Heh, thank you for your comments, robertmmoore1968

First of all, I just discovered I already opened a topic on this desk in the past... Sorry for that.. sigh.. bad thing to become old...!

About the missing Attack Value for LEG STOMP: it's A6. That said, you gave to me some hints for sure. I know very well the combined fire in SWMiniatures (I think it's a great rule) and I have also taken into consideration in the past the simple 'attack position' for the St.Officers for RAIN OF FIRE purposes; but in that way is too simple and too strong using RAIN OF FIRE. Imagine a single character deck as an opponent, for example: I start with 2x RAIN OF FIRE in hand (maybe not so rare) and one St.Officer in position to attack since the minis placement on the board. A similar situation can end the game very early... Now, I agree on fast games.. but that could be TOO fast!
I know it's an extreme situation, but balance is better in my opinion when all situations are considered and none omitted.

Your suggestion about OVERHEATED LASERS is interesting, but it's loop-cumulative.. I think it's a bit too much. Ok, probably the game will end before a second deck cycle, but I'll like more the idea of a permanent, limited malus, better if comboing with another card - as I did with FAST REPAIR, wich cancel that malus.

About 4-spaces sized miniatures I agree with Scott, in fact this is my only one and unique deck using a 4 space miniature; however I use some bigger custom maps for playing huge team games, so it's not a problem. The remaining troubles may be solved with some little logic I think, like how to calculate the attack position squares: I consider every single square occupied by the huge miniature as a possible attack position square.

About your Geonosis Arena monsters, I suggest to you the method I use for them, wich you can find here: http://epicduels.3.forumer.com/index.php?showtopic=117&st=10

Thank you again for your comments!