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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:09 pm 
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named/name contains: Some effects specify characters. A "named" character must match the specified name exactly. A character "whose name contains" the specified words can be any version of that character.


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:09 pm 
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nearest enemy: The nearest enemy to a character is the nearest enemy it can see. Another enemy who is actually closer but out of line of sight does not count as the nearest. See Cover


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:10 pm 
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on terrain: A character is on or in terrain if any part of its space occupies a square that contains that terrain. This special rule is only necessary for Large or Huge characters, which take up more than 1 square. (Obviously, a character who takes up 1 square is on
terrain if its square contains such terrain.)



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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:10 pm 
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opponent: A player you are playing a skirmish against.



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 Post subject: Re: Game Terms A-Z
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phase: A part of a round. During your phase, you activate two characters. (If you have only one character left to activate, you activate only that one.)

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There are some Commander Effects than can alter the amount of characters you activate during each phase. --dvader831


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:11 pm 
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pit: A kind of terrain. Pits block movement but not line of sight. They do not provide
cover. A character with the Flight special ability can move through a square containing a
pit but cannot end its move there.



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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:11 pm 
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range: Sometimes a Force power or a special ability works only within a listed range. This
is the distance in squares between the attacker's and the defender's square, counting the
defender's square. Diagonals count as 2 squares. Low obstacles, difficult terrain, and pits
do not affect range, but when counting range, you can't trace a path through a wall (you
count around it instead).



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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:12 pm 
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replaces attacks: Some Force powers or special abilities have "replaces attacks" as a special cost. A character who uses such a Force power or special ability can't make other attacks that turn, even if another ability allows extra attacks, and can't replace more than one attack. When making an attack of opportunity, a character cannot use a Force power or special ability that replaces attacks. A character cannot use a Force power or special ability that replaces attacks in the same turn that it uses a Force power or special ability that replaces its turn.



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 Post subject: Re: Game Terms A-Z
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replaces turn: Some Force powers or special abilities have "replaces turn" as a special cost. A character who uses such a Force power or special ability gives up its normal turn.
End-of-turn effects are resolved normally after using the Force power or special ability that replaces the character's turn. A character cannot use a Force power or special ability that replaces attacks in the same turn that it uses a Force power or special ability that replaces its turn.



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 Post subject: Re: Game Terms A-Z
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round: A skirmish is played in rounds. At the start of a round, players roll initiative. During the round, each player activates his or her characters in phases. When all characters have been activated, the round ends and a new round begins.



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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:13 pm 
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save: Many special abilities and Force powers require a character to save against a listed number to avoid or reduce an adverse effect. Roll the d20. If the result of the roll equals or exceeds the listed number, the save succeeds. Saves are not optional, and characters cannot voluntarily choose to fail them. If the rules text simply says "save" plus a number, the target of the effect makes the save. Sometimes the acting character makes a save instead, such as when using Lightsaber Block. In that case, the rules text specifies that the character producing the effect makes the save.


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:13 pm 
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sight: Many Force powers and special abilities have a range of sight. They affect any target that the character using the power or ability can see.


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LoboStele: Note that the range of "sight" is not like Accurate Shot. You still must follow all normal targeting rules, it's just that the particular ability with the range of "sight" has an unlimited range (unlike a restriction like "range: 6" on Flamethrower or Grenades). Examples of abilities with range of "sight" include: Missles [#], Force Grip [#], etc.


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:14 pm 
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small: A Small character occupies 1 square, just as a Medium character does.


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LoboStele: Examples of Small characters are: Ugnaught Demolitionist, Ewok, Jawa, Yoda of Dagobah, R5 Astromech Droid, R2-D2, etc.
Fool: Keep in mind in the thrawn swap, the characters must be the same size. The Chadra Fan Pickpocket is also small


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 Post subject: Re: Game Terms A-Z
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space: The square or squares that a character occupies. A small or Medium character occupies 1 square. A Large character occupies 4 squares. A Huge character occupies 9 squares. Even bigger creatures can exist that take up larger spaces.



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 Post subject: Re: Game Terms A-Z
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speed: Some special abilities, Force powers, and commander effects mention a character's "speed". Most characters have a speed of 6; on their turn, they can move up to 6 squares and attack (or take some other action that replaces attacks) or up to 12 squares and take no actions. If a character has a different speed, its card has the Speed special ability.



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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:15 pm 
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squad: A group of characters fighting for one player in a skirmish.


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:15 pm 
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squeeze: Big characters can squeeze through small openings and down narrow hallways that are at least half as wide as their normal space, provided that they end their movement in an area that they can normally occupy. Thus, a Large character can squeeze through a 1-square-wide opening, but a Huge character needs at least a 2-square-wide opening. Characters can't squeeze past enemies.


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(Fool) - Again, pay attention to that last comment.... "Characters can't squeeze past enemies."


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 Post subject: Re: Game Terms A-Z
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stacking: In general, the effects produced by Force powers, special abilities, commander effects, and cover stack (are cumulative) with each other. For example, Tarfful grants followers within 6 squares a +4 bonus to Attack against adjacent enemies, and a Wookiee Berserker has Momentum, which grants an additional +4 bonus to Attack and +10 bonus to Damage against adjacent enemies if he has moved at least 1 square. Thus, a Wookiee Berserker within 6 squares of Tarfful would get a total bonus of +8 to Attack (as well as the bonus to Damage) if he has moved at least 1 square and attacks an adjacent enemy. Unless otherwise specified, no effect produced by a Force power, special ability, commander effect, or cover stacks with itself. For example, a Clone Trooper Commander can give nearby trooper followers a +3 bonus to Attack, but two Clone Trooper Commanders together can't give a trooper follower a +6 bonus.


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 Post subject: Re: Game Terms A-Z
PostPosted: Mon Jun 16, 2008 4:16 pm 
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target: An enemy character chosen for an attack, special ability, or Force power. Line of sight and cover are determined by drawing lines to the target's space. A square itself can't be a target.



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 Post subject: Re: Game Terms A-Z
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touch: Some special abilities and Force powers have a range touch, meaning they can be used only on adjacent characters or on the acting character.


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LoboStele: Remember, characters with the Heal or Force Heal ability, can use their ability to heal themselves!


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