# VirMortalis

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1. ## Need clarification on Diala's Force Throw

Push Some abilities push figures. The player resolving this ability moves the figure the specified number of spaces. • The figure can be moved in any direction. It does not need to move directly away from the figure using the push ability. • A pushed figure is not voluntarily exiting its space. • Pushing a figure requires no movement points. • If a non-ability effect pushes a figure, such as a mission rule or if a door closes between two spaces occupied by a large figure, the player controlling that figure determines its placement. • While pushing a large figure, it cannot move diagonally and cannot be rotated As much as it makes no sense whatsoever the Push will grant movement to the target in any direction even if it would mean Pull so that clears up that one for you Page 21 RRG
2. ## movement rules unclear..need clarification.

Performing a move does not move the figure; it only provides movement points that may be spent during that figure’s activation. This means that a figure may use its first action to perform a move, followed by an attack, and then spend the movement points. It may even spend some movement points before the attack and then some of them after the attack ​Interpretation: Performing a move does not move the figure You basically telling your opponent this is the unit your going to use It only provides movement points that may be spend during that figure's activation You gain 'x' Speed to move your figure in your turn This means that a figure may use its first action to perform a move Your figure will use 1 of its 2 action to make the physical movement followed by an attack, and then spend the movement points. It may even spend some movement points before the attack and then some of them after the attack You are given 'x' movement (lets say 4) you move 2 space and using the 2nd action you attack the opponent no matter of the result you then use the remaining 2 movement points to move 2 more spaces. Conclusion You can use both actions for a turn to allow you to Move & Shoot You can use both actions to Move twice You can use both actions to Shoot twice You can use 1 strain to move 1 additional space this is not an action and can only be used twice per Hero activation
3. ## Can you target friendlies?

I can see why you would ask this, as you could shoot the Wookiee for it to gain focus pretty much every other Round. But like stated no you can't purposely target your own figures. Don't be put off asking about other rules you may need help with, only an handful of people will respond negatively the rest of us will endeavor to answer them for you and point you in the right direction in the literature so you can follow up for your own reference too.
4. ## Beginners Guide to Campaign

Amended thought I might miss something

6. ## Picking up stuff: drop it when wounded?

Upon being Wounded you drop anything you are carrying token wise and it gets place under your wounded character, they can not pick up anything whilst wounded. Sympathy for the Rebellion Rule Book Pg 13 Rule Book Pg 22 Hopefully that will clear up the question a little
7. ## A Game of Legendary Star Wars Adventure and Tactical Miniature Combat

You cant avoid imperial entanglement in Campaign, I don't get how anyone can complete a mission with objective without engaging each other. The rebel player is forced into making decisions that will account for a surgical strike, the Imperial player will deal stall tactic, and in some of the videos I have seen the Imperials have been drawn into a Wookie trying beat the holy crap out of the main imperial unit at hand, this making it easier for the rebels to move around the conflict zone and try do the mission. Yes the game is set up so the Imperials will win on the looks of things but if you play it right you should have no issues, me and a friend have done a dry run got a few rules wrong and we have addressed them over facebook and know next time we try again how it works, but even getting the rules wrong on Aftermath is was on the last dice throw of Turn 6 to complete the mission. I think FFG have made an excellent product, and as players we just need to make a resource tool that will demystify any rules or tactics
8. ## Rules Reference Guide

Sometimes it takes another way of describing something for it to make sense.

cheers pal
10. ## Campaign Questions

Me and a friend started a new campaign today and came across several queries Tokens: When you collecting token (IE Spice etc) how many tests of strength can you perform Chewie Side Mission: Does the Imperial get x2 threat as long as the 2 Trandoshans are active or is it when they die double up
11. ## Crates

Depends on the mission, but you get the item for the duration of that mission unless you exhaust that card and then you get the amount of crates converted as credits so if you have 4 crates that is 200 credits Most Missions give 100-200 credits for lose/win condition so really makes them worth grabbing.
12. ## Rebel Attack on Storm Troupers

Like stated above To the Imperial 3 troopers make 1 squad To the Rebel 1 trooper makes 1 unit so to kill the squad you need to kill the 3 troopers Imperial Players can use Threat to re-bolster the squad if I read that correctly
13. ## Which Imperial Class?

im going with might when we start our 2 man IA story nowt say die rebels like extra attacks
14. ## Disengage for Mak Eshka`rey

Was on the TC video when they did a preview, when a figure come within 4 spaces of him, he moves then away 3 spaces to keep his 'cover'
15. ## Done with "Assault"; but Intimidated by Campaign Setup.

From what I gather is this. The Hero Cards are the Rebel Deployment and you only need the normal cards for heroes like Chewie etc, each hero as their side deck to keep alongside them so as they gain experience they can acquire a new card to improve their abilities. Imperial Players only need to source the Deployment card stated in the campaign book since you know what and where your placing the troops. The crate cards are left on the side in easy reach during the mission because the Rebels can interact with crates to get cards. The status effect cards are there as a reminder that you have the effect, so you can leave them in box and pass them to the rebel player as and when the effect takes place. The Reward cards are for the end of the mission so they can stay in the box until said time. The Side Mission deck confused me when reading through I know the game runs STORY - SIDE - STORY so I will need to re read this bit again. The Imperial player chooses one of the 3 decks and he keeps that for the entire campaign and as he gains influence he can buy new commands for his troops. Other than that I have the general jist of how it runs
16. ## Crates

no but each crate is worth 50 creds for end of the mission to add to your credits
17. ## Blank White Die Means?

means kiss the model goodbye
18. ## Skirmish Maps - Am I Blind?

Looks like each Mini release will include the skirmishes - then they will continue to come with the release of new minis
19. ## Painting...

Lets break it down, You buy this game because you like the look of it, lets look the average disposable income in the grand scheme of things £60-£70 is not going to be a big hit to someone with a well paid job, factor in someone that is say a child or a student who finances are limited that is a big outlay right there. Now unless your good, confident and happy painting you wont do it simply because in the blank state they are in there isn't any way of spoiling the mini and you can quite happily play the game with your friends. The suggestion to pay someone to paint the models, OK say you buy the paints from games workshop lets say average of £3 per paint your needing base coat / primer Red, Black, White, Metal Grey, Green, Blue, Skin Tone, Brown etc so lets say that all comes up to another £30-£40 then you would be looking £15-£20 per model for a good job to be done maybe more. Before this poor chap can sit down he as spent the better half of £300 to be to go near a game board. I like to see fully painted models as much as the next guy, I come under the cat that I cant paint and wont try because I would more likely ruin the model, I am lucky in that a few of my friends are decent mini painters and can help me out. But FFG made a game with unpainted minis and purposely put stickers to represent squad they should then allow the tournament to be used with the stuff that come with the box, and for those that are snobs when it comes to it, your there to have fun, so is the other guy so what makes you any better to have fun? who knows the unpainted dude might be the best player you have ever come across.

Test taken from : https://boardgamegeek.com/image/2344948/star-wars-imperial-assault
21. ## Attacking a Terminal in the Same Space (Rules Question)

To get an attack you must be able to draw a line from 1 of your squares corners to 2 of the target, if your stood directly on top of it then you can't draw the line so that would mean NO you can't attack the target whilst directly on top of it
22. ## Attacking a Terminal in the Same Space (Rules Question)

Hmm only thing about same space is If a figure is in the same space as the token, the figure and token are targeted for attacks independently. Neither the figure nor the token block line of sight to the other
23. ## Attacking a Terminal in the Same Space (Rules Question)

Why would you be 'on' the terminal if you are wanting to attack it, Melee can attack it from 2 spaces away and ranged attacker can do so from range with the accuracy test
24. ## Clone Wars expansion?

I don't hate the prequels pal, but still would like to see this game stay in the Rebellion - Empire era its going to serve well coming up to the new films
25. ## Map Tile Inventory

very well thought out
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