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sábado, 19 de junio de 2010

Star Wars Minis Rules, Errata, and FAQ - WOTC

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Star Wars Minis Rules, Errata, and FAQ


Revenge of the Sith Starter Game Advanced Rules

The complete advanced rules for the most recent version of the Star Wars™ Miniatures game.

Clone Strike Complete Rules Booklet

The Clone Strike Star Wars™ Miniatures rules booklet provides the rules for fast, tactical miniatures battles (skirmishes) in the Star Wars universe.

In addition, the rules summary provides rules for quick play.

Spanish

Rules Errata

Frequently Asked Questions

Rules 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, and Universe 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.

Disintegration

Against Huge or larger targets, the attacker gets +40 Damage instead of defeating the target. (Add the bonus damage after multiplying.)

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.

Wookiee

A Wookiee is any character with the word “Wookiee” in its name. Chewbacca and Tarfful also count as Wookiees.

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

Darth Sidious (Separatist, 36/60)

Add the following after "Unique:"

(Counts as Emperor Palpatine.)

Revenge of the Sith Booster Pack

Dark Side Adept (Imperial, 57/60)

The card was erroneously printed without Force points. Add a Force Powers line and "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 2 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 1 Large and 1 Huge character.

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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, and the Rebel Storm, Clone Strike, and Revenge of the Sith booster packs.

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 character. Each round, players take turns activating two 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.

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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.

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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 as 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 choosing 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).

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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.

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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.

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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 two 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.

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Movement

Squeezing

Q: What exactly can a character squeeze past? In other words, what counts as an "obstacle" for the 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.

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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 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.

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 two 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 turn.

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 two 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 two 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 activated 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.

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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 two 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.

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.

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 within 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: The commander effect rules say that you can't stack two bonuses from commander effects to the same roll or statistic. However, Durge's commander effect grants the Momentum special ability. Does this allow a character to stack the +4 bonus to Attack from Momentum granted by Durge's commander effect with a bonus to Attack granted by some other commander effect?

A: No. Even though the +4 Attack and +10 Damage are granted by the Momentum special ability, they are still bonuses which are ultimately granted by a commander effect. Therefore, the bonuses to not stack with bonuses to the same statistics from other commander effects.

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" as exist 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.

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 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 three characters in that phase. (This can include Droid and Savage characters.)" Does this completely override the normal rule of two 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.

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.

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. (There will be more.)

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.

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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 nature 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.

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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.

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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 two 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 or 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.

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 targeted.

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-3PO'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-3PO). Does Blaster Barrage "target"? If C-3PO 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-3PO 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.

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 is next to an enemy Jedi 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.

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 as written are 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 its 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 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.

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, 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 Force 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.

Heal 20 and Force Heal

Q: Can Obi-Wan Kenobi use his Heal 20 Force power to remove damage from himself?

A: Yes. The glossary definition for Heal 20 is misleading; a character with the Heal 20 Force power can also use it on himself. We'll clean that entry up in future products.

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: Both Heal and Industrial Repair can be used to remove damage from a non-Droid character with the Mounted Weapon ability. The fact that Industrial Repair works only on characters with the Mounted Weapon ability doesn't preclude Heal from also working. In fact, Grievous's Wheel Bike can be affected by Heal, Repair, and Industrial Repair because it counts as both a Droid and non-Droid (as a Cyborg) and it has Mounted Weapon.

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 this article 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 Lightsaber 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.

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 standalone ability -- it can be used only in conjunction with an actual attack.

Lightsaber Riposte

Q: What happens if you make a melee attack against a character with Lightsaber Riposte, and you do enough damage to defeat it? Does it 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).

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 does 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.

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.

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. 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.

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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.

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.

Careful Shot

Q: I played a game 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 in this article 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.

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.

Dominate

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!

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, and so on? 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-3PO (for example) instead of another character.

Q: Han Solo, Chewbacca, and C-3PO are all adjacent to Darth Vader, Dark Jedi. If Darth Vader uses Lightsaber Sweep, can C-3PO 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-3PO, can C-3PO use Draw Fire to divert multiple attacks?

A: Yes. As long as C-3PO is a legal target for the Blaster Barrage, he can potentially divert 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 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.

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.

Fire Control

Q: If you have two (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 character 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" above).

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.

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.

Q: Can the Gungan Cavalry on Kaadu use Galloping Attack while being moved by R2-D2, Astromech Droid's Tow Cable ability?

A: Yes. The Tow Cable glossary definition uses the word "move" to describe what happens to the towed character, and Galloping Attack can happen whenever the Gungan Cavalry on Kaadu moves. Therefore, Galloping Attack works while the Gungan Cavalry on Kaadu is being towed. You can think of it as the Gungan Cavalry on Kaadu reaching down with its lance as it is being towed.

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.)

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 1 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).

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: Does Kouhun Infestation work on Droids?

A: Yes. If it only worked on non-Droids, the glossary definition of Kouhun Infestation would refer to non-Droid enemies instead of just enemies.

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. Mobile Attack has a hard limit of 6 squares of total movement. General Kenobi's commander effect cannot increase the amount of movement a creature can make when it uses Mobile 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.

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.

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: Rebel Storm), 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.

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).

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 only on characters with Mounted Weapon doesn't preclude Repair from also working. In fact, Grievous's Wheel Bike can be affected by Heal, Repair, and Industrial Repair because it counts as both a Droid and non-Droid (as a Cyborg) and it has Mounted Weapon.

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: Yes, but -- as specified in the Revenge of the Sith rulebook's glossary definition of Bodyguard -- you must choose whether you are going to transfer the damage as well as which ally with Bodyguard you are going to transfer it to before rolling to find out how much damage the original target's Shields absorb.

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.

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 used 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.

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 12th 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 three 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.

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Specific Characters

Aurra Sing

Q: Since Aurra Sing has both a blaster and a lightsaber, how do you know whether she is making a melee attack or a ranged attack? Do enemies use Lightsaber Block to negate her attacks, or do they use Lightsaber Deflect and Lightsaber Reflect? What if she makes a Lightsaber Sweep?

A: Aurra doesn't have the Melee Attack ability, so all of her attacks -- even the attacks of her Lightsaber Sweep – are considered to be nonmelee attacks. (See the Attacks FAQ section in this article for more details.) Therefore, Lightsaber Deflect and Lightsaber Reflect can be used to negate any of her attacks; Lightsaber Deflect and Lightsaber Reflect may even be used to negate the attacks of her Lightsaber Sweep. Lightsaber Block cannot be used to negate her attacks at all, because Lightsaber Block works only against melee attacks.

Emperor Palpatine, Sith Lord

Q: Do the Royal Guard's Emperor's Bodyguard ability and Mara Jade's Hand of the Emperor ability work with Emperor Palpatine, Sith Lord from the Revenge of the Sith set?

A: Yes. Special abilities that work with Emperor Palpatine work with any character who has "Emperor Palpatine" in its name.

Mara Jade

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.

Quinlan Vos

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.