The fact that a movement template can extend outside the play area and as long as the base of the ship stays inside the play area from start to finish, it is not considered fleeing.
Saboteur and Raxler's abilities work on Chewie due to them acting on the cards already dealt and not dealing a critical themselves.
If a ship lands on an asteroid, it only rolls and loses its action on the turn after if the maneuver template overlaps the object token a second time.
Ten Numbs and autoblasters damage can be avoided with an evade token (only one in the case of the auto).
When estimating the placement of a ship after a collision, you line up the front and back nubs of the base with the movement template as best as possible.
Turret weapons allow firing outside of the primary arc, but does not make the primary arc extend in a 360 around the ship.
Darkcurse is immune to secondary weapons that require focus to fire (Blaster turret, dead eye missile).
R2-D2 can regenerate shields even if the hull of the ship he is equipped to has taken damage.
Quite a few tournament rules that are forgotten but I wont go fully into right now, but a few like the following:
Once you active a ship for firing it is must finish its attack before measuring the next ship.
You can only measure distances when using an action or attack that requires it.
Attacks and abilities that are not triggered at the right time can be considered missed and do not active.
You must declare the target of a target lock before measuring the distance.
You must declare the side of the barrel roll and if it is possible to do it from any available area of the ships base it must be completed and a few other ones, same ruling with boost.
More importantly for winning a full win is granted on 12 points or more over your opponent of total destroy ships and no longer 33. I know there are others but some of these come up a lot at my local store.
Edited by Hujoe Bigs, 13 July 2014 - 02:50 AM.
Rebels: 4 X-wings, 2-Y-Wings, 3 A-Wings, 3 E-wings, 4 Z-95s, 1 YT-1300, 2 B-Wings, 2 HWK-290, 1 CR90, 1 GR-75
Imperials: 5 Tie/Ln, 1 Tie/Adv, 7 Tie/In, 2 Tie/Sa, 2 Tie/D, 3 Phantoms, 1 FireSpray, 2 Lambda