power, ignore this special
ability.
Disintegration Against Huge or larger targets, the
attacker gets +40 Damage instead of defeating the target. (Add the
bonus damage after multiplying.)
Disruptive Enemy commander effects have no effect (on
enemies and allies alike) within 6 squares of this character.
Characters within 6 squares cannot receive the benefits (or
penalties) of enemy commander effects until they move out of range.
An enemy commander within 6 squares has its commander effects
suppressed until it moves out of range. (It still counts as a
commander.)
Living Characters A living character does not have the
Mounted Weapon ability and is either a non-Droid or a Cyborg.
Certain special abilities in previously published sets affect only
living characters: Dominate, Emergency Life Support, Force Heal,
Heal, Homicidal Surgery, Kouhun Infestation, Paralysis, Pheromones,
and Poison.
Melee Reach 2 A character with Melee Attack and Melee
Reach 2 can attack enemies within 2 squares as though they were
adjacent, although those enemies are not adjacent when determining
other effects (such as Force Lightning). Such attacks still count as
melee attacks for purposes of effects such as Lightsaber Block. The
attacking character must still follow the normal rules for choosing
legal targets. (Thus, an adjacent enemy prevents this character from
attacking an enemy who is 2 squares away.) It can make attacks of
opportunity only against enemies who move out of adjacent
squares.
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 the usual distance the character
could normally move when attacking (or using an ability that
replaces attacks). This total movement can be increased by commander
effects, Force powers, and so on.
Molecular Shielding When hit by an attack from a
nonadjacent enemy, the attacker makes a save of 11. If the save
fails, this character takes no damage and the attacker takes damage
equal to the prevented damage.
Recon Replace the words "allied character" with
"character in the same squad." The intent of this ability is to
allow an initiative reroll if any character in your squad has
Recon.
Replaces Turn Some Force powers or special abilities
have "replaces turn" as a special cost. When using such an ability,
the character gives up its normal turn. End-of-turn effects are
resolved normally after using the ability that replaces the
character's turn. A character cannot use a special ability or Force
power that replaces attacks in the same turn that it uses a special
ability or Force power that replaces its turn.
Speed X During its turn, this character can move X
squares and attack (or use an ability that replaces attacks) or move
2X squares without attacking.
Tow Cable Tow Cable can be used to move only Medium or
smaller characters.
Wookiee A Wookiee is any character with the word
"Wookiee" in its name. Chewbacca and Tarfful also count as
Wookiees.
Ysalamiri Characters within 6 squares cannot spend
Force points. Characters within 6 squares gain Force
Immunity.
AT-AT Imperial Walker
AT-AT Imperial Walker (Imperial, 1/1) Heavy Laser
Cannon (1 activation: Make 2 attacks, Attack +6. On a hit, 60
damage to target; each character adjacent to that target takes 20
damage, save 11. On a miss, 20 damage to the target, save 11; each
character adjacent to that target takes 20 damage, save 11.)
Clone Strike Booster Pack
ARC Trooper (Republic, 4/60) Add the following:
Order 66
Darth Sidious (Separatist, 36/60) Add the following
after Unique: (Counts as Emperor Palpatine)
General Kenobi (Republic, 12/60) Add the following
after Unique: (Counts as Obi-Wan Kenobi)
Revenge of the Sith Booster Pack
Yoda, Jedi Master (Republic, 24/60) Add the following
to Force Valor, immediately following Force 2: , replaces
attacks
Dark Side Adept (Imperial, 57/60) Add the
following: Force Powers Force 2
Darth Tyranus (Separatist, 29/60) Add the following
after Unique: (Counts as Count Dooku)
Universe Booster Pack
ASP-7 (Fringe, 14/60) Add the
following: Droid (Immune to critical hits; not subject to
commander effects)
Grand Admiral Thrawn (Imperial, 38/60) The two allies
that can be switched with his commander ability must have the same
base size; for example, two Huge characters can switch position, but
not one Large and one Huge character.
Bounty Hunters Booster Pack
ISP Speeder (Republic, 1/60) Add the following:
Order 66
Komari Vosa (Fringe, 39/60) Add the following:
Melee Attack
Frequently Asked Questions
The rest of this article contains answers to the most important
questions players might ask about rules in the Star Wars
Miniatures Game Starter Sets, the Attack on Endor
Scenario Pack, and the Rebel Storm, Clone Strike,Revenge of the Sith,Universe,Champions of the Force, and Bounty Hunters
Booster Packs. (Many of these questions
were originally answered in Jedi Counseling 100 and earlier.)
AT-AT Imperial Walker
We had so many questions about this one character that we decided
to collect them all in a single section.
Q: How do I determine the arcs of fire for turrets and
towers on the AT-AT battle map? The diagrams in the rules booklet
suggest that the arcs depend on the slight angles of the images on
the map, which are troublesome to define. Wouldn't it be better if
the arcs followed the grid lines or grid intersections exactly?
A: A tower can shoot anything within a 90-degree arc,
whose direction depends on the tower's facing. Extend lines along
the gridlines from the tower's edges. All the towers can attack the
center of the map.
Turrets have 180-degree fields of fire. Extend a line along the
gridline bordering the turret's rear face.
Q: If I target an AT-AT with Grenades or Missiles, do all
adjacent characters really take damage too? There could be a lot of
adjacent characters, or two adjacent characters that are very far
away from each other.
A: Yes. Even in this situation, all adjacent characters
are still affected.
Q: Can turrets and towers make saves against Grenades,
Missiles, Heavy Laser Cannon, and so on? The rulebook isn't clear on
this matter.
A: Turrets can make saves, but towers never do.
Q: Do turrets and towers count as characters for any
purpose? Do they count as allies or enemies (particularly the
nearest enemy)? The AT-AT rulebook suggests that turrets probably
count as characters ("Treat a turret as a character with the Mounted
Weapon special ability"), but it's unclear whether towers do.
Turrets activate, which also suggests they count as characters. This
comes up in the context of Grenades, Missiles, and Heavy Laser
Cannon; those abilities can damage "characters" adjacent to the
target, so if turrets and towers don't count as characters, they
can't take splash damage.
A: Turrets count as characters for all purposes. Towers
count as characters only for the purpose of combined fire. Turrets
take splash damage, towers do not.
Q: When characters enter the Hoth base on the AT-AT map,
do their commander effects and special abilities continue to
function? Ditto for characters who have boarded the AT-AT.
A: No, and no.
Q: Do characters aboard the AT-AT or inside the Hoth base
activate? If so, can they perform any meaningful actions? (Even if
they can't perform any meaningful actions, I might still want to
activate them as part of an activation control strategy.)
A: No, and no.
Q: What happens when the AT-AT is affected by Shockwave?
Does it lose one of its activations?
A: It loses one of its activations for the turn, getting
five activations instead of six.
Q: How do I resolve effects that grant an immediate turn
to the AT-AT? Unlike normal characters who take turns when they
activate, the AT-AT rules don't use the word "turn" to describe any
of the actions an AT-AT can take. Can an effect that grants an
immediate turn allow an AT-AT to move more than four times in a
round, or use its Heavy Laser Cannon more than once per round?
A: The AT-AT would get to use one of its unused activation
markers. Such an effect still does not allow the AT-AT to fire a
weapon system more than once or move more than four times in a
turn.
Q: When resolving the AT-AT's stomp, if a character
succeeds on its save but there isn't enough room to place it
adjacent to the AT-AT, where do I place the character?
A: Place the character as close as possible to the
AT-AT.
Q: When the AT-AT is transporting characters, the rules
allow it to open its hatch instead of one of its activations during
the round. However, disembarking characters are placed on the battle
grid before my first activation of the round. The implication is
that in order for characters to disembark, the AT-AT must be
kneeling with an open hatch at the end of a round. Is this
correct?
A: Characters can disembark only if the AT-AT is kneeling
with an open hatch at the beginning of a round.
Q: The third paragraph of the AT-AT Scenarios section of
the rulebook says the AT-AT player sets up his forces first.
However, the Defend the Generator scenario description says the
AT-AT sets up last. Ditto for the Assault on the Generator scenario.
Which one is right?
A: When the AT-AT is advancing on a fixed position such as
the Shield Generator or the entrenched Rebel position, the Rebels
set up first. If the scenario does not make use of the Shield
Generator, Towers, or Turrets, the AT-AT side sets up first.
General Questions
Q: How is the Star Wars Miniatures Game
different from the Star Wars Roleplaying Game?
A: In general, it is a streamlined version of the
Star Wars Roleplaying Game combat rules, simplified so
that it's easier to run several different characters at once and
play through a battle quickly. Here are some specific features.
Initiative: Each round, you roll initiative for your whole
squad. You don't roll for each individual characte?. Each round,
players take turns activating 2 characters at a time until all the
players have activated all their characters.
Movement: During its turn, a character can move up to 6
squares and attack, attack and then move up to 6 squares, or move up
to 12 squares (but not attack).
Damage: All damage and hit points are measured in
multiples of 10. A Stormtrooper, for example, has 10 Hit Points and
deals 10 points of damage with its blaster rifle.
Force Powers: Some characters have a Force rating, which
is the number of points they can spend to use Force powers, reroll
bad rolls, or move faster.
Q: Sometimes a card's rules text isn't quite the same as
the description in the glossary or a rules insert. Which takes
precedence?
A: In general, a glossary entry expands upon the rather
terse language printed on the stat card. It does not supersede the
card's text. Card text always trumps glossary text unless the
glossary specifically mentions overriding card text, or published
errata or an FAQ confirms that the glossary is correct. When there
is no hint text for an ability that normally has it (as is the case
on simple abilities such as Double Attack on crowded stat cards),
the glossary definition or the most recent errata is the final
authority.
Etiquette
Q: Is it legal to keep my characters' stats secret during
play? The rules say that you "reveal your squad" just before placing
terrain. Is it good enough to just tell my opponent the names of my
characters, so I can save some of their abilities as a surprise
later?
A: No. Your stat cards must be made available to other
players on request.
Maps
Q: There are some red wall lines in the Airlock starting
area on the Revenge of the Sith starter map that block line
of sight, but there isn't very much artwork that supports this. Do
they really count as walls?
A: Unfortunately, there is some artwork missing from the
map edges. The lines are still correct and they still count as
walls.
Q: On the Revenge of the Sith starter map, one
square of the chasm in the Power Regulation Chamber is marked as low
objects. (The artwork in that square shows a droid working on one of
the columns.) Can a character with Flight end its move in that
square?
A: Yes. That square is not part of the pit because the
orange line that delineates the pit does not include it. Thus, a
Medium or smaller character with Flight can end its move in that
square. A Large or larger character cannot end its move in that
square, since some of its base would end up in a pit square.
Q: Certain wall lines on some maps go slightly beyond a
corner into another square. How do these affect line of sight, and
how do they affect characters trying to pass through the door (for
example, a Rigid Huge character)?
A: These have no effect. Terrain lines are considered to
end at the appropriate corner if they are slightly too long or
short.
Building a Squad
Q: When building a squad, is it legal to mix characters
from different sets? For example, can you add Fringe characters from
the Rebel Storm set to a Separatist squad? Can you make an
Imperial squad that contains characters from Rebel Storm and
Revenge of the Sith?
A: Yes, mixing sets is legal so long as you follow the
normal squad-building rules. When building a squad, you start by
choosing a faction. Characters of any set from that faction and from
the Fringe faction are legal in your squad.
Q: When building a squad, can you mix in characters from
factions other than Fringe? Can you put Imperial characters in a
Separatist squad or put Republic characters in a Rebel squad?
A: No. According to the rules, you build a squad by
picking a faction and then ?hoosing characters from that faction as
well as from the Fringe faction. Rebel, Republic, Separatist, and
Imperial are all different factions, so you cannot put Imperial
characters in a Separatist squad or Republic characters in a Rebel
squad (or vice versa).
Setup
Q: What do I do if my squad contains too many characters
or characters who are too big to all fit in the designated starting
areas?
A: Place as many characters as you can in the starting
area, then any remaining characters in adjacent squares as close as
possible to that area. Set up Huge characters first, then Large,
then Medium and Small characters.
Q: If I start the battle with a character next to a door,
is the door open?
A: Yes. Doors adjacent to characters after setup are open
prior to the first activation.
Characters
Activating Characters
Q: Can a character choose to do nothing when it
activates?
A: Yes, a character can stand still without making any
attacks or using any special abilities.
Facing
Q: Does it matter which way my miniatures face on the
battle grid? Can enemy characters sneak up "behind" my characters to
gain a bonus on attack rolls or damage?
A: No. There is no facing in the Star Wars
Miniatures Game. All characters can see, react, and fight
equally well in all directions, so it doesn't matter which direction
your miniatures face.
Initiative Check
Q: After rolling initiative in a multiplayer skirmish
(three or more players), how do you determine which player goes
first, second, third, and so on?
A: The player with the highest initiative check result
chooses who goes first in the round. Play goes clockwise around the
table from the first player.
Q: What happens when there's a tie between nonwinning
rolls in a multiplayer game? Do those players need to reroll, and if
so, can a reroll beat the original winner?
A: Reroll all ties. Yes, you can beat the original winner,
and the winner can be forced to reroll if a later roll ties the
original winner's roll. Basically, keep rerolling until every player
has a different result. Once that happens, then determine if any
initiative-based abilities (such as Reserves) are triggered.
Rounds, Phases, and Turns
Q: The glossary definitions of Pawn of the Dark Side and
Dominate say that the immediate turn does "not count as an
activation for the chosen character." What exactly does this
mean?
A: A character can take the immediate turn granted by Pawn
of the Dark Side and Dominate even if it has already activated
earlier in the round. In addition, if the chosen character has not
yet activated in the round, the immediate turn does not prevent it
from activating normally later in the round. The immediate turn does
not count against the normal limit of 2 activations per phase. Also,
because this does not count as an activation, the chosen character
does not benefit from any special abilities or Force powers (such as
Force Renewal) that trigger on activation. Similarly, taking the
immediate turn does not protect the chosen character from abilities
such as Cunning Attack and Advantageous Attack, which work against
characters who have not yet activated in the round. However, the
immediate turn is still a turn, and the character can take advantage
of things that happen at the end of its turn (such as Door Gimmick
and certain commander effects) or abilities that apply on its turn
(such as Regeneration).
Movement
Squeezing
Q: What exactly can a character squeeze past? In other
words, what counts as an "obstacle" for purposes of the squeezing
rule? Can a character squeeze to move through an area even if it
does not need to?
A: A character can squeeze only between magenta lines
and/or orange lines (walls and pits). It cannot squeeze between low
objects, characters, and so on.
Attacks
Q: How do you tell the difference between ranged and melee
attacks? Han Solo and Padmé Amidala have blasters, so does that mean
they are making ranged attacks even against adjacent enemies, or are
they considered to be making melee attacks in these situations? What
about Aurra Sing, who has a blaster and a lightsaber? Is she
considered to be making melee attacks when she uses her Lightsaber
Sweep ability?
A: There is no such thing as a "ranged attack" in the
skirmish game. (Neither the rulebook nor any of the stat cards ever
refer to "ranged attacks.") The rules do make a differentiation
between "melee attacks" and "nonmelee attacks." Melee attacks are
attacks made by characters with the Melee Attack special ability.
Nonmelee attacks are attacks made by characters without the Melee
Attack special ability. It doesn't matter whether the character is
adjacent to the target. If it doesn't have Melee Attack, the attack
is a nonmelee attack. Specifically, since Han Solo and Padmé Amidala
don't have the Melee Attack special ability, they make nonmelee
attacks even when they attack adjacent enemies. Likewise, since
Aurra Sing doesn't have the Melee Attack ability, all of her attacks
(including her Lightsaber Sweep attacks) are considered to be
nonmelee attacks.
Q: Various characters (including Mon Mothma and Captain
Antilles) have commander effects that increase the damage dealt by
their followers in certain situations. Would this allow a character
who normally deals 0 damage to make attacks under the right
circumstances? For example, if Captain Antilles is within 6 squares
of an allied Polis Massa Medic, can that Medic attack Fringe enemies
for 10 damage? Similarly, if Mon Mothma is within 6 squares of a
Zabrak Fringer when it is defeated, can the Fringer make an
immediate attack that deals 10 damage?
A: Yes.
Q: What exactly counts as an attack? Many defensive
abilities say they work against "attacks." Does this mean they work
against every sort of offensive ability?
A: An attack is rolling a d20, adding the character's
Attack number (including modifiers), comparing to the target's
Defense, and dealing damage equal to the attacker's Damage number
(including modifiers). If an offensive ability isn't resolved that
way, it doesn't count as an attack. Thus, many defensive abilities
cannot protect against abilities such Missiles, Grenades, Force
Lightning, and so on because they're not attacks.
A character can attack an enemy as part of its turn or as an
attack of opportunity. Some Force powers, special abilities, and
commander effects also allow a character to make an attack or
attacks, as noted in its description.
Range
Q: Is there a range limit to attacks? This isn't discussed
in the rules.
A: There is no range limit for attacks. The only
requirement is that you have line of sight to a legal target.
However, some special abilities do have range limits. For example,
Grenades has a range of 6 squares, and a character with Melee Attack
can attack only adjacent opponents.
Q: Why isn't there a range limit or range modifier?
Wouldn't that be more realistic than assuming that a blaster pistol
and a blaster rifle have the same range?
A: Range limits and range modifiers were intentionally
left out of the miniatures game to keep it quick to play and easy to
learn. Having to count squares on every single attack slows things
down quite a bit! If you want that level of detail (and more), the
Star Wars Roleplaying Game has what you need. If you
wish, you can adapt the range rules in the roleplaying game to the
miniatures game as a house rule.
Extra Attacks
Q: Must a character with Double or Triple Attack make all
its attacks against the same enemy? This would mean a character who
destroys an enemy with its first attack effectively loses its
successive attacks.
A: No, a character can make its attacks against different
enemies if you wish. Choose the target of each attack right before
the attack is made.
Q: Double Attack allows a character to make an extra
attack if it does not move on its turn. Could Obi-Wan Kenobi spend 1
Force point to use Lightsaber Sweep, then not move and therefore
make an extra attack with his Double Attack ability? Could Darth
Vader, Sith Lord do a similar thing with his Triple Attack
ability?
A: No. Double Attack and Triple Attack can be used only if
the character attacks normally on its turn. It can't use these
special abilities on a turn when it uses some other ability that
replaces attacks.
Attacks of Opportunity
Q: When a character provokes an attack of opportunity for
leaving a square adjacent to an enemy, must it decide on the
destination square before the attack of opportunity is resolved, or
can it wait until afterward to choose the destination square?
A: The destination square has to be chosen before
resolving the attack of opportunity.
Q: When your character leaves a square adjacent to an
enemy, it provokes an attack of opportunity. Does this attack of
opportunity occur even if your character remains adjacent to the
enemy? For example, Darth Vader moves and becomes adjacent to a
Rebel Trooper. If he continues moving but remains adjacent to the
Rebel Trooper, does the Trooper still make an attack of
opportunity?
A: Yes. A character makes an attack of opportunity if an
enemy leaves an adjacent square, even if the enemy is moving into
another adjacent square.
Q: In the above example, if Darth Vader were to keep
moving through squares adjacent to the Rebel Trooper, would the
Trooper be able to make more attacks of opportunity?
A: No. A character makes only one attack of opportunity
during a given character's turn. So even if your character moves all
the way around an enemy to the other side (moving out of 4 adjacent
squares), the enemy gets only a single attack of opportunity against
it. (If this movement provokes attacks of opportunity from different
characters, of course, they each get to attack once.)
Q: A player told me that a character can make only one
attack of opportunity per round. Thus, you could sacrifice an
inexpensive character to "use up" an enemy's attack of opportunity,
allowing the next character to move by freely. But the attack of
opportunity rules say a character can make one attack of opportunity
per turn, not per round. The other player says that turns and rounds
are the same thing. Who is right?
A: You are correct. Turns and rounds are different. (See
the Skirmish Basics section of the rulebook.) A character can make
only one attack of opportunity per turn, but it can make any number
of attacks of opportunity in a round. In other words, during any
character's turn (while it is activated), each enemy could
potentially make one attack of opportunity against it. So the
"sacrifice" tactic doesn't work -- the first character provokes
attacks of opportunity, the next one provokes more, and so
on.
Q: What Force powers and special abilities can a character
use or take advantage of when making an attack of opportunity? Does
a character with Bounty Hunter get a +4 bonus on attacks of
opportunity against Unique enemies? Does a character with Double
Attack get 2 attacks of opportunity? Can a character use Lightsaber
Sweep to attack multiple enemies on an attack of opportunity?
A: A character can use any Force power or special ability
on an attack of opportunity, except those that replace attacks and
those that can be used only on a character's own tur?.
For example, the following are some of the Force powers and
special abilities that cannot be used on an attack of
opportunity because they replace attacks or because they apply only
on a character's own turn: Careful Shot, Double Attack, Force Grip,
Grenades, Mighty Swing, and Lightsaber Sweep.
In contrast, the following are some of the Force powers and
special abilities that can be used on an attack of
opportunity: Bounty Hunter, Ion Gun, Jedi Hunter, Lightsaber
Precision, Rolling Cleave, and Swarm.
When in doubt, look at the description of the Force power or
special ability on the card and in the glossary of the rulebook; if
it says "replaces attacks," "replaces turn," or something like "on
its turn this character does so-and-so," then it cannot be used on
an attack of opportunity.
Q: Can a character who deals 0 Damage (such as Emperor
Palpatine or Darth Sidious) make an attack of opportunity?
A: Technically, yes, but since such an attack deals no
damage, it would have no effect unless another condition increases
the damage dealt.
Q: When a character is trying to move and provokes an
attack of opportunity, is it considered activated even if it hasn't
performed any action or movement before then? The rulebook says that
the attack occurs before the move happens, so would it be possible
for Han Solo to add Cunning Attack bonuses to his attacks of
opportunity?
A: Remember, a character is activated before taking any
actions. When the player selects which character to activate during
a phase, that character is considered to be activated immediately.
(This applies even if that character takes no actions at all during
its turn.) So, the answer is no; Han Solo would never get to add
Cunning Attack to his attacks of opportunity. The bonus applies only
against a target who has not yet activated that round.
Critical Hits
Q: Can a special ability or Force power such as Evade,
Lightsaber Block, Lightsaber Deflect, or Lightsaber Reflect allow a
character to avoid a critical hit?
A: Yes. Such abilities allow a character to avoid the
damage from hits, including critical hits.
Combined Fire
Q: Do activations of characters who combine fire count
against the limit of 2 activations per phase? The rulebook doesn't
say that Combined Fire activations are "free," but it's implied in
the rulebook diagram.
A: An unlimited number of allied characters may activate
immediately to combine fire, giving the attacker a +4 bonus to
Attack for each character activated in this fashion. The attacker's
turn does count as one of the 2 activations allowed in a phase. The
combining characters do not count against that limit, but they do
count as having activated that round.
Q: Can a character with Double Attack, such as a Mon
Calamari Mercenary, receive a combined fire bonus from an ally or
allies on the first attack, and then take another combined fire
bonus from a different ally or allies on the second attack?
A: Yes. Each combined fire bonus applies to a single
attack, and you can have different characters combine to provide a
bonus on different attacks.
Q: If a character has Double Attack, can it combine fire
twice with another character?
A: No. Double Attack (and similar multiple-attack
abilities) can be used only on the attacking character's turn.
Combined fire is a special action that a character takes instead of
taking its own turn. So a given character can combine fire to help
another character only once during the entire round. (A character
with multiple attacks can potentially benefit from combined fire
more than once on its turn, but different characters would have to
combine on each attack.)
Q: A character can combine fire if it has line of sight to
the target and has not already ?ctivated in the round. The rulebook
does not say whether the character has to combine fire against a
legal target. So what happens in the following scenarios?
Scenario #1: Luke Skywalker, Rebel is shooting at an
Imperial Officer who has cover but is the nearest enemy to Luke. The
Rebel player wants to use a Rebel Trooper (who has not activated yet
this round and has line of sight to the Imperial Officer) to give a
combined fire bonus to Luke's shot. However, there is a Stormtrooper
nearer to the Rebel Trooper than the Imperial Officer. Can the Rebel
Trooper give a combined fire bonus to Luke? What if the Rebel
Trooper were adjacent to the Stormtrooper? Could he still give a
combined fire bonus to Luke?
A: Yes, in both cases.
Scenario #2: Han Solo is using Accurate Shot to snipe at
Darth Vader, Sith Lord (who has cover behind several Stormtroopers).
Han needs help to hit Vader's monstrous cover-assisted Defense. Can
some Rebel Troopers combine fire with Han's shot even though they do
not have the Accurate Shot special ability?
A: Yes. In all cases, the only requirement is that the
character who is combining fire (that is, providing the bonus to the
attacking character) has line of sight and has not activated yet in
the round. The target need not be a legal target for the combining
character -- obviously, however, it must be a legal target for the
attacking character.
"Replaces Attacks"
Q: Let's say Mara Jade is in the same squad as Emperor
Palpatine. If Mara uses Blaster Barrage (which would cost 1 of her
Force Points), can she use Hand of the Emperor to use Blaster
Barrage again in the same turn?
A: No. Blaster Barrage replaces attacks -- Mara Jade
doesn't have another attack to "give up" to let her use it again.
Hand of the Emperor would allow her to use another Force point to do
something else during that turn, such as rerolling an attack during
the Blaster Barrage.
Q: Okay, how about this: Can Darth Vader, Dark Jedi use
Double Attack to use Lightsaber Sweep twice in one turn?
A: Again, no, for the same reason. Think about it this
way: The miniatures rules are a simplified version of the Star
Wars Roleplaying Game combat rules -- a character can choose
attack actions (such as a single attack or using some Force
skills), move actions (most often, moving some number of
squares), or full-round actions (such as making multiple
attacks). Each round, a character can choose one attack action and
one move action, two move actions, or one full-round action. A
character in the roleplaying game can never get two attack actions,
so it would be impossible to use the Illusion Force skill, for
example, twice in the same round. There is a specific full-round
action, full attack, that allows multiple attacks, but it doesn't
allow multiple attack actions.
The miniatures rules are much the same. A character can attack
and move (up to 6 squares), move and attack, move only (up to 12
squares), or in the case of characters with Double Attack or Triple
Attack, make extra attacks without moving. This is meant to work
just like a full attack in the roleplaying game -- it allows extra
attacks, but it can't be used for "replaces attacks" abilities. A
character can use a "replaces attacks" ability only once during its
turn.
In addition, a character can't use Force points more than once in
a given turn. Lightsaber Sweep is a Force power, so even if it
didn't replace attacks, Vader couldn't use it twice on his
turn.
Q: When exactly can I use abilities that replace attacks?
Can I use one on an attack of opportunity? Can I use one to replace
an immediate attack granted by a commander effect? Can I use one to
replace one or both attacks of a Double Attack? Can I replace the
attack granted by a special ability such as Charging Assault or
Wheeled? For example, can Darth Maul on Speeder use
Lightsaber?Assault at the end of a Charging Assault to get two
attacks? Can the Hailfire Droid use Missiles after using its Wheeled
ability?
A: Abilities that replace attacks replace all of a
character's normal attack actions for that character's turn. They
cannot replace attacks of opportunity or immediate attacks granted
by a commander effect. A character cannot replace any attacks on a
turn when it uses Double Attack, Triple Attack, Quadruple Attack, or
Extra Attack, and it cannot use those abilities on any turn when it
uses an ability that replaces an attack. Abilities that replace
attacks cannot replace an attack granted by other abilities that
replace turns or replace attacks. Thus, Darth Maul on Speeder cannot
use Lightsaber Assault at the end of a Charging Assault, and the
Hailfire Droid cannot use Missiles after using its Wheeled ability.
However, Mobile Attack does not replace an attack or turn, but
simply allows a character to attack at any point during its move, so
that character can replace the attack action.
Q: Other than during attacks of opportunity or when making
multiple attacks, is there any other time a character can't use an
ability that replaces attacks?
A: Yes. A character also cannot use an ability that
replaces attacks in the same turn that it uses an ability that
replaces its turn. (See the "replaces turn" definition in the
errata.)
Q: Do special abilities that apply to "attacks" or when
"attacking" also apply when using an ability that replaces
attacks?
A: No. Any ability that specifically applies to attacks
affects only actual attacks, not abilities that replace attacks.
Followers and Commanders
Q: Can characters with commander effects benefit from
commander effects themselves?
A: Yes. Commander effects that affect "allies" work on
other characters in your or a teammate's squad, even if they have
commander effects of their own. Commander effects that are
restricted to followers, though, do not. For example, Darth Vader,
Dark Jedi's commander effect works on an Imperial Officer, who does
not have a Force rating: "Whenever an allied character without a
Force rating gets a natural 1 on any roll, that character is
defeated and all other allies without a Force rating get +2 Attack.
(These bonuses stack.)
Q: Can a character with a commander effect use it on
itself?
A: In most cases, no, because most commander effects apply
only to followers (in other words, characters without commander
effects). A commander effect that works on characters other than
followers could be used by the commander on itself as long as the
character is otherwise eligible. For example, Bail Organa's
commander effect applies to Alderaan Troopers, and since Bail Organa
counts as an Alderaan Trooper (thanks to his Alderaan Senator
ability), he can benefit from his own commander effect – he gets the
bonus to Damage when other Alderaan Troopers combine fire with
him.
Q: The Droid glossary definition states: "A Droid
character . . . is not subject to commander effects." Does this mean
IG-88 and 4-LOM would not get the +2 bonus to Attack from Jabba the
Hutt's commander effect if they were in his squad, even though they
are Bounty Hunters as well as Droids?
A: Correct. They don't get the bonus.
Q: Does this mean C-3PO and R2-D2 would not be able to
move 2 extra squares if they end their turn within 6 squares of
Princess Leia, Senator and were in her squad?
A: Correct. They don't get the extra movement.
Q: If any of the Droids mentioned above were being shot at
by a Stormtrooper:
- who had not moved on his turn and was within 6 squares of a
Stormtrooper Officer, would that Stormtrooper receive the +3
Attack bonus against the Droids?
- within 6 squares of General Veers, would that Stormtrooper
gain the benefit of Accurate Shot against the Droids?
- within 6 squares of an Imperial Officer, could that
Stormtrooper make an immediate attack against the
Droids?
A: Yes. In all of these cases, the Stormtrooper -- not the
Droids -- is the subject of the commander effect. Therefore, the
Stormtrooper gains the benefit.
Q: If a Heavy Stormtrooper is within 6 squares of a
Stormtrooper Officer, he gets a +3 bonus to Attack on his shot
against a legal target. After taking that shot, the Imperial player
uses his second activation to move an Imperial Officer within 6
squares and uses its commander effect to give the Heavy Stormtrooper
an immediate attack. Does this immediate attack also benefit from
the +3 bonus granted by the Stormtrooper Officer since it is still
within 6 squares and the Heavy Stormtrooper hasn't moved?
A: Yes. Commander effects stack as long as they aren't
giving a bonus to the same roll or statistic. In this case, one
commander effect is giving a bonus to Attack, while the other isn't
providing a "bonus" at all -- it grants an immediate attack outside
the normal turn sequence.
Q: If I have 2 Stormtrooper Officers within 6 squares of a
Stormtrooper who has not moved, would their commander effects stack
and give the Stormtrooper a +6 bonus to Attack?
A: No. Commander effects do not stack if they provide a
bonus to the same roll or statistic, and duplicate commander effects
never stack. In this case, the Stormtrooper gets only a +3
bonus.
Q: The glossary definition of commander effects states
that a character can't benefit from several commander effects that
increase the same roll or statistic. In other words, a character
can't benefit from the +10 Damage granted by Mon Mothma's commander
effect and the +10 Damage granted by Captain Antilles' commander
effect at the same time. However, can you use the bonus to Attack
granted by one commander effect in conjunction with the bonus to
Damage granted by another commander effect? Specifically, can a
character use the +4 Attack granted by Captain Antilles with the +20
Damage granted by Chagrian Mercenary Commander (assuming the
character scores a critical hit)?
A: Yes. A character can enjoy a variety of different
bonuses from a variety of different commander effects all at the
same time, so long as they apply no more than one bonus to any given
statistic. In the example you describe, a character who attacks a
Fringe enemy can add +4 Attack from Captain Antilles, and if it
scores a critical hit, it can add +20 Damage from the Chagrian
Mercenary Commander. However, it cannot also add +10 Damage from
Captain Antilles, because it is already using a bonus to Damage from
a commander effect.
Q: The commander effect rules state that two bonuses from
commander effects can't apply to the same roll or statistic.
However, some commander effects don't grant bonuses directly; they
grant named special abilities. Examples include Durge (grants
Momentum), Warmaster Tsavong Lah (grants Momentum), New Republic
Commander (grants Careful Shot), Super Battle Droid Commander
(grants Careful Shot), and Han Solo, Rebel Hero (grants Advantageous
Attack). Can a character stack a bonus from these commander
effect-derived abilities with a bonus to the same stat from some
other commander effect?
A: Yes. When a commander effect grants a special ability,
the ability is treated as though it were printed on the card.
Bonuses conferred by that ability do not stack with any other
instances of the same ability, but they would stack with any bonuses
to the same statistic granted by other commander effects.
Q: Are commander effects optional?
A: Commander effects that simply provide a bonus (for
example, +2 Attack) are not optional. They automatically take effect
whenever you qualify. Commander effects that provide an ability of
some s?rt are automatically available, but a character isn't forced
to use them. For example, if a commander effect grants nearby
followers Double Attack, they're not required to use it; it's just
there if they need it. The same would apply to Princess Leia,
Senator's commander effect; followers don't have to take the extra
movement if they qualify, but they're allowed to do so.
Aerial Clone Trooper Captain and Imperial Officer
Q: Can the Aerial Clone Trooper Captain's or the Imperial
Officer's commander effect be used on a follower who has already
activated?
A: Yes. The commander effect grants an immediate attack
for the designated follower. This attack is outside the normal
activation for that character, so it can act normally before or
after the immediate attack.
Q: What do the Aerial Clone Trooper Captain's and the
Imperial Officer's commander effect allow? Do they give the follower
an extra activation? Can the follower use Force powers or abilities
that replace attacks (such as Lightsaber Sweep or Grenades)?
A: The designated follower gets a single attack only; it
does not get an extra activation. The follower cannot use Force
powers or abilities that replace attacks.
Q: If you use the Aerial Clone Trooper Captain's or the
Imperial Officer's commander effect on a follower who has not yet
activated this round, does the follower still get to take its normal
turn?
A: Yes. The designated follower does not count as having
been activated by this ability, so if it hasn't activated yet in the
round, it can still activate later.
Q: Can an Imperial Officer's commander effect grant an
immediate attack to a Heavy Stormtrooper if the Heavy Stormtrooper
has moved that round? The glossary definition of Heavy Weapon says
you can't move and attack in the same turn, so I don't see how this
could happen.
A: Yes, the Heavy Stormtrooper can gain an immediate
attack from the Imperial Officer. Heavy Weapon doesn't allow you to
attack and move in the same turn, but during the Heavy
Stormtrooper's turn, he is only moving. Then, at the end of the
Imperial Officer's turn, the Heavy Stormtrooper gains an extra
attack. Thus, the Heavy Stormtrooper is not moving and attacking in
the same turn.
Remember that a "turn" is the period during which a particular
character is activated, and only a single character has a turn at
any given time. Don't confuse it with a "round," the period starting
when both players roll initiative, continuing until all characters
on both sides have been activated, and ending just before the next
time they roll initiative. See the Skirmish Basics section of the
rulebook for more about the differences between rounds, phases, and
turns/activations.
Q: When an Aerial Clone Trooper Captain or an Imperial
Officer uses his commander effect, can the follower who gains the
immediate attack use the combined fire rules if an ally has line of
sight to the target? In other words, can this attack get a bonus
from combined fire?
A: No, you cannot combine fire on this attack (or on an
attack of opportunity, for that matter). The Combined Fire section
of the rulebook states: "When a character makes an attack on its
own turn . . ." Thus, combined fire won't work with the
immediate attack granted by the commander effect, with attacks of
opportunity, or with any other attack that occurs outside of the
attacking character's turn. Think of such an attack as a spontaneous
opening that doesn't give the character enough time to coordinate
with allies in laying down fire.
Q: If an Aerial Clone Trooper Captain or Imperial Officer
activates to provide a combined fire bonus to some other character's
attack, can it use its commander effect just afterwards to grant an
immediate attack to a follower?
A: No. A character who activates to provide a combined
fire bonus?to an ally's attack cannot do anything else on its
turn. This means commander effects that take place at the end of the
commander's turn simply cannot be used if the commander activates
only to provide a combined fire bonus.
Q: If a squad has multiple Imperial Officers or Aerial
Clone Trooper Captains, can their commander effects be used more
than once on the same follower? Or is this not allowed because
commander effects don't stack with themselves?
I ask because, if this is true, I can make a rather powerful
100-point squad with four Imperial Officers, two Heavy
Stormtroopers, a Stormtrooper Officer, and one Stormtrooper. If they
don't move, the Heavy Stormtroopers could attack six times (+9
attack, 30 damage), plus four attacks from the Imperial Officers (+5
attack, 10 damage), plus two attacks from the Stormtrooper Officer
(+8 attack, 10 damage), plus one attack from the Stormtrooper (+7
attack, 10 damage). This seems like a devastating combination.
A: The stacking rules don't apply here because there isn't
an actual bonus involved -- different Imperial Officers and Aerial
Clone Trooper Captains can use their commander effects on the same
follower. Thus, the example you describe is accurate: You could
indeed get all those attacks as listed if none of the Stormtroopers
move. However, this particular squad is quite vulnerable since your
opponent will try to defeat the Heavy Stormtroopers as quickly as
possible.
Baron Fel
Q: Baron Fel's commander effect grants +6 for combined
fire instead of the usual +4. How does this work with the stacking
rules? Does this increased combined fire bonus stack with a bonus to
Attack from some other commander effect?
A: Yes. An attacker can add the increased combined fire
bonus granted by Baron Fel's commander effect with a bonus to Attack
from some other commander effect. In fact, the wording of Baron
Fel's commander effect allows it to avoid the stacking limitations
entirely. Baron Fel's commander effect doesn't grant a bonus to
Attack; it changes how another bonus works.
Bastila Shan
Q: Here's the situation: Bastila has invoked Battle Meditation and Force Valor. Character A with Force Valor is attacking. Character B and Character C with Battle Meditation are combining fire. Can the +2 from Valor stack with the +2 from each Battle Meditation bonus? The two Battle Meditation bonus must stack for a +4, so is my total bonus from these two effects +4 or +6 and why?
A: +6. Combined fire is a separate effect and modifications to that amount are not considered a direct bonus from a commander effect to the attacker. The commander effect is working on the attacker's allies not the attacker itself.
Q: Is Bastila Shan considered a follower as long as she doesn't use her Force Powers that grant her commander effects and then a commander after doing so?
A: Yes.
Q: If Bastila Shan uses Battle Meditation can enemy characters within 6 of Thrawn still combine fire?
A: No. Once invoked, Battle Meditation creates a commander effect, not a Force power.
Q: Are enemy droids subject to the Battle Meditation restriction on combining fire?
A: No. Droids are not subject to commander effects.
Chagrian Mercenary Commander
Q: I'm not sure how to read the Chagrian Mercenary's
commander effect. Does it apply for any follower? If I put him in a
squad with Mace Windu or Darth Maul, those characters could deal
immense damage with easier rolls for criticals (especially when Maul
uses Sith Rage). Was this intended?
A: Yes, this is intentional. When a commander effect
applies only to "ordinary" followers, it's qualified in some way.
For example, some commander effects might benefit only non-Unique
followers, while others might affect only followers without a Force
rating. Some commander effects are relevant even when using very
powerful characters.
Q: The Chagrian Mercenary Commander's commander effect
grants +20 Damage on a critical hit. Is this bonus damage added
before or after doubling?
A: Bonus damage is always added after doubling. See the
glossary definition of critical hit in the rulebook for more
details.
Q: If a character gets a critical hit against a Droid
enemy, can he add the +20 Damage from the Chagrian Mercenary
Commander's commander effect? It seems that the bonus wouldn't apply
because Droids are immune to critical hits.
A: Although Droids are immune to critical hits, this means
only that they take the base damage instead of double damage (before
applying modifiers). The attack is still considered to be a critical
hit, and therefore it gets the bonus damage from the commander
effect.
Clone Commander Bacara and Nom Anor
Q: Let's see if I have this Clone Commander Bacara (or Nom Anor) situation interpreted correctly. I want to attack Enemy A in cover that is 10 squares away but doesn't have Stealth. Enemy S is 7 squares away in cover and has Stealth and is under the affects of the "super-stealth" commander effect. Since Stealth is in effect, Enemy A is the next nearest enemy and counts as the nearest enemy and I can attack him. However, if Enemy S is only 5 squares away in cover, Stealth is not in effect but the "super-stealth" commander effect still is. Since there's no Stealth, Enemy S counts as the nearest enemy even though I can't attack him and there's no way to attack Enemy A. Is all that correct?
A: Yes.
Clone Commander Gree
Q: If a Rebel Wookiee Soldier is included in a Republic Squad through Clone Commander Gree's commander effect, would Queen Amidala's Rapport with non-Unique Republic characters apply to it?
A: No. Clone Commander Gree's commander effect does not modify the faction.
Q: Clone Commander Gree's commander effect states "Characters in your squad with Order 66 and Mobile Attack do not provoke attacks of opportunity." Does this mean the character must have both abilities or just one?
A: Both.
Darth Vader, Dark Jedi
Q: Does the commander effect for Darth Vader, Dark Jedi
last after Vader is defeated?
A: No. A commander effect ends immediately when the
character with that effect is defeated.
Q: Some commander effects require the other characters to
be wit?in 6 squares of the character with the effect. Darth Vader,
Dark Jedi's commander effect doesn't say that. Does that mean the
effect has unlimited range?
A: Yes. Vader's commander effect applies to all allied
characters without Force ratings, regardless of range.
Q: Darth Vader, Dark Jedi's commander effect says, "these
bonuses stack." Does this mean Vader's commander effect stacks with
itself, or does it stack with other commander effects that provide
bonuses to Attack?
A: Both. Darth Vader, Dark Jedi's commander effect stacks
with itself and it also stacks with other commander effects that
grant bonuses to Attack. For example, if three Stormtroopers have
each rolled a natural 1 during the skirmish, all other allies
without a Force rating get +6 Attack from Darth Vader's commander
effect. If one of this squad's characters also qualified for a
Stormtrooper Officer's commander effect (+3 Attack when standing
still), the character would have a total of +9 from both commander
effects.
Q: If Darth Vader, Dark Jedi is in a scenario that has a
rule for gaining reinforcements, will the fresh reinforcements have
the same bonus from his commander effect as the original members of
his squad? For example, if one character rolls a natural 1 and the
rest of the squad gets a +2 bonus to Attack, would new
reinforcements in the next round get the same +2, or would they
start at their original Attack ratings?
A: The same bonus applies to all allied characters,
including reinforcements. (No one wants to keep track of different
bonuses from the same commander effect, anyway.)
Durge
Q: How long does Durge's commander effect last?
A: Momentum gained from Durge lasts only until the end of
the turn in which the character moved. Of course, it could end its
move within 6 squares of Durge on its subsequent turns, and gain
Momentum again during those turns.
Q: Durge has Double Attack and Regeneration 10, which
says, "If this character doesn't move on his turn, remove 10 damage
from him at the end of that turn." Will Durge regenerate 10 points
of damage if he uses his move action to take his second attack? He
hasn't moved, but he has spent his move action.
A: Remember, there are no "move actions" like in the
Star Wars Roleplaying Game. In the Star Wars
Miniatures Game, a character either moves or doesn't, and "move"
is meant literally. Since Durge isn't moving, he gets the benefit of
Regeneration on turns in which he uses Double Attack.
Emperor Palpatine
Q: Some abilities apply only against characters with a
Force rating. Examples include Lightsaber Resistance, Jedi Hunter,
Dark Inspiration, and so on. Emperor Palpatine's commander effect
allows another character in his squad to spend Emperor Palpatine's
Force points. Does this mean a character in Emperor Palpatine's
squad is considered to have a Force rating even if its stat card
doesn't list Force points?
A: No. Although Emperor Palpatine's commander effect
allows characters in his squad to spend his Force points, it doesn't
grant those characters a Force rating. Lightsaber Resistance, Jedi
Hunter, Dark Inspiration, and similar abilities don't apply against
a character simply by virtue of its being in Emperor Palpatine's
squad.
Exar Kun
Q: Can Exar Kun's commander effect give a Savage character both Jedi Hunter and Momentum on the same attack for +8 Attack and +20 Damage if all the conditions for those abilities are met?
A: Yes.
General Veers
Q: General Veers' commander effect grants Accurate Shot.
Does this apply only to followers with Melee Attack?
A: Technically, it applies to all non-Unique followers.
However, it doesn't help characters with Melee Attack, since they
can attack only adjacent characters (who never benefit from
cover).
Grand Admiral Thrawn
Q: Grand Admiral Thrawn's commander effect allows you to
switch the positions of two allies. Does this movement provoke
attacks of opportunity?
A: No. The commander effect doesn't use the words "move"
or "movement," so it is not movement. Thus, switching allies'
positions does not provoke attacks of opportunity.
Grand Moff Tarkin
Q: Grand Moff Tarkin's commander effect reads: "If this
character has line of sight to an enemy at the start of a phase, you
can activate up to 3 characters in that phase. (This can include
Droid and Savage characters.)" Does this completely override the
normal rule of 2 activations? That is, can you activate a single
character during a phase, or even none?
A: Grand Moff Tarkin allows you to activate one, two, or
three characters per phase instead of the normal two characters per
phase.
Q: Does Grand Moff Tarkin need to have line of sight to
the allies he is activating?
A: No. Tarkin isn't activating the characters, you (the
player) are. Tarkin only needs line of sight to an enemy at the
start of any given phase.
Q: Can Grand Moff Tarkin use this ability more than once
per round?
A: Yes, it applies at the beginning of every one of your
phases.
Komari Vosa
Q: Would the commander effect granted by Control Minds stack with Battle Meditation, Baron Fel's commander effect, or other or commander effects that give direct bonuses to characters Combining Fire?
A: It depends. It would not stack with another direct +X bonus to a character combining fire. But Battle Mediation specifically says it will stack with other effects that modify Combine Fire (like Vosa's) and Baron Fel changes the combine fire mechanic itself to +6 rather than +4 so it isn't a direct bonus to a stat. So it stacks with the two examples, but it has to be applied on a case by case basis.
Lando Calrissian, Hero of Tanaab
Q: Lando Calrissian, Hero of Tanaab has a commander effect
that grants Mobile Attack to non-Unique followers within 6 squares.
When exactly must a follower be within 6 squares of Lando in order
to use Mobile Attack? Must the follower start its turn within 6
squares? Must it begin and end its movement within 6 squares?
A: In order to benefit from Lando's Mobile Attack
commander effect, the follower must be within 6 squares at the time
it wants to perform the part of Mobile Attack that isn't already
allowed by the normal rules. The normal rules already allow a
character to move and attack, so follower must be within 6 squares
at the time it wants to move again after attacking. The follower
does not necessarily need to begin its turn within 6 squares of
Lando, nor does it need to end its final movement within 6 squares
of Lando.
Nom Anor
Q: The second part of Nom's commander effect doesn't mention that it works with Nom himself like the first part. So does he gain Self-Destruct?
A: Yes. The name in parenthesis is just a reminder, not a requirement for the effect to apply to the commander when it applies to all characters in a squad.
Nute Gunray
Q: Nute Gunray's commander effect grants Speed 4 to
allies. Jabba the Hutt normally has Speed 2. If Jabba is in Nute's
squad, can Jabba move at Speed 4?
A: No. If Jabba the Hutt is in Nute Gunray's squad, Jabba
still only moves at Speed 2. If a character has multiple Speed
abilities, it must abide by the most restrictive one.
Nym
Q: Does Nym's commander effect apply to characters with Mercenary in their name, or to characters with the Mercenary special ability?
A: Only characters with the Mercenary special ability.
Princess Leia, Hoth Commander
Q: Does your opponent get points for a character that makes the save and do other potential "when defeated" abilities occur?
A: No. This character is not defeated if it makes the save. The listed effects occur instead of being defeated.
Q: Is the "non-unique ally" considered activated? Does it get to activate if it's put back in the starting area?
A: The character changes positions, and restores its hit points. All other items regarding its status remain the same. So if it activated already this round, it remains so. If it hasn't activated, it may activate still. If it had FP through something like Light Tutor, it remains at its current allotment. Spent FP are not restored.
Princess Leia, Rebel Hero
Q: If Jacen Solo uses Unleash the Force within 6 of Princess Leia, Rebel Hero can he then move 2 and potentially affect more characters that were not within 6 of his original position?
A: Yes. The Simultaneous Effects rule is used. You resolve characters one at a time in any order you choose. If the damage results in a Defeat you may move Jacen. You then may resolve damage against another character that is within 6 of Jacen's new position, and again, if that damage results in a Defeat you may move Jacen (assuming he hasn't moved too far from Leia already). Continue resolving the effect against characters until there are no unaffected characters within 6 of Jacen's current position. You can't affect any character more than once, and some characters that were within range of Jacen at a particular point may never end up getting affected at all due to the movement.
Q: Can a Dominated character, or a character that used
Careful Shot, move 2 squares after defeating an enemy when within 6
squares of Princess Leia, Rebel Hero?
A: No. Such characters cannot move on turns those
abilities are in effect.
Princess Leia, Senator
Q: Princess Leia, Senator's commander effect reads: "Each
follower that ends its move within 6 squares of this character can
move 2 extra squares at the end of its turn." How does this work
with doors?
A: The controlling player chooses in which order to
resolve end-of-turn effects. So a follower could end its move 2
squares from a door, then move 2 extra squares and open the door. Or
the player could choose to resolve door effects first, then move the
follower 2 squares to be adjacent to the door. In that case, the
door does not open until the end of the turn of the next character
to act. A player could also end a follower's move adjacent to the
door, then resolve door effects (opening the door), and then move
the follower 2 squares through the open door. The door would stay
open until the end of the next character's turn, at which point it
would close if no character is adjacent.
Q: Princess Leia, Senator and a follower are on opposite
sides of a door. The follower ends its move adjacent to the door. In
that position, the distance between the follower and Leia is 23
squares, because you can't count?range through walls and closed
doors. If the door were open, however, the distance between Leia and
the follower would be only 4 squares. Can the follower trigger door
effects (opening the door) and then move 2 more squares from Leia's
commander effect?
A: No. In order to qualify for Leia's commander effect,
the follower must be within 6 squares of Leia when it ends its move,
and its move ends before its turn ends, and therefore its move ends
before the door can open. You have to count the distance between the
follower and Leia before the door opens, and you have to count
around walls and closed doors. (See the glossary definition of range
in the rulebook for more details on how to count distances.) At the
time the follower's move ends, the distance between them is more
than 6 squares, and is therefore too great for the follower to
qualify for Leia's commander effect.
Q: In order to benefit from Princess Leia, Senator's
commander effect, a follower must "end its move" within 6 squares of
Leia. If a follower doesn't actually move during the normal part of
its turn, can it still benefit from Leia's commander effect and move
2 extra squares? For example, can a follower who is already within 6
squares of Leia stand still, make an attack against an enemy, and
then move 2 squares using Leia's commander effect? The Savage
glossary definition makes it sound like moving 0 squares counts as
moving: ". . . it can move 0 squares and thus 'end its move' next to
that enemy."
A: A follower must move at least 1 square before the end
of its turn to benefit from Princess Leia, Senator's commander
effect. The Savage glossary definition is misleading and should not
be interpreted as allowing moves of 0 to count toward Leia's
commander effect. We'll clean that entry up in future
products.
Q: Can a follower use the extra movement granted by
Princess Leia's commander effect in the middle of its turn? For
example, can the follower move 8 squares and then attack?
A: No. Princess Leia, Senator's commander effect is an
end-of-turn effect, so it applies only when the follower's turn
ends. The follower could attack and then move 6 squares, ending
within 6 squares of Leia, then move 2 more squares, or it could move
6 squares, make an attack (ending its turn within 6 squares of
Leia), then move 2 more squares.
Rebel Captain
Q: Does the Rebel Captain's commander effect affect only characters with the name "Rebel Trooper" or does it affect followers in the Rebel faction who qualify as a "trooper"?
A: It affects all followers in the Rebel faction who qualify as a "trooper".
Stormtrooper Commander
Q: The bonus granted by the Stormtrooper Commander's
commander effect lasts until the end of the Stormtrooper Commander's
next turn (or until the Stormtrooper Commander is defeated). How
does this interact with combined fire? If the Stormtrooper Commander
activates to provide a combined fire bonus to an ally's attack, can
I choose a new follower to receive the commander effect bonus?
A: Activating a character to provide a combined fire bonus
does not grant that character a turn, so it cannot perform actions
or make choices that require the end of its turn. This means you
cannot choose a new follower to receive the bonus when you activate
the Stormtrooper Commander to provide a combined fire bonus. It also
means that the follower who had previously been granted the bonus
still has the bonus.
Stormtrooper Officer
Q: The Stormtrooper Officer's commander effect says it
affects "trooper followers." Does this include Elite Stormtroopers,
Snowtroopers, Scout Troopers, and Heavy Stormtroopers as well as
normal Stormtrooper grunts?
A: It means anyone with "trooper" in the name, so
long as that character is a follower. Thus, it would include Heavy
Stormtroopers, Scout Troopers, and so on, plus any future miniatures
that have "trooper" in their name.
Q: Would a Stormtrooper Officer's commander effect apply
during an attack of opportunity?
A: Yes, the Stormtrooper Officer's commander effect does
apply when trooper followers within 6 squares make attacks of
opportunity.
Q: Also, would this bonus apply regardless of whether the
trooper moved on its own turn, since it is a new turn in which the
attack is happening? Or does its movement earlier in the round make
a difference?
A: Because the follower didn't move on the Stormtrooper
Officer's turn, it does indeed get the benefit of the commander
effect during attacks of opportunity, even if the follower moved on
its own turn.
Ulic Qel-Droma
Q: Ulic Qel-Droma's Commander Effect says it applies to "Mandalorians." Are Boba Fett and Jango Fett considered "Mandalorians" for purposes of his commander effect?
A: No. His commander effect only affects characters in the Mandalorian faction.
Warmaster Tsavong Lah
Q: Warmaster Tsavong Lah's commander effect applies to
"allied Yuuzhan Vong." Does this mean it applies to all allies in
the Yuuzhan Vong faction, or just those with "Yuuzhan Vong" in their
name?
A: It applies to all allies of the Yuuzhan Vong
faction.
Yoda of Dagobah
Q: Yoda of Dagobah's Commander effect reads "…A character still can't spend Force points more than once per turn…." But what if the character has Force Spirit from Obi-Wan. Can the character still spend Force points twice per turn and can it use Yoda's Force points both times as long as they aren't mixed with the character's own Force points?
A: Yes.
Cover and Distance
Cover
Q: Does the target of an attack get a cumulative +4 bonus
to Defense for each terrain feature or character who provides
cover?
A: No. Cover grants a flat +4 bonus to Defense regardless
of the number of terrain features or characters granting cover to
the target.
Q: Does a Large character gain cover if any part of it is
in (or behind) a square containing low objects, or does the whole
body have to be in (or behind) low objects?
A: If any part of the Large character is in or behind a
square containing low objects, it gains the benefit of
cover.
Determining Distance
Q: Do you count low objects or pits when determining the
distance to another character or to a given space?
A: You count low objects and pits only if the distance has
to do with movement. However, when determining the nearest enemy for
an attack, or whether a character is within 6 squares of a
commander, you do not count terrain.
Q: Some abilities (such as Grenades) affect characters, or
create effects, within a certain number of squares. How do you
determine whether a character or square is within range? Do you
count low objects or pits? Do you count distances around walls or
through them?
A: Unless otherwise specified, you count the distance for
an ability the same way you do when determining the nearest enemy:
Take diagonals into account, but not low obstacles or pits. You
count around the corners and ends of walls, but you can't count
through them. For more information, see the glossary definition of
range in the rulebook.
Line of Sight
Q: Do characters block line of sight?
A: No, characters do not block line of sight, although
they do grant cover. Only walls or certain effects prevent line of
sight. If terrain or an effect blocks or prevents line of sight, its
description will say so explicitly.
Q: Can you clarify how line of sight and cover are
determined?
A: There are subtle differences in how to determine line
of sight and cover. Though they both require you to trace lines on
the battle grid, you can (and often do) use a different line to
determine cover from the one you use to establish line of sight.
Let's look first at how to determine line of sight and then
cover:
Line of sight exists if the attacking player can trace a line
from any part of the attacker's space to any part of the defender's
space without crossing or touching a wall. This means that a traced
line doesn't provide line of sight if it even nicks the corner or
runs along the edge of a wall. (However, a wall square with a
beveled corner allows line of sight to be drawn through that corner
only.) Low objects and other characters do not block line of sight.
You only need to be able to trace a single line from one character
to another; if one traced line nicks the corner of a wall but other
clear lines exist between the characters, there is line of sight.
You can check as often as you need to. After a few skirmishes, it
will become second ?ature and you won't need to try more than once
or twice to handle most situations.
To determine whether the defender has cover, the attacking player
chooses a corner of any square in the attacking character's space.
(For big attackers, you can even choose the corners of squares along
the sides of or within the attacking character's space.) The
attacking player can -- and often must -- choose a corner that can't
be used to establish line of sight. Next, the attacking player
attempts to trace unobstructed lines from that corner to all
parts of the defending character's space. (For big defenders,
this means all parts of all squares of the defender's space.) A line
is unobstructed if it crosses neither walls nor squares containing
low objects or characters. Unlike line of sight, just touching one
of those things doesn't provide cover; the traced line must actually
cross the square containing the character or terrain feature.
(Exception: When determining cover, an attacker can ignore low
objects in its own space and any adjacent squares.) If the attacking
player can trace unobstructed lines to all parts of the defender's
space, the defender does not have cover. However, if one or more of
the traced lines is obstructed, the defender has cover (+4 bonus to
Defense).
Q: A Wampa is a Large creature that takes up 4 squares. If
it is adjacent to an enemy but 1 or more of its squares counts as
having cover and is not adjacent to the enemy's square, does it get
the bonus to Defense? The rules say that adjacent enemies never get
cover, but not all its squares are adjacent to the attacker.
A: If an attacker is adjacent to a defender, the defender
doesn't get cover -- even if some of the defender's space would
count as having cover. So if the Wampa's "front" is in a square
containing low objects while its "back" is not, it still doesn't get
cover against an enemy adjacent to a "back" square. The rules are
not explicit on this point and will be revised in future
editions.
Saves
Q: Can a character voluntarily fail a save?
A: No. Although the text of some special abilities and
Force powers uses the word "can," the affected character must save
against that effect. This language will be revised in future
products.
Stacking
Q: If have a Battle Droid within 6 squares of General
Grievous, Supreme Commander, and I have a Battle Droid Officer in
the same squad, would the Battle Droid get +4 or +8 to attack?
Should these bonuses stack?
A: The Battle Droid would get +8 to attack in addition to
getting Double Attack from General Grievous, Supreme Commander.
These bonuses do indeed stack. The bonus provided by General
Grievous, Supreme Commander is from a commander effect, but Fire
Control is not. (If both bonuses were from commander effects, they
wouldn't stack; you'd just get the better of the two bonuses.)
Resolving Effects
Q: I'm a little confused about how to resolve multiple
abilities that modify the effects of an attack or that govern what
happens when a character takes damage. For example, if Draw Fire,
Bodyguard, Shields, and Lightsaber Deflect could all potentially be
used in reaction to the same attack, in what order do they resolve?
If both Avoid Defeat and Self-Destruct apply when a character is
defeated, which one happens first?
A: Here is the sequence of what happens during an attack,
step by step. This order also applies to the use of other nonattack
abilities, ignoring the parts that are specific to attacks.
- Declare attack. If the attacker can choose from among
several targets, declare which enemy to attack. Draw Fire comes
into play on this step, effectively changing the target for the
attack. (Draw Fire allows an attack to be diverted only if the
attack follows the normal targeting rules. Thus, it can't divert
the attacks of a Lightsaber Sweep or an attack of opportun?ty,
because they don't use the targeting rules.)
- Resolve "when this character is attacked" effects. For
example, Sonic Attack takes effect as soon as the target is
attacked, regardless of whether or not the attack hits, preventing
the target from using Force powers (such as Lightsaber Deflect).
If multiple effects are all triggered, use the simultaneous
effects rule to determine the order in which they are resolved.
(See Simultaneous Effects on page 23 of the Star Wars
Miniatures Game Advanced Rules.)
- Declare Combined Fire, Careful Shot, and other abilities
that must be declared before making the attack roll.
- Make the attack roll. You can spend Force points to reroll
on this step, if necessary.
- Determine the attack roll result. Some special effects
trigger on the attack roll (such as Betrayal, Disintegration, and
so on), while effects might stop the sequence entirely. However,
if Disintegration is triggered, don't stop the sequence; it's
resolved later. Effects that require a character to be hit do not
take place yet.
- Resolve "when this character is hit" effects. Some effects
trigger (or can voluntarily be triggered) when the target is hit
by an attack, such as Evade, Flurry, Lightsaber Block, Lightsaber
Deflect, Lightsaber Reflect, and Lightsaber Riposte. (Force Points
may be used to reroll saves on this step, if the character is
still able to use Force Points during this turn.) If multiple
effects trigger, use the simultaneous effects rule to determine
the order in which they are resolved. If all effects of the attack
end up being canceled here, stop now. (Effects such as Flurry and
Lightsaber Riposte begin new attack sequences that interrupt this
sequence; resolve the new attack completely, then continue where
you left off with the original attack.)
- Resolve "when this character takes damage" effects. Some
effects/abilities trigger (or can be voluntarily triggered) when
the target takes damage, such as Shields and Bodyguard. Perform
this step only if damage will be applied, using the simultaneous
effects rule as necessary. A special sequence must be followed if
both Shields and Bodyguard apply (see their glossary definitions
on page 37 and page 30, respectively, of the Advanced Rules).
- Calculate and apply the total damage and/or resolve
Disintegration, and determine if the character is defeated.
Resolve Avoid Defeat on this step. If Avoid Defeat prevents the
character from being defeated, stop now.
- Resolve any "when this character is defeated" effects, such
as Impulsive Shot, Impulsive Sweep, Self-Destruct, Mon Mothma's
commander effect, and so on. Use the simultaneous effects rule as
usual. As in step 6, Impulsive Shot and Impulsive Sweep can begin
new attack sequences that interrupt this sequence; resolve the new
attack completely, then continue where you left off with the
original attack. (A character with Impulsive Shot or Impulsive
Sweep does not get any immediate attacks from those abilities when
he himself is defeated. Those abilities trigger only when other
allies are defeated.)
- Remove the defeated character from the battle grid.
- Resolve Cleave and Rolling Cleave. (These come into play
after all other "when this character is defeated" effects.)
Force Powers and Force Points
Q: Can you spend one character's Force points on another
character? For example, can you spend 1 Force point from Obi-Wan
Kenobi to allow Chewbacca to reroll an attack?
A: No. In general, you can spend a character's Force
points only on that character. However, some characters' special
abilities, Force powers, or commander effects (such as Emperor
Palpatine's) might allow other characters to spend their Force
points; in such cases, the card's rules text will state this
specifically.
Q: Can you spend a character's Force points to make your
opponent reroll a successful attack or save?
A: No.
Q: If a character has an ability that allows it to spend
Force points more than once per turn, can it do so to move faster or
reroll multiple times? For example, could Mara Jade spend 1 of her
own Force points and 1 of Emperor Palpatine's Force points to move 4
extra squares on her turn?
A: Yes. If a character can spend Force points more than
once per turn, it may spend those points on multiple instances of
the same effect. A character could spend 2 Force points to move 4
extra squares on its turn, reroll 2 attack rolls, and so forth.
However, some Force powers replace attacks and cannot be used more
than once per turn, even if a character can spend Force points more
than once per turn.
Q: Can you clarify the use of Force powers by Emperor
Palpatine, Darth Vader, and others? Are the use of Force Lightning
and Force Grip automatically successful, or do the normal rules for
attack and defense values apply?
A: Unless the Force power says that you make an attack or
that the target gets a save, the Force power (or other special
ability) is automatically successful. Thus, both Force Lightning and
Force Grip do not require an attack, and neither allows a
save.
Q: Can I spend Force points for a power such as Use the
Force or Sith Rage earlier in the turn before actually making an
attack? The wording doesn't say I have to spend the Force point
immediately prior to the attack the way that Lightsaber Precision
does, and it could be important when dealing with abilities such as
Ysalamiri.
A: You must spend the Force point immediately upon
declaring an attack, an ability that replaces attacks, or movement.
You cannot spend points early and have the power "stored" for later
use.
Q: The following Force powers don't contain the phrase that they replace attacks or turns: Drain Life, Force Stun, Jedi Mind Trick, Sith Hatred, Sith Sorcery, Transfer Essence. Does this mean I can use them in addition to my normal move and/or attack? Could I use them after moving but before attacking or vice versa? Could I use them between 2 attacks? (For example, attack and defeat one character, then use Transfer Essence to move to a different space and continue a triple attack on another target.)
A: Yes to all of the above.
Q: Could I use the listed powers above twice in a turn or even twice in a row if the character has Force Spirit or Master of the Force?
A: Yes.
Q: Could I use the abilities listed above part way through a move then continue the move sort of like Mobile Attack? Or in the middle of an attack maybe to Transfer Essence before someone could use Lightsaber Riposte for example?
A: No. You must complete the move/attack/ability in progress before declaring another ability.
Q: Could I use the powers listed above during a move if the character has Mobile Attack?
A: No. Mobile Attack allows you to insert an attack or ability that replaces attacks into a move. These abilities are neither attacks nor abilities that replace attacks.
Anticipation
Q: If Ki-Adi-Mundi spends 1 Force point to use
Anticipation (allowing me to reroll initiative), can he spend Force
points on his turn?
A: Yes. Spending the Force point on Anticipation occurs
outside characters' turns, so when Ki-Adi-Mundi activates, he can
spend 1 Force point again.
Blaster Barrage
Q: When Mara Jade uses her Blaster Barrage ability, what
is considered a legal target? Do you determine legal targets before
making any attacks, or before each individual attack? For example,
if one enemy character provided cover to another enemy character,
could Mara defeat the first one and then attack the second one?
A: You determine which targets are legal targets before
making any attacks with Blaster Barrage. A legal target is
determined according to the normal rules -- in other words, the
attacker must have line of sight, if the target has cover it must be
the nearest enemy, and if any enemies are adjacent they are the only
legal targets. In your example, the second character could not be
attacked. It has cover and it is not the nearest enemy (whoever is
providing cover must be closer, obviously), so it wouldn't be a
legal target.
To get the most out of Blaster Barrage, you have to be careful to
move Mara Jade to a square where she has line of sight to a lot of
enemies, she isn't adjacent to any enemies, and most of the enemies
in line of sight do not have cover. Of course, she can still get
several attacks if you position her adjacent to several enemies. She
would get to attack each adjacent enemy once because each one would
be a legal target.
Q: Do I have this right? When Mara Jade uses Blaster
Barrage, if she chooses to attack an opponent with cover (and it's
the nearest, or tied for the nearest) she can hit only that target
(or those targets, if multiple characters have cover and are all the
same distance away). Even if there are other targets without cover
in range, the Blaster Barrage won't hit them if even one character
with cover has been tar?eted.
A: No, that's not right. You must determine if each target
would be a legal target before using the ability, and a target's
having cover doesn't change the legality of other targets. Here are
some examples to help illustrate this.
Imagine that Mara has line of sight to five enemies: The closest
has cover, the next three don't, and the farthest has cover. She can
attack the closest enemy with cover and the three enemies without
cover, but not the farthest one with cover. (You can attack an enemy
with cover only if it is also the closest enemy.)
Second scenario, again with five enemies: The two closest (4
squares away) both have cover, and the three farthest away don't.
Mara can attack all five characters.
Third scenario, again with five enemies: The closest one doesn't
have cover, but two of the others do. Mara can attack only the three
enemies without cover.
Q: How does C-3P0's Draw Fire work when Mara Jade is using
Blaster Barrage? For example, Mara Jade uses Blaster Barrage and has
four legal targets (including C-3P0). Does Blaster Barrage "target"?
If C-3P0 uses Draw Fire and Mara Jade fails the save, does he
"retarget" all four of her shots to him, or does a roll apply to
each other target he's trying to draw fire for? Does Mara try to hit
C-3P0 for each Draw Fire success rolled, or does she get to make
only one shot?
A: Mara Jade is considered to "target" each enemy when
using this ability, so C-3P0's Draw Fire ability does work against
it. Resolve each attack (including the Draw Fire attempt, if
necessary) one at a time, and Mara Jade's player gets to decide what
order to take the attacks in.
To use your example, let's say Mara Jade has four legal targets:
Rebel Trooper, Rebel Commando, Rebel Pilot, and C-3P0. She decides
to attack C-3P0 first, and he survives the hit (taking 10 of his 30
Hit Points). She then targets the Rebel Commando, but C-3P0's Draw
Fire is successful, so she attacks C-3P0 instead; again, he survives
the hit. She then targets the Rebel Trooper and makes her save
against Draw Fire, so she attacks and hits the Rebel Trooper,
defeating him. Finally, she targets the Rebel Pilot but fails her
save against Draw Fire; Mara Jade hits and defeats C-3P0 with this
last attack.
Q: If Mara Jade uses her Blaster Barrage Force power, and
one or more of the targets she attacks has not yet activated, does
she get the Cunning Attack bonuses (+4 Attack and +10 Damage against
unactivated characters) against them?
A: Yes. Cunning Attack is always in effect (if the target
is eligible, of course). When making a Blaster Barrage, Mara Jade
gets the Cunning Attack bonuses against every enemy she attacks who
has not yet activated.
Dark Force Spirit
Q: While an enemy character is within 6 of a character with Ysalamiri, can it be affected by Dark Force Spirit after Exar Kun is defeated?
A: No.
Force Absorb and Force Defense
Q: Force Absorb and Force Defense can cancel Force powers
used by other characters. Does spending a Force point to reroll or
move faster count as using a Force power for this purpose? For
example, if an enemy wants to spend a Force point to reroll an
attack while within 6 squares of Yoda, can Yoda use Force Defense to
prevent the reroll?
A: Yes. Rerolling and moving faster are Force powers that
any character with a Force rating can use. They can be canceled by
Force Absorb and Force Defense.
Q: If Qui-Gon Jinn is next to an enemy with Lightsaber
Deflect or some other "make a save to avoid damage" effect that
requires Force to activate, does Qui-Gon get to wait until he sees
what the result of the save is before he uses his Force Absorb to
cancel it? Or does he have to cancel immediately in response to its
use?
A: A character must use Force Absorb immediately after the
other power is declared, but before it is resolved. So, no, you
wouldn't be able to wait to see if the other Force power successful
before using Force Absorb. The same is true for Force
Defense.
Q: If characters on opposing squads both had Force Absorb
or Force Defense, could one character cancel an enemy's use of Force
Absorb or Force Defense?
A: Yes, Force Absorb and Force Defense can be used to
cancel other characters' use of Force Absorb or Force Defense,
allowing the original Force power to function.
Q: Can a character with Force Absorb or Force Defense use
that power to prevent a character from gaining a Force point with
the Force Renewal power?
A: Yes.
Force Alter
Q: Does the character with Force Alter need to be the target of the attack to use this ability?
A: No.
Force Lightning
Q: Emperor Palpatine's Force Lightning power affects up to
two characters adjacent to the target. How does this work?
A: The rules for Force Lightning in earlier versions of
the game were unclear. In fact, Force Lightning must affect
two adjacent characters, if they are present. Emperor Palpatine
selects a target within 6 squares using the normal targeting rules
(if the target has cover, it must be closest or tied for closest to
Emperor Palpatine). Force Lightning also deals damage to two
adjacent characters, friend or foe alike. If there are more than two
adjacent characters, Emperor Palpatine's player chooses which are
affected.
Force Lightning can target a character who does not have two or
more adjacent characters. However, it must damage all adjacent
characters that are present, up to the maximum of two.
Q: Let's say that Emperor Palpatine is adjacent to Luke
Skywalker, and no other characters are adjacent to Luke. If the
Emperor uses Force Lightning, would he take damage for being
adjacent to the target?
A: Yes. The Emperor would indeed take damage from his own
Force Lightning in this case. The only way he could avoid taking the
damage is if there were at least two other characters adjacent to
Luke.
Force Renewal
Q: When exactly does Emperor Palpatine add 1 Force point
to his total with Force Renewal?
A: Force Renewal gives the character 1 Force point at the
start of his turn.
Q: Does Force Renewal work if the character doesn't take
any actions?
A: Yes. Force Renewal grants 1 Force Point as soon as the
character is activated. It's irrelevant what actions the character
does or does not take after that. Thus, you can activate the
Emperor, gain 1 Force Point, and then end his turn without taking
any actions at all, if you wish.
Q: Is there any limit to the number of Force Points a
character with Force Renewal can accumulate?
A: No. A character may accumulate any number of Force
Points unless the special ability granting them says
otherwise.
Force Sense
Q: Can Force Sense affect a character with Force Immunity?
A: No.
Q: If Force Sense has been triggered, and a character later gains Force Immunity through moving within Ysalamiri range, do they regain Stealth?
A: Yes. Force Sense creates and enduring effect throughout the round. You check the status of the character's Stealth at the point a character begins any action (movement, attack, ability) where Stealth might apply.
Force Spirit
Q: Can Obi-Wan Kenobi's Force Spirit be canceled by Force
Defense or Force Absorb?
A: Yes. If Obi-Wan is destroyed while near enough to an
enemy with one of those Force powers, the enemy can cancel the Force
Spirit and prevent Obi-Wan's ally from receiving 8 Force points.
However, once an ally has received the benefit from Force Spirit,
neither Force Defense nor Force Absorb can remove those Force points
from the ally. As usual, Force Defense and Force Absorb can be used
to cancel Force powers that the ally uses with the extra Force
points.
Q: In a squad with Obi-Wan Kenobi and Yoda of Dagobah, could a single character get Force Spirit 8 and Force Spirit 6 for the combined ability to spend Force points 3 times per turn and have 14 extra Force points?
A: Partially. The extra Force points can be added for 14 total, but you can still only spend Force points one extra time per turn (2 total in most cases.)
Q: If a character with Master Speed gains Force Spirit, allowing Force points to be spent twice, would the character be able to use Master Speed twice to move 18 and attack? This works with Move Faster...
A: No. Normal stacking rules apply to Master Speed. Move Faster is an exception to the normal stacking rules.
Force Strike
Q: Can Plo Koon use Force Strike against any enemy
Droid within 6 squares?
A: No. Unless a special ability or Force power's
description says otherwise, you must always follow the normal rules
for choosing a target. (See the Choosing Your Target section of the
Attacks and Damage chapter of the rulebook for details.) Force
Strike is no exception. If there is no legal target who is a Droid
enemy or an enemy with the Mounted Weapon ability, Plo Koon should
choose something else to do instead.
Force Valor
Q: The glossary definition of Force Valor says, "This is
in addition to any existing commander effect." What does that mean?
Does it mean the bonuses to Attack and Defense stack with bonuses to
Attack and Defense from other commander effects?
A: That sentence doesn't have anything to do with
stacking, so the normal commander effect stacking rules apply. That
sentence means a character with Force Valor gains the new commander
effect in addition to any other commander effect that the character
already had. So when Yoda, Jedi Master uses ?orce Valor, he now has
two commander effects: The one that was already printed in the
Commander Effect section of his card, and the one provided by Force
Valor.
Q: The card text for Yoda, Jedi Master's Force Valor says
that it provides the commander effect to followers. The rulebook's
definition of Force Valor says that it provides the commander effect
to allies. Which one is right?
A: The additional restriction imposed by the stat card is
correct. Force Valor affects only followers.
Heal 20 and Force Heal
Q: Can Obi-Wan Kenobi use his Heal 20 Force power to
remove damage from himself?
A: Yes. Earlier glossary definitions for Heal 20 were
misleading; a character with the Heal 20 Force power can also use it
on himself. The latest version of the rulebook explains this
correctly.
Q: Can you use the Heal ability to remove damage from a
non-Droid character with the Mounted Weapon ability, or can only the
Industrial Repair ability be used on a character with the Mounted
Weapon ability?
A: Heal cannot be used on characters with Mounted Weapon,
because it works only on Living characters. (See the definition of
Living in the errata section of this document.) Industrial Repair
can be used to remove damage from a non-Droid character with the
Mounted Weapon ability.
Lightsaber Assault
Q: Some characters (such as Obi-Wan Kenobi, Jedi Master
and Darth Maul on Speeder) have both Double Attack and Lightsaber
Assault. I don't understand the point of having both of those
abilities. If a character can make two attacks anyway, why spend a
Force Point to do the same thing?
A: Lightsaber Assault allows a character to make two
attacks even if it moves. Double Attack, on the other hand, requires
the character to not move at all.
Q: Can a character use Lightsaber Assault in conjunction
with Double Attack to get three attacks without moving?
A: No, because Lightsaber Assault replaces attacks. (See
the Replaces Attacks section of this article for more details.)
Lightsaber Block, Lightsaber Deflect, and Lightsaber
Reflect
Q: Can Lightsaber Block, Deflect, or Reflect be used
against more than one attack in a turn, such as against an opponent
using Double Attack or Triple Attack?
A: In most cases, no, because Lightsaber Block, Deflect,
and Reflect all require Force points, and most characters can spend
Force points only once per turn. (Each use of Lightsaber Block,
Deflect, or Reflect applies against a single attack.) However, some
characters can use Force Points more than once per turn, so it is
possible to use these abilities against more than one attack. Yoda,
for example, has Master of the Force 3, allowing him to spend Force
points up to three times in a single turn. Thus, he could use
Lightsaber Reflect against more than one attack in a single turn,
assuming he had enough Force points available to do so.
Q: Lightsaber Deflect says it applies when the character
is "hit by a nonmelee attack." Does that count for Force powers as
well? For example, consider Count Dooku using his Sith Lightning
against General Kenobi. In the movie, Obi-Wan blocks the attack with
his lightsaber, but I'm not sure about the Star Wars
Miniatures Game rule.
A: No, a "nonmelee attack" does not mean "anything other
than a melee attack." A nonmelee attack is an attack made by someone
who does not have the Melee Attack special ability. (See the Attacks
section of the FAQ for more details.) So, Lightsaber Deflect does
not work against Force powers.
Although in the movie, Obi-Wan blocks Dooku's lightning with his
lightsaber, the Star Wars Miniatures Game isn't
designed to capture all the capabilities of a character. For
example, why would Mace Windu have Lightsaber Block but not
Ligh?saber Deflect when we clearly see him deflecting Jango Fett's
shots in the arena? The answer is that characters in the miniatures
game are designed for an exciting and fast-paced game, not as exact
reproductions.
Q: Can Lightsaber Block, Lightsaber Deflect, or Lightsaber
Reflect be used to avoid damage from Missiles, Grenades, or other
special abilities that don't require an attack roll?
A: No. Such effects can only be used to avoid the damage
from attacks. Grenades, Missiles, and other abilities that don't
require an attack roll aren't attacks, so their damage cannot be
avoided in this way. See the Attacks section of this article for
more details on what counts as an attack.
Q: Does a character with Lightsaber Reflect always have to
reflect the nonmelee attack upon a successful save, or can he choose
to simply deflect the attack and spend only 1 Force point as if he
had Lightsaber Deflect?
A: No, Lightsaber Reflect can't be used as Lightsaber
Deflect. You always spend 2 Force points to use it, and if you make
your save, the original attacker has to make a save to avoid
damage.
Lightsaber Precision
Q: Can I use Lightsaber Precision more than once to keep
adding damage to a single attack? For example, could I have Anakin
Skywalker use it on round 1, and then move (but not attack), and
then on round 2, use it again and attack to deal 40 damage?
A: No, for two reasons. First, bonuses from the same
source (in this case, Lightsaber Precision) don't stack. Second, the
glossary description of Lightsaber Precision notes that it is used
immediately before making the attack roll. In other words, it's not
a stand-alone ability -- it can be used only in conjunction with an
actual attack.
Lightsaber Riposte
Q: What happens if a character makes a melee attack
against an enemy with Lightsaber Riposte, and deals enough damage to
defeat it? Does the enemy still have a chance to use Lightsaber
Riposte?
A: The ability's glossary description says "immediately
after the attack hits," not "immediately after damage is applied,"
so the character with Lightsaber Riposte could indeed use it even if
the damage would be enough to defeat it. (This could actually result
in both characters being defeated.)
Q: Can a character with Lightsaber Riposte make an
immediate attack against an enemy who hits it even if you ultimately
decide to transfer the damage to an ally with Bodyguard?
A: Yes. When resolving a successful attack, the first
thing you do is trigger any effects that occur when the target is
hit by the attack. After that, you apply the damage. Lightsaber
Riposte triggers when the character is hit by the attack, so you
resolve that first, and then you resolve the damage, including
transferring the damage to an ally with Bodyguard.
Lightsaber Sweep
Q: When using Lightsaber Sweep, does the character make a
separate attack roll against each adjacent enemy, or does the
character make just one attack roll that is compared to each
adjacent enemy's Defense?
A: The character makes a separate attack roll against each
adjacent enemy.
Master of the Force
Q: If Yoda can spend Force points up to three times in a
single turn, can he reroll a failed attack or save up to three times
in a row?
A: Yes, Yoda can reroll an attack or save three times in a
row (assuming he has enough Force points remaining, of
course).
Q: Can Darth Bane use Master of the Force 2 to invoke Sith Rage twice for +20 damage on all attacks on that turn?
A: No. Stacking rules apply normally. Once you have Sith Rage you have it and having a second copy does not increase the damage. However, technically it can be invoked twice. It might be useful to do so if the first use is canceled with Force Absorb for example.
Move Faster
Q: When exactly does a character spend Force points to
move an extra 2 squares? The timing could be important if an enemy
with Force Absorb or Force Defense wants to cancel this extra
movement.
A: A character spends Force points to move faster
immediately before the start of its movement. In other words, it
do?s not move 6 squares and then spend a Force point to move 2 more;
before moving, it spends a Force point to gain the ability to move 8
squares.
Q: Can General Grievous spend a Force point to move faster
when using his Wheeled ability? Can Darth Maul on Speeder spend a
Force point to move faster with his Charging Assault?
A: Yes. "Normal move" is defined as the initial movement
generated by a character taking its turn, including movement created
by abilities that replace the character's turn.
Overwhelming Force
Q: For purposes of Force Immunity, is Overwhelming Force considered a power that affects the attacker itself, or a power that affects the enemy character preventing them from using defensive powers or abilities?
A: Overwhelming Force affects Vader's attack, so an enemy with Force Immunity would be affected by Overwhelming Force.
Q: Overwhelming Force refers to preventing attacks, but then doesn't list any powers that actually prevent attacks. It also mentions that Bodyguard can't be used because you "cannot force this character to attack a different target." But Bodyguard doesn't force a character to attack a different target, does it?
A: Dealing damage is part of the attack procedure, and sometimes the precise distinction between the two isn't handled as carefully as it could be. The wording is intended to be read as "...attacks (or damage from attacks) cannot be prevented or redirected this turn..." and "...Draw Fire or Bodyguard cannot force this character to attack (or damage) a different character."
Basically Overwhelming Force means when it is used the attack cannot be prevented (Pheromones), the enemy who is attacked cannot be changed (Draw Fire), and the damage dealt cannot be reduced (Evade, Shields) nor dealt to a different character (Bodyguard, Molecular Shields).
Pawn of the Dark Side
Q: When Darth Sidious uses his Pawn of the Dark Side
ability, is the target entitled to a saving throw, or does it
automatically take the 10 damage?
A: It's automatic, with no save allowed. (Unless a save is
specified for a special ability or Force power, you should assume
that the damage is automatic.) However, some other special ability
(Shields, for example) may allow the target to avoid the
damage.
Reroll
Q: If a character who can spend Force points rolls a 1 and
would be subject to Darth Vader, Dark Jedi's commander effect or
Emperor Palpatine, Sith Lord's Betrayal ability, can the character
spend 1 Force point to reroll and avoid the effect if the reroll is
not a 1?
A: Yes. When a character spends 1 Force point to reroll,
the original roll is ignored for all purposes; only the result of
the new roll is meaningful.
Shatterpoint
Q: Can I use Shatterpoint more than once?
A: Yes, but Shatterpoint only applies to one enemy at a time. Invoking Shatterpoint a second (or more) time in a skirmish changes the target of Shatterpoint from the previous target to a newly selected target. Shatterpoint is no longer in effect for the previous target. (ie. Shatterpoint will only ever be in effect for one target at a time.)
Shockwave
Q: Can Mace Windu, Jedi Master use Shockwave to affect
characters on the other side of walls?
A: As always, you can count around walls (including closed
doors) to see if the target is within 6 squares.
Sith Hatred
Q: The card for Sith Hatred says characters must be within 2 squares, but the rules insert says 6 squares. Which is correct?
A: 2 squares.
Sith Hunger
Q: Using Sith Hunger, can Darth Nihilus go over his starting Hit Points or Force points?
A: No to Hit Points. Yes to Force points (but it would some very unusual circumstances for it to occur.)
Sith Lightning
Q: I've noticed a discrepancy between Count Dooku's Sith
Lightning on his stat card and in the Clone Strike glossary.
What is the correct Force point cost?
A: The stat card is correct. Sith Lightning costs 2 Force
points to use. The Revenge of the Sith rulebook lists the
correct Force point cost.
Q: Can Sith Lightning be used against any enemy within 6
squares?
A: No. Unless a special ability or Force Power's
description says otherwise, you must always follow the normal rules
for choosing a target. (See the Choosing Your Target section of the
Attacks and Damage chapter of the rulebook for details.) Sith
Lightning is no exception.
Q: Can Sith Lightning be stopped by Lightsaber Block,
Lightsaber Deflect, or Lightsaber Reflect?
A: No. Those abilities only allow a character to avoid the
damage from actual attacks, not special abilities or Force powers.
However, both Force Absorb and Force Defense can cancel Sith
Lightning.
Sith Rage
Q: I've noticed a discrepancy between Darth Maul's Sith
Rage on his stat card and in the Clone Strike glossary. What
is the correct Force point cost?
A: The stat card is correct. Sith Rage costs 1 Force point
to use. The Revenge of the Sith rulebook lists the correct
Force point cost.
Surprise Move
Q: If Qui-Gon Jinn spends 1 Force point to move with
Surprise Move immediately after the initiative check, can he spend
Force points on his turn?
A: Yes. The immediate move occurs outside the character's
normal activation, so when Qui-Gon's turn comes around, he can spend
Force points again.
Q: Characters can make only one attack of opportunity per
turn, and characters can spend Force points only once per turn, but
Surprise Move doesn't happen during any character's turn. Is there a
limit to the number of attacks of opportunity or expenditures of
Force points that a character can make during a Surprise Move?
A: Yes. Treat a Surprise Move just like a normal turn for
purposes of determining how?many times a character can do something
that is limited to once per turn. In this way, no character can make
more than one attack of opportunity during Qui-Gon's Surprise Move,
and no character can spend Force points more than once during
Qui-Gon's Surprise Move. In fact, because Qui-Gon already spent
Force points to perform the Surprise Move, he cannot spend Force
points again (to perform a Lightsaber Block against an attack of
opportunity, for example) during the Surprise Move.
Special Abilities
Q: When can a character use a special ability or Force
power that replaces attacks (such as Force Lightning)?
A: A special ability or Force power that replaces attacks
can be used only during a character's turn. A character cannot use a
special ability that replaces attacks when it is granted an extra
attack, such as when an enemy provokes an attack of
opportunity.
Q: Some special abilities (such as Careful Shot, Deadeye,
and Mighty Swing) grant bonuses on Attack and/or Damage when a
character doesn't move any distance. Must the attacking player
decide whether to use such an ability before the attack roll?
A: Yes, these abilities must be declared in advance. If
the attacker uses one of these abilities, it cannot move later that
turn.
Avoid Defeat
Q: Do multiple copies of Avoid Defeat stack? For example,
if a character has three Medical Droids adjacent to it, does it get
three separate attempts at Avoid Defeat?
A: No. A character cannot benefit from two copies of the
same ability at the same time. A character that acquires multiple
copies of Avoid Defeat can use only one of them when he would be
defeated.
Betrayal
Q: If a character changes sides due to Betrayal and is
defeated, who gets the victory points (for sanctioned play or for
purposes of a tie-breaker in casual play)?
A: The player whose squad defeated the character gets the
victory points. For example, if you lose one of your characters to
Betrayal and then defeat him, you get points for defeating that
character, even though he started out on your side.
Black Sun
Q: Would a character with Black Sun in a squad with Prince Xizor get Grenades 10 from Black Sun, and then Grenades 20 from Prince Xizor's commander effect?
A: Yes.
Bodyguard
Q: If a character uses the Bodyguard ability to protect a
Droid hit by an enemy Jawa, who has a Damage rating of 10 and the
Ion Gun ability (+20 Damage against Droid characters), does the
Bodyguard character take 10 damage or 30 damage?
A: It takes 30 damage. Determine all damage based on the
original target of the attack, then decide whether the Bodyguard
character takes the resulting damage. Modifications to damage from
critical hits, and abilities such as Cunning Attack, and the like,
are all calculated based on the original target of the
attack.
Q: Suppose Emperor Palpatine is adjacent to a Royal Guard,
who in turn has a Twi'lek Bodyguard adjacent to him. If the Emperor
takes damage that is transferred to the Royal Guard, can that damage
then be transferred to the Twi'lek ("cascading" the damage from the
Emperor "through" the Royal Guard to the Twi'lek)?
A: No. Damage transferred by Bodyguard must be from an
"attack," not assigned by a special ability.
Q: If you have a Bodyguard character with 10 Hit Points
adjacent to an ally who is hit by an attack that deals 30 points of
damage, does the Bodyguard absorb only the first 10 points of
damage, leaving 20 to be taken by the original target?
A: No. If a Bodyguard character absorbs damage from an
attack, it takes all of the damage (protecting the original target
completely), even if it has fewer Hit Points than the attack's
damage.
Q: Can Aayla Secura use Bodyguard and then use Lightsaber
Deflect to take no damage?
A: No. A character can use Lightsaber Deflect only if it
is hit by an attack. The Bodyguard special ability states that "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." Though the Bodyguard character takes
the damage, it isn't actually hit by the attack, so it can't use
Lightsaber Deflect.
Q: Can Bodyguard be used to transfer the damage from
Missiles, Grenades, Sith Grip, Force Burst, or other abilities that
don't require an attack roll?
A: No. Bodyguard can only transfer damage from attacks.
Offensive abilities that don't require attack rolls aren't attacks,
so Bodyguard cannot transfer the damage from those abilities. See
the Attacks section of this article for more details on what counts
as an attack.
Booming Voice
Q: Mas Amedda's Booming Voice says it gives "unlimited range" to commander effects. Does that mean it applies to all eligible allies?
A: No. "Unlimited range" means there is no specific range limit, but you still must be able to count range to that ally for the commander effect to apply. For example, if the commander is isolated in a room with all of its doors closed, it is impossible to count range to any character outside that room. Thus, the commander effect would not apply to any character outside.
Q: If Mas Amedda is in an Imperial squad with Grand Admiral Thrawn, can Thrawn really swap allied characters anywhere on the map if he can count (unlimited) range to them?
A: Yes.
Q: If Mas Amedda is in an Imperial squad with Grand Admiral Thrawn, does Ysalamiri apply to every allied character on the map?
A: No. Even though it is limited to 6 squares, Ysalamiri is not a commander effect.
Careful Shot
Q: I played a game last night where Aurra Sing ended up in
melee with General Kenobi. Can she claim the +4 for Careful Shot
when she is technically "in melee," or does the rule assume shooting
at close range?
A: In the game, there is no such thing as "in melee."
There are only "melee attacks," and those are produced only by
characters with the Melee Attack special ability. (See the Attacks
section of the FAQ for more details.) A character with Melee Attack
can attack only an adjacent foe; however, the opposite is not true.
A character without Melee Attack can attack an adjacent foe.
Furthermore, a special ability that grants a bonus to Attack works
against both adjacent and distant targets unless the special
ability's rules specifically say otherwise. Therefore, Aurra Sing
can indeed use Careful Shot against an adjacent target.
Charging Assault
Q: The ability says a character can move "up to" 12
squares, then make an attack at +20 Damage. Can Darth Maul on
Speeder choose not to move at all and still get the bonus on his
attack? The Savage glossary definition makes it sound like moving 0
squares counts as moving: ". . . it can move 0 squares and thus 'end
its move' next to that enemy."
A: A character with Charging Assault must move at least 1
square before the end of its turn to benefit from the ability's
bonuses. The Savage glossary definition is misleading and should not
be interpreted as allowing moves of 0 to count toward Momentum.
We'll clean that entry up in future products.
Cleave and Rolling Cleave
Q: When exactly does the Cleave or Rolling Cleave take
place? For example, say Darth Maul has only 20 Hit Points left and
moves adjacent to Padmé Amidala and Anakin Skywalker (who also has
just 20 Hit Points left). Darth Maul attacks Anakin and hits. Darth
Maul will do enough damage to defeat Anakin, allowing him to make a
Rolling Cleave attack against Padmé Amidala. However, Anakin wants
to use his Lightsaber Riposte ability to try and defeat Darth Maul
before he has a chance to use Rolling Cleave. Which happens first,
the attack from Rolling Cleave or Anakin's Lightsaber Riposte?
A: A character cannot perform a Cleave or Rolling Cleave
until the initial attack that defeated the enemy has been completely
resolved. In other words, you must first resolve all effects that
are triggered when the enemy has been hit, damaged, and defeated.
Lightsaber Riposte is triggered when a character is hit (which
happens before the character takes damage), so Anakin gets a chance
to use Lightsaber Riposte before Darth Maul can use Rolling Cleave.
If Anakin defeats Darth Maul with the attack, Darth Maul cannot use
Rolling Cleave at all.
Q: Say a character with Cleave or Rolling Cleave hits an
enemy, but the damage is absorbed by some other enemy with the
Bodyguard special ability. If the damage is enough to defeat the
Bodyguard character, can the attacker still use Cleave or Rolling
Cleave even though the Bodyguard character wasn't the actual target
of the attack?
A: It depends. Cleave and Rolling Cleave work only if the
defeated enemy is adjacent to the attacker. So long as this is true,
if an enemy with Bodyguard is defeated when absorbing the damage to
protect some other enemy, the attacker may take advantage of Cleave
or Rolling Cleave.
Q: Suppose Darth Maul starts his turn adjacent to an enemy
and defeats it with an attack, then uses Rolling Cleave to move 1
square and attack another enemy. Because he moved, is he now
precluded from using his Triple Attack ability?
A: No. Darth Maul may continue a Triple Attack sequence
that he had started before using Rolling Cleave. The special
movement allowed by Rolling Cleave does not count as a move for
purposes of Triple Attack. In the example, Darth Maul is still
entitled to the last two attacks of his Triple Attack
sequence.
Q: When Darth Maul performs a Rolling Cleave, are both
parts mandatory? Can he choose to do the movement but not the
attack, or the attack but not the movement?
A: Both parts are optional. Darth Maul may choose to do
the movement, but not attack. Likewise, he may choose to make the
attack, but not move.
Q: When Darth Maul performs a Rolling Cleave, can he move
1 square diagonally, or into low objects?
A: No. It costs 2 squares of movement to move diagonally
or into low objects or difficult terrain, and Rolling Cleave grants
only a single square of movement.
Crowd Fighting
Q: Does Shaak Ti's Crowd Fighting apply when she uses a
Lightsaber Sweep? For example, if Shaak Ti were completely
surrounded by eight Stormtroopers, would she get +16 to attack from
Crowd Fighting each time she attacked a different Stormtrooper
during her Lightsaber Sweep?
A: Calculate the bonus when you start each attack in the
Lightsaber Sweep. In your example, the first attack will get +16,
but if Shaak Ti defeats that opponent, the next attack will get only
+14, and so on.
Q: Do Shaak Ti's own adjacent allies count toward the
Crowd Fighting bonus? If there are three enemies and two allies
adjacent to Shaak Ti, does she get a +8 bonus to Attack from Crowd
Fighting?
A: Yes, Crowd Fighting grants a +2 bonus to Attack for
every adjacent character, enemy and ally alike.
Dark Armor
Q: Can Darth Vader, Jedi Hunter spend a Force point to
reroll the Dark Armor save if he is hit by an attack by an enemy
with the Force Immunity power?
A: No. That would be spending a Force point to respond to
the attack, and Force Immunity does not allow that. See the Force
Immunity Q&As for more details.
Desert Skiff
Q: Can a Bodyguard on the Skiff take damage done to the Skiff?
A: Yes.
Q: Characters on the Skiff count as adjacent to the Skiff, but do they also count as adjacent to each other?
A: Yes.
Q: Can a character on the Skiff use abilities that replace turns or attacks?
A: Yes. You check line of sight and cover, if necessary, from the Skiff. You count range, if necessary, from the Skiff to the selected character and then add one.
Q: Do commander effects affect characters on the Skiff? Do commander effects of characters on the Skiff affect other characters on the skiff, or other characters not on the Skiff?
A: Yes in all cases. In all cases, the character on the Skiff does not count as adjacent to any character except the Skiff and other characters on the Skiff. And you count range by adding one to the distance counted from the distant character to the skiff.
Q: Can characters on the Skiff be attacked or targeted?
A: Yes, but they have cover granted by the Skiff itself so few characters will actually be able to target them for an attack. You count range, if necessary, by counting from the attacker to the Skiff and adding one.
Q: Does Sniper avoid cover granted by the Desert Skiff ability?
A: No.
Q: If I used Flamethrower or Missiles on the Skiff, are all the passengers affected since they are considered adjacent?
A: Yes.
Q: When the Skiff is defeated, and I get to place a passenger, can I place it in the squares that were previously occupied by the Skiff?
A: No. You must resolve all other effects, including placing the passengers on the battle grid prior to removing the Skiff. In the unusual case of the Skiff being fully surrounded or no adjacent squares being available, place the passenger as near as possible to the Skiff.
Q: If the Skiff, or a character on the Skiff, changes faction through an ability like Betrayal what happens?
A: The character is no longer allied to the Skiff, and the enemy passengers are immediately disembarked.
Q: If a character somehow moves outside of the normal sequence, through Tow Cable, Lift, or a commander effect for example, and ends this move next to the Skiff, can it board?
A: Yes, so long as it was movement, and not a change of position like Thrawn's commander effect for example.
Dominate
Q: Does a character with Dominate need to have line of
sight to the target to use the ability?
A: Yes. The Dominate definition says it affects a "target
non-Droid character," so that means it must follow the normal
targeting rules. The only exception, specified at the end of the
Dominate glossary entry, allows any ally in line of sight to be a
legal target.
Q: If I try to Dominate an ally, is the ally required to
roll the save, or can it choose to voluntarily fail the save?
A: The ally must roll the save. See the Saves section of
this article for more details.
Q: If a character is successfully dominated, can it take a
turn later in the round? Or does Dominate make you unable to
activate that character again during the same round?
A: The immediate turn granted by Dominate does not count
as an activation, so it has no effect on that character's normal
turn that round. The target character may be activated normally
before or after the immediate turn granted by Dominate.
Q: If a character with Force Renewal (such as Yoda) is
successfully dominated, does he get a Force point in that immediate
turn?
A: No. See the Rounds, Phases, and Turns section of this
article for more details. ?
Q: Can a character use special abilities or Force powers
while under the influence of Dominate?
A: Yes. The only thing a Dominated character can't do is
move. This includes using any special abilities or Force powers that
provide movement.
Q: Does that mean I can't Dominate Darth Maul and then use
his Rolling Cleave?
A: You could use Rolling Cleave, but you could only use it
to get an attack, not to move 1 square. (The two components of
Rolling Cleave are optional. See the Cleave and Rolling Cleave
section of this article for more details.)
Q: Say I try to Dominate a character who has Force points.
He fails his save, spends a Force point to reroll, and fails his
second save. Can I use that character's Force points while he is
dominated, or am I prevented from doing so because he already spent
Force points this turn?
A: A dominated character can spend Force points while
taking the immediate turn. Dominate grants a new turn to the
affected character, so it can spend Force points normally on that
turn.
Q: My opponent has Obi-Wan Kenobi, Jedi Master and Anakin
Skywalker, Jedi Knight in his squad. Normally, Anakin has a +12
Attack, but thanks to Obi-Wan's commander effect, Anakin attacks at
+16. If I Dominate Anakin and make him attack, does he attack at +12
or +16?
A: While a player controls a character via Dominate, the
character is treated as part of that player's squad (and not part of
his original squad). Therefore, the controlled character may benefit
from his controller's commander effects, but not his original
squad's commander effects. In the case you describe, Anakin attacks
at +12 because he's not in the same squad as Obi-Wan Kenobi, Jedi
Master, when he makes the attack.
Q: If I Dominate an opponent's Obi-Wan Kenobi, and he ends
up being defeated as a result of his immediate attack (perhaps
because his target's Self-Destruct ability did enough damage to
defeat Obi-Wan, or his target used Lightsaber Riposte), who gets the
benefit of Obi-Wan Kenobi's Force Spirit ability? Does his original
owner get Force Spirit, or do I get Force Spirit since I controlled
Obi-Wan at the time he was destroyed? What if some of my other
characters have abilities that trigger when allies are defeated? Can
I take advantage of those when Obi-Wan gets defeated?
A: The Dominate glossary definition says that when you
Dominate a character, it acts as though it is on your squad for a
whole turn. Since Obi-Wan is defeated while he's effectively part of
your squad, you (the player who took control of Obi-Wan) gain the
benefit of Force Spirit. The same is true for other similar
abilities; while you control Obi-Wan, he's an ally of your squad, so
you can take advantage of abilities that trigger when allies are
defeated, and the player of his original squad cannot.
Q: Let's say my opponent's squad contains both Emperor
Palpatine, Sith Lord and Anakin Skywalker, Sith Apprentice. I
Dominate the Emperor and use him to attack Anakin. Anakin uses
Lightsaber Riposte to attack the Emperor back and rolls a natural 1,
which triggers Betrayal. Whose squad does Anakin end up in?
A: At the time Betrayal happens, Emperor Palpatine, Sith
Lord is part of your squad (thanks to Dominate), so Anakin joins
your squad. In fact, Anakin stays in your squad even though you
controlled the Emperor for only a single turn. Of course, now that
Anakin is in your squad, he might end up attacking the Emperor
again, and if he rolls another natural 1, he'll go back to his
original squad!
Q: Can Dominate be used on General Grievous?
A: Yes. Dominate works on non-Droids, and General Grievous
is a Cyborg, so he counts as both a Droid and a non-Droid. (See the
glossary definition of Cyborg for more details.)
Q: If I use Dominate on Durge, does he regenerat? on the
immediate turn granted by Dominate? Does this allow Durge to
regenerate twice in a round: once on his normal turn (assuming he
doesn't move), and once on the immediate turn granted by
Dominate?
A: Yes and yes. In order for the Regeneration ability to
work, Durge must take a turn in which he does not move. Being
dominated allows Durge to take a immediate (extra) turn, and he is
prevented from moving on that turn, so he qualifies for his
Regeneration ability. If Durge doesn't move on his normal turn in
the round, he can regenerate then, too.
Double Attack
Q: The Destroyer Droid has the Double Attack ability. If
the Destroyer Droid is within 6 squares of General Grievous or a
Geonosian Overseer (both of whom grant the Double Attack ability to
nearby Droid followers), does the Destroyer Droid get Double Attack
twice, giving a total of three attacks if it doesn't move on its
turn?
A: No. The stacking rule says that no creature can benefit
from two instances of the same ability. A character who has Double
Attack from two or more different sources can make just one extra
attack if it doesn't move on its turn.
Draw Fire
Q: How does Draw Fire interact with combined fire? Can the
attacking player decide whether to combine fire and which characters
aid in combined fire after seeing the result of the Draw Fire
save?
A: The Draw Fire ability is declared and resolved prior to
any combined fire decisions.
Q: What exactly can Draw Fire divert? It's pretty clear
how it diverts normal attacks, but can it divert attacks of
opportunity, too? What about things like Grenades, Blaster Barrage,
Lightsaber Sweep, Kouhun Infestation, Force Lightning, etc? What
about forcing an enemy to move differently?
A: Draw Fire can be used to divert any attack, special
ability, or Force power that uses the legal target rules to
determine who can be affected. (The legal target rules can be found
in the Choosing Your Target section of the Attacks and Damage
chapter of the rulebook.) Draw Fire can divert an attack, special
ability, or Force power only if the character with Draw Fire is also
a legal target for it.
For example, all normal attacks (by characters with or without
Melee Attack) use the legal target rules, so they can be diverted
with Draw Fire. Force Grip, Force Lightning, Kouhun Infestation, and
Grenades use the legal target rules, so they can be diverted.
Blaster Barrage uses the legal target rules, so the individual
attacks of the Blaster Barrage can be diverted.
In contrast, Lightsaber Sweep does not use the legal target rules
(you make an attack against every adjacent enemy), so the attacks of
a Lightsaber Sweep cannot be diverted. Emperor Palpatine's Force
Storm does not use the legal target rules (it affects every adjacent
character), so it cannot be diverted. Attacks of opportunity do not
use the legal target rules (they affect the moving character), so
they cannot be diverted. An enemy's movement is not governed by the
legal target rules, so Draw Fire can never force an enemy to move to
C-3P0 (for example) instead of another character.
Q: Han Solo, Chewbacca, and C-3P0 are all adjacent to
Darth Vader, Dark Jedi. If Darth Vader uses Lightsaber Sweep, can
C-3P0 potentially draw all three attacks onto himself?
A: A character using Lightsaber Sweep does not choose the
enemies to attack (he simply attacks every adjacent enemy), so Draw
Fire cannot be used against it. The same is true for Force Storm.
However, Draw Fire can certainly be used at any point (and multiple
times) during a Double Melee/Triple Melee attack sequence.
Q: If Mara Jade uses Blaster Barrage to attack several
legal targets, including C-3P0, can C-3P0 use Draw Fire to divert
multiple attacks?
A: Yes. So long as C-3P0 is a legal target for the Blaster
Barrage, he can potentially div?rt any and all attacks against
targets within 6 squares of himself.
Q: Emperor Palpatine is 5 squares away from Luke
Skywalker, Jedi Knight and declares the use of Force Lightning on
Luke. C-3P0 is within 6 squares of Luke but he is more than 6 from
the Emperor, and he wants to use Draw Fire. Does Emperor Palpatine's
player need to roll a save to determine if C-3P0 will be the target?
If so, and if he fails the save, does that mean the Emperor must
spend the 2 Force Points for the attack and miss C-3PO because of
the range difference?
A: No. Draw Fire says that the attacking character must be
able to select C-3P0 as a target. In this case, the Emperor can't do
so because C-3P0 is out of range. Thus, C-3P0 can't use Draw Fire in
the scenario you describe.
Droid Mark
Q: Can I use Wat Tambor's Droid Mark ability on any
version of General Grievous, since they all count as a Droid?
A: Yes. All versions of General Grievous have the Cyborg
ability, so he is considered to be both a Droid and a non-Droid.
Thus, he can be chosen for Droid Mark.
Q: Wat Tambor gets to use Droid Mark when he activates.
Does this mean he can use it when he activates to provide a combined
fire bonus to some other character's attack?
A: No. A character who activates to provide a combined
fire bonus to an ally's attack cannot do anything else on its
turn.
Droid Reinforcements
Q: Does Wat Tambor's Droid Reinforcements ability allow me
to break the faction rules? That is, if I'm building a Separatist
squad, can I use Droid Reinforcements to bring a non-Separatist and
non-Fringe Droid (such as an Imperial Probe Droid) into my
squad?
A: No. You must still abide by the faction rules when
using Droid Reinforcements. Wat Tambor can bring only Separatist and
Fringe Droid characters into a Separatist squad.
Q: The card text for Wat Tambor's Droid Reinforcements
says it allows non-Unique Droids. The rulebook's definition of Droid
Reinforcements doesn't contain the "non-Unique" text, so it allows
all Droids. Which one is correct?
A: The additional restriction imposed by Wat Tambor's stat
card is correct. Wat Tambor's Droid Reinforcements allows you to add
only non-Unique Droids to your squad.
Execute Order 66
Q: Emperor Palpatine, Sith Lord's Execute Order 66 ability
prevents characters with Order 66 from attacking him. Does Execute
Order 66 also prevent characters from combining fire on some other
character's attack against Emperor Palpatine, Sith Lord?
A: No. Execute Order 66 only prevents attacks. Providing a
combined fire bonus against an enemy doesn't actually count as
attacking that enemy.
Q: If my Clone Trooper wants to attack, but Emperor
Palpatine, Sith Lord is his nearest enemy, and all other enemies
have cover, can the Trooper attack the second-nearest enemy? In
other words, since Emperor Palpatine, Sith Lord isn't a legal target
for the Clone Trooper (thanks to the Execute Order 66 ability), does
that allow the Clone Trooper to treat the second-nearest enemy as
the nearest enemy?
A: No. The Execute Order 66 ability doesn't change how you
determine the nearest enemy. The Clone Trooper in the example can't
attack any enemy. He can't attack the nearest enemy (Emperor
Palpatine, Sith Lord) because the Execute Order 66 ability precludes
it, and he can't attack any farther enemies because they have cover.
The Clone Trooper needs to either move before attacking so that he
does have a legal target, or choose something else to do on his
turn.
Fire Control
Q: If you have 2 (or more) Battle Droid Officers in your
squad, do the bonuses from Fire Control stack for a total of +8 (or
more) on Attack?
A: No. The stacking rule says that no characte? can
benefit from multiple instances of the same ability. Even if you
have two or more Battle Droid Officers in your squad, non-Unique
Droid allies get only a total of +4 Attack from Fire
Control.
Q: Does a Battle Droid Officer's Fire Control ability
grant it a +4 bonus on its own attacks?
A: No. Fire Control applies to all non-Unique Droid
allies, and the Battle Droid Officer is not its own ally (see the
errata for "Ally/Allied" at the top of this article).
Flight
Q: Can a character with Flight and Mobile Attack make an attack from a Pit square, or a square that contains another character?
A: No. A character using Mobile Attack must be in a legal space for ending movement when making a Mobile Attack even though this is not considered the end of this character's movement.
Force Immunity
Q: Exactly what sorts of Force powers does Force Immunity
protect against? Can an enemy use the Damage bonus granted by Sith
Rage or Lightsaber Precision against a character with Force
Immunity? Can an enemy use an attack granted by Lightsaber Assault
or Lightsaber Sweep against that character? If an enemy uses Force
Leap to move through or past a that character's space, does the
character with Force Immunity get to make an attack of
opportunity?
A: Force Immunity protects against Force powers that
affect the character with Force Immunity. Thus, it cannot be damaged
by Force Lightning, Force Grip, Force Whirlwind, Force Burst,
Shockwave, and so on. Those powers either deal damage directly or
apply some other effect.
Force Immunity does not protect against Force powers that boost
the attacker's statistics or abilities. Thus, when attacking a
character with Force Immunity, the attacker can benefit from
Lightsaber Precision, Sith Rage, Force Valor, and so on. Similarly,
powers such as Blaster Barrage, Lightsaber Assault, Whirlwind
Attack, Lightsaber Sweep and Lightsaber Throw allow the attacker to
make extra attacks or make an attack when he would not otherwise be
able to; such powers don't count as affecting the character with
Force Immunity. Thus, a Force Immune character can be attacked by an
enemy using one of those powers. Likewise, Force Leap, Master Speed,
and Knight Speed affect the character who is moving, so Force
Immunity doesn't eliminate any part of those abilities'
benefits.
In short, if a Force power boosts a character's stats, allows it
to make more attacks than normal, or enhances its movement, Force
Immunity does not protect against the Force power. If a Force power
deals damage to or applies a condition directly to one or more
characters, Force Immunity protects against the Force power.
Q: Force Immunity says enemies can't spend Force points to
"respond to" a that character's attacks and abilities. What exactly
counts as "responding to" an attack or ability?
A: "Responding to" includes using a Force power to avoid
the damage, rerolling a save that helps reduce or avoid damage,
rerolling a save to prevent an effect, or using a Force power that
triggers when hit. Thus, Lightsaber Block, Lightsaber Deflect, and
so forth cannot be used against an enemy with Force Immunity. An
enemy with Evade or Dark Armor cannot spend a Force point to reroll
a failed save against a hit, nor can it cannot spend a Force point
to reroll a failed save for Plaeryin Bol or Thud Bug. An enemy
cannot use Lightsaber Riposte to attack the character who hit
him.
Fringe Reinforcements
Q: I'm confused about Jabba the Hutt's Fringe
Reinforcements special ability. In a 100-point skirmish, does this
mean you build a 70-point squad, look at your opponent's squad, and
then add 30 points of Fringe characters? Or do you build a 100-point
squad, look at your opponent's squad, and then add 30 points of
Fringe characters, for a total of 130 points?
A: You build a 100-point squad, look at your opponent's
squad, and then add 30 points of Fringe characters. Yes, this does
give you a total of 130 points of characters, and they do not score
any points for your opponent when defeated. However, they are built
into Jabba the Hutt's cost (by himself, he definitely isn't worth 50
points).
Q: I have a question about Fringe Reinforcements. The text
says I can add 30 points of Fringe characters after looking at the
opponent's squad. In a tournament, can I replace these 30 points for
each opponent (in other words, at the beginning of each new game)?
Or can I choose the additional characters only in the first skirmish
and then use the same ones for the rest of tournament?
A: You may choose a new set of Fringe reinforcements at
the beginning of each skirmish. You do not have to keep the same 30
points of characters for each game in a tournament.
Q: If both players have Reinforcements at the beginning of the game, does one player get the advantage of seeing the other players new characters before having to choose his own?
A: No. Both players build their Reinforcements secretly and reveal them at the same time just like originally done with the squads.
Fringe Reserves
Q: If I have multiple copies of Rodian Black Sun Vigo in
my squad, and I roll exactly 11 for initiative, do I get multiple
20-point sets of Fringe characters, or does the stacking rule limit
me to just one?
A: You get multiple 20-point sets of Fringe characters
(each character's special ability triggers). The same situation
applies in the case of Republic Reserves and Separatist Reserves, if
you roll the appropriate number. However, you must activate each
ability separately: You can't combine multiple reserves to add a
character whose cost is greater than 20.
Q: If both players have Reserves during the same round, does one player get the advantage of seeing the other players new characters before having to choose his own?
A: No. Both players build their Reserves secretly and reveal them prior to the player who goes first setting up his Reserves.
Galloping Attack
Q: Does Galloping Attack allow a character to make a free
attack against an enemy that it starts its turn adjacent to, or must
the character move at least 1 square to start the free attacks?
A: The character must move at least 1 square before
receiving any free attacks. Of course, if it starts adjacent to an
enemy and its first move takes it into another square adjacent to
the same enemy, it can attack that enemy.
Grenades
Q: Does a character with the Grenades special ability
(such as the Bothan Spy) ever run out of grenades?
A: No, there is no limit. Unless a special ability lists
some limited number of uses, it can be used indefinitely.
Hand of the Emperor
Q: The rulebook defines "Hand of the Emperor" as follows:
"In addition to spending its own Force points once per turn, a
character with this special ability can spend Force points from
Emperor Palpatine once per turn. Emperor Palpatine must be in your
squad for this ability to work."
The way this is worded suggests to me that Mara Jade may use her
own Force points to use Blaster Barrage, and then use an additional
1 Force point from Emperor Palpatine to use Blaster Barrage again,
should she choose to do so. Is this correct?
A: No. Mara Jade can't use Blaster Barrage twice in the
same turn – it replaces attacks, so even if she uses one of the
Emperor's Force points, she can't use Blaster Barrage again.
(Special abilities and Force powers that replace attacks can be used
only once per turn regardless of the number of normal attacks a
character might otherwise be able to make.)
Heavy Weapon
Q: Characters with Heavy Weapon can't attack and move in
the same turn. How does this work with ASP-7's Lift ability? Lift
"replaces attacks," so can ASP-7 move another character with Lift
and also move that turn? Can it use Industrial Repair on another
character and still move that turn?
A: Yes. Abilities that replace attacks don't count as
attacks themselves. So ASP-7 can use its Lift ability and also move,
or use Industrial Repair and move. Heavy Weapon only prevents it
from attacking and moving on the same turn. A character with Heavy
Weapon can still make an attack of opportunity as normal, and it can
move in the same turn that it uses a replaces attacks
ability.
Impulsive Shot
Q: Does Luke Skywalker, Rebel get an Impulsive Shot when
he is defeated?
A: No. Impulsive Shot grants a free attack only when some
other Unique character in your or your teammate's squad is defeated
(see the errata for "ally/allied" above).
Q: Can Luke Skywalker, Rebel use his Impulsive Shot if he
has already been activated in the turn?
A: Yes. Impulsive Shot gives him an immediate attack that
is outside the normal round sequence. He can use it even if he has
already been activated this round, and using it has no effect on
activating him later in the round.
Q: Also, the Impulsive Shot rule says that it can be used
"once per turn." Is that supposed to be "once per round"?
A: No, "once per turn" is correct. For example, if Darth
Vader defeats Han Solo, Luke gets an immediate attack. If, on the
next activation, a Stormtrooper defeats Leia, Luke gets another
immediate attack. However, if Vader were to use Lightsaber Sweep and
defeat Han Solo and Leia on the same turn, Luke would get only one
immediate attack.
Impulsive Sweep
Q: Does Anakin Skywalker get an Impulsive Sweep when he is
defeated?
A: No. Impulsive Sweep grants free attacks only when some
other Unique character in your or your teammate's squad is defeated
(see the errata for "ally/allied" above).
Jedi Hunter
Q: Does General Grievous, Jedi Hunter count as having the
Jedi Hunter special ability? He doesn't have Jedi Hunter listed in
the special abilities section of his stat card, but he does have
"Jedi Hunter" in his name.
A: No. In order to count as having the Jedi Hunter special
ability, a character must have Jedi Hunter in the special abilities
section of its stat card.
Kouhun Infestation
Q: How do you count the range to a potential target of
Kouhun Infestation?
A: You count range just as you would count for any special
ability -- diagonals count as 2 squares, but squares containing low
objects and difficult terrain do not. You have to count around walls
as normal, even though you don't need line of sight to the target.
The range is measured along the shortest path to the target. See the
glossary definition of range for more details.
Q: Does Kouhun Infestation work through closed doors?
A: No. (Attack of the Clones demonstrates that they
can't even get through windows without a little help!) As noted in
the glossary, you can't count range through a wall, and a closed
door is treated as a wall for all purposes.
Q: What about the fact that this ability doesn't require
line of sight? Wouldn't that mean it should work through walls or
closed doors, anyway?
A: No. Line of sight is normally a requirement for any
target of special abilities (just as it would be a requirement for a
normal attack). Dropping that requirement does not change how range
is measured.
Q: If Kouhun Infestation is used against a target not in
line of sight, how would that work with the cover and adjacent enemy
requirements for targeting enemies?
A: First, if Zam Wesell has an adjacent enemy, she would
not be able to use Kouhun Infestation against any nonadjacent
target. (This is exactly the same as any other attack or special
ability.) Second, a target not in line of sight would automatically
be considered to have cover – obviously, it would be impossible to
draw an unobstructed line to all parts of the target's space. Thus,
Kouhun Infestation can't be used against a target not in line of
sight unless that target is also the nearest enemy.
Q: Do I need to make an attack roll for Kouhun Infestation
to work, or does the target merely need to be within range?
A: Kouhun Infestation is not an attack, so no attack roll
is required. The target does get a save, though.
Q: Can I use defensive abilities such as Lightsaber
Deflect against Kouhun Infestation? How about a Destroyer Droid's
Shields?
A: Lightsaber Deflect and similar abilities can't protect
against Kouhun Infestation because they apply only against actual
attacks. In contrast, a Destroyer Droid's Shields would apply
against Kouhun Infestation because the ability reduces damage from
any source, not just attacks.
Lightsaber
Q: I just saw something in the Advanced Rules glossary
that confuses me: "Lightsaber: This character uses a lightsaber
instead of a blaster when attacking adjacent enemies. Such attacks
get a +10 bonus to Damage." Is that included in the damage of
characters with lightsabers, or is that something to add on?
A: No, this only applies to a character that actually has
the Lightsaber special ability (by itself, not in terms such as
Lightsaber Assault or Lightsaber Block) on its stat card, such as
the Dark Side Adept in the Revenge of the Sith set. It
doesn't apply to other characters at all.
Q: If Luke Skywalker on Tauntaun gets a critical hit
against an adjacent non-Droid enemy, does he deal 40 damage? I know
his base 10 Damage gets doubled, but the +10 Damage bonus from his
Lightsaber special ability get doubled too?
A: On a critical hit, Luke Skywalker on Tauntaun deals 30
damage to adjacent non-Droid enemies. Only a character's base Damage
is doubled on a critical hit. The Lightsaber special ability gives
Luke some bonus damage, but bonus damage is not doubled on a
critical hit. See the glossary definition of critical hit in the
rulebook for more details.
lightsabers (characters with)
Q: It looks like the Dark Side Enforce has a lightsaber hilt on her belt. Does she count as a character with a lightsaber?
A: No. To qualify as a lightsaber while inspecting a miniature, it must contain the colored lightsaber blade. If that isn't visible on the miniature, you must check the stat card for any Force power or Special Ability containing the word "Lightsaber".
Q: Does the Mistryl Shadow Guard count as a character with a lightsaber because of her light whip?
A: No.
Missiles
Q: When Missiles deals damage to a group of characters,
who gets to make the save? Is there one save for the whole
group?
A: Missiles work the same as Grenades as far as the saves
are concerned. Each affected character gets its own save to avoid
the damage.
Mobile Attack
Q: Does General Kenobi's commander effect ("Followers can
move 2 extra squares on their turns as part of their move") allow a
creature with Mobile Attack to move 2 extra squares on both the move
before the attack and the move after the attack, for a total of 10
squares?
A: No. General Kenobi's commander effect increases the
total distance the character can move on its turn by 2 squares. It
doesn't add 2 extra squares to movement both before and after the
attack. A creature that can normally move 6 squares and attack can
use General Kenobi's commander effect to move a total of 8 squares
when performing a Mobile Attack.
Q: Does Mobile Attack allow a character to move, use an
ability that replaces attacks, and then move again?
A: Yes. Mobile Attack does not replace an attack or turn,
but simply allows a character to attack at any point during its
move, so that character can substitute another ability that replaces
attacks for the attack action. See "Replaces Attacks" for more about
the interaction between abilities that replace attacks and
turns.
Molecular Shielding
Q: Does Molecular Shielding protect against special
abilities such as Missiles, Grenades, or Kouhun Infestation? What
about Force powers such as Force Lightning, Force Storm, or Force
Strike?
A: Molecular Shielding protects only against the damage
from attacks. None of the special abilities and Force powers listed
above are attacks, so Molecular Shielding does not protect against
them. See the Attacks section of this article for more details about
what counts as an attack.
Momentum
Q: Does Momentum work if a character moves 0 squares? To
get the bonuses from Momentum, a character must move before
attacking. However, the Savage glossary definition makes it sound
like moving 0 squares counts as moving: ". . . it can move 0 squares
and thus 'end its move' next to that enemy."
A: A character with Momentum must move at least 1 square
before the end of its turn to benefit from the ability's bonuses.
The Savage glossary definition is misleading and should not be
interpreted as allowing moves of 0 to count toward Momentum. We'll
clean that entry up in future products.
Q: If a character with Momentum (such as a Sandtrooper on
Dewback) is adjacent to an opponent, can it move 1 square away, and
then move 1 square back toward the opponent to gain the benefit of
Momentum on its attack?
A: Yes, the character would gain the benefit of Momentum
on that attack, but keep in mind that it would?be subject to an
attack of opportunity when it moves out of the adjacent square.
Thus, it's possible the character could be defeated by trying to do
this.
named/name contains
Q: The new definition of "named/name contains" says a named character must match the name exactly. Previously Mara Jade's Hand of the Emperor ability or Royal Guards Emperor's Bodyguard ability worked with Emperor Palpatine, Sith Lord too, but the name doesn't match. Is that still true?
A: Yes. The new definition of "named/name contains" is for Champions of the Force and later sets. For previous sets consider the wording to be equivalent to "whose name contains" in all cases.
Order 66
Q: Do ARC Troopers (from the Clone Strike
expansion) count as Clone Troopers for the purpose of Order 66?
A: Yes. An ARC Trooper is a special kind of clone trooper,
even though the words "Clone Trooper" do not appear in its
name.
Q: Can Emperor Palpatine (from Rebel Storm) include
characters with Order 66 in his squad? The glossary definition for
Order 66 says that the character can be in a squad with "Emperor
Palpatine, Sith Lord," but I'm not sure if that should include any
"Emperor Palpatine." For example, both couldn't be in the same squad
because of the Unique restriction (their names are similar,
obviously, with the exception of the phrase "Sith Lord"), but does
this make them similar enough to both get this benefit?
A: No. The Order 66 glossary entry mentions a specific
miniature by name. "Emperor Palpatine, Sith Lord" refers only to the
character from the Revenge of the Sith set. If it were meant
to apply to the Rebel Storm Palpatine, it would have said
"Emperor Palpatine" (which would apply to both) instead.
Q: The commander effect for Emperor Palpatine, Sith Lord
says that I can include characters with Order 66 in his squad. If
the Emperor is defeated, what happens to any characters with Order
66 in the squad? Are they automatically removed from play? Do they
change sides and start to fight for my opponent's squad?
A: Characters with Order 66 in Emperor Palpatine, Sith
Lord's squad continue to fight for that squad normally even if
Emperor Palpatine is defeated during the skirmish.
Override
Q: Can Override be used to close a door that would
normally stay open, such as when a character is adjacent to that
door?
A: Yes. Override can be used to force a door closed (or
open), regardless of the normal rules for opening and closing
doors.
Q: What happens if a player wants to use R2-D2's Override
ability to close a door when there is a Large creature in the way?
(The Large creature straddles the gridline that the door blocks when
closed.)
A: The safety interlocks prevent R2-D2 from using Override
on a door that has a Large creature in the way.
Q: Given all that, how do you keep a squad with R2-D2 from
winning all the time? It seems that you can build a squad designed
to defeat an enemy very quickly and then lock yourself in a room
with a single door for 10 rounds. No one can get in, so no one can
attack anyone else. The side with R2-D2 automatically wins as long
as it defeats more points of enemies and finds a janitor's closet to
hide in!
A: This is a perfectly legitimate strategy, and the Rebel
player can build a squad around this concept. Generally, though, it
won't work well against a squad with very high-point characters. For
example, you would be hard pressed to make a "quick strike" and earn
easy points against a squad consisting of Darth Vader, Sith Lord and
Emperor Palpatine. Still, if you ever manage to get ahead on points
and can retreat "into the closet," so to speak, it can work quite
well. (Expect the Imperial player to make every effort to defeat
R2-D2 early in the game, though.)
That said, we agree that overuse of this tactic can be annoying
and a bit disrespectful to other players, especially if you use it
repeatedly to win battles by running out the clock. It's fine to
introduce a house rule if you find this to be disruptive -- the
point, after all, is for both sides to have fun. For example, you
might have a house rule that if Override is used for 5 consecutive
rounds, R2-D2 loses the ability to use Override for the rest of the
battle because the central computer is able to isolate and bypass
his com link. Such a house rule usually wouldn't be necessary in a
scenario with more specific objectives (such as "Rescue the
Princess," or those in Ultimate Missions products), but it
would be a perfectly acceptable variant to adopt if this has been a
problem for your group. Discuss it with other players before
bringing it into play, and consider all the alternatives before
coming to a final decision. In any event, the designers will
continue to evaluate the problem.
Penetration
Q: Does Penetration work against Dark Armor, Shields, or Vonduun Crab Armor in addition to Damage Reduction?
A: No.
Pheromones
Q: Exa?tly what sorts of attacks can Pheromones cancel?
It's pretty clear how it cancels normal attacks, but can it cancel
attacks of opportunity, too? What about things like Lightsaber
Assault, Blaster Barrage, Lightsaber Sweep, Charging Assault,
Charging Fire, Whirlwind Attack, and so on?
A: Pheromones can be used to cancel any attack that uses
the legal target rules to determine who can be targeted. The attacks
granted by Lightsaber Assault, Blaster Barrage, and Charging Fire
use the legal target rules, so the attacks granted by those
abilities can be canceled. In contrast, Lightsaber Sweep does not
use the legal target rules (you make an attack against every
adjacent enemy), so they cannot be canceled. The same is true of
Charging Assault (make an attack against an adjacent enemy) and
Whirlwind Attack (make two attacks against each adjacent enemy).
Attacks of opportunity do not use the legal target rules (they
affect the moving character), so they cannot be canceled by
Pheromones.
Q: The card text for Prince Xizor's Pheromones says it
only applies to attacks made against Prince Xizor. The
Universe booster insert definition of Pheromones doesn't
limit it to just attacks against Prince Xizor. Which one is
right?
A: The additional restriction imposed by Prince Xizor's
stat card is correct. Prince Xizor's Pheromones can only cancel
attacks that target Prince Xizor.
Rapport
Q: How does Rapport affect costs when adding a character
through Fringe Reinforcements or Fringe Reserves, or when scoring
points for defeating a character?
A: If you add a character eligible for Rapport through
Fringe Reinforcements or Fringe Reserves, use the discounted price
for the newly added character. When scoring points for defeating a
character whose cost was reduced when added to the squad, it is
worth the reduced cost.
Q: Can multiple instances of Rapport reduce a given
character's cost multiple times?
A: Multiples of the same Rapport ability do not stack, as
always. However, different versions of Rapport from different
characters could grant a reduction 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 characters' Rapport abilities could reduce a character's
cost below 1, its minimum cost is 1.)
Q: For the purposes of Clone Commander Cody's Rapport would Utapau Troopers or Clone Trooper Grenadiers count as Clone Troopers?
A: No. The character's name must be "Clone Trooper" exactly. See the new definition of "named/whose name contains" in the Champions of the Force rules insert. (Note: "named/whose name contains" does not apply to prior sets.)
Q: Anakin Skywalker, Sith Apprentice's card states that he counts as Darth Vader. So would the Coruscant Guard's Rapport ability deduct one from his cost when in the same squad?
A: No. He counts as Darth Vader for the purposes of the Unique ability only.
Q: Does Nym's Rapport apply to characters with Mercenary in their name, or to characters with the Mercenary special ability?
A: Only characters with the Mercenary special ability.
Recon
Q: Do you need to have two characters with Recon in your
squad to benefit from the ability? The Recon text on the Probe Droid
card suggests this may be necessary.
A: Only a single character with Recon is necessary to gain
the benefit (see the errata to Recon above).
Q: Can you choose either of the two rolls as described on
the stat cards, or do you have to take the higher roll as described
in the glossary?
A: The wording on the card is correct. Either roll may be
chosen.
Rend
Q: If a Yuzzum or Wampa gets an immediate attack or Extra Attack from a commander effect can this attack trigger Rend?
A: No. A character with Rend must hit with both its attacks from Double Claw Attack or Double Attack on its turn for Rend to trigger. Extra Attacks, and immediate attacks that fall before, between, or after those attacks do not factor into the determination of Rend.
Repair 10
Q: Can R2-D2 use its Repair 10 ability to remove damage
from itself?
A: No. Repair 10 has touch range, which generally allows a
character to use a Force power or special ability on itself.
However, the Repair glossary definition says that it can be used
only on other Droid characters, overriding the general rule for
touch.
Q: Can you use the Repair ability to remove damage from a
Droid character with the Mounted Weapon ability, or can only the
Industrial Repair ability be used on a character with the Mounted
Weapon ability?
A: Both Repair and Industrial Repair can be used to remove
damage from a Droid character with the Mounted Weapon ability. The
fact that Industrial Repair works o?ly on characters with Mounted
Weapon doesn't preclude Repair from also working.
Savage
Q: Assume Quinlan Vos is suffering from his Impulsive
Savagery and still has some Force points left. If the closest enemy
is 14 squares away when Quinlan Vos starts his turn, must he spend a
Force point to move faster so that he can become adjacent to that
enemy?
A: No. A Savage character with Force points to spend is
not required to spend them in order to meet the requirements of the
Savage ability.
Self-Destruct
Q: I have a question concerning the Probe Droid in
multiplayer games. Player A owns the Probe Droid, which is adjacent
to a character belonging to Player B. Player C's character shoots
and defeats the Probe Droid, which then self-destructs and deals
enough damage to defeat Player B's character. Who gets the points
for Player B's character?
A: Good question! Player A gets the points for Player B's
character -- it was defeated by Self-Destruct, a special ability of
Player A's Probe Droid. (Player C gets the points for the Probe
Droid, obviously, because his character defeated it with a direct
attack.)
Q: Let's say I have a Probe Droid adjacent to a bunch of
enemies. Could one of my other characters attack the Probe Droid to
trigger its Self-Destruct ability and damage all the adjacent
enemies?
A: That's a creative idea, but no. The rules for Choosing
Your Target specifically says that you "choose which enemy the
attacking character (attacker) is targeting." Thus, you can only
target enemies with attacks, never allies.
However, there are a few ways for a character to defeat an allied
Probe Droid, thereby causing it to self-destruct at an opportune
time: Grenades, Force Lightning, and Force Storm. The first two must
target enemies, but also have the potential to affect allies. Force
Storm gets every adjacent character, and Palpatine would take the
Self-Destruct damage too, but it would certainly work.
Shields
Q: If I have a character with Shields (such as a Destroyer
Droid) adjacent to an ally with the Bodyguard special ability, and
if my character with Shields is hit by an attack, can I have the
Shields absorb some of the damage and then transfer the remaining
damage to the ally with Bodyguard?
A: No. It may only use Shields if it takes the damage. If the damage is assigned to the Bodyguard, then Shields on the target character have no effect. However, if the Bodyguard character had Shields (or other abilities that trigger when the character takes damage) it may use them.
Q: Can Shields absorb the damage from Darth Sidious's Pawn
of the Dark Side power?
A: Yes. The glossary definition of Shields says it absorbs
damage from any source, so it can absorb the damage caused by Darth
Sidious' Pawn of the Dark Side power.
Sniper
Q: The card says Sniper affects attacks, but the Glossary just says when targeting. Can Jango Fett, Bounty Hunter use Sniper with Missiles?
A: No.
Sonic Attack
Q: The Sonic Attack glossary definition says, "an enemy
attacked by a character with this special ability cannot use Force
powers for the remainder of this turn." How long does this last,
exactly? Does it prevent the target from using Force powers for the
rest of the round? Does it prevent the target from using Force
powers until the end of the target's next turn?
A: The effects of the Sonic Attack ability only last
through the end of the character's turn in which the Sonic Attack
took place. In other words, if it's a Geonosian Soldier's turn, and
it attacks Aayla Secura with its Sonic Attack, Aayla cannot use
Force points until the Geonosian Soldier's turn is over. Once the
Geonosian Soldier's turn has ended, it is another character's turn,
so Aayla is no longer prevented from spending Force points.
Typically, the only benefit of Sonic Attack is that the target
cannot use Force Deflect to avoid the damage. However, if a
character provokes an attack of opportunity on its own turn from an
enemy with Sonic Attack, that character would be unable to spend
Force points for the rest of its own turn. For example, on Aayla
Secura's turn, if she moves 3 squares past a Geonosian Soldier (who
makes an attack of opportunity against her) and misses Durge with an
attack, she cannot spend a Force point to reroll her attack.
Q: Does Sonic Attack only prevent Force powers u?ed
against the character with this ability, or does it prevent any
Force power use during that turn?
A: It applies to all Force Powers. The target can't
use any for the rest of the turn against any target for any
reason.
Splash
Q: Can Bodyguard be used when a character takes damage from Splash 10?
A: No. An attack triggers this ability, but the damage comes from the ability, not the attack.
Spotter
Q: If two characters with Spotter 10 both aid a third
character in combined fire, does the attacker get a total bonus of
+20 to Damage? What if three or more characters with Spotter 10 all
aid in combined fire? Can you get really big damage bonuses this
way?
A: No. The glossary definition of stacking says that two
or more instances of the same ability never stack with themselves.
Regardless of the number of allies with Spotter 10 that aid in
combined fire, the attacker would get only a +10 bonus to Damage.
(The attacker would still get a +4 bonus to Attack for each ally who
aids in combined fire, as usual.)
Q: If an Aqualish Spy (who has Spotter 10) and an Aerial
Clone Trooper Captain (who has Spotter 20) both aid a third
character in combined fire, does the attacker get a total bonus of
+30 to Damage? After all, Spotter 10 and Spotter 20 are different
abilities, so they bypass the stacking restriction.
A: No. The numerical part of an ability's name never
matters for purposes of the stacking rule. In other words, Spotter
10 and Spotter 20 count as the same ability, so they don't stack
with each other. The attacker would get a +20 bonus to Damage from
the Aerial Clone Trooper Captain's Spotter 20 ability, because it is
the higher bonus. (The attacker would still get a +4 bonus to Attack
for each ally that aids in combined fire, as usual.)
Q: Can the Aerial Clone Trooper Captain get his own
Spotter 20 bonus to Damage when he is the attacker and one or more
allies provide a combined fire bonus to his attack?
A: No. A character's Spotter ability provides a bonus to
Damage only when it combines fire with some other character's
attack.
Q: With the Spotter ability, when it says "a target within
6 squares," does this refer to an enemy within 6 squares of the
Spotter, an enemy within 6 squares of the attacker, or an enemy
within 6 squares of both?
A: The enemy has to be within 6 squares of the Spotter
character. As a rule of thumb, when a special ability refers to
someone being in a particular range, assume it's referring to the
range from the character with the special ability unless it
specifically says otherwise.
Q: Can the Aqualish Spy's Spotter ability be used to add
extra damage to a melee attacker such as Darth Maul? The card says
"combines fire." I assume this means +10 Damage for those using
blasters only, but others in my group disagree.
A: The Spotter ability applies only to combined fire, and
characters with Melee Attack cannot use or benefit from combined
fire. Thus, Darth Maul is on his own.
Stealth
Q: I'm totally lost on the Stealth ability and why you
would use it. Can you please explain how it's used?
A: Normally, if a character has cover, it cannot be
attacked unless it is the nearest enemy. However, a character with
Stealth that is more than 6 squares away is never considered to be
the "nearest enemy." In other words, even if it is the only
character in line of sight, you wouldn't be able to attack it if it
has cover and is more than 6 squares away.
Essentially, Stealth allows you to attack without being attacked
in return -- a squad full of characters with Stealth could be very
difficult to beat if they carefully find cover every round and
always keep their distance. However, a character with Accurate Shot
can still target an enemy with Stealth who is more than 6 squares
away.
Strafe Attack
Q: I'm confused about how Strafe Attack and Accelerate
interact for the Commando on Speeder Bike or the Scout Trooper
on?Speeder Bike. How far can those characters move while using
Strafe Attack?
A: They can do any of the following things:
- Make a normal attack and then move up to 6 squares (using
Strafe Attack, if applicable).
- Move up to 6 squares (using Strafe Attack, if applicable) and
then make a normal attack.
- Move up to 12 squares using Strafe Attack.
- Move up to 24 squares without attacking or using Strafe
Attack.
Q: When using Strafe Attack, does a character ignore low
objects?
A: Yes. Attackers always ignore low objects in their own
squares or in adjacent squares, and Strafe Attack is used against
targets in the attacker's own square.
Q: Would a Commando (or Scout Trooper) on Speeder Bike
draw an attack of opportunity when it enters an enemy's square? My
group's thinking is that it would, and we can't find anything in
Strafe Attack that says otherwise.
A: The two Speeder Bike characters do not draw attacks of
opportunity, but it has nothing to do with Strafe Attack. Both
characters have Flight, which lets them ignore enemy characters, low
objects, and pits while moving. Because they ignore enemy characters
while moving, they do not provoke attacks of opportunity. (See the
Flight entry in the glossary.)
Q: What would happen if your Speeder Bike (either kind) is
moving 12 spaces, strafing as it goes, and then, when you enter the
twelfth square, a Strafe Attack roll misses? You can't have two
characters in the same space. Does the bike explode? Is it a free
kill? Is the bike moved out of the way? What if there's no room for
the bike to land anywhere else?
A: Technically, this shouldn't happen. Any character, even
one with Flight, has to have a legal square to end in before it
starts moving. In other words, your last bit of movement must
be into an unoccupied square. Strafe just gives you the ability to
attack everyone from your starting position to your ending (landing)
spot.
Tow Cable
Q: If R2-D2, Astromech Droid uses Tow Cable to move Mace
Windu, does that count as Mace Windu's activation for the round?
A: No. When R2-D2 uses Tow Cable to move another
character, that character doesn't implicitly get activated by the
movement. In other words, a character moved by Tow Cable can still
activate normally later in the round. For example, after being towed
on R2's turn, Mace Windu could activate and use Triple Attack to
make 3 attacks on his own turn. Additionally, R2-D2 is not prevented
from using Tow Cable to move a character who has already activated
that round, so Mace could activate and make some attacks, and then
R2-D2 could activate and use Tow Cable to move Mace to a different
position.
Q: If R2-D2, Astromech Droid uses Tow Cable, can it still
use Override at the end of its turn, or does the fact that Tow Cable
replaces his turn mean that he doesn't get to use any end-of-turn
effects such as Override?
A: R2-D2 can still use Override at the end of a turn in
which he uses Tow Cable. A character who uses a special ability or
Force power that replaces its turn still takes a turn; it gets to do
only the specified actions instead of the normal options for actions
on a character's turn. End-of-turn effects still happen. Characters
can still cause a door to open or close by ending their turns
adjacent to or away from the door, and can still use abilities (such
as Override) that are triggered at the end of their turn.
Q: When a character is being moved by the Tow Cable
ability, does that character provoke attacks of opportunity?
A: No. Characters moved by Tow Cable gain Flight, and
characters with Flight don't provoke attacks of opportunity while
moving.
Q: Let's R2-D2, Astromech Droid hooks up with an adjacent
character on his right side and then moves 12 sp?ces. Does the
character who was towed 12 spaces have to finish its movement in the
same relative position? Or can it be placed in any space adjacent to
R2-D2, Astromech Droid?
A: A towed character does not have to end up in the same
relative position to the character with Tow Cable. The towed
character can end the movement in any square adjacent to the towing
character, so long as it ends in a legal position and does not move
more than 12 squares.
Twin Attack
Q: Does Twin Attack stack with Double Attack, giving four attacks, or two attacks against two different targets?
A: Yes.
Q: If Prince Xizor uses Pheromones to cancel the first attack, can the second still be made against him?
A: Yes.
Q: If a follower with Twin Attack is in the same squad with Mon Mothma, and is defeated, can it use Twin Attack on the free attack granted by Mon Mothma's commander effect?
A: Yes. But only the first attack gets the +10 Damage.
Q: If you combine fire with the first attack of a Twin Attack do you also get the +4 on the second attack?
A: No, but a different character could potentially combine fire on the second attack.
Q: If you defeat the target with the first attack, can you choose a different target for the second attack?
A: No, the second attack is lost.
Q: Can you use Twin Attack on an attack of opportunity, immediate attack granted by a commander like the Imperial Officer, or Extra Attack granted by a Gonk Droid or General Windu?
A: Yes.
Q: Can a character with Twin Attack and Flamethrower make two attacks with the Flamethrower?
A: Flamethrower is a special ability that deals direct damage; it is not an attack at all and cannot be used with Twin Attack.
Unique
Q: Is it legal for both my opponent and me to have a copy
of the same Unique character in our squads? If I have Boba Fett in
my squad, can my opponent also have Boba Fett in his squad?
A: Yes. Every player can have his or her own copy of a
Unique character.
Q: If I have a copy of a Unique character in my squad and
it is defeated, can I later use the Fringe Reserves, Separatist
Reserves, Republic Reserves, or a similar ability to add the Unique
character back into my squad?
A: No. If you already added a particular Unique character
to your squad, either during squad construction or with a an earlier
use of Reserves, you cannot add that Unique character (or a
character that counts as that Unique character) to your squad with a
later use of Reserves.
Q: How does Betrayal interact with the Unique ability? Can
Betrayal force a Unique character to join my squad if I already have
a copy of that Unique character in my squad?
A: The Unique ability only applies when you are adding
characters to your squad, either during squad construction or with
an ability such as Fringe Reserves, Separatist Reinforcements, and
so on. It does not prevent Betrayal from working if you already have
a copy of that Unique character in your squad.
Q: Are the Republic Commandos supposed to be Unique? They have Delta Squad's
names printed on the cards.
A: No. They can be used to represent Delta Squad specifically or a generic
group of commandoes with comparable abilities.
Q: Can Lord Vader be in the same squad as Darth Vader?
A: No.
Wheeled
Q: The Wheeled special ability allows a character such as
Grievous' Wheel Bike or the Hailfire Droid to move 18 squares and
attack. Can a character with the Wheeled ability just move 18
squares and not attack?
A: Yes. A character that uses the Wheeled ability can
choose not to attack if you wish.
Q: Can a character use the Wheeled ability to attack first
and then move 18 squares?
A: No. Since the Wheeled ability uses the word "then," the
character must make the attack after the movement.
Q: Can a character use the Wheeled ability to move 18
squares, then move another 18 squares instead of attacking (for a
total of 36 squares)?
A: No.
Ysalamiri
Q: Does Ysalamiri prevent a character's Force Renewal from
working if that character is within 6 squares of someone with the
Ysalamiri special ability?
A: No. Ysalamiri prevents a character within 6 squares
from spending Force points, and from being targeted with Force
powers. A character that uses Force Renewal is doing neither of
those two things, so Ysalamiri does not prevent Force Renewal from
happening.
Q: When a character is in the area protected by the
Ysalamiri ability, the rules say the character "cannot be targeted
by Force powers." What exactly counts as targeting a character with
a Force power for purposes of Ysalamiri? Can a character outside the
area use Force Grip, Sith Lightning, or other Force powers that
directly affect an enemy inside the area? Can a character outside
the area use Blaster Barrage, Lightsaber Assault, Lightsaber Sweep,
or Lightsaber Throw and attack an enemy (or enemies) inside the
area? Can a character outside the area use the Damage bonus granted
by Sith Rage or Lightsaber Precision against an enemy inside the
area?
A: Ysalamiri prevents a Force power from affecting a
character inside the area in the same way that Force Immunity
prevents a Force power from affecting a character. See the revised
wording for Ysalamiri in the Errata section and the first Q&A in
"Force Immunity" for more details.
Attack on Endor
Q: Are the rules in the Special Rules section considered
official rules for use in sanctioned play?
A: No. They are for use in the included scenarios and
homemade scenarios you might invent on your own.
Q: Can the characters included in the set be used in
sanctioned play?
A: Yes, the characters meet all the requirements for use
in sanctioned play.
Q: Concealment refers to the "green-tinted" area on the
Endor map. There's no noticeably green tint anywhere on the map. Was
this intended to refer to areas within the greenish-brown lines that
are on the map, but not explained?
A: The tint is somewhat difficult to see among all the
green. It covers all the difficult terrain within the treeline (the
greenish-brown line), not all squares within the treeline.
Q: Under Power Unit, one of the items says the character
gains +5 damage. Is this correct?
A: The item should read +10 Damage.
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