Star Wars Minis Clarifications

Back to Guy's Page

Compiled by Guy Fullerton

Contained herein are clarifications for the Star Wars Minis game. These are based in part on my rulings on the WotC Star Wars Minis message boards as well as information received from Jedi Counseling and Rob Watkins, the lead Star Wars Minis Designer. Though I am the Official Star Wars Minis Net Rep, and though my rulings on the message boards are official, these clarifications have not necessarily been edited by WotC R&D. They could change drastically before they appear in the WotC FAQ.

As items are rejected or moved to the WotC documents, they will be removed from this page.

Additional official clarifications can be found in the WotC SWM FAQ, and Jedi Counseling 51 and later. (Links to later Jedi Counseling articles can be found on that page.) You may also want to see the Ultimate Missions: Rebel Storm FAQ.

If you have questions about these rulings or about the Star Wars Minis rules in general, please post them on the Official Star Wars Miniatures Message Boards Rules Forum. (I don't answer rules questions over email, sorry.)

Last Update: December, 19 2005
Change History

AT-AT Imperial Walker

Right now, I'm lumping all questions having to do with the AT-AT product into one section, including questions regarding the Hoth map, and so on. These will likely be broken up into other sections later. I'm also likely to streamline a few of the questions; they're quite wordy the way I have them now.

(12/18/05) Q: If you target an AT-AT with Grenades or Missiles, do all adjacent characters really have to save or take damage too? There could be a lot of adjacent characters, or two adjacent characters that are very far away from each other.

A: Yes. Whenever a target is affected by Grenades or Missiles, all characters adjacent to that target take damage unless they succeed on a save. This is true regardless of the size of the original target.

(12/18/05) Q: Do either Turrets or Towers count as characters for any purpose? What about counting as allies or enemies (particularly the nearest enemy)? The AT-AT rulebook suggests that Turrets probably count as characters ("Treat a turret as a character with the Mounted Weapon special ability."), but it's unclear whether Towers count as characters for all purposes ("For the purpose of combined fire, treat the tower as a character with the Mounted Weapon special ability."). Turrets activate, which also suggests they count as characters. This comes up in the context of Grenades, Missiles, and Heavy Laser Cannon; those abilities can damage characters adjacent to the target, so if Turrets and/or Towers don't count as characters, Turrets and/or Towers can't take splash damage.

A: Turrets count as characters for all purposes. Towers only count as a character for the purpose of combined fire. Turrets take splash damage, towers do not.

(12/18/05) Q: When a character boards the AT-AT or enters the Hoth base on the Hoth map, do their commander effects and special abilities continue to function? For effects and abilities that only extend to a certain range, how do you measure to/from characters abord the AT-AT or in the Hoth base?

A: The special abilities, Force powers, and commander effects of characters aboard the AT-AT do not function at all. The same is true of characters in the Hoth base.

(12/18/05) Q: Do characters aboard the AT-AT or inside the Hoth base activate? If so, can they perform any meaningful actions?

A: Characters aboard the AT-AT do not activate at all. The same is true of characters in the Hoth base.

(12/18/05) Q: What happens when the AT-AT is affected by Shockwave? Does it lose one of its activations?

A: Each time the AT-AT is affected by Shockwave in a given round, it loses one of its activations for that round (so long as it hasn't already used up all its activations, of course). The player of the AT-AT does not have to decide which specific activation is lost; just stop activating the AT-AT that round after the new limit is reached.

(12/18/05) Q: How do you resolve effects that grant an immediate turn to the AT-AT? (Off the top of my head, the only such effect I can think of which could do that is Darth Sidious' Pawn of the Dark Side. Sidious and the AT-AT isn't currently a legal combo, though.)

A: The AT-AT would get to use one of its unused activation markers. An effect that trants an immediate turn does not allow the AT-AT to fire its weapons systems more than once or move more than four times in a round. Reminder: The AT-AT is not affected by Dominate.

(12/18/05) Q: When resolving the AT-AT's stomp, if a character succeeds its save and there isn't enough room to place the character adjacent to the AT-AT, where do you place the character?

A: Place the character as close as possible to the AT-AT's base.

(12/18/05) Q: When the AT-AT is transporting characters, the rules allow it to open its hatch as any of its activations during the round. However, disembarking characters are placed on the battle grid before your first activation of the round. Does this mean the AT-AT must be kneeling with an open hatch at the beginning of a round in order for characters to disembark?

A: Yes.

(12/18/05) Q: The third paragraph of the AT-AT Scenarios section of the rulebook says the AT-AT player sets up his forces first. However, the Defend the Generator scenario description says the AT-AT sets up last. Ditto for the Assault on the Generator scenario. Which one is right?

A: When the AT-AT is advancing on a fixed position like the Shield Generator or the entrenched Rebel position, the Rebels set up first. If the scenario does not make use of the Shield Generator, Towers, or Turrets, the AT-AT's squad sets up first.

(12/19/05) Q: Is the AT-AT legal in sanctioned tournament play? What about the Hoth map?

A: Neither the AT-AT Imperial Walker nor the Hoth map are legal in sanctioned play. However, Organized Play may support special sanctioned events in the future which feature the AT-AT Imperial Walker and/or the Hoth map.

Maps

(10/08/05) Q: There are some red wall lines in the Airlock starting area on the Revenge of the Sith starter map that look like they might have been unintentional. They block line of sight when there isn't very much artwork that supports the lack of line of sight. These can also be seen in the Airlock picture on page 8 of the Revenge of the Sith rulebook; the lines are at the bottom of the leftmost & rightmost squares of the top row of squares. Are these lines intentional? Do they really count as walls?

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

Setup

(10/08/05) Q: What do you do if your squad is too big to setup in the designated starting area(s)?

A: Fill your starting area as completely as possible, then left over characters are placed as close to the starting area as possible. Set up all your Huge characters first, followed by all of your Large characters, and then all of your Medium/Small characters.
NOTE: Huge-friendly (and Large + Rigid-friendly) map rules for Organized Play are also on the way!

Rounds, Phases, and Turns

(06/04/05) Q: The glossary definitions of Pawn of the Dark Side and Dominate say that they do "not count as an activation for the chosen character." What exactly does this mean?

A: The immediate turn granted by Pawn of the Dark Side and Dominate is not prevented by the character having already been activated earlier in the round. In addition, if the chosen character has not already been 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 two activations per phase limit. Also, because the immediate turn does not count as an activation, the chosen character does not benefit from any special abilities or Force powers (like Force Renewal) that trigger when the character activates. Similarly, taking the immediate turn does not protect the chosen character from abilities like Cunning Attack and Advantageous Attack. However, the immediate turn is still a turn, and the character can take advantage of things that happen at the end of its turn (such as Door Gimmick and certain commander effects) or abilities that apply on its turn (such as Regeneration).
NOTE: This is a different ruling from the one I originally gave on the message boards, but I like it better. It sets an interesting standard that an activation isn't exactly the same thing as a turn, but I like to live dangerously ... or not.
NOTE: I added one sentence at the end of this that needs to get rolled into the next WotC FAQ that I hand over the wall.

Movement

(05/29/05) Q: How do large characters count their movement?

A: Here is a diagram that shows how large characters count squares as they move:

The first step is a step up into clear terrain which costs 1 square of movement.
The second step is a step diagonally up and to the right into clear terrain which costs 2 squares of movement. (3 squares total so far.)
The third step is a step diagonally up and to the right into low objects which costs 4 squares of movement. (7 squares total so far.)
The fourth step is a step to the right into low objects which costs 2 squares of movement. (9 squares total so far.)
The fifth step is a step to the right into low objects which costs 2 squares of movement. (11 squares total so far.)
The sixth step is a step to the right into clear terrain which costs 1 square of movement. (12 squares total.)

Here is the same diagram, but without showing the position of the large character's base on each step:

Attacks

(09/04/05) Q: What exactly counts as an attack? Many defensive abilities say they work against attacks. Does this mean they work against every sort of offensive ability?

A: Attacks are when you roll d20, add the character's Attack stat (and other modifiers), compare to the target's Defense stat, and deal damage equal to the character's Damage stat (and other modifiers). If an offensive ability isn't resolved that way, it doesn't count as an attack. Thus, many defensive abilities cannot protect against abilities like Missiles, Grenades, Force Lightning, and so on because those things aren't attacks.

Replaces Attacks

(09/04/05) Q: When exactly can you use abilities that replaces attacks? Can you use one on an attack of opportunity? Can you use one to replace an immediate attack granted by a commander effect? Can you use one to replace one of the attacks of a Double Attack? Can you replace both attacks of a Double Attack with two abilities that replace attacks? Can you replace the attack granted by a special ability such as Charging Assault or Wheeled? For example, can Darth Maul on Speeder use Lightsaber Assault at the end of a Charging Assault to get two attacks? Can the Hailfire Droid use Missiles at the end of the use of its Wheeled ability?

A: Abilities that replace attacks can only be used to replace the attack of the normal move & attack or attack & move actions. They cannot be used to replace an attack of opportunity or an immediate attack granted by a commander effect. A character cannot replace any attacks on a turn when it uses Double Attack, Triple Attack, Quadruple Attack, or Extra Attack. Abilities that replace attacks cannot replace an attack granted by other abilities that replace turn or replace attacks. Thus, Darth Maul on Speeder cannot use Lightsaber Assault at the end of a Charging Assault, and the Hailfire Droid cannot use Missiles at the end of the use of its Wheeled ability.

Cover and Distance

Line of Sight

Q. The rules say you cannot trace line of sight along a wall, but it shows an example of a wall that occupies a whole grid square. How does tracing line of sight around the corner of thin wall work? Does character A have line of sight to character B in the following example?

A. If you can trace a line from any part of one character's space to any part of another character's space without that line touching or crossing a wall, then there is line of sight. In your example, it is impossible to trace a line from anywhere in A's space to anywhere in B's space without touching or crossing a wall, so A does not have line of sight to B. This is true even if you try to start the line from A's bottom-left corner; in this situation, the traced line still touches the very end of the wall, so line of sight is blocked:

Followers and Commanders

(06/04/05) Q: The glossary definition of Commander Effects says that a character can't benefit from several commander effects that increase the same stat. In other words, a character can't benefit from the +10 Damage granted by Mon Mothma's commander effect and the +10 Damage granted by Captain Antilles' commander effect at the same time. However, can you use the bonus to Attack granted by one commander effect in conjunction with the bonus to Damage granted by another commander effect? Specifically, can a character use the +4 Attack granted by Captain Antilles with the +20 Damage granted by Chagrian Mercenary Commander (assuming the character scores a critical hit)?

A: Yes. A character can take a variety of different bonuses from a variety of different commander effects all at the same time, so long as no more than one bonus to any given statistic is taken from the commander effects. In the example you describe, a character that attacks a Fringe enemy can use the +4 Attack from Captain Antilles, and if it scores a critical hit, it can use the +20 Damage from the Chagrian Mercenary Commander. It cannot also use the +10 Damage from Captain Antilles because it is already using a bonus to Damage from a commander effect.

(09/03/05) Q: The commander effect rules say that you can't stack two bonuses from commander effects to the same roll or statistic. However, some commander effects don't grant bonuses directly; they grant named special abilities. Examples include Durge (grants Momentum), Warmaster Tsavong Lah (grants Momentum), the New Republic Commander (grants Careful Shot), the Super Battle Droid Commander (grants Careful Shot), and Han Solo, Rebel Hero (grants Advantageous Attack). Can a character stack a bonus from these commander effect-derived abilities with a bonus to the same stat from some other commander effect?

A: No. Even though the bonuses are granted by a 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.
NOTE: This is a generic version of one of the existing Durge Q&As in the WotC FAQ. This one will replace that one in a future version of the FAQ.

Baron Fel

(09/04/05) Q: Baron Fel's commander effect grants +6 for combined fire instead of the usual +4. How does this work with the stacking rules? Does this increased combined fire bonus stack with a bonus to Attack from some other commander effect?

A: Yes. An attacker can add the increased combined fire bonus granted by Baron Fel's commander effect with a bonus to Attack from some other commander effect. In fact, the wording of Baron Fel's commander effect allows it to avoid the stacking limitations entirely. Baron Fel's commander effect doesn't grant a bonus to Attack; it changes how some other bonus works.

Grand Admiral Thrawn

(09/03/05) Q: Admiral Thrawn's commander effect allows you to switch the positions of two allies. Does this movement provoke attacks of opportunity?

A: No. Admiral Thrawn's commander effect doesn't use the words "move" or "movement", so it is not movement. Thus, it does not provoke attacks of opportunity.

Lando Calrissian, Hero of Tanaab

(09/03/05) Q: Lando Calrissian, Hero of Tanaab has a commander effect that grants Mobile Attack to non-Unique followers within 6 squares. When exactly must a follower be within 6 squares of Lando in order to use Mobile Attack? Must the follower start its turn within 6 squares? Must it begin and end its movement within 6 squares?

A: In order to benefit from Lando's Mobile Attack commander effect, the follower must be within 6 squares at the time it wants to perform the part of Mobile Attack that isn't already allowed by the normal rules. The normal rules already allow a character to move and attack, so follower must be within 6 squares at the time it wants to move again after attacking. The follower does not necessarily need to begin its turn within 6 squares of Lando, nor does it need to end its final movement within 6 squares of Lando.

Nute Gunray

(09/03/05) Q: Nute Gunray's commander effect grants Speed 4 to allies. Jabba the Hutt normally has Speed 2. If Jabba is in Nute's squad, can Jabba move at Speed 4?

A: No. If Jabba the Hutt is in Nute Gunray's squad, Jabba still only moves at Speed 2. If a character has multiple Speed abilities, it must abide by the most restrictive one.

Stormtrooper Commander

(09/03/05) Q: The bonus granted by the Stormtrooper Commander's commander effect lasts until the end of the Stormtrooper Commander's next turn (or until the Stormtrooper Commander is defeated). How does this interact with combined fire? If the Stormtrooper Commander activates to provide a combined fire bonus to an ally's attack, can you choose a new follower to receive the commander effect bonus?

A: Activating a character to provide a combined fire bonus does not grant that character a turn, so it cannot perform actions or make choices that require the end of its turn. For the Stormtrooper Commander's commander effect, this means you cannot choose a new follower to receive the bonus when you activate the Stormtrooper Commander to provide a combined fire bonus. It also means that the follower who had previously been granted the bonus still has the bonus.

Warmaster Tsavong Lah

(10/08/05) Q: Warmaster Tsavong Lah's commander effect applies to "Allied Yuuzhan Vong". Does this mean it applies to all characters in the Yuuzhan Vong faction, or just those with "Yuuzhan Vong" in their name?

A: It applies to all characters in the Yuuzhan Vong faction.

Force Points and Force Powers

Force Strike

(06/04/05) Q: Can Plo Koon use Force Strike against any enemy Droid within 6 squares?

A: No. Unless a special ability or Force Power's description says otherwise, you must always follow the normal rules for choosing a target. (See the Choosing Your Target section of the Attacks and Damage chapter of the rulebook for details.) Force Strike is no exception. If there is no legal target who is a Droid enemy or an enemy with the Mounted Weapon ability, Plo Koon should choose something else to do instead.
NOTE: I updated this to deal with enemies with Mounted Weapon. This change needs to get rolled into the next FAQ I hand over the wall to WotC.

Force Valor

(10/08/05) Q: The card text for Yoda, Jedi Master's Force Valor says that it provides the commander effect to followers. The rulebook's definition of Force Valor says that it provides the commander effect to allies. Which one is right?

A: The additional restriction imposed by Yoda, Jedi Master's stat card is correct. Yoda, Jedi Master's Force Valor only affects followers.

Lightsaber Block, Lightsaber Deflect, and Lightsaber Reflect

(09/04/05) Q: Can Lightsaber Block, Lightsaber Deflect, or Lightsaber Reflect be used to avoid the damage from Missiles, Grenades, or other special abilities that don't require an attack roll?

A: No. Lightsaber Block, Lightsaber Deflect, and Lightsaber Reflect can only be used to avoid the damage from attacks. Grenades, Missiles, and other abilities that don't require an attack roll aren't attacks, so their damage cannot be avoided by Lightsaber Block, Lightsaber Deflect, or Lightsaber Reflect. See the Attacks section for more details on what counts as an attack.

Special Abilities

Bodyguard

(09/04/05) Q: Can Bodyguard be used to transfer the damage from Missiles, Grenades, Sith Grip, Force Burst, or other abilities that don't require an attack roll?

A: No. Bodyguard can only be used to transfer the damage from attacks. Offensive abilities that don't require attack rolls aren't attacks, so Bodyguard cannot be used to transfer the damage from those abilities. See the Attacks section for more details on what counts as an attack.

Charging Assault

(10/08/05) Q: The Charging Assault ability says the character "can move up to 12 squares, then make an attack at +20 Damage." Since it says "up to 12" squares, can the character choose not to move at all and still get the Damage bonus?

A: No. A character that stands still doesn't get the Damage bonus from Charging Assault. (A character must move at least 1 square in order to count as moving "up to 12" squares.)

Dark Armor

(10/08/05) Q: Can Darth Vader, Jedi Hunter spend a Force point to reroll the Dark Armor save if he is hit by an attack by enemy with the Force Immunity power?

A: No. That would be spending a Force point to respond to the enemy with Force Immunity's attack, and the Force Immunity ability does not allow that. See the Force Immunity Q&As for more details.

Dominate

In addition to the Q&As below, there are also a bunch of Dominate Q&As in Jedi Counseling 67:
http://www.wizards.com/default.asp?x=starwars/article/sw20050616jc67

(06/04/05) Q: Can Dominate be used on General Grievous?

A: Yes. The Dominate glossary definition works on non-Droids. General Grievous is a Cyborg, which says he counts as both a Droid and a non-Droid. (See the glossary definition of Cyborg for more details.) Since General Grievous counts as a non-Droid, Dominate works on him.

(06/04/05) A: If I use Dominate on Durge, does he regenerate on the immediate turn granted by Dominate? Does this allow Durge to regenerate twice in a round: Once on Durge's normal turn (assuming he doesn't move), and once on the immediate turn granted by Dominate?

A: Yes and yes. In order for the Regeneration ability to work, Durge must take a turn where he does not move. Being dominated allows Durge to take a immediate (extra) turn, and Durge is prevented from moving on that turn, so he implicitly qualifies for his Regeneration ability. If Durge doesn't move on his normal turn in the round, he can regenerate then, too.

Droid Reinforcements

(10/08/05) Q: The card text for Wat Tambor's Droid Reinforcements says it allows non-Unique Droids. The rulebook's definition of Droid Reinforcements doesn't contain the "non-Unique" text, so it allows all Droids. Which one is correct?

A: The additional restriction imposed by Wat Tambor's stat card is correct. Wat Tambor's Droid Reinforcements only allows you to add non-Unique Droids to your squad.

Execute Order 66

(06/04/05) Q: If my Clone Trooper wants to attack, but Emperor Palpatine, Sith Lord is his nearest enemy, and all of his other enemies have cover, can he attack the second-nearest enemy? In other words, since Emperor Palpatine, Sith Lord isn't a legal target for the Clone Trooper (thanks to the Execute Order 66 ability), does that allow the Clone Trooper to treat the second-nearest enemy as the nearest enemy?

A: No. The Execute Order 66 ability doesn't change how you determine the nearest enemy. The Clone Trooper in the example can't attack any enemy. He can't attack the nearest enemy (Emperor Palpatine, Sith Lord) because the Execute Order 66 ability precludes it, and he can't attack any further enemies because they have cover. The Clone Trooper needs to either move before attacking so that he does have a legal target, or choose something else to do on its turn.

Fringe Reserves

(10/08/05) Q: If you have multiple copies of Rodian Black Sun Vigo in your squad, and you roll exactly 11 for initiative, do you get multiple 20-point sets of Fringe Reserves, or does the stacking rule limit you to just one set? If you get multiples, can you combine them together to add a character whose cost is greater than 20?

A: You get multiple 20-point sets of Fringe Reserves, but each set must be spent separately. You can't combine them to add a character whose cost is greater than 20.

Force Immunity

(10/08/05) Q: Exactly what sorts of Force powers does Force Immunity protect against? Can an enemy use the Damage bonus granted by Sith Rage or Lightsaber Precision against a Force Immune character? Can an enemy use an attack granted by Lightsaber Assault or Lightsaber Sweep against a Force Immune character? If an enemy uses Force Leap to move through or past a Force Immune character's space, does the Force Immune character get to make an attack of opportunity?

A: Force Immunity protects against Force powers that affect the Force Immune character. Thus, a Force Immune character cannot be damaged by Force Lightning, Force Grip, Force Whirlwind, Force Burst, Shockwave, and so on. Those powers affect the Force Immune character by either causing damage to it directly or by applying some other special effect.

Force Immunity does not protect against Force powers that boost the attacker's stats or abilities. In other words, powers like Sith Rage and Lightsaber Precision affect the attacker by increasing the attacker's Damage stat; such powers don't count as affecting the Force Immune character. Thus, a Force Immune character does take extra damage when an enemy uses Sith Rage and/or Lightsaber Precision. Similarly, powers like Lightsaber Assault, Whirlwind Attack, and Lightsaber Sweep affect the attacker by allowing him to make lots of attacks; such powers don't count as affecting the Force Immune character. Thus, a Force Immune character can be attacked by an enemy using one of those powers. Likewise, Force Leap, Master Speed, and Knight Speed affect the character who is moving, so Force Immunity doesn't eliminate any part of those abilities' benefits.

In short, if a Force power boosts a character's stats, allows a character to make more attacks than normal, or enhances a character's movement, Force Immunity does not protect against the Force power. If a Force power deals damage directly to or applies a condition directly to one or more characters, Force Immunity protects against the Force power.

(10/08/05) Q: Force Immunity says enemies can't spend Force points to "respond to" a Force Immune character's attacks and abilities. What exactly counts as "responding to" an attack or ability?

A: "Responding to" includes using a Force power to avoid the damage, rerolling a save that helps reduce or avoid damage, rerolling a save to prevent an effect, or using a Force power that triggers when hit. Thus, an enemy cannot use Lightsaber Block, Lightsaber Deflect, Lightsaber Reflect, or similar abilities to avoid the damage from a hit. An enemy with Evade or Dark Armor cannot spend a Force point to reroll a failed Evade or Dark Armor save against a hit. An enemy cannot spend a Force point to reroll a failed save for Plaeryin Bol or Thud Bug. An enemy cannot use Lightsaber Riposte to attack the character who hit him.

Heavy Weapon

(10/08/05) Q: The ASP-7's Heavy Weapon ability prevents it from moving and attacking on the same turn. Does this also preclude the ASP-7 from moving and using an ability that replaces attacks on the same turn? Can the ASP-7 move on the same turn that it uses its Lift ability or Industrial Repair ability?

A: Heavy Weapon only precludes a character from moving and making an actual attack on the same turn. It does not preclude a character from moving and using a special ability that replaces attacks. The ASP-7 can move on the same turn that it uses Lift or Industrial Repair.

Kouhun Infestation

In addition to any Q&As listed below, there are also a bunch of Kouhun Infestation Q&As in Jedi Counseling 57:
http://www.wizards.com/default.asp?x=starwars/article/sw20050113counseling

Lightsaber

(09/03/05) Q: If Luke Skywalker on Tauntaun gets a critical hit against an adjacent non-Droid enemy, does he deal 40 damage? I know his base 10 Damage gets doubled, but the +10 Damage bonus from his Lightsaber special ability get doubled too?

A: On a critical hit, Luke Skywalker on Tauntaun deals 30 damage to adjacent non-Droid enemies. Only a character's base Damage is doubled on a critical hit. The Lightsaber special ability gives Luke some bonus damage, but bonus damage is not doubled on a critical hit. See the glossary definition of Critical Hit in the rulebook for more details.

Melee Reach 2

(10/08/05) Clarification: The Melee Reach 2 definition is somewhat misleading as printed on the cards. Here is a revised Melee Reach 2 definition that more clearly explains how the ability works:

Melee Reach 2: This character can make attacks against enemies within 2 squares, ignoring the Melee Attack restriction. Such attacks still count as melee attacks for purposes of effects such as Lightsaber Block. This character must still follow the normal rules for choosing legal targets. (Thus, an adjacent enemy prevents this character from attacking a nonadjacent enemy.) This character still only makes attacks of opportunity against enemies that move out of adjacent squares. Nonadjacent enemies do not count as adjacent for any purpose.

NOTE: This Melee Reach 2 ruling/interpretation has been confirmed by R&D. The above definition (or something very much like it) will probably be in a future rulebook.

Missiles

(09/03/05) Q: When Missiles deals damage to a group of characters, who gets to make the save? Is there one save for the whole group?

A: Missiles work the same as Grenades as far as the saves are concerned. Each affected character gets its own save to avoid the damage.

Mobile Attack

(09/03/05) Q: Does Mobile Attack allow a character to move, use an ability that replaces attacks, and then move again?

A: No. Mobile Attack only allows a character to make an actual attack in between two moves. It does not allow a character to use an ability that replaces attacks in between two moves.

(10/08/05) 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 with a creature that can normally move 6 and attack)?

A: No. General Kenobi's commander effect increases the total distance the character can move on its turn by 2 squares. It doesn't add 2 extra squares to both the before-attack and after-attack movement. A creature which can normally move 6 and attack which uses General Kenobi's commander effect can move a total of 8 squares when performing a Mobile Attack.
NOTE: This replaces the version of this Q&A on the WotC FAQ. You can add movement bonuses when using Mobile Attack, but the modifier applies to the total movement, not each part separately.

(10/08/05) Clarification: Mobile Attack does not have a 6 square limit for total movement. A character with Mobile Attack can move both before and after attacking so long as its total movement is not more than the usual amount the character could normally move on a turn when it moves and attacks. This distance can be increased by commander effects, Force powers, etc.

Molecular Shielding

(09/03/05) Q: Does Molecular Shielding protect against special abilities like Missiles, Grenades, or Kouhun Infestation? What about Force powers like Force Lightning, Force Storm, or Force Strike?

A: Molecular Shielding does not protect against any of those special abilities or Force powers. Molecular Shielding only protects against the damage from attacks. None of the special abilities and Force powers listed above are attacks, so Molecular Shielding does not protect against them. Attacks are when you roll d20, add the character's Attack stat (and other modifiers), compare to the target's Defense stat, and deal damage equal to the character's Damage stat (and other modifiers).
NOTE: I'm not 100% pleased with this wording. It's still correct, but I might be able to make it clearer.

Pheromones

(10/08/05) Q: Does the Pheromones special ability affect Droids?

A: Yes, Droids can be affected by Pheromones. The Pheromones definition says that it affects enemies, not non-Droid enemies, so any sort of enemy can be affected, including Droids. (You might think of it as Droids having olfactory sensors.)

(10/08/05) Q: Exactly what sorts of attacks can Pheromones cancel? It's pretty clear how it cancels normal attacks, but can it cancel attacks of opportunity, too? What about things like Lightsaber Assault, Blaster Barrage, Lightsaber Sweep, Charging Assault, Charging Fire, Whirlwind Attack, and so on?

A: Pheromones can be used to cancel any attack that uses the legal target rules to determine who can be targeted. The attacks granted by Lightsaber Assault, Blaster Barrage, and Charging Fire use the legal target rules, so the attacks granted by those abilities can be canceled. In contrast, Lightsaber Sweep does not use the legal target rules (you make an attack against every adjacent enemy), so the attacks of a Lightsaber Sweep cannot be canceled. The same is true of Charging Assault (you make an attack against an adjacent enemy) and Whirlwind Attack (you make two attacks against each adjacent enemy). Attacks of opportunity do not use the legal target rules (they affect the moving character), so they cannot be canceled by Pheromones.

(10/08/05) Q: The card text for Prince Xizor's Pheromones says it only applies to attacks made against Prince Xizor. The Universe booster insert definition of Pheromones doesn't limit it to just attacks against Prince Xizor. Which one is right?

A: The additional restriction imposed by Prince Xizor's stat card is correct. Prince Xizor's Pheromones can only cancel attacks that target Prince Xizor.

Poison

(10/08/05) Q: Does the Poison special ability affect Droids?

A: Yes, a Droid that fails its save takes extra damage from an attacker with the Poison special ability. (You might think of it as a corrosive poison.)

Unique

(09/04/05) Q: Is it legal for both my opponent and I to bring a copy of the same Unique character in our squads? If I have Boba Fett in my squad, can my opponent also have Boba Fett in his squad?

A: Yes. Every player can have their own copy of a Unique character in his squad.

Ysalamiri

(10/08/05) Q: Does Ysalamiri prevent a character's Force Renewal from working if that character is within 6 squares of someone with the Ysalamiri special ability?

A: No. Ysalamiri prevents a character within 6 squares from spending Force points, and from being targeted with Force powers. A character that uses Force Renewal is doing neither of those two things, so Ysalamiri does not prevent Force Renewal from happening.

Specific Characters

General Grievous, Jedi Hunter

(09/04/05) Q: Does General Grievous, Jedi Hunter count as having the Jedi Hunter special ability? He doesn't have Jedi Hunter listed in the special abilities section of his stat card, but he does have "Jedi Hunter" in his name.

A: No. In order to count as having the Jedi Hunter special ability, a character must have Jedi Hunter in the special abilities section of its stat card.

Ultimate Missions: Rebel Storm Q&A

General Questions

(01/20/2005b) Q. Some strange things can happen with Power Packs and Weapons Lockers when they are picked up by certain characters. For example, what happens when a Heavy Stormtrooper (who has the Heavy Weapons ability) gets a Power Pack that gives him the Mobile Attack ability? Can he start making attacks on turns that he moves, even though Heavy Weapons would normally prevent that? Similarly, what happens when Obi-Wan Kenobi (who has Melee Attack) gets a Weapons Locker that gives him the Ion Gun ability? Can he start making attacks against nonadjacent enemies?

A. You should interpret the rules literally in these situations. A character that gains a special ability doesn't get anything other than what the special ability description says. Sometimes a character can't take advantage of a Power Pack or Weapons Locker as well as other characters can. Other times, a certain character can't take advantage of a particular Power Pack or Weapons Locker at all. For example, a Heavy Stormtrooper (or any character with the Heavy Weapons ability) simply can't take advantage of Mobile Attack. (If the Weapons Locker were intended to effectively eliminate a character's Heavy Weapons ability, it would say so.) Similarly, even though Obi-Wan gains the Ion Gun ability, he still has the Melee Attack ability, so he is still limited to attacking adjacent enemies. Obi-Wan still gets +20 Damage to droids, however. (Remember, that the rules say Obi-Wan gets the Ion Gun ability. This doesn't necessarily mean he actually got a gun; it means he got something that gives him the ability to do +20 Damage to droids. You could think of it as a special enhancement to his lightsaber if you want.)

Bespin/Tatooine Map

Q. When using the Tatooine or Bespin maps for standard skirmishes, do you have any recommended starting locations for the opposing squads?

A. Not at this time.

Q. Though it's fairly obvious in actual use, the rules for windows don't shown an example of what windows artwork look like on the map, nor do they show an example of what the identifying graphic (the long thin rectangle) looks like.

A. Noted. We'll deal with this is Ultimate Missions: Clone Strike.