Star Wars Miniatures/Glossary

This is a glossary of abilities and Force powers in Star Wars Miniatures.

Accelerate
This character can move up to 24 squares if it does not attack.

Accurate Shot
This character can attack an enemy with cover even if it's not the nearest enemy.

Advantageous Attack +10
Damage against an enemy who has not activated this round.

Advantageous Cover
This character gets +8 defense from cover instead of +4.

Affinity
This character can be in [Y] squads.

Alderaan Senator
Counts as an Alderaan Trooper.

Ambush
Can move and then make all its attacks against 1 enemy who has not activated this round.

Avoid Defeat
Whenever this character would be defeated, make 2 saves, each needing 11. If both succeed, this character has 10 Hit Points instead of being defeated.

Betrayal
On an attack roll of 1 against this character, the attacking enemy joins this character's squad until the end of the skirmish.

Black Sun
If a character whose name contains Xizor or Vigo is in the same squad, this character gains Grenades 10(Replaces attacks: Range 6; 10 damage to target and to each character adjacent to that target: save 11).

Bodyguard
If an adjacent ally would take damage from an attack, this character can take the damage instead.

Booming Voice
Allies commander effects normally limited to 6 squares have unlimited range.

Bounty Hunter +[X]
This character gets +[X] Attack against Unique enemies.

Careful Shot +4
On this character's turn, if it doesn't move, it gets +4 Attack.

Charging Assault +[X]
Replaces turn: Can move up to 12 squares, then make an attack at +[X] Damage against an adjacent enemy.

Charging Fire
Replaces turn: This character may move up to 12 squares, then attack.

Cleave
Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack against another adjacent enemy.

Colossal
Large and smaller characters may occupy squares on this character's base and are considered adjacent. Low objects and Large and small characters do not provide cover against this character's attack. Ignores movement costs to enter squares containing difficult terrain, low objects, and trenches. Never has cover. Cannot benefit from Bodyguard or Draw Fire.

Crowd Fighting
This character gets +2 attack for each adjacent character other than its target.

Cunning Attack
This character gets +4 Attack and +10 Damage against an enemy who has not activated this round.

Cyborg
Counts as a Droid and a non-Droid character; subject to critical hits and commander effects.

Damage Reduction [X]
Whenever this character takes damage, reduce the damage dealt by [X]. Adjacent enemies with lightsabers ignore this special ability.

Dark Armor
When this character takes damage, it reduces the damage dealt by 10 with a save of 11. Adjacent enemies with lightsabers ignore this special ability.

Dark Inspiration
At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that characters gains Lightsaber Duelist.

Dark Master
At the start of the skirmish, choose a Unique allied character. That character may spend this characters Force Points as if they were its own.

Deadeye
On this character’s turn, if it doesn’t move, it gets +10 Damage.

Deadly Attack
Scores a critical hit on an attack roll of natural 19 or 20.

Demolish
Ignore Damage Reduction of adjacent targets.

Desert Skiff
This character can transport up to one large ally or two small or medium allies.

Disintegration
If this character rolls a natural 20 on an attack, the target is defeated. Against Huge or larger targets, the attacker gets +40 Damage instead of defeating the target. (Add the bonus damage after multiplying.)

Disruptive
Enemy commander effects have no effect within 6 squares of this character.

Dominate
Replaces turn; target living character takes an immediate turn which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.

Door Gimmick
At the end of it's turn, this character can designate 1 door that it can see as open; it remains open until the end of this character's next turn or until it is defeated.

Double Attack
On its turn, this character can make 1 extra attack instead of moving.

Double Claw Attack
On his turn, this character can make 1 extra attack instead of moving; both attacks must be against adjacent enemies.

Drain Life Energy
Whenever it defeats an adjacent living enemy, remove all damage from this character.

Draw Fire
If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11.

Droid
Immune to critical hits; not subject to commander effects

Droid Mark
When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11).

Droid Master
Non-Unique Droid characters within 6 squares gain Double Attack (On its turn, this character can make 1 extra attack instead of moving).

Droid Reinforcements 20
During setup, after seeing your opponent's squad, you can add up to 20 points of non-Unique Droid characters to your squad.

Electric Shock +10
+10 Damage against adjacent Droid enemies.

Emergency Life Support
Adjacent living allies gain Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11. If both succeed, this character has 10 Hit Points instead of being defeated.)

Empathy
Allies with Savage within 6 squares lose Savage.

Emperor's Bodyguard
If Emperor Palpatine is an adjacent ally and would take damage from an attack, this character can take the damage instead

Evade
When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11.

Execute Order 66
Cannot be targeted by characters with Order 66.

Fire Control
Non-Unique Droid allies gain +4 attack.

Flamethrower [X]
Replaces attacks; range 6; [X] damage to target and to each character adjacent to that target.

Flight
This character ignores enemy characters, low obstacles, and pits when moving.

Flurry Attack
When this character scores a critical hit, it may make 1 immediate attack.

Force Ascetic
This character cannot spend force points to reroll or move faster.

Force Empathic [X]
This character takes [X] damage whenever an ally with a force rating is defeated.

Force Immunity
Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities.

Fragile [X]
This character can't attack as long as it's Hit Points total is less than [X].

Fringe Reinforcements [X]
During setup, after seeing your opponent's squad, you can add up to [X] points of Fringe characters to your squad.

Fringe Reserves 20
If you roll exactly 11 for initiative, you can add up to 20 points of Fringe characters to your squad immediately before your first activation of the round.

Galloping Attack
As this character moves, it can attack each adjacent enemy and gets +4 Attack; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left.

Gang +[X]
+[X] Attack against a target for each other ally whose name contains [Y] within 6 squares of that target

Grenades [X]
Replaces attacks; range 6; [X] damage to target and to each character adjacent to that target; save 11.

Gunner
Can combine fire with adjacent allies who have Mounted Weapon.

Hand of the Emperor
This character can spend it's own Force points once per turn and spend Emperor Palpatine's Force points once per turn.

Harpoon Gun
replaces attacks; range 6; target enemy with Mounted Weapon cannot move this round, save 11.

Heal 10
Replaces attacks; touch; remove 10 damage from a living character.

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.

Heavy Weapon
This character can't attack and move in the same turn.

Homicidal Surgery
Replaces turn: touch; deal 10 damage to a living character. An allied character can instead remove 10 damage from itself with a save of 11.

Impulsive Attack
If a Unique allied character is defeated, this character can make 1 immediate attack.

Impulsive Savagery
If a Unique allied character is defeated, for the remainder of the skirmish this character has Savage (This character must end its move next to an enemy if it can and does not benefit from commander effects).

Impulsive Sweep
If a Unique allied character is defeated, this character can immediately attack each adjacent enemy once.

Industrial Repair 10
Replaces attacks; touch; remove 10 damage from 1 character with Mounted Weapon.

Intuition
Once per round, after Initiative is determined, this character can immediately move up to six squares before any other character activates.

Ion Gun +20
This character gets +20 Damage against Droid characters.

Jedi Hunter
+4 Attack and +10 Damage against enemies with Force ratings.

Kouhun Infestation
Replaces turn; 60 damage to 1 enemy within 12 squares regardless of line of sight; save 11.

Lift
Replaces attacks: touch; Move 1 adjacent Small or Medium ally to any space adjacent to this character. This move does not provoke attacks of opportunity.

Light Tutor
At the start of the skirmish, choose an allied Rebel character. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally: it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gets 1 Force point.

Lightsaber
+10 Damage against adjacent enemies.

Lightsaber Duelist
+4 Defense when attacked by an adjacent character with a Force rating.

Lightsaber Resistance
+2 Defense when attacked by an adjacent enemy with a force rating.

Limited Field of Fire
This character can target only enemies in its forward arc.

Loner
+4 Attack if no allies are within 6 squares.

Machinery
Industrial Repair removes damage from this character.

Master Tactician
Roll for initiative as normal, except you automatically choose who goes first unless you roll a 1.

Medium Blasters
1 activation. Make 2 attacks. Attack +10. Damage 20.

Melee Attack
This character can attack only adjacent enemies.

Melee Reach 2
Enemies up to 2 squares away are considered adjacent for purposes of Melee Attack.

Mercenary
This character can move only if it cannot make an attack from its starting space.

Mettle
If this character spends 1 Force point to reroll, add + 4 to the result.

Micro-Vision
+4 Attack against targets within 6 squares.

Mighty Swing
On it's turn, if this character doesn't move, it gets +10 Damage against adjacent enemies.

Missiles [X]
Replaces attacks: sight; [X] damage to target and to each character adjacent to that target; save 11.

Mobile Attack
Can move both before and after attacking.

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.

Momentum
If this character has moved this turn, it gets +4 Attack and +10 Damage against adjacent enemies.

Mounted Weapon
Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character.

Ooglith Masquer
At the start of the skirmish, choose a non-Unique allied character. That ally gains Stealth.

Opportunist
+4 Attack and +10 Damage against an enemy who has activated this round.

Order 66
A character with this special ability may be in a squad with Emperor Palpatine, Sith Lord, regardless of faction. Characters from previous sets whose names contain the words "Clone Trooper" are also considered to have Order 66, even though it is not printed on their stat cards.

Override
At the end of it's turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated.

Paralysis
If this character hits, living target is considered activated this round, save 11.

Parry
When this character is hit by a melee attack, it can avoid the damage with a save of 11.

Penetration [X]
Enemies damage reduction is reduced by [X] against this characters attacks.

Pheromones
Cancel an attack made by a living enemy within 6 squares that targets this character; the attacker can avoid this effect with a save of 11.

Plaeryin Bol
Replaces turn: 40 damage to an adjacent enemy, save 11.

Poison +[X]
+[X] damage to living enemy, save 11.

Power Coupling
At the end of its turn, this character can choose 1 adjacent Small or Medium ally who does not have Melee Attack. That ally gains Extra Attack (On its turn, this character can make 1 cumulative extra attack instead of moving) until the end of this character's next turn, or until this character is no longer adjacent.

Proboscises
Replaces turn: Make an attack at +10 Damage against an adjacent living enemy. If this attack hits, the enemy is considered activated this round; save 11.

Programmed Target
After setup, if you have this character in your squad, choose any enemy. This character gets +4 attack and the accurate shot special ability, both against only the chosen enemy. Effects that modify accurate shot also influence attacks against the chosen enemy.

Protective +[X]
+[X] damage while a wounded ally whose name contains [Y] is within 6 squares.

Quadruple Attack
On it's turn, this character can make 3 extra attacks instead of moving.

Quick Reactions
+6 Attack when making attacks of opportunity.

Rapport
[Y]

Razorbug
Replaces attacks: sight; 10 damage, save 11.

Recon
Roll twice for initiative, choosing either roll, once per round if any character in the same squad with Recon has line of sight to an enemy.

Regeneration 10
If this character doesn't move on its turn remove 10 damage from it at the end of that turn.

Relentless
Move forward only.

Rend +[X]
If both of its attacks hit the same adjacent enemy, this character's second attack gets +[X] Damage.

Repair [X]
Replaces attacks: touch; remove [X] damage from 1 other Droid character.

Republic Reserves 20
If you roll a 20 for initiative, you can add up to 20 points of Republic characters to your squad immediately before your first activation of the round.

Rigid
Can't squeeze.

Rolling Cleave
Once per turn, if this character defeats an adjacent enemy by making an attack, it can immediately move 1 square and then make 1 attack against another adjacent enemy without provoking an attack of opportunity.

Satchel Charge
Replaces attacks; you may remove an adajacent door from the battle grid.

Savage
This character must end its move next to an enemy if it can and does not benefit from commander effects.

Self Destruct [X]
When this character is defeated, each adjacent character takes [X] damage.

Separatist Reinforcements 20
During setup, after seeing your opponent's squad, you can add up to 20 points of Separatist characters to your squad.

Separatist Reserves 20
If you roll a 1 for initiative, you can add up to 20 points of Separatist characters to your squad immediately before your first activation of the round.

Shields 2
When this character takes damage, make 2 saves; each roll of 11 reduces the damage dealt by 10.

Sniper
Other characters do not provide cover against this character’s attack.

Sonic Attack
An enemy attacked by this character cannot use Force powers for the rest of that turn.

Sonic Stunner
Replaces attacks; range 6; living target and each living character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters ignore this special ability.

Speed [X]
Can move up to [X] squares and attack, or double that number without attacking.

Splash [X]
If this character's attack hits, all characters adjacent to the target take [X] damage; save 11. If the attack misses, the target and all adjacent characters take [X] damage; save 11.

Spotter [X]
If this character combines fire against a target within six squares, the attacker gets +[X] Damage against that target.

Staggered Activation
Activates 6 times per round; each activation counts as 1 of your 2 activations in a phase. Each round, this character must use 4 activations to move or use move actions. 1 activation to use Heavy Laser Cannons and 1 activation to use Medium Blasters. Not subject to Commander Effects.

Stealth
If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets.

Stomp
Whenever this character moves, any characters occupying squares on its base or squares it moves into are immediately defeated. Characters can avoid this effect with a save of 6.

Strafe Attack
As this character moves, it can attack each enemy whose space it enters; this turn, this character cannot attack any enemy twice and cannot move directly back into a space it has just left.

Swarm +1
This character gets +1 Attack against a target for each other allied Ewok adjacent to that target.

Synchronized Fire [Y]
Whoever combines fire with this character grant +6 Attack instead of +4.

Synergy
+4 Attack if [Y] is within 6 squares.

Thrawn's Bodyguard
If Grand Adminal Thrawn is an adjacent ally and would take damage from an attack, this character can take the damage instead.

Thud Bug
Replaces attacks: ranged 6; 10 damage, target is considered activated this round; save 11 negates. Droids, Huge characters, and characters with Mounted Weapon ignore the nondamaged effect.

Tow Cable
Replaces turn; This character and an adjacent ally can move up to 12 squares simultaneously; during this move that ally gains Flight. At the end of the move, that ally must be adjacent to this character. Target ally cannot be Large or Huge sized.

Triple Attack
On it's turn, this character can make 2 extra attacks instead of moving.

Twin Attack
Whenever this character attacks, it makes 1 extra attack against the same target.

Vaapad-Style Fighting
Scores a critical hit on an attack roll of natural 18, 19 or 20.

Vicious Attack
Triple damage instead of double on a critical hit.

Vonduun Crab Armor [X]
When this character takes damage, it can reduce the damage dealt by 10 with a save of [X].

Walk 2
1 activation. Move up to 2 squares.

Wall Climber
This character ignores difficult terrain, enemy characters, low obstacles, and pits when moving as long as a square it occupies and a square it is moving into are adjacent to a wall.

Weak Spot 10
This characters Damage Reduction is reduced to 10 against attacks from adjacent enemies.

Wheel Form
This character can move up to 18 squares if it does not attack.

Wheeled
Replaces turn; Can move up to 18 squares, then attack

Xizor's Bodyguard
If Prince Xizor is an adjacent ally and would take damage from an attack, this character can take the damage instead.

Ysalamiri
Characters within 6 squares cannot spend force points. This character and characters within 6 squares cannot be targeted by Force powers.

*
"Use the Force" Force 3: This character's next attack is a critical hit.

A
Absorb Energy Force 2, When hit by a non-melee attack, this character takes no damage with a save of 11. Remove damage from this character equal to the prevented damage. Anticipation Force 1: Reroll initiative once per round.

B
Battle Meditation Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire. Blaster Barrage Force 1; replaces attacks: This character can attack every legal target once.

C
Control Minds Force 1: replaces attacks; This character gains the following commander effect for the rest of the skirmish: Allies who combine fire grant an additional +2 attack.

D
Dark Force Spirit 1 If this character is defeated, each enemy character with a Force rating loses 1 Force point each time it activates for the rest of the skirmish. Drain Life [X] Force 1, usable only on this characters turn, range 6: [X] Damage to target living enemy and remove [X] damage from this character, save 11.

F
Force Absorb Force 2: Cancel a Force power used by an adjacent character. Force Alter Force 1: range 6; 1 enemy rerolls its last attack. Force Burst Force 2, replaces turn; 10 Damage to all other characters with 6 squares. Force Defense Force 3: Cancel a force power used by a character within 6 squares Force Grip Force 1, replaces attacks: sight; 10 damage. Force Heal [X] Force 2, replaces attacks: touch; remove [X] damage from a living character. Force Leap Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity. Force Lightning Force 2, replaces attacks: range 6; 30 damage to 1 target and up to 2 characters adjacent to that target. Force Renewal [X] This character gets Force [X] each time it activates. Force Sense Force 1, usable only on this characters turn: Enemy characters lose Stealth for the rest of the round. Force Spirit [X] If this character is defeated, immediately add [X] Force points to an allied character with a Force rating; that allied character can spend Force points one extra time per turn for the rest of the skirmish. Force Storm Force 2, replaces attacks: 20 damage to all adjacent characters. Force Strike Force 1, replaces attacks: range 6; 30 damage to 1 enemy Droid. Force Stun Force 1, usable only on this character's turn: range 6; target living enemy is considered activated this round; save 11. Force Thrust Force 1, replaces attacks; 6 squares, 20 Damage; save 11 for 10 Damage. Force Valor Force 2; replaces attacks; For the rest of the skirmish, this character gains the following Commander Effect: Followers within 6 squares get + 2 Attack and +2 Defense. Force Whirlwind Force 2, replaces attacks: range 6; 20 damage to target and each character adjacent to that target; save 11.

J
Jedi Mind Trick Force 1, usable only on this character's turn, range 2, target non-droid enemy is considered activated this round and cannot make attacks of opportunity this turn, save 11

K
Knight Speed Force 1: Can move 4 extra squares on its turn as part of its move.

L
Lightsaber Assault Force 1, replaces attacks; Make two attacks. Lightsaber Block Force 1: When hit by a melee attack, this character takes no damage on a save of 11. Lightsaber Deflect Force 1: When hit by a non-melee attack, this character takes no damage with a save of 11. Lightsaber Precision Force 1: This character gets +10 damage on its next attack. Lightsaber Reflect Force 2: When hit by a nonmelee attack, this character takes no damage with a save of 11 and the attacker takes 10 damage, save 11. Lightsaber Riposte Force 1: When hit by a melee attack, this character can make an immediate attack against that attacker. Lightsaber Sweep Force 1, replaces attacks: This character can attack every adjacent enemy once. Lightsaber Throw Force 1, replaces attacks: Attack 1 enemy within 6 squares.

M
Master of the Force [X] May spend Force points up to [X] times in a single turn. Master Speed Force 1: This character can move 6 extra squares on itsturn as part of its move.

O
Overwhelming Force Force 1: This characters attacks cannot be prevented or redirected this turn.

P
Pawn of the Dark Side Force 1, replaces attacks: sight; 1 non-Unique allied character takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage.

R
Recovery 20 Force 1, replaces turn: Remove 20 damage from this character.

S
Shatterpoint Force 1: Instead of taking it's normal turn, a characer using this Force Power chooses a target enemy within 6 squares. For the remainder of the skirmish, this character's first attack each round against that enemy is considered a natural 20. This includes an Attack of Opportunity if that is the first attack this character makes against that enemy in the round. Shockwave Force 2, replaces attacks; All characters within 6 squares are considered activated this round; save 11. Sith Grip Force 2, replaces attacks; sight; 20 Damage. Sith Hatred Force 1, usable only on this characters turn: 10 Damage to all enemies within 2 squares. Sith Hunger Force 1, replaces attacks, range 6: 20 damage to target living enemy and remove 20 damage from this character. If the target has any Force points remaining, remove one and this character gains one Force point. Sith Lightning 30 Force 2; replaces attacks; range 6. 30 Damage to 1 target enemy. Sith Rage Force 1: This character get +10 damage on all its attacks this turn. Sith Sorcery Force 2, usable only on this character’s turn: Enemy characters within 6 squares are considered activated this round; save 11. Surprise Move Force 1: Once per round, after initiative is determined, this character can immediately move up to 6 squares before any other character activates.

T
Transfer Essence Force 1, usable only on this character’s turn: Choose 1 living ally. Remove that ally from play and place [N] in that ally’s space; that ally is defeated.

U
Unleash the Force [X] Force 4, replaces attacks, usable only after an ally with a force rating is defeated: [X] damage to all other characters within 6 squares; save 11 to reduce damage to half.

W
Whirlwind Attack Force 1, replaces turn; Attack each adjacent enemy twice.