Differences between Star Wars Minis and D&D Minis

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On my flight home from Gen Con, I read the Star Wars Miniatures rulebook carefully and took notes on the differences between it and D&D Minis. If I missed anything, let me know.


Rarity

There is also a Very Rare rarity level in addition to Common, Uncommon, and Rare.

Terminology

"Character" replaces "creature."

"Squad" replaces "warband."

"Defeated" replaces "destroyed."

Statistics

There is no Level statistic. As a consequence, there is no bonus to saves; you just roll d20 without any modifiers. In this way, rolling a save in Star Wars is like rolling a Conceal check in D&D Minis.

There is no Speed statistic. Unless they have a special ability that dictates otherwise, characters move 6 squares and attack, or 12 squares and not attack.

There are not separate Attack and Damage statistics for ranged and melee attacks. Creatures who cannot attack at a distance have a special ability which restricts them to attacking adjacent creatures only.

Damage is always a multiple of 10.

The Defense statistic replaces the AC stat.

Hit Points are always a multiple of 10.

Commander characters do not have commander bonuses. As a consequence, there is no bonus to initiative or terrain initiative; you just roll d20 without any modifiers.

Some characters have Force points and Force powers.

Set Up

There is no 12 character limit for squads.

There is no restriction from including a character in your squad who costs more than 70% of the total allowed points.

Terrain tiles are optional. You can use the pre-decorated side of the battle grid instead of using terrain tiles.

The rules imply that Rebel squads shouldn't fight against other Rebel squads, and Imperial squads shouldn't fight against other Imperial squads.

Terrain

Characters can move diagonally past the corner of a wall if it has been specially marked on the battle grid or terrain tile.

Low Objects grant cover in certain situations.

There is no generic concept of difficult terrain. Low Objects effectively replace difficult terrain.

Pits exist. They make certain areas of the battle grid impassible without blocking line of sight.

Doors open & close.

Gameplay

There are no rules for being under or out of command. Creatures always move the same speed regardless of whether there's a commander.

There are no morale rules. Characters do not have a chance to rout at half Hit Points, etc. Therefore, there are no exits on the battle grid.

Diagonals through clear terrain cost 2 squares of movement instead of alternating costs of 1 and 2.

Squeezing characters cannot end squeezed. Squeezing does not increase the cost of movement. Squeezing characters suffer no penalties to statistics.

With a few exceptions, ranged attacks and abilities can target any enemy, not just the nearest. Characters can target the closest enemy character or any enemy that has no cover. Characters must target enemies adjacent to it (if any).

Adjacent enemies do not preclude a character from using their (implicitly) ranged attacks.

Ranged and melee attacks do not have different ways of determining cover. Effectively, all attacks use the ranged cover rule.

Defenders are not harder to hit with ranged attacks by virtue of being in melee with an enemy.

Combined Fire allows characters to give up their activations in order to grant bonuses to another charcter's attack.

No flanking.

No charging.

By default, Commander Effects have unlimited range.

The Flight ability allows a character to avoid all AoOs when moving.