roblyon wrote:You guys must have covered this already somewhere but Zuckuss' Snare Rifle prevents a hit enemy from moving until end of turn.
So, what, exactly does that mean?
End of round, not end of turn. Once Zuckuss hits a character with an attack, even if that character avoids the damage through abilities like Lightsaber Deflect or Evade, that character is rooted into place and cannot move until Initiative is rolled again. If the character is hit while moving (i.e. an Attack of Opportunity), they stop where they are and lose any remaining move they might have had.
The only exception to movement is involuntary movement like that generated by Force Pull/Push/Repulse. Those will still move a snared character.
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And a couple of newbie type questions. When rerolling w/Force points, and not a character's turn, can he use points repeatedly to avoid hits or just once?
Once per turn, regardless of whose turn it is. So, once on their turn, once on each allies' turn, and once on each enemies turn. The only way to spend more than once per turn is if you have an ability that lets you do so like MAster of the Force.
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And an even dumber question. When attacking with Force, can you wait until you see if an attack is deflected with your opponents save roll and then make a reroll? We figure it has an immediate use, but just checking.
No. See the resolving effects list:
http://www.bloomilk.com/Forums/default.aspx?g=posts&t=10805Making the attack roll and using a Force Point to Reroll happens at step 7. Abilities like Lightsaber Deflect and Evade happen at step 10.