100 p squad - light side starts within 4 quares of the airlock - dark side starts within 4 squares of the blast door Round: Initiative check => winner decides who goes first Activate 2 characters, one at a time, until all characters activated => round ends Character Turn - move 6 + attack - attack + move 6 - move 12 Movement - diagonal = 2 mp - can move through allies, but not stop - double mp usage on low objects (green) and difficult terrain (yellow) - large/huge characters can squeeze through gaps if they don't stop there Attack - LOS if any line can be drawn from attacker to target without touching walls - adjacent enemies must be targeted - can't attack enemies with cover, unless they are the closest enemies - hits if Attack + 1d20 = Defense or more - natural 1 = miss - natural 20 = critical hit: automatic hit with double damage (droids don't take double damage) - can't attack allies, but - special abilities and force powers can be used against allies Combined Fire - LOS needed, counts as activation - melee attackers may not participate in or ask for combined fire - +4 attack - single attack only - does not count towards the activation limit of 2 characters Opportunity Attack - triggered when trying to move away from an enemy character - a character can attack only once during a given character's turn - single attack only - "replaces attack" not applicable - does not count as activation - even characters already activated may attack Cover - if any line from attacker's corner blocked by walls, characters, or low objects - +4 defense - adjacent enemy does not have cover - attacker ignores low objects in its own square and adjacent squares Force Points - 1 FP = reroll (not initiative check) - 1 FP = +2 mp - once per turn (any character's) - does not count as activation Terrain - green = low objects - double mp - cover - does not block LOS - yellow = difficult terrain - double mp - no cover - does not block LOS - magenta = walls - no diagonal moves through corners - cover - walls and corners block LOS - blue = door - opens when a character ends its turn adjacent to a door - closes when characters leave - closed door counts as a wall - orange = pits - only flying characters may enter, but can't stop there - no cover - does not block LOS