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Activating Characters

General Questions

Q: Sometimes a card's rules text isn't quite the same as the description in the glossary or a rules insert. Which takes precedence?

A: In general, a glossary entry expands upon the rather terse language printed on the stat card. It does not supersede the card's text. Card text always trumps glossary text if there is a direct conflict unless the glossary specifically mentions overriding card text, or published errata or an FAQ confirms that the glossary is correct. Note that the glossary may include rules text that is not even hinted at on the card (sometimes even a single word) and this is not considered a direct conflict; it's an additional rule that remains in play. When there is no hint text for an ability that normally has it (as is the case on simple abilities such as Double Attack on crowded stat cards), the glossary definition or the most recent errata is the final authority.

Etiquette

Q: Is it legal to keep my characters' stats secret during play? The rules say that you "reveal your squad" just before placing terrain. Is it good enough to just tell my opponent the names of my characters, so I can save some of their abilities as a surprise later?

A: No. Your stat cards must be made available to other players on request.

Q: If my opponent forgets about an ability of one of his characters, do I have to remind him about it? For example, maybe he attacked a character with a Force rating using a character with Jedi Hunter and forgot about the +4 Attack bonus and +10 Damage bonus. Or maybe he activated a character with Force Renewal and forgot to add a Force point.

A: Many abilities/rules are not optional even though they appear on a character's stat card. They also appear in the rulebook glossary, or rules insert for the set. Jedi Hunter for example is not optional. It happens whenever the character attacks a character with a Force rating. Force Renewal also is not optional; it happens automatically when the character activates. In such a case, yes, you must remind your opponent about the oversight if you notice it. You're responsible for following all the rules, not just all the rules that benefit you, or just the rules on your own character's cards.

Note that this only extends to non-optional rules, not tactics or optional rules like most Force powers which only work when Force points are optionally spent. For example, you do not need to remind your opponent to use Lightsaber Deflect when hit by an attack because it's optional and you do not need to remind a player to activate a particular character first before it's defeated -- that's a tactical choice, not a rule.

Maps

Q: There are some red wall lines in the Airlock starting area on the Revenge of the Sith starter map that block line of sight, but there isn't very much artwork that supports this. Do they really count as walls?

A: Unfortunately, there is some artwork missing from the map edges. The lines are still correct and they still count as walls.



Q: On the Revenge of the Sith starter map, there's a turbolift near the center, but the door art for it doesn't have the light-blue rectangles indicating it is a door. Does it still count as a door?

A: No. It's a normal opening despite the artwork. The colored terrain lines always take precedence.

Q: On the Revenge of the Sith starter map, one square of the chasm in the Power Regulation Chamber is marked as low objects. (The artwork in that square shows a droid working on one of the columns.) Can a character with Flight end its move in that square?

A: Yes. That square is not part of the pit because the orange line that delineates the pit does not include it. Thus, a Medium or smaller character with Flight can end its move in that square. A Large or larger character cannot end its move in that square, since some of its base would end up in a pit square.

Q: Certain wall lines on some maps go slightly beyond a corner into another square. How do these affect line of sight, and how do they affect characters trying to pass through the door (for example, a Rigid Huge character)?

A: These have no effect. Terrain lines are considered to end at the appropriate corner if they are slightly too long or short.

Building a Squad

Q: When building a squad, is it legal to mix characters from different sets? For example, can you add Fringe characters from the Rebel Storm set to a Separatist squad? Can you make an Imperial squad that contains characters from Rebel Storm and Revenge of the Sith?

A: Yes, mixing sets is legal so long as you follow the normal squad-building rules. When building a squad, you start by choosing a faction. Characters of any set from that faction and from the Fringe faction are legal in your squad.

Q: When building a squad, can you mix in characters from factions other than Fringe? Can you put Imperial characters in a Separatist squad or put Republic characters in a Rebel squad?

A: No. According to the rules, you build a squad by picking a faction and then 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).

Setup

Q: What do I do if my squad contains too many characters or characters who are too big to all fit in the designated starting areas?

A: Place as many characters as you can in the starting area, then any remaining characters in adjacent squares as close as possible to that area. Set up Huge characters first, then Large, then Medium and Small characters.

Q: When setting up a large or bigger character in the standard starting area, does the whole base have to be in the starting area, or do you just count range from the edge?

A: Count range from the edge. In effect, part of its base may be outside of the starting area while still meeting the requirement for being within 4 squares of the edge.

Q: If I start the battle with a character next to a door, is the door open?

A: Yes. Doors adjacent to characters after setup are open prior to the first initiative roll.

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.

Q: What's the difference between activating and counting as activated from things like combining fire, Paralysis, or Force Stun?

A: A character that counts as activated isn't affected by anything that triggers on activating (like Force Renewal or Force Corruption saves), nor anything that triggers at the end of a turn (like Regeneration or immediate attack commander effects.) And then of course they don't get to activate later in the round to take a turn.

Q: What happens if a character counts as activated in the middle of a move, perhaps from failing a Paralysis save on an attack of opportunity? Does it stop moving immediately?

A: No. The character will typically already count as activated barring this occurring on something like Surprise Move but if that's the case, it then counts as activated. There is no effect on the move/turn in progress. The character may continue on as normal. Only the activation state (potentially) changes.

Facing

Q: Does it matter which way my miniatures face on the battle grid? Can enemy characters sneak up "behind" my characters to gain a bonus on attack rolls or damage?

A: No. There is no facing in the Star Wars Miniatures Game. All characters can see, react, and fight equally well in all directions, so it doesn't matter which direction your miniatures face.

Initiative Check

Q: After rolling initiative in a multiplayer skirmish (three or more players), how do you determine which player goes first, second, third, and so on?

A: The player with the highest initiative check result chooses who goes first in the round. Play goes clockwise around the table from the first player.

Q: What happens when there's a tie between nonwinning rolls in a multiplayer game? Do those players need to reroll, and if so, can a reroll beat the original winner?

A: Reroll all ties. Yes, you can beat the original winner, and the winner can be forced to reroll if a later roll ties the original winner's roll. Basically, keep rerolling until every player has a different result. Once that happens, then determine if any initiative-based abilities (such as Reserves) are triggered.


Date: 2015-12-11; view: 661


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