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RULES REFERENCE VERSION 1.0

SUMMARY OF CHANGES New entries and changes from previous editions will be noted in this space. 2 Rules Reference locations tothisthem find in reference. section Thisprovides acomprehensive list of topics theand INDEX play agame with unlimited rounds. how describes section to This playlarger a game and how to OPTIONAL RULES and clarificationsrules alphabetized by topic. The majority this of referenceglossary.the is This lists detailed GLOSSARY sheer surfaces. section Thisprovides that rules allow miniatures scale to VERTICAL MOVEMENT terrain and provides for rules using ingames. them many describes section This the commonof types of wargaming ADDITIONAL TERRAINRULES standard game of each detailssetting performedwhensection step This up a SETUP unitstheir and upgrades to play astandard game. how describes section playersThis can assemble an armyfrom ARMY BUILDING card game. inthe section Thisprovides illustratedan breakdown eachtype of of CARD ANATOMY This reference contains eightsections: with additional terrain rules. find comprehensive rules for army building setup,and along listed inalphabetical order by topic. Additionally, players will provides players and game with detailed clarifications rules The majority this of Reference Rules glossary,the is which refer to document. this As questionsbooklet. during arise gameplay, players the should read and understand presented rules the to Play Learn inthe This documentthe definitiveis source all for REFERENCE RULES THIS USING rules. Before usingrules. document, this players should STAR WARS: LEGION . STAR WARS: PAGE PAGE PAGE PAGE PAGE PAGE PAGE 2 PAGE 47 10 11 4 8 6 5 4. 3. 2. 1. Players following perform the steps: COMMAND PHASE roundEach consists of three phases. A game of GAME THE 4. 3. 2. 1. Players refresh battlefield the by following these steps: END PHASE 3. 2. 1. activating units by following steps: these Starting with player the has who priority, players turns take ACTIVATION PHASE on battlefield the while resolvingtheir command card. consists of of all order their tokens that didnot they place Create Order Pool: command card. issued isbe indicated on orders the of chosen the section orders with that commander. The number of orders to each player nominates commander afriendly and issues Issue Orders: number of pips has priority. Determine Priority: table.both Then, players simultaneouslytheircards. reveal command card from hand their and places it facedown on the Card: Command Select their opponent.their displayed.that Then, playerthe passes round counter to round counter it next the highest sets number so is Advance Round Counter: trooper units acommander to be defeated, must they promote aunit from leader one of their with a matching rank. If of all aplayer’s commanders were ordertheir tokens on each of undefeated their units’ cards Update Order Pool and Promote: tokens, as well as one suppression token from eachunit. Remove Tokens: commandrevealed card; it cannot again used game. this be Cards: Command Discard facedown on battlefield the thenear unit leader. Place Order Token: actions with that unit. performing up to two actions and any number of free Activate Unit: have an order token. and aunitpool chooses with amatching rank that not does order token or draws arandom order token from order their Unit:Choose STAR WARS: LEGION The player either aunit with chooses afaceup Starting with player the has who priority, The player activatesthe unit,chosen Players remove aim, dodge, all and standby Each player Each creates an order that pool The playerthe unit’s places order token The playercard whose thehas fewest Each player Each a secretly selects ROUND The playerwho the has Each player Each discards their is played over sixrounds. Each playerEach places one of

COMPONENTS

•Luke Skywalker HERO OF THE REBELLION 160 󲊂󲊂 Jump 1 (Perform a move during which •Darth Vader you ignore terrain that is height 1 or lower. 1 Stormtrooper DARK LORD OF THE SITH This is treated as a move action.) s keyWorD WeaPon Charge (After you perform a move action, you may Impact 3 (While attacking a unit perform a free melee attack action.) , change up to TROOPER

armor Deflect FFG © LFL © that has results.) (While defending, if you spend a dodge 3 󲉠󲉠 results to 󲉡󲉡 token, you gain "� 6 : 󲉣󲉣”; if it’s a ranged� attack, the Pierce 3 (While attacking, cancelattacker suffers 1 wound for each 3 up to 3 󲉣󲉣 results.) Immune: Pierce rolled.) (Pierce cannot be used against you.) 󲉢󲉢 : anakin 󲉡󲉡 ’s Lightsa Ber Stormtroopers only. Luke ’s DL-44 B Add 1 stormtrooper mini. Laster Pisto L imPact 2, P ierce 2 © LFL © FFG Pierce 2

11 Dice Unit Cards Upgrade Cards

Assault

Battle Lines © LFL © FFG © LFL ©

3 Units

© LFL © FFG Though slower to organize, a coordinated offense can be decisive. Movement Tools Battle Cards Command Cards

Suppression Token Panic Token Ion Token

Four-Part Range Ruler

Aim Token Standby Token Dodge Token

Objective Tokens Order Token

Condition Tokens

Unit ID Tokens Rules Reference

Vehicle Damage Tokens

Round Counter Victory Tokens

Deployment Marker Commander Token Wound Tokens 3 4 Rules Reference Pips Weapon Keywords Weapon Range Weapon Name Unit Keywords Upgrade Bar Points Value Faction CARD

• • • areother rules built. The rules goldenare fundamental concepts whichall on THE GOLDEN RULES

COMMAND CARD game effects. is absolute and cannot overridden be by other If acardthe word effect uses “cannot,”that effect or Rules Reference, that component precedence. takes contradicts found to rules Play Learn inthe booklet If an effect cardon a or another component precedence.takes to Rules Play the Learn Reference booklet, If something reference inthis contradicts the FFG © LFL © UNIT CARD(VEHICLE) 55 may suffer 1 woundfreeperform action. to 1 unit with afaceup order token activates, it When non-Darth Vader afriendly trooper Unit Name Lg New WaystoMotivateThem uke ra for the purposes of vertical movement.) defense dice or suffer wounds.) Expert Climber Climbing Vehicle Armor 󲉠󲉠 results.) PPL ’ s L ing

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TROOPER CARD © LFL © FFG © LFL © Cumbersome Add 1HH-12stormtrooper mini. Impact 3 that has armor weapon and move during during move and weapon HH-12 Stormtrooper Stormtroopers only. the same activation.) results to 󲉡󲉡results.) (While attacking aunit (You cannot this use , change up to 3󲉠󲉠 counter is considered correct and play continues. other result, interpretation the of player the without round the situationthe is considered correct and play continues. Onany defense die;on ablock ( another, player the with round the counter should roll ared two miniaturesbetween or line of sight from one minito cannot come to an agreement, such as determining range the regarding disputes about situations on battlefield. the If players Players should always attempt to come to an agreement RESOLVING DISPUTES Weapon Keywords Weapon Range Weapon Name Unit Keywords Upgrade Bar Points Value Faction 34

Exhaust Icon Unique Dot Weapon Dice Points Value UNIT CARD(TROOPER) 160 Effect a nakin perform afreeperform melee attack action.) Thisis treated asa move action.) you ignore terrain that height is 1or lower. Immune: Pierce Deflect Charge 󲊂󲊂 Jump1 attacker suffers 1 wound for each � token, you gain "� ’ i s m L P (After you a move perform action, you may (While defending, if you spend adodge ightsa act (Perform amove during which • ≣ Luke Skywalker Card Title Upgrade Type Weapon Range Restriction 2, P 2, HERO OF THE REBELLION ) result, that player’s interpretation of B er (Pierce cannot be against used you.) :󲉣󲉣”;if it’s aranged attack, the ierce 2 L rolled.) Unit Name uke

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B HERO OF THE REBELLION THE OF HERO 2, P Luke Skywalker • 2 t (Perform a move during which which during a move (Perform act ightsa (While defending, if you spend a dodge a dodge spend you if defending, (While (After you perform a move action, you may may you action, perform move a you (After P L m s i ’ token, you gain "� gain you token, � each for wound 1 suffers attacker Charge Deflect Immune: Pierce 󲊂󲊂 Jump 1 you ignore terrain that is height 1 or lower. lower. 1 or is height that terrain ignore you action.) move as a treated is This perform a free melee attack action.) attack melee perform a free nakin a New Ways to Motivate Them 160 HAND When a friendly non-Darth Vader trooper trooper a friendly Vader non-Darth When unit with a faceup order token activates, it it activates, token order faceup a with unit may suffer 1 wound to perform 1 to action. perform free wound 1 suffer may

© LFL © FFG TOKENS name, when deploying units, place a place units, when deploying name, the the base near of ID token unique place each Then, unit. each leader of unit card. unit its on ID token matching unit’s unique name in their army. name unique COMMAND a player process, building the army part of As hand The cards. six command of chooses a hand cards, 2-pip two cards, 1-pip two include must one only include may and cards 3-pip two and a unique include To card. command each of copy Darth as such cards, command character’s character. that include must the army Vader, the has a character to unique A card After the bar. title under name character’s the “Standing cards, six command chosen has a player seven of a hand create added is to card command Orders” cards. command ID the with units multiple has army an If difficult become can it name, same has which unit of track keep to both players help To which upgrades. the same of units multiple distinguish UPGRADE CARDS UPGRADE Each upgrade army. in an units to equipped are cards Upgrade corner the lower-right on shown points of the number costs card may it bar, upgrade a unit’s in icon upgrade each For card. its of A unit icon. upgrade the matching with card upgrade one equip card. upgrade the same of copy one than more equip cannot For text. in their card restrictions have cards upgrade Some only” “Stormtroopers the restriction with upgrade an example, some Additionally, units. Stormtrooper by only becan equipped “Dark or only” Side “Light the restriction have cards upgrade Side, is aligned the with Dark Galactic The Empire only.” Side while cards, upgrade only” Side “Dark equip can units its and the aligned Rebel is Side. Alliance the Light with CARDS UNIQUE upgrades and units Some specificcharacters, represent one-of-a-kind or weapons, unique that name a unique has upgrades or these Each units of units. A its card. on name its of in front bullet by a point identified is the same share that cards more or two include cannot player

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: Up to three special forces units. special three to forces : Up One to two commander units. commander two to One Value Points Up to three support units. support three to Up BUILDING Up to two heavy units. heavy two to Up : Three to six corps units. units. to six corps : Three 10 Heavy: Commander: Corps Special Forces Support:

• • • • •

nominated commander. nominated Long-Range Comlink you may be issued orders as as be orders issued may you During the Command Phase, Phase, During the Command though you are in range of the of in range are you though

⊅ ≱ © LFL © FFG ≲ the following: RANKS include must Each army building. army used is rank for A unit’s the upper-left corner of its card. of corner the upper-left There are two factions in the game: the Galactic Empire Galacticthe in game: the factions Empire two are There include can the Rebel (Rebel). army Alliance An and (Imperial) on found is faction faction. A unit’s the same from units only FACTIONS value of everything in an army cannot exceed 800. cannot everything of army value in an Each army consists of units, upgrade cards, and command command and cards, upgrade units, of consists Each army point the total and points, both cost upgrades and Units cards. POINTS Building an army allows players to create a force customized to to customized a force create to players allows army an Building a diverse create might player One strengths. style and their play enacts that army an design may another while force, flexible and efficiency. merciless with strategy a single When playing a standard game of of game standard a playing When full their favorite of army custom their own brings player tricks. unique and fun strategies, characters, ARMY ARMY � ≳

• • •

• • 6 Rules Reference 4. 3. 2. 1. following steps: To play astandard game of SETUP DEFINING THEBATTLEFIELD determine player which red to or be chooses blue. armies have same the point total, roll adieor flip acoin to red player other the takes long table edge. If players’ both long table edges and army their sets near that edge. The or blue the player.the Then, blue player onechooses the of lowestthe point either to total red be chooses the player Player and Sides: Color Select found on page 9. to, may they Competitive the use Terrain Placement rules mutually agreeable fashion. If cannot they or donot wish Place Terrain: other characteristics. battlethe and come to aconsensus on its cover and type brieflyeach discuss piece of thatterrain is available for beforebe terrainwill the game effects begins. Players should Terrain:Declare units,their ifnecessary. components offthe play area. ID they assign Then, tokens to units, cards, order tokens, movement tools, and other game each other on 6'edges the of play the area and place their 3' x6'battlefield flaton a surface. The players sit across from Establish BattlefieldGatherComponents: and 4 2 1 X X X is inis base contact with your unit leader.)". hiatus. When the winds die down, the armies advance will once more. A vicious has kicked up acloud of debris, forcing abrief 3 is blocked. second the round,During eachunit's line of sight beyond range is blocked. first the During round,each unit's line of sightbeyond range 2 Setup: All trooper unitsAll gain: "󲊂󲊂 zone and beyond range 1of any other objective token. tokenEach must beyond placed range be 1of each deployment placing 4more unclaimed objective tokens on battlefield. the battlefield. starting Then,the with blueplayer, players alternate Limited Visibility Major Offensive Recover theSupplies token for eachobjective token that is claimed by 1of units. their Victory: Place 1unclaimed objective token on center the of the

At end the of game, the eachplayer gains 1victory Claim (Claim an objective token that Players cooperate up to set terrain ina

It is important to determine what the © LFL © FFG © LFL © FFG © LFL © FFG 3 X both sides scrambling for shelter from the elements. Vicious weather and extreme temperatures send troopers from Phase. End piece of terrain cannot remove suppression tokens during the Trooper units unit is not whose leader contact inbase with a Battle Lines Breakthrough Hostile Environment Deployment Victory: deployment zone. token for each of unit their leaders within an enemy STAR WARS: LEGION Objective Condition At end the of game, the each player gains 1victory The player whose army has

© LFL © FFG © LFL © FFG © LFL © FFG 5 deployment zones. playerEach must deploy at least one unit ineach of their Setup: heralds one thing—battle soon will be joined! troopers gathered for the fight know that weather perfect only The airis clear, the sunis shining, visibilityand is good. The Thiscard has no effect. of battlefield. the token center the between halfway token and right the short edge and left the shortedge battlefield.the of Then place 1 objective Then 1 place objective tokenthe centerbetween halfway token Disarray Intercept theTransmissions Clear Conditions Victory: token than any other player. token have ifthey more trooper unit leaders at range 1of that objective token control. they Aplayer controls an objective end of game, the eachplayer tokens gains 2victory for each token1 victory for each objective token control. they At the Place 1objective token on center the of battlefield. the , perform the , perform the At end the of rounds 2and 4,each player gains Establish a

© LFL © FFG © LFL © FFG © LFL © FFG 5. 4. 3. 2. 1. 8. 7. 6. 5. 9. of game the and any conditions that may affect gameplay. dictate howwill players deploy forces, their objective the game. inthis eliminatedcards used These been be will eliminate cards, three the leftmostcards that have not Since players both have now had two opportunities to category, eliminating leftmostcard. the condition category, instead objective the so chooses The red playercannot eliminate the final card the in eliminating leftmostcard. the The bluethe condition playerselects also category, again leftmostcard.the The red playerthe condition selects category, eliminating eliminating leftmostcard. the The blue playerthe deployment selects category, taking turnstaking units until all have deployed. been within respective their deployment zones. Players continue players turns take placing asingle unit from army their effects this during step. starting Then,the with blueplayer, deployment card; some deployment cards have ongoing Units:Deploy setup instructions on condition the card. setup instructions on objective the card; resolve then any Resolve and theObjective Condition Cards: in acategory,card final the cannot be eliminated. duringused battle. the If players eliminate first the two cards a card, leftmostcard the remainingeach in rowthecard is so. Aftereach player has twohad opportunities to eliminate forfeit opportunity their to eliminate acard wish to ifthey do in that example category the (see below). Aplayer may also turns choosing acategory and eliminating leftmostcard the Define Battlefield: player’s sideof battlefield. the horizontal row oriented right sideup according to blue the three cards from each deck, laying out eachcategory ina and condition decks separately. Then, draw and reveal BattleReveal Cards: Then, players are theready game! to start The blue playerthetakes round counter sets and it to “1.” and other tokens near battlefield the to createthe supply. Supply: Prepare Resolve any setup instructions on the Placewound, the suppression, aim, dodge, Starting with blue the player, players take Shuffle the deployment,objective, Resolve any Rules Reference 7 5 3

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aster L -11 B e Stormtroopers (When you spend an aim token, token, aim an spend you (When D At the end of the game, each player gains 1 victory gains player each the game, of the end At Precise 1 reroll up to 1 additional die.) 1 additional to up reroll narme u 44 token for each of their unit leaders within an enemy enemy an within leaders their unit of each for token zone. deployment Victory: STANDARD BATTLE SETUP DIAGRAM SETUP BATTLE STANDARD Breakthrough Range Ruler and Movement Tools Movement and Range Ruler Supply The Rebel CommandRebel Hand Rebel Order Tokens Order Rebel Upgrade Card and Unit Rebel 1 4. 5. 3. 1. 2. A BATTLE CARDS USED IN THE GAME ABOVE BATTLE CARDS USED 8 Rules Reference multiple pieces of difficult terrain. cannot reduce its maximum below 1by speed moving though The effect ofdifficult terrain is notcumulative with itself. A unit reduced by 1,to aminimum of 1. with any of its minis indifficult terrain has its maximum speed A unit that amove, begins moves through, or ends amove sufferthe effects ofdifficult terrain. Troopers moving over or barricades up asteep but low also hill completely block movement, such as craters, rubble, or woods. Difficult terrain is thatanything impedes does but not DIFFICULT terrainterrain. neither Open blocks nor impedes movement. flatsandy beaches. Most battlefieldthe of beopen will generally from such obstruction, as open ground, grassy meadows, and terrain of is part the Open battlefield the that is relativelyfree OPEN from unit to unit. Whether or not apiece of terrain impedes movement varies MOVEMENT line of sight always provides heavy cover. depending on its characteristics. Terrain that completely blocks Terrain either provides no cover, light cover, or heavy cover, vehicleswhile often not.will that frequently trooper minis will enjoy benefits the of cover, terrain that blocks less than of half not. aminidoes This means line of sight to or half more of aminiprovides cover, while miniature to miniature. As terrain ageneral rule, that blocks Whether or not apiece of terrain provides cover varies from COVER TYPE as needed. rules these modify for common but terrain types, players are to free expand or havethey for selected battlefield. the section includes rules This cover and type movement difficulty eachfor piece of terrain This process is quiteeasy, as players simply to define the need governingrules that terrain before playing game. the matters is that players agree on terrain which to and use the However, for of purposes the kind ofthe custom-built terrain found on wargaming tables. section arethis in Therules designed toaccommodateterrain craft supplies. toys. Many players evenbuild own their custom terrain from as terrain, from train model blocks trees to and wooden other challenges and opportunities. Just about anything used can be Adding terrain to battlefield the presents unique gameplay RULES TERRAIN ADDITIONAL TERRAIN TERRAIN DIFFICULTY STAR WARS: LEGION , all that, all adapting as appropriate rules these for available their terrain. for themselves what wish battlefield their they to represent, than hard-and-fast Ultimately, rules. players should decide and tables rules the herein are presented as guidelines rather of terrain, but it is by no means comprehensive. Therefore, details manysection This the of most commonly available pieces TERRAIN it would overlap impassable terrain. unit cannot performastandard move or areverse during which than heighthigher the half of minias their impassable terrain. A impassablemini to be vehicles terrain, while treat anything Trooper minis treat anything than higher height the of their What is considered impassable terrain varies from minito mini. over it. but vehicles are frequently enough (and seen) to see be tall impassable block terrain line of will sight for troopers entirely, vehicles, chasms, deep and other major impediments. Often, Impassable terrain represents buildings, wrecked walls, high IMPASSABLE area of terrain and begins ends. terrain (from atop-down to determine perspective) where the and draw line around an imaginary outer the of those geometry a clear boundary, may they anumber choose of terrain pieces players wish to delineate an area of terrain that not does have on of abase its own, but some battlefields are more complex. If It isto easy determine boundaries the of terrain ifit is mounted placement of minis. that removed can be to accommodate movement the and decorative three-dimensional terrain elements (such as trees) but is often represented large,by a flat base scenic dotted with Thistype of sometimesterrain is built intobattlefieldthe itself, out buildings. grass,includes rivers, tall and shells woods, of ruined the blown- The most common type of terrain battlefield,the on area terrain, AREA Woods/Jungle Dense Ruins Woods/Jungle Sparse Tall Grass Deep Water Shallow Water Terrain

TERRAIN Heavy Heavy Light Light None None Type Cover TERRAIN TYPES Difficult Difficult Open Open Impassable Difficult Movement Trooper Difficult Difficult Open Open Impassable Difficult Movement Vehicle Ground Impassable Difficult Open Open Open Open Movement Vehicle Repulsor Rules Reference 9 Open Impassable Impassable Impassable Impassable Repulsor Vehicle Movement Open Impassable Impassable Impassable Impassable Ground Vehicle Movement Open Difficult Impassable Impassable Impassable Trooper Movement Light Light Light Heavy Heavy Cover Type OBJECTS placing a single piece of terrain on the battlefield, the battlefield, on terrain of piece a single placing terrain If terrain. of all pieces other 1 of range beyond may 1, the player be range placed beyond cannot not is it as as long the battlefield on anywhere it place terrain. of piece another touching proceed terrain, up finished setting have players After setup. 4 of step to The players set aside an even number of terrain terrain of number an even aside set players The the battlefield, of a quarter roughly cover that pieces and sight will of line block that pieces some choosing cover. provide will simply that some the lowest has whose army the player with Starting the have armies (if both players’ value point total turns take players a coin), flip total, point same 3. COMPETITIVE TERRAIN COMPETITIVE choose to the optimal attempting armies two simulate To in such terrain place may the players combat, for location advantage. they an believe they that willa way have 1. 2. Hills and Dunes High Hedges High Dirt Walls High Stone Walls Buildings Terrain LARGE LARGE hills, and collectors, moisture buildings, objects like Large often the environment, on impact a substantial high walls have completely. movement and sight of line blocking but a single category, into neatly fit do not pieces terrain Some terrain types. is This several of different composed instead are in buildings. found commonly most of huts the simple from sizes, and in all shapes come Buildings by Galacticthe constructed bunkers the fortified to Tatooine generally are buildings most simplicity, the sake of For Empire. sometimes but terrain, impassable of pieces large as best treated nuance. more incorporate to wish may players are parts that will have sometimes buildings particular, In mini terrain—a difficult or open is while the rest impassable as window a large a doorway or through move to be able may When impassable. walls are the building’s but terrain, open clearly should types, mixed with players terrain of a piece using ambiguity. no is there terrain so define the that Open Open Open Open Open Repulsor Vehicle Movement Open Repulsor Vehicle Movement Open Open Open Open Open Open Open Open Ground Vehicle Movement Open Ground Vehicle Movement Open Open Difficult Difficult Difficult Difficult Difficult Difficult Trooper Movement Difficult Trooper Movement Difficult Difficult Difficult AND TRENCHES AND Light Heavy Heavy Type None Light Light Cover Type Light Heavy Heavy Cover Low Stone Walls Barricades Hedges Low Dirt Walls Fences Sandbags Low Terrain Craters Blast Holes Trenches Terrain of terrain is often found in multiple small segments that can can be smallthat segments multiple in found often is terrain of lines. defensive form to combined terrain that has been specifically built for use by troopers. by troopers. use beenfor has specificallybuilt that terrain take to minis trooper for high enough generally Barricades are This type over. shoot them to for enough low but behind, cover BARRICADES the to rubble of barriers made constructed hastily From barricades represent facility, Imperial an at defenses permanent Finally, trooper minis moving inside a trench treat it as open open as it treat a trench inside moving minis trooper Finally, a across or of, out into, move that minis trooper but terrain, terrain. difficult as it treat trench type of terrain (positioned within a crater or inside a trench, for for a trench, inside or a crater within (positioned terrain type of half or obscure does even if the not terrain cover, has example) the mini. of more unit leader through a hole, crater, trench, or other depression, depression, other or trench, crater, a hole, leader through unit mini if a target when determining ignored is depression that this overlapping is mini that a trooper However, obscured. is deep, they provide cover only to trooper minis and not to to not and minis trooper to only cover they provide deep, minis. vehicle their traces from a line if the attacker cover, determining When Depressions in the battlefield like blast holes, craters, and and craters, holes, blast like in the battlefield Depressions unique are but cover, with minis trooper provide can trenches fully within are that minis to cover provide they only in that very are these unless depressions Generally, terrain. that HOLES HOLES 10 Rules Reference to within span the of asingle activation. unit leader’s position is simply extensive too aclimb to commit When aunit climbs, anything than higher height 1from the measured from to base. base unitmini inthe must within height be also 1of unit the leader, involving “Cohesion” terrain, see on tool (for additional for rules placing miniatures incohesion from unit the than movement length of leader the speed-1 the cohesion, unit eachminiinthe must away no placed further be otherthe minis unit inthe are incohesion. placed To in be impassable structure, as to close edge the as possible, and flat surface the at top (orbottom, if climbing down) the of At end the of move, this on unit the is fully placed the leader unit can maintain cohesion. place unit the on leader at end the of movement this and ifthe segment of range the ruler)—but only ifthere is aflat surface to up orvertically down adistance of up to height 1(asingle To climb, aunit must spend two move actions to safely move piece of impassable terrain, it may tools. Instead, ifatrooper contact unit is inbase leader with a movement. Vertical movement not does employ movement the betterposition. firing so,To do they must engage in vertical Troopers occasionally find it advantageous to climb into a VERTICAL 3. 2. 1. three requirements: This unit is incohesion thebecause fulfills followingit VERTICAL COHESION and its or unit climb speed-1 is alegal leader move. unitthe is such placed that distance the it between The unit downclimbed this round, eachand miniin other mini. unit miniinthe Each is within height 1of each movement tool. from unit the than length leader the of speed-1 the Measured horizontally, each miniis no away farther

MOVEMENT climb page page or or 18 ). Finally, each clamber . should these defineareas battlefieldthe of in Step 2 setup. of footholds, itcarved not does roll diceor suffer wounds. Players When aunit clambers to move up or down ladders, steps, or “Climb(foradditional see rules, and Clamber” on unitthe and suffer one wound foreach ( block if it so, does it must roll two white defense dicefor each miniin move actions to move up or down inheight up to height 2,but for each block ( roll 1white defense diefor eachof its minis and suffer 1 wound performing asingle move action, but it is risky—the unit must can clamber, moving up or down adistance of up to height 1, by However, ahasty clamber is sometimes worth risks. Units the 3. 2. 1. CLAMBERING The remainingtrooper Rebel incohesion.is placed suffers one wound, andtrooper. loses oneRebel unit.each miniinthe He rolls one block (≣ TheRebel player threerollswhite defense dice, one for up, placing unit the on leader top of terrain. the playerRebel spends 1 move action to quickly clamber impassable terrain, is which within height 1.The TheRebel Trooper contact unitbase is in leader with ≣ ) result rolled. Aunit may spend two also ≣ ) result rolled ) result, page page

17 ). Rules Reference 11 , ) icon, that that ) icon, ⊃ Command Command ) icon, that that ) icon, , ⊂ Free Card Actions Card Free , Card Actions Card , Weapons Free Actions Free , , Attack , Exhaust Actions ,

Upgrade Cards Upgrade , action more than once during its activation. activation. its during once than action more Dodge Standby Recover Action Card perform can a unit action; a unique action is Each card a However, its activation. during actions card different than action more card perform the same cannot unit activation. its during once can a unit action; a unique is action Each free card its activation. during actions card free different perform free card the perform same cannot a unit However, Move Attack Aim Keywords , » » » » » » » » » Suppression and damage can reduce the number of actions a actions of the number reduce can damage and Suppression activation. its perform during can unit more perform can a unit of actions, use free the Through actions. two than » » » » once than more action perform the same cannot A unit be which action, can the move except activation, its during times. performed multiple action ( a card by preceded is ability an If action. a card is ability » ( action a free card by preceded is ability an If count do not actions card action. Free a free card is ability during perform can a unit that actions the two against activation. its » Unit and weapon abilities can allow units to gain aim, aim, gain to units allow can abilities weapon and Unit specifically effect a game If tokens. standby and dodge, that token, standby or dodge, aim, an gain to instructs a unit or standby aim, dodge, an than performing is different effect occur that trigger does abilities not therefore action and performed. are actions standby or aim, dodge, after from actions two perform can it activated, is a unit When list: the following » » » • • • • • • Topics: Related Cards Movement ACTIONS actions. perform can unit each Phase, During the Activation • ) icon. ⊄ STAR ) icon, that that ) icon, ⊃ ) icon, that that ) icon, ⊂

If a card that has an exhaust icon is already exhausted, exhausted, already is icon exhaust an has that a card If the card until ability card’s that resolve cannot a player readied. is by cards exhausted its of number any ready can A unit action. a recover performing Reminder text is not an exhaustive description of the of description exhaustive an not is text Reminder about questions has a player If a keyword. rules for that to refer should player that works, a keyword how glossary entry. keyword’s » » »

command card, performing that move or attack is not an an not is attack or move that performing card, command occur that trigger does abilities not therefore action and performed. are actions attack or move after If an ability provides a unit with either a move or an attack attack an or a move either with a unit provides ability an If a by granted attack or a move as such activation, its during If an ability allows a unit to trigger a game effect after that that after effect trigger to a game a unit allows ability an If it after effect game trigger can that the unit moves, unit climbs, move, a compulsory performs normally, moves it withdraws). after not (but reverses or pivots, clambers, ability’s effect occurs at the exact moment of describedthe at exactmoment the effect occurs ability’s event. timing effect occurs immediately after the described after event timing effect occurs immediately occurred.has that “when,” uses the word ability an of the timing If If the timing of an ability uses the word “after,” that ability’s ability’s that “after,” uses the word ability an of the timing If » ability on the card. Such a card contains an exhaust ( exhaust an contains a card Such the card. on ability » the two actions that a unit can perform during its activation. its during perform can a unit that actions the two perform the to a cost as be exhausted must cards Some actions that a unit can perform during its activation. its during perform can a unit that actions ( action a free card by preceded is ability an If to action in addition be can a free card performed as ability If an ability is preceded by a card action ( a card by preceded is ability an If the two of one action as be can a card performed as ability Upgrade cards and command cards also contain abilities. abilities. also contain cards command and cards Upgrade resolved. is it describes how Each when and ability » of each unit card provides reminder text for that unit’s unit unit unit’s that for text reminder provides card unit each of text reminder provides card unit of each The back keywords. keywords. weapon unit’s that for Abilities on unit cards are presented as keywords. The front The front keywords. as presented are cards unit on Abilities WARS: LEGION. WARS: • • • • • • • • game effects. game • ABILITIES trigger to various resolve can players that abilities contain Cards This glossary provides players with detailed with for rules players This glossaryprovides GLOSSARY 12 Rules Reference 1. • • Activation the During Phase, players turns take activating units. their ACTIVATING Suppression Actions Aim Related Topics: • • • • the abilitythe during triggers step. this “when”triggers it activates or “at start” the of its activation, Start of Unit Activation: The steps of unit activation are as follows: two actions. When aunit activates, that unit can perform up to dodge, or standby actions are performed. and therefore not abilities does trigger that after occur aim, differentthanperforming an aim, dodge, or standby action unit to gain an aim, dodge, or standby token, that effect is standby tokens. If a agameinstructs effect specifically Gamecan allow effects units to gain aim, dodge, and Luke Skywalker has already performed an attack action. attack action, and therefore can be performed, eventhough anperform additional attack. This additional attackis not an completing the attack, the command card allows him to when Luke Skywalker an performs attack action. After For example, the “Son of Skywalker” command card active is after actionsoccur areperformed. two activation actions per and not abilities does trigger that an actionand therefore not does count against that unit’s unit’s limit of asingle attack activation. action per It is not action, performingfree that attack not does count toward a during its activation, and that attack is not an action or other abilities. If agame effect provides aunitwith an attack multiple attacks through of use the command cards or aunit’sDuring activation, it is possible for it to perform non-move action more than once during its activation. and therefore not does allow aunit to same perform the but is considered an action for of game purposes the effects notdoes count against that unit’s two activation, actions per that it could normally perform. Performing that action free of atype action, that unitspecifying may perform any action If agame effect provides aunitfreewithwithout action a remaining action to another perform attack action. has one of his two actions remaining, but he cannot this use attack action. After thisfree attack action,Darth Vader still his For example, Vader Darth amove performs action, triggering non-move action more than once during its activation. and therefore not does allow aunit to same perform the but is considered an action for of game purposes the effects notdoes count against that unit’s two activation, actions per suchtype, as attack afree action, performing that action free If agame effect provides aunitfreewith action a of acertain , Attack relentless , Free Card Actions , Card Actions Abilities ability and allowing him to afree perform ,

, Activating Units UNITS , Courage Movement If unit the has an ability that , Damaged

, Recover , Activation Phase , , Dodge Standby , Free Free ,

, Tokens Free Actions Related Topics: 3. 2. • 3. 2. 1. • • units.their Activation the During Phase, players turns take activating ACTIVATION » actions.free damaged can performonly one action and any number of that is suppressed or that has lost an action due to being up to two actions and any number of actions. free Aunit Perform Actions: unitthe removes one of its suppression tokens. each block ( one white defense diefor eachsuppression token it has. For Rally: » order pool. token from game the and draws adifferent tokenfrom their removed from battlefield—the the player removesthe order activated—usuallycan be that because unit was defeated and andpool that order token not does correspond to aunit that If aplayer draws arandom order token from order their facedown on battlefield the thenear unit leader. Place Order Token: actions with that unit. performing up to two actions and any number of free Activate Unit: rank that not does have an order token. ordertheir unit and afriendly with pool amatching chooses a faceup order token or draws arandom order token from Unit:Choose performs following the steps: When it is aplayer’s turn to activate aunit, he or she » has activated. continue alternating turns until eachunit on battlefield the a turn activating one of unactivated their units. Players Starting with player the has who priority, eachplayer takes » » » , the unitthe leader. token facedown (rank sidedown) on battlefield the near After a player activates aunit,that player places its order instead of two. produces ablank result, it can perform only one action, damaged, it must roll awhite defense die. If roll this At of start the avehicle unit’s activation, ifthat unit is has activated. multiple take will consecutive turns until last their unit activates last their unit, player the has who more units otherthe player, afterthe playerwho has fewer units If one player has more units on battlefield the than Panic If unit the has one or more suppression tokens, it rolls , Inspire X(Unit Keyword) , Suppression ≣

Actions The playerfriendly unit eitherwith a chooses ) or defense surge ( The player activatesthe unit,chosen Aunit that is not suppressed can perform The playerthe unit’s places order token , Activation Phase PHASE � ) result roll the produces, , Order Pool , Courage , , Order Damaged , Rules Reference 13 , keyword Weapons ) results. , Impact X Impact Weapons , ≠ , Dice Range Unit Keyword) Unit arsenal x arsenal , , ) results before the before ) results keyword can be can used keyword ≡ keyword can divide its its divide can keyword Attack Pool Attack Cancel ) result, that die is removed removed die is that ) result, , , Impact ≠ . 5 Attack Attack , , keyword, that unit can cancel all hit all hit cancel can unit that keyword, (UNIT KEYWORD) (UNIT Beyond (Range) page , arsenal x arsenal Weak Point X: Rear ( X: Rear Point Weak ) results to critical to ( ) results , ≠ (UNIT KEYWORD) (UNIT Abilities Abilities Attack Armor Armor

keyword can be used to cancel hit ( hit be can used cancel to keyword (RANGE) raised line between two range ruler segments without ruler without segments betweenraised range line two the that segment range the lower at the mini is it, crossing separates. line To use a weapon during an attack, the defender must be at be at must the defender attack, an during use a weapon To ranges. the weapon’s of any within or the has A mini that a separate forming units, of number between any weapons weapons. of combination or weapon each dice pool for is base that a miniature’s if the of portion a range at is A unit is being measured is which range the object from to closest range. that to corresponds that the segment inside the touches to the the mini being base measured of If The attacker resolves abilities during the “Modify Attack Attack “Modify during the abilities resolves attacker The abilities resolves the defender before attack an of step Dice” the such, As step. that during ( hit change to Armor ( a hit cancels a player When pool. the attack from ) results produced by the attack roll. the attack by produced ) results ≠ Related Topics: Related (Range) Within ARSENAL X of step Pool” Attack the “Form during weapons choosing When the has that mini in a unit each attack, an x. of the value equal to weapons its of choosecan a number the to keywords dice and its contributes Each weapon chosen attack pool. • • Topics: Related AT in the rulebook and when cards used a term is on At range. describing • • ARMOR ARMOR if the attack, an of step Dice” Attack During the “Modify the has defender ( • • Topics: Related Keyword) (Weapon ARMY BUILDING on Building” See “Army

, Aim Token Free , Panic , Unit Keyword) Unit Courage , . Precise X (Unit X (Unit Precise 8 , Spotter X ( Spotter Order Tokens Order , , page Dice , Attack Activating Units Activating , , Order Pool Order , Actions Actions

Suppression , Ready X (Unit Keyword) Ready X (Unit , Issuing Orders Issuing Rank , , Aim tokens are spent during the “Reroll Dice” substep of of substep Dice” the “Reroll during spent are tokens Aim attack. an of step Dice” Attack the “Roll » During the End Phase, all unspent aim tokens are returned returned are tokens aim allDuring Phase, unspent the End to the supply. A unit can reroll the same die multiple times by spending spending times by die multiple the same reroll can A unit be rerolled only each die can however, tokens; aim multiple token. per aim once If a unit has multiple aim tokens, that unit can choose can to unit that tokens, aim multiple has a unit If the determining after token aim subsequent spend each token. aim a prior from granted rerolls of results To spend a unit’s aim token, a player removes it from the from it removes a player token, aim a unit’s spend To supply. it in the places and battlefield » During an attack, a unit can spend one or more aim tokens tokens aim more or one spend can a unit attack, During an spent. token aim each dice for two to up reroll to During a unit’s activation, it is possible for a unit to gain gain to a unit for possible is it activation, During a unit’s perform can unit that however, token; aim one than more action. aim one only gain an aim token, that effect is different than performing an than performing is different effect that token, aim an gain occur that trigger does abilities not therefore and action aim performed. are aim actions after with the unit as it moves around the battlefield. around moves it as theunit with to gain units effectsallow can game other and abilities Unit specifically effect to instructs a game a unit If tokens. aim When a unit performs an aim action, that unit unit that action, aim an performs a unit When on placedthe is token The token. aim an gains remain willand leader, unit near the battlefield After all units have been activated, the Activation Phase ends Phase ends Activation the been activated, have allAfter units Phase. the End to proceed players and See “Additional Terrain Rules” on on Rules” Terrain See “Additional AREA TERRAIN Related Topics: Related Keyword) • • • • • • • • Units can gain aim tokens that allow them to reroll reroll them to allow that tokens aim gain can Units attack. an dice during AIM Related Topics: Related Actions Priority • 14 Rules Reference 2. 1. • • • • • • Units can performattacks to attempt to defeat enemy units. ATTACK c. b. a. attackthe players pool, follow substeps these inorder: attackerthe roll will against defender. this When forming Form Attack Pool: attack’sthe range. to closestleader the miniature of defender the to determine attacking player measures range the from attacker’s the unit unit to attack; enemy this unit is now defender. the the Then, Defender: Declare To perform an attack, aplayer resolves following the steps: attack action, or neither. attack the whether is an specify attackwill action, afree allow units to perform attacks. Thecard granting the attack Command cards, unit abilities, and other gamecan effects » » There are two types of attacks: ranged and melee. » attackerthe and target the of attack the is defender. the anDuring attack, unit the that is performing attack the is itwhether is an attack actionor attack afree action. one attack actionduring asingle activation, regardless of other game effects; however,that unitcan performonly more than one attack through of use the card abilities or aunit’sDuring activation, it is possible for aunit to perform action during its activation. A unit typically performs an attack by performing an attack » » »

battlefield thenear defender. dice depicted on that weapon and places on them the weapon, attacker the gathers number the and of type Dice: Gather closest miniof defender. the as from determined attacker’s the unit to leader the that weapon’s range must include range the of attack, the requirements indicated by that weapon’s keywords, and Topool. aweapon, choose attacker the must all meet from each eligible minito contribute to attack the Weapons:Choose line of sight to any defender. miniinthe eligible to contribute to attack the ifthat pool minihas Minis: Eligible Determine red melee ( melee, and attacker the can only use weapons that have a ameleeDuring attack, attacker the and defender are ina that have ablue range ( not inamelee, and attacker the can only use weapons arangedDuring attack, attacker the and defender are Multiple units chosen as can defenders be step 3). (see ≫ For each eligible minithat chose a ) icon. The attacking player onechooses enemy

The consistsattackpool the dice all of

The attackercan onechoose weapon ≬ , Each mini in the attacker miniinthe Each is ≭ , ≮ , ≯ , ≰ ) icon. 4. 3. 9. 8. 7. 6. 5. c. b. a. resolves following the substeps inorder: AttackRoll Dice: » » weapons.with new the player may repeat steps 1–2,forming aseparate attack pool remaining that have to notattack added the been the pool, Defender: Additional Declare » difference.the is greater, defender the suffers a number of woundsequal to subtracted from attacker’s the total, and attacker’s ifthe total number of block ( ( Compare Results: resolve any card abilities defense the that dice. modify abilities defense the that dice.the Then, modify DefenseModify Dice: c. b. a. DefenseRoll Dice: resolve any card abilities attack the that modify dice. abilities attack the that modify dice.the Then, AttackModify Dice: » cover cannot to cancel used ( be critical apply cover to cancel hit ( or is incover, defender the may tokens spend dodge and Apply and Cover: Dodge ≠ » » » »

) and ( critical changes result the to ablank. by turning die. the If no result is indicated, attacker the ( surge AttackConvert Surges: allow attacker the to reroll attack dice. Reroll Dice: Roll Dice: corresponding defender. eachThe dicein attackpool should be thenear placed contribute diceto their same the attack pool. weapons, but weapons all with an identical name must An attack can consist pool of dicefrom different Critical ( Critical defender changes result the to ablank. unit card by turning die. the If no result is indicated, the defense surge ( Surges: Defense Convert allow defender the to reroll defense dice. Reroll Dice: on defender’s the unit card. color matches defender’s the defense, is which presented attacker’s dice, defender the rolls one defense diewhose Roll Dice: A unit can apply cover only against ranged attacks. ≢ ) results to result the indicated on its unit card ≡ The attacker thetherolls dicein attackpool. For each hit ( ) results have no additional effect. The attackercan resolve any abilitiesthat

The defendercan resolve any abilitiesthat ≡

≣ The attacker an chooses attackpool and �

) results, and defender the counts the The attacker countsthe number of hit Resolve following the substeps inorder: ) results.the Then, defender’s total is ) results to result the indicated on its The The

The The ≠ If defender the has token a dodge attacker The attacker changes its attack ) results. tokens Dodge and defender ≠

The defender changes its ) and ( critical If there are any weapons can resolve any card can resolve any card ≡ ) results. ≡ ) result on the defender attacker can can can can Rules Reference 15 , Fixed: Fixed: ,

keyword impact 3 impact blast Firing Arcs Firing Melee Weapon Melee , , Weapons , Exhaust , Keywords ,

Attack , Ranged Weapon , Abilities Range , For example, if a weapon that has the the has that a weapon if example, For the all from results the pool, attack an to dice contributed cover. defender’s the ignore pool attack that in dice If a weapon has a keyword that changes how the results the results how changes that a keyword has a weapon If attack entire the defender, the affects roll the attack of the dice that just not way, in that defender the affects roll contributed. keyword that has that weapon keyword of the rocket is applied only to its own own its to only applied is the rocket of keyword attack pool. A unit of six stormtroopers targets a unit of Rebel of a unit targets six stormtroopers of A unit an forming stormtroopers, its of five with troopers Rifles. Blaster E-11 pool five with attack is a Rocket in unit the sixthstormtrooper The an target, eligible another is There Stormtrooper. an chooses make to the player range; within AT-RT, the AT-RT. against the rocket using attack additional dice. pool the rocket’s with attack an forms and attack two the resolves choosesand now player The The their choice. of pools in the order » » ATTACKING ATTACKING 1. 2. 3. MULTIPLE UNITS MULTIPLE Related Topics: Topics: Related Keyword) (Weapon Front/Rear Premeasuring , ) ≡ Unit Unit Firing Firing Wounds , , , , Ranged , Cover X Cover , Melee Weapon Melee , Dodge , ) or critical ( ) or Range Guardian X (Unit X (Unit Guardian Cover , , ≠ Suppression , keyword to the attack the attack to keyword Dice , Melee , , Blast (Weapon (Weapon Blast , If the attacker has an an has the attacker If Sharpshooter X (Unit X (Unit Sharpshooter

, Surges , fixed: x Armor (Unit Keyword) (Unit Armor , Premeasuring , Attack Pool Attack , Aim , Charge (Unit Keyword) (Unit Charge Weak Point X: Rear (Unit Keyword) X: Rear (Unit Point Weak POOL , Actions , Deflect (Unit Keyword) Deflect (Unit

, Impact X (Weapon Keyword) X (Weapon Impact Keyword) (Unit Steady Cancel , , , Relentless (Unit Keyword) (Unit Relentless , Weapons If a weapon has a keyword that allows a player to modify to a player allows that a keyword has a weapon If use can pool, the player dice in the attack more or one just not pool, attack dice in the modifyto effect any that contributed. this weapon the dice that To add a weapon with the with add a weapon To arc be the specified inside firing must pool, the defender mini. the attacking of weapons’ minimum range and equal to or less than the than less or equal to and range minimum weapons’ range. maximum weapon’s at to of sight line has weapon the using miniature The unit. mini in the defending one least be readied. must it exhaust, can the weapon If The range of the attack is equal to or greater than the than or greater to is equal attack of the range The suppression token. token. suppression During an attack, if at any point the attack dice in an dice in an the attack point any if at attack, During an ( hit one least at pool produce attack a gains the defender a trooper, is the defender and result , Fixed: Front/Rear (Weapon Keyword) (Weapon Front/Rear Fixed: » » » » » » , Each weapon that contributes dice to an attack pool also attack an dice to contributes that Each weapon pool. attack that to keywords its applies » » » » » A weapon can only contribute its dice to an attack pool if the attack an dice to its contribute only can A weapon met: are restrictions following An attack pool can consist of dice from different weapons, weapons, different dice from of pool consist can attack An contribute must name identical an with all weapons but pool. attack the same their dice to During an attack, the attacker can create multiple attack attack multiple create can the attacker attack, During an attack one only However, defenders. multiple pools attack to pool be defender. each can to assigned Each weapon that is used during an attack contributes one one contributes attack an used is during that Each weapon pool. attack an dice to more or defender it has been has to. assigned it defender » Choose Additional Attack Pool: Choose Attack Additional steps repeats the attacker rolled, not has he pool that attack the against it rolling pool and a new attack 4–9, choosing • • • • • An attack pool is a number of dice generated from weapons that that weapons from dice generated of pool a number is attack An attack. an during target a single being used against are ATTACK Weapon Keyword) Leader (Unit Keyword) (Unit Arcs Keyword) Keyword) X (Weapon Pierce Related Topics: Related Keyword) Arsenal X (Unit Keyword) 10. 16 Rules Reference Objective Tokens Clamber Related Topics: • • • mini, or an objective token. something on battlefield, the typically a piece of terrain, another contactBase refers to aminiature’s physically base touching BASE Movement Related Topics: • • • • • miniatureEach is affixed base. toa BASE Terrain Rules” on Related Topics: • • • of is atype terrain.A barricade BARRICADES contact with eachother. Friendly minis from different unitscannot base be in token, that contact miniis inbase with that terrain or token. If amini’s is touching base apiece of terrain or an objective minis are contact. inbase If of bases the two minis are touching eachother, those movementthe tool. movement tool, keeping notches the with aligned base inthe during its movement, it must either pivot or move along the A miniaffixed toa notched cannotbase be rotated freely; affixed to such base a during its movement. no gameplay implications. Aplayer can freely rotate amini The orientation of amini affixedsmall toa base roundhas notched by bases clear plastic stands. Repulsor vehicle minis are affixedmedium, to large, or huge notched bases. Ground vehicle minis are affixedmedium, to large, or huge Trooper minis are affixed to small round bases. » unitsAll can move over abarricade. not does provideA barricade vehicles with cover. depending (see on type their heavy cover. can provide barricades Other different cover the core in barricades The set providetroopers with » A barricade is difficult terrainA barricade for units.trooper , Cover ,

Notch CONTACT ,

Engaged Base Contact Base Cover Base , page page , Melee Pivot , Charge (Unit Keyword) , 8 Difficult Terrain , . , , Melee Weapon Troopers Immune: Melee (Unit Keyword) , Engaged page page , Vehicles 8 ). , , See “Additional, See Melee , , Climb and Miniature , , BEYOND Battlefieldthe Related Topics: • game place. takes battlefieldThe the is name the of play uponarea which the BATTLEFIELD Battlefieldthe Related Topics: • Battle cards are tobattlefieldthe define used setup. during BATTLE See “Setup”See on BLUE ANDRED PLAYER “Line ofSee Sight” on BLOCKED (Unit Keyword) Related Topics: • keyword ignores effects the of cover. An attack that pool includes aweapon that has the BLAST Related Topics: • describing range. on is aterm used Beyond cards when and rulebook inthe 800-point game. Players should a3'by use 6'battlefield for a standard deployment cards, and objective cards. There are threebattletypes of cards: conditioncards, was contributed by aweapon that has the results produced by an attack that pool contains adiethat defender cannot light use or heavy cover to cancel hit ( “Apply the During and Dodge Cover” step of an attack, the of segment the that corresponds range. to specified the first the segmentis between the rangeof ruler theand end A unit is beyond arange ifno portion of miniature’s the base ,

Deployment page page , (WEAPON KEYWORD)

Dice Defining the BattlefieldtheDefining Cards Condition Abilities Attack (RANGE) CARDS 6 . , page page Weapons , At (Range) ,

Attack , 31 Objective Cards . , , Attack Pool Condition Tokens , Range , Deployment , Within (Range) , blast Objective Tokens , Cover blast keyword. , , , Cover X Defining Leaving

≠ ) Rules Reference 17 keyword does not does not keyword . . climb clamber expert climber expert CLAMBER ) result, the unit suffers one wound. one suffers the unit ) result, ≣ AND AND This roll is made after moving the unit leader but leader the unit moving after made is roll This in cohesion. minis the other placing before leader non-unit to assigned must be wounds These first. miniatures - - Minis in the same unit can be placed on different vertical different be can placed on unit in the same Minis its 1 of be height within must each mini but levels, leader. unit this move, the unit leader is placed on the flat surface at surface the flat leader placed on is the unit this move, the the close vertical to as of structure, bottom or the top possible. as edge each for die defense one white roll clambers, a unit After two 1, or height to up moved if the unit mini in the unit 2. For height to up moved dice if the unit defense white ( each block - - the has that A unit because damage suffer cannot these dice and roll to have clambering. of vertical carved aid or Ladders, footholds steps, move to clambers a unit When significantly. movement dice or roll does not it apparatus, an such down or up defined clearly should be These features wounds. suffer setup. during To climb, if there is a flat surface to place the unit place unit to surfacethe a flat is if there climb, To can the unit and this movement of the end at leader on safely to actions spend two can a unit cohesion, maintain 1. At height to up a distance down vertically or up move the flat leader placed on is the unit this move, of the end the vertical as of structure, bottom or the top surface at possible. as the edge close to place unit surfaceto the a flat is if there clamber, To can the unit and this movement of the end at leader on move to action spend one can a unit cohesion, maintain two 1, or height to up a distance down vertically or up of the end At 2. height to up down or up move to actions » » » » » » » are between that minis two cohesion measuring When measure should vertical player a levels, different placed on the speed-1 leader each mini using to the unit from the a view above from measuring template, movement vertical on the same level are minis as if two the battlefield 8). page on (see the example » » » is other mini each clambers, or leaderclimbs unit the After leader normal. as that with placed in cohesion If a trooper unit leader is in base contact with a piece of of piece a with leader in base is unit contact a trooper If may vertical it terrain, » of a piece with leader in base is unit contact a trooper If may vertical it terrain, » • • CLIMB CLIMB a allow that movement types of are clambering and Climbing terrain. elevated of a piece over or vertically onto move to unit damage. suffer might a unit clambering, While • • , , , Dice , Exhaust , Cover Free Actions Free , , Upgrade Cards Upgrade , Attack , ) results. Activating Units Activating ≡ , Base Contact . , Keywords keyword moves into base into moves keyword , 35 Actions Attack

page , , charge Movement ) or critical ( ) or , ≠ (UNIT KEYWORD) (UNIT

Weapon Keyword)Weapon Abilities Abilities Armor (Unit Keyword) (Unit Armor

) icon, that ability is a card action. a card is ability that ) icon, Free Card Actions Card Free ACTIONS ⊂ ,

Pierce X ( Pierce Melee Weapon Melee , , A unit that has already performed a free attack action during action during performed a free attack already has that A unit action. attack another perform cannot activation its count as one of the unit’s two actions. two the unit’s of one as count its during action attack performed an already has that A unit action. a free perform attack cannot activation This attack action is a free action and therefore does not doesnot and therefore is a action action free attack This standby actions are performed. are actions standby tokens. If a card action specifically instructs a unit to gain specifically action to gain instructs a card a unit If tokens. than is different effect that token, standby or dodge, aim, an therefore and action standby or dodge, aim, an performing or aim, dodge, occur after that triggerdoes abilities not result is the same. is result standby and dodge, aim, gain to units allow can actions Card If a card action provides a unit with either a move or an an or a move either with a unit action provides a card If than different is attack or move that performing attack, the even though action, attack action or a move performing different card actions during its activation. However, a unit a unit However, its activation. during actions card different during once than more action card the perform same cannot activation. its Each card action is a unique action; a unit can perform perform can a unit action; a unique action is Each card During an attack, the defender does not roll defense dice for dice for defense roll does not the defender attack, During an ( hit canceled any When a player cancels a die result, that die is removed and and removed die is that a die result, cancels a player When ignored. is result its See “Objective Token” on on Token” See “Objective CLAIM Related Topics: Topics: Related Melee • • free melee attack action against that unit. that against action attack free melee • CHARGE has the that a unit After a perform may it unit, enemy an with start a melee to contact Free Actions Free Related Topics: Topics: Related • • A card action is a type of action. If an ability is preceded by a by preceded is ability an If action. a type is action of A card ( action card • CARD Related Topics: Related Dodge • Some abilities allow a player to cancel a die result. cancel to a player allow abilities Some • CANCEL 18 Rules Reference Movement” on page See Height Keyword) Related Topics: • • • • • can be triggered by triggered can be climbing or clambering. If agametriggers effect by aunit moving,that game effect a trooper for movement. of vertical purposes the vehicle that has the Vehicles cannot climb or clamber with one exception. A that climb or clamber action. andsurface maintain cohesion, that unit cannot perform clambering to, or ifany mini’s cannot on base fully aflat be unit leader’s on that base surface the unit the is climbing or cannotbase overhang aledge. If there is not room for a such that each mini’s on is fully aflat base amini’s surface; When aunit climbs or clambers, its minis must placed be clearly define terrain setup.during up that slope by performing a standard move. Players should on placed can be aslope without over, falling units can move slopegradual such As as ahill. ifaminiature ageneral rule, A unit not does have to climb or clamber to move up a units. trooper for terrain difficult is barricade the because one by speed maximum its reduce will However, unit the move. astandard performing by abarricade over move can unit aStormtrooper For example, height of its unit leader’s mini. onto terrain that has aheight that isto equal or less than the A unit not does have to climb or clamber to move over or » » » “Additional Terrain Rules” on page » » » , elevated terrain. just climbed or clambered onto same the level of that onto elevated terrain unlessthat mini’s unit has leader When placing aminiincohesion, it cannot placed be terrainthe and as as close possible to point. this terrain must as leader contact the inbase placed with be clambering. Minis not on placed same the edge of the with it which contact was inbase before climbing or default on be edge the of terrain the closest to point the After climbing or clambering,the unit will by leader - climb move. andleader position the of any unit miniinthe is alegal that terrain such that moving position the of between the are below unit their must leader contact inbase with be is on top of elevated terrain, any minis inthat unit that within distance the of climb alegal move. If aunit leader mini from position the of unit their must leader be also When separated by distances, position vertical the of a Movement - , must height be 1or lower. unit leader’s position climb alegal to be move, it For distance the amini’s between position and its Cohesion

Base Contact Base , Troopers , 10 Dice . climbing vehicle , Expert Climber (Unit Climber Expert Keyword) , Unit Leader , Climbing Vehicle (Unit

8 , See , See , keyword is treated as Vehicles “Vertical , Wounds , , • • its unit leader. non-leaderEach miniature inaunit must incohesion be with COHESION Movement” on page (Unit Keyword) Related Topics: trooper for movement. of vertical purposes the A unit that has the (UNIT KEYWORD) CLIMBING • • • • • length of the speed-1 movementlength of speed-1 the tool. aminiandbetween its unit is to equal leader or less than the A miniis incohesion with its unit distance ifthe leader must incohesion placed be with that unit leader. is displaced on battlefield, the each that miniin other unit After aunit moves, leader is deployedbattlefield, the to or » » fromposition final the the unitof leader. and its move unit made speed-1 could as alegal leader be mini must such placed be that distance the mini the between When placing aminiincohesion with its unit leader, that with respective their leaders. units first, thenandthe place remaining minis incohesion displacement, aplayer can move unit the leadersfrom those If moving multiple units at same the of because time tool on battlefield. the minis from that unit to make it to easier place movement the When moving aunit leader, aplayer can push aside any (see contactbase with enemy minis, unit unlessthe is inamelee When placing aminiincohesion, it cannot in placed be leader’s base. must oriented be same exact direction inthe as unit the When anotched miniis incohesion, placed base its base » » » » pivot up to 180 leader’s position is as determined unit ifthe can leader movespeed-1 mini’s the between position and unit the Notched-based minis however, must rule; this obey the impassable terrain from its unit leader. its unit it leader cannot on placed be other the sideof This meansthat when placing aminiincohesionwith distance of cohesion. movement tool,minis are those at maximum the in that unit is touching other the end of speed-1 the movementspeed-1 tool, and of base the adifferent mini If of base the aunit is touching leader one end of the “Melee” on page 32 , Height Abilities climbing vehicle 10 0 before move the is measured. VEHICLE . , Movement , Climb and Clamber ). , Vehicles keyword is treated as a , See , See , Expert Climber Climber Expert “Vertical

Rules Reference 19 2 1 This stormtrooper is in cohesion because the distance distance the because in cohesion is stormtrooper This the leader length equal to is unit its and between it a perform can it and tool the speed-1of movement terrain. the impassable around speed-1 move because cohesion in not is stormtrooper This the through a speed-1 perform move cannot it terrain. impassable Each command card that has not been returned to a player’s a player’s to been returned not has that card Each command its and Phase the End during discarded is hand command effect ends. a command play must a player Phase, During the Command if able. card, their opponent and card, a command play cannot a player If many how of regardless priority has does, their opponent card. command their played on are pips Each command card has a number of pips in the upper-left in the upper-left pips of a number has card Each command player used to determine which are These the card. of corner each round. priority has units type of and the number indicates card Each command names or the name indicates it or be orders, can issued that orders. issued can be specificthat units of orders issued can be card on a command indicated units The commander. the nominated 1–3 of range at if they are only a on indicated units many as to orders issue must A player possible. as card command players provide that abilities have cards command Some describes and effects.ability when game Each unique with resolved. is it how COHESION ADVANCED 1. 2. • • • • • • • • . , 10 Height , Displacement , “Vertical Movement” on page page on Movement” “Vertical , See CARDS Climb and Clamber and Climb

Unit Leader Unit , A player must include two 1-pip cards, two 2-pip cards, cards, 2-pip two cards, 1-pip two include must A player in their Orders” “Standing the card and cards, 3-pip two hand. command Commander-specific command cards are identified by identified are cards command Commander-specific the matches that corner in the upper-right image an the name by and card unit commander’s that on image the of the name below appearing commander that of card. command the terrain edge and as close as possible to this point. this point. to possible close as as and edge the terrain higher climb cannot it a mini in cohesion, placing When or leader climbed, which the unit the surface to than leader leader if the unit climbed the unit than lower downward. climbed be height 1 or lower. 1 or be height leaderby will unit the clambering, or climbing After thepoint to closest the terrain of the edge be on default or climbing before in base was contact which it with the of edge the same placed on not Minis clambering. be with placed in base the contact leader as must terrain In order for the distance between a mini’s position and and position between a mini’s the distance for order In must it move, be to a legal climb position leader’s unit its a legal speed-1 move between the position of the mini and and mini the of position the between move speed-1 a legal cohesion. in is not mini the then leader, the of position the between it and its unit leader is equal to or less than the the than less or to is equal leader unit its and it between is there however, tool; movement speed-1 the of length unit its and mini the between terrain blocking of a piece is a there that a way such in is placed mini the If leader. terrain blocking of piece the around move speed-1 legal the of position the and mini the of position the between is not there if but is maintained, cohesion then leader, unit For example, a mini is placed such that the distance distance the that such is placed a mini example, For » » » » » command cards. command » Each player begins the game with a hand of seven of a hand with begins the game Each player » Each commander has three command cards unique to to unique cards command three has Each commander only usedbe if can that These cards commander. that in the army. is commander There are four command cards available to all commanders: to all commanders: available cards command four are There Orders.” “Standing and “Assault,” “Push,” “Ambush,” » » position of the leader and the position of any mini in the any of the position the leader and of position move. a legal is climb unit » move. If a unit leader is on top of elevated terrain, any minis minis any terrain, elevated of top leader on is a unit If move. be in base leader must their unit below are that unit in that between the moving that such terrain that with contact When separated by vertical distances, the position of a mini of the vertical position distances, by separated When also be a legal leader climb must unit its of the position from • • • Each player resolves a command card during the Command the Command during card a command resolves Each player round. game each of Phase COMMAND Related Topics: Related Movement • 20 Rules Reference 3. 2. 1. steps in order: To resolve Command the Phase, players following perform the to one or more units on battlefield. the card from hand their and acommander chooses to issue orders Command the During Phase, each player acommand selects COMMAND on Range Orders Related Topics: • • • page page » » command card. issued isbe indicated on orders the of chosen the section orders with that commander. The number of orders to each player nominates commander afriendly and issues Issue Orders: » » number of pips has priority. Determine Priority: » table.both Then, players simultaneouslytheircards. reveal command card from hand their and places it facedown on the Card: Command Select Orders” command card, ifable. Command replace Phase, they that card with “Standing the If aplayer command reveals an illegal card during the cannot played be during Command the Phase. commandspecific cards corresponding thatto commander If aplayer’s commander is defeated, any commander- with same the number of pips “Priority” (see on has priority, players as ifboth had played command cards roundthe counter rolls ared dieto determine player which If neither player can play acommand card, player the with » » » » » , See “Card, See Anatomy” on , unit must of all following meet the requirements: must eligible be to receive that order. To eligible, be a For acommander to issue an order to aunit, that unit must nominate that commander. If aplayer’s card belongs commander, to aspecific he not,does player the played who acard has priority. If one player plays acommand card and opponent their priority. has ( red(six-sided die).If result the of roll the is ablock haswho round the counter rolls ared defense die If cards both have same the number of pips, player the or nothe does resolve select acommand card. If aplayer not does have acommander on battlefield, the ≣ Order Pool 5 . ), that player has priority. opponent their Otherwise,

Command Phase Command Starting with player the has who priority, , Order Tokens PHASE The playercard whose thehas Each player Each a secretly selects page page , , Premeasuring Commander 4 , See “Army, See Building” , , Issuing Priority page page fewest 37 , ).

Range Orders Related Topics: • 4. • • include up to two commander units. When building astandard army, aplayer may and villains that can issue orders to other units. commander. Commanders are heroes powerful The COMMANDER Activation Phase. After players resolve these four steps, play theproceeds to » on battlefield the while resolvingtheir command card. consists of of all order their tokens that didnot they place Create Order Pool: » » promote commander a new during End the Phase. If aplayer’s last commander is defeated, that player can » » ifthat used commanderbe is included inan army. command cards thatto specific commanderwhichcan only uniqueEach commander has three � » » » » » , the battlefieldthe thenand shuffling those tokens. order by pool placing eachorder token facedown near in an opaque bag;however, players create can also their It is recommended that players place order their tokens - - - order token. gamethe and replace it with acommander-rank discardthey that unit’s order token from When aplayer promotes acommander, next to that unit. battlefield and acommanderplaces token anychooses of trooper units their on the To promote acommander, aplayer no more than one copy of each card. command cards command intheir hand, but can include A player can include any number of acommander’s command card. of that commander appearing below name the of the image on that commander’s unit card and by name the imagethe upper-right inthe corner that matches the Commander-specific commandcards are identified by icon indicates that aunit has rank the of - - - Order Pool be of the specified type. ofbe specified the command card, unit the issued being an order must If the aunit (e.g., trooper) ison specified chosen type commander. The unit be must at range 1–3 the of nominated during current the Command Phase. The unitcannot havealready received an order

Command Cards Command , Order Tokens Each player Each creates an order that pool , , Premeasuring Commander , , Dice � Commander Priority Commander , Icon Token Issuing ,

Rules Reference 21 ,

, , 3 6 L 󲉡󲉡

: Token TROOPER

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er B HERO OF THE REBELLION THE OF HERO Leaving the Battlefield Leaving 2, P Luke Skywalker , • (Perform a move during which which during a move (Perform act ightsa (While defending, if you spend a dodge a dodge spend you if defending, (While (After you perform a move action, you may may you action, perform move a you (After P L m s A trooper unit without a courage value cannot be cannot value a courage without unit A trooper cannot unit that such, As token. a suppression assigned panicked. or suppressed become If the unit leader ends this movement with any part of its its part of any with this leader movement ends the unit If is defeated. unit the the battlefield, of base outside may it a friendly commander, 1–3 of range at is a unit If own its of instead value courage commander’s use that panicked. see is to if it when checking i ’ » » » normally be. normally » A trooper unit’s courage is indicated by the by indicated is courage unit’s A trooper icon. the courage to next value if that activation, unit’s of a “Rally”trooper step the After that it to assigned tokens suppression of a number has unit that value, courage trooper’s that than greater or equal to is fewer one performs unit A suppressed suppressed. is unit activation. its action during if that activation, unit’s of a “Rally”trooper step the After greater or equal to tokens suppression of a number has unit A panicked panicked. is it value, courage twicethan its In addition, suppressed. of being effects the still suffers unit free perform cannot it activation, unit’s a panicked during a perform to action remaining its spend must and actions the toward speed possible as directly as maximum at move the battlefield. of edge nearest » » These units value. a courage have do not units trooper Some would value a courage where card their unit a “–” on have Miniatures can move through but cannot cannot but through move can Miniatures tokens. condition overlap and tokens, objective overlap cannot tokens Condition vice versa. of number a different with marked is token Each condition unless condition the ignored are Thesedots dots. glowing them. specificallyreferences card token, you gain "� gain you token, � each for wound 1 suffers attacker Immune: Pierce 󲊂󲊂 Jump 1 Charge Deflect you ignore terrain that is height 1 or lower. lower. 1 or is height that terrain ignore you action.) move as a treated is This perform a free melee attack action.) attack melee perform a free nakin a Related Topics: Topics: Related Commander Troopers • • • • CONDITION CONDITION place to instruct players cards condition Some These the battlefield. on tokens condition specified effects bythe game will have tokens card. condition • • • Topics: Related Defining the Battlefield COURAGE each on presented attribute an is Courage card. unit trooper’s 160 , , , Courage , Suppression , Leaving the Leaving , . Rank 6 , Condition Tokens Condition , page Range , Command Phase Unit Keyword) Unit Displacement , , MOVE

. 5 Battle Cards Battle , CARDS

page , See “Setup” on on , See “Setup” Speeder X ( Premeasuring , , Battlefield Activating Units Activating Command Cards

Panic , Movement , If the unit leader ends this movement with any part of its its part of any with this leader movement ends the unit If is defeated. unit the the battlefield, of base outside If the unit performs a partial movement because it because it a partial performs the movement unit If immediately the unit a full perform movement, cannot speed. maximum its to equal wounds of number a suffers A courage value of “–” is considered infinite when infinite considered “–” is of value A courage when a including panicked, is whether a unit checking value. courage a friendly commander’s using is unit In the rare instance where a player no longer has has longer no a player where instance the rare In a have they longer no promote, to unit a trooper cards. command play cannot and commander commander-rank order token instead of the rank the rank of instead token order commander-rank card. the unit’s on printed does commander to been has promoted that A unit be to a considered is It rank. previous its retain not all for commander of the rank have to and commander purposes. play game and effects game A player activates a promoted commander using a using commander a promoted activates A player » » » » » » Some condition cards utilize condition tokens. condition utilize cards condition Some A compulsory move can displace trooper minis. trooper displace can move A compulsory A compulsory move is not an action. an not is move A compulsory » end as far along the movement template as possible. possible. as template the movement along far as end » If it is impossible for a unit to perform a full move, it can can it perform a full to move, a unit for impossible is it If must the partial move but instead, a partialperform move To perform a compulsory move, the unit performs a full a performs the unit move, a compulsory perform To rules, its using movement the normal following move speed. maximum » If a unit is at range 1–3 of a friendly commander, it may use may it a friendly commander, 1–3 of range at is a unit If when own its of instead value courage commander’s that panicked. see is to if it checking » » » Related Topics: Related Defining the Battlefield a unique way as described as the card. way on a unique • CONDITION the represent to card choose a condition players During setup, in game affectsthe card condition Each environment. battlefield Battlefield • Topics: Related • • • COMPULSORY move to a compulsory perform a unit require effects game Some activated. is when it Related Topics: Related Orders Issuing on Building” See “Army • 22 Rules Reference • • • • grant protection to defender the form inthe of cover. arangedDuring attack, terrain that two units liesbetween can COVER 3. 2. 1. TERRAIN performs following the steps: To determine ifaunit has cover during an attack, aplayer » » » » cover Various game effects, such as suppression tokens theand » hit ( result, and aunit that has heavy cover can cancel up to two attack, aunit that has light cover can cancel one hit ( “Apply the During and Dodge Cover” step of aranged » » cover. Cover is usually granted by terrain. There aretwo types only ofcover: light cover and heavy » » » » » » » would unit become new the leader. unit would defeated, leader) be remaining the then mini In situation, this four ifthe visible minis (including the defeated, unit evenifthis suffers five or more wounds. center of AT-RT), the that stormtrooper cannot be from AT-RT the to one stormtrooper (from top the Additionally, line the of because sight is totally blocked cover for attack. this than heavy cover, unit the is considered inlight to be blocks line of sight). Since more minis are inlight cover one is inheavy cover building, (the completely which Two of three the minis are inlight cover and (woods) (three out of five),the entireso unitbenefits from cover. At minis defender least the inthe half are obscured frombenefit improving its cover. If aunit has heavy cover, that unit not does gain any one or more, it is treated as having heavy cover. When aunit that has light cover improves its cover by by two or more, it is treated as having heavy cover. When aunit that not does have cover improves its cover by one, it is treated as having light cover. When aunit that not does have cover improves its cover ( Critical custom terrain before game the begins. cover. Players should determine cover the of type all Custom terrain can provide units with light or heavy provideBarricades trooper units with heavy cover. ≠ ) results. keyword, can improve aunit’s cover by one or more. ≡ ) results cannot canceled be by cover. AND COVER ≠ ) 2. 1. Terrain photograph-CrashedX-Wing » minis,the as follows: that unit has is by determined that object the is obscuring minis are obscured, that unit has cover. Thetype of cover Determine Cover: » » to determine how many of minis are those obscured. The player thisrepeats process foreachthe defender miniin piece of terrain or another unit’s that base, miniis obscured. defendingthe unit. If line crosses imaginary either the a attacker’s unit to center leader the of of base the aminiin line from antraces imaginary center the of of base the the Determine Number Miniatures: of Obscured » » » » » » » » » that unit has light cover. If minis obscured are the by obscured aground vehicle, defending the then unit’s miniare not obscured. line only crosses atrooper or arepulsor vehicle’s base defending unit’s miniis obscured, but imaginary ifthe If line crosses imaginary aground the vehicle’s the base, Only ground vehicles can cause aunit obscured. to be defender obscured. to be terrain, that piece of terrain cannot cause aminiinthe If attacking the unit leader’s is touching base apiece of which case the unit the case which has light cover. are by obscured an that object provides light cover, in unit has heavy cover, unless there are more minis that byobscured an that object provides heavy cover, that by an that object provides light cover and some are In that case the some of obscured the that unit has cover the that custom the terrain provides. If minis obscured are the by obscured custom terrain, defenderthe is atrooper unit, that unit has heavy cover. If minis obscured are the by obscured and abarricade, 1 2 If at least of half of all defender’s the

3 minis are obscured The player Rules Reference 23 , , See Condition , Objective Tokens Objective Leaving the Battlefield Leaving , , Wounds , Condition Cards , Commander Unit Leader Unit , ). , THE BATTLEFIELD Objective Cards Objective 6 , Unit . , Battlefield Attack

page 6 page Deployment If a unit leader is in contact with a claimed objective objective a claimed with leader in contact is a unit If the removes player that before defeated, is when it token its unclaimed to token objective theythe flip leader, unit leader. the unit with base to contact it return side and the battlefield from removed leaderis unit Then, the be can and is it where remains token the objective and rules. normal following claimed , » If players eliminate the first two cards in a category, final the in a category, cards two the first eliminate players If be eliminated. cannot card If a player’s commander is defeated, any command cards cards command any defeated, is commander a player’s If hand in a player’s are that commander that to corresponding be played. longer no can if a card eliminate to their opportunity forfeit may A player do so. they to wish If a mini has a number of wounds equal to the unit’s wound wound the unit’s equal to wounds of a number a mini has If defeated. mini is that threshold, base its part of any with movement its leader ends a unit If is defeated. unit the the battlefield, of outside and leader defeated is in which a unit situation the rare In that who controls the player unit, still in that minis are there to unit mini in that choose another immediately must unit the mini chosen replaces player leader—the thebecome unit leader mini. theunit with » • Topics: Related Tokens on “Setup” • Topics: Related Tokens Objective DEFINING byselecting define the battlefield players During setup, they shuffle First, cards. deployment and condition, objective, Then, separately. decks condition and deployment, the objective, the placing each deck, from cards three reveal and they draw called categories, rows, in horizontal deck each from cards three starting the with Then, edge. table long player’s the blue facing and a category choosing takes turns player each player, blue row horizontal category’s in that thecard leftmost eliminating two eliminate to opportunity an had have both players until eliminate to opportunities had two has player each After cards. not was that row in category’s each thecard leftmost a card, game forthe used define the battlefield to the card is eliminated on (see example • DEFEATED the battlefield from removed is it defeated, is a miniature When thegame. of the remainder be used for cannot and • • •

, , , , See Blast , Dice Token , Damaged keyword Resilience , Unit Leader Unit Weapons , , Dice , Base Contact , cumbersome Base . , 8 Movement Blast (Weapon Keyword) (Weapon Blast ). , , Suppression Unit Keyword) Unit ,

39 keyword, it improves its cover by by cover its improves it keyword, Cover X (Unit Keyword) X (Unit Cover , Attack Attack

Activating Units Activating , , , Barricades , cover x cover Cancel , (UNIT KEYWORD) (UNIT keyword during its activation, it cannot cannot it activation, its during keyword keyword. Abilities Abilities Actions Attack

Sharpshooter X ( Sharpshooter X , “Resilience” on page page on “Resilience” Wounds , Cover any number of free actions. of number any A unit that loses an action in this way can still can perform in this action loses way an that A unit provides light cover and an object that provides heavy heavy provides object that an and cover light provides cover. heavy obscured by mini as that treat cover, If an individual mini is obscured by both an object that object that both an obscured by is mini individual an If , » » » any actions, it rolls a white defense die. If the result is a is the result If die. defense a white rolls it actions, any its during action fewer one performs vehicle that blank, activation. with the unit as it moves around the battlefield. around moves it as the unit with performs it before unit, a damaged activates a player When When a vehicle unit is damaged, it gains a gains it damaged, is unit a vehicle When on placedthe is token The token. damaged remains and leader unit near the battlefield cumbersome If a unit performs a move during its activation, it it activation, its during a move performs a unit If the has that a weapon with attack an perform cannot If a unit performs an attack with a weapon that has the has that a weapon with attack an performs a unit If cumbersome activation. that during a move perform » Related Topics: Related Vehicles • • A vehicle unit can become damaged when it has has when it damaged become can unit A vehicle resilience its exceeding or equal to tokens wound (seevalue DAMAGED Related Topics: Topics: Related • • A unit that has a weapon that has the has that a weapon has that A unit the during weapon that using attack and both move cannot activation. same CUMBERSOME KEYWORD) (WEAPON Cancel the defender has the has the defender x. to equal a number Topics: Related COVER if attack, a ranged of step Cover” Dodge and During the “Apply Sharpshooter X (Unit Keyword) X (Unit Sharpshooter page on Rules” Terrain “Additional Related Topics: Related Keyword) (Weapon 24 Rules Reference • • • on battlefield. the Before game the players begins, turns take deploying units their DEPLOYMENT “Weapon Destroyed” on “Defeated”See on DESTROYED Wounds Related Topics: • • • from spending tokens. dodge The DEFLECT » until players both have deployed of all units. their deploys one of units. their Players alternate deploying units deploys one of units. their the Then, red player andchooses The blue player, as determined setup,during andchooses zones using deployment markers. rangethe ruler, marking corners the of deployment those each player should measure deployment their zones using as ranges on deployment the card. Before deploying units, The measurements foreach deployment zone are indicated colors the of players. the depicted on deployment the card during setup selected to battlefieldEach has red and blue deployment zones as suffer wounds. defeated, attack the continues still and defender the can still a inflicts number of woundsthat causes the attackerbe to “Rollthe Defense Dice” step. If the attack, it is possible for attacker the defeated to be during If defender the the uses deflect doing not does improve so or addto benefits the the of additional tokens dodge to cancel additional hits; however, one hit ( of the The defender must adodge spend token benefitsto gainthe step. result rolled by defender the during “Roll the Defense Dice” ranged, attacker the suffers one wound foreach surge ( converted to block ( it spends token, adodge any defense surge ( While aunit that has the deflect » units until unit final their is deployed. player has who more units deploys multiple, consecutive playerthe has who fewer units deploys last their unit, the If one player has more units than other the player, after deflect ≠ keyword. keyword allows aunit to gain additional benefits ) result, as normal. The defender may spend Abilities page page keyword. Spending token dodge this cancels

(UNIT KEYWORD) ≣ 23 page page , ) results; additionally, attack ifthe is , or “Resilience” on Attack deflect deflect 45 . , Cancel keyword during an keyword is defending, if deflect , Dice page page , � keyword keyword Dodge ) results are 39 and and , Surges 160 40 � ) u a narme nakin perform afreeperform melee attack action.) Thisis treated asa move action.) you ignore terrain that height is 1or lower. Immune: Pierce Deflect more dodge tokens, gain 1dodge token.) Charge Nimble 󲊂󲊂 Jump1 attacker suffers 1 wound for each � token, you gain "� , ’ i D s m L (After defending, if you spent 1 or P (After you a move perform action, you may (While defending, if you spend adodge ightsa act or clambering. vehicle damage, and determine trooper damage climbing while Dice are to resolve used attacks, remove suppression, determine DICE “Setup” on Related Topics: • Related Topics: • • • (Perform amove during which • Rebel Troopers Luke Skywalker 2, P 2, HERO OF THE REBELLION 160 » » one of deployment the zones that matches that player’s color. places eachminiature of that unit within boundaries the of To deploy aunit, aplayer one chooses of units their and » » » icons: defense dieis represented on aunit’s card by following the There aretwo colors of defense dice: red white.and Each » » » icons: attackEach dieis represented on cards by following the There arethree colors of attack dice: white,red, and black. » » » » » » results presented on diceare these as follows: There are two types of dice: attack dice and defense dice. The 44 B er » » » » » » » » » » » » » » (Pierce cannot be against used you.) :󲉣󲉣”;if it’s aranged attack, the a ierce u nakin unit leader. miniinaunitEach must incohesion placed be with its deployment markers and battlefieldedges. a deployment zone’s line formed boundary by imaginary of adeploymentboundary zone—the cannot base cross mini’sEach must base completely be within the to two units to deploy later during game. the during setup,selected each player have will aside up set If “Rapid the Reinforcements” condition card was White defense die defenseRed die Black attack die White attack die attackRed die Blank ≣ � ≢ ≡ ≠ perform afreeperform melee attack action.) Thisis treated asa move action.) you ignore terrain that height is 1or lower. Immune: Pierce Deflect Charge 󲊂󲊂 Jump1 attacker suffers 1 wound for each � token, you gain "� narme reroll up to 1additional die.) Precise 1 : Hit : : Critical : Block : : Attack Surge : Defense Surge 2 ’ i s m page page D L P (After you a move perform action, you may (While defending, if you spend adodge ightsa act (Perform amove during which (When you spend an aim token, • Luke Skywalker Stormtroopers 2, P 2, a L HERO OF THE REBELLION rolled.) 6

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󲉡󲉡 L 6 3 Rules Reference 25 , Resilience , Pivot , Movement , Dice , Any displaced minis are placed to the side placed to are minis displaced Any Wounds Actions , move, those minis are displaced. those are minis move, The player who did not move the vehicle takes vehicle the move not did who player The The ground vehicle mini that displaced the trooper displaced mini that vehicle The ground Vehicles , base contact with an enemy mini. enemy an with base contact its on remain must it mini, a displaced placing When if possible. original elevation, Each mini must be placed in cohesion with its its with be placed in cohesion Each mini must leader. unit be placed within must it leader displaced, was a unit If placed, leaderis the After original position. its 1 of range are in cohesion not are that unit that of minis any not was a mini that cause this could placed in cohesion; be to moved. displaced be placed in cannot it mini, a displaced placing When Repulsor vehicles cannot displace troopers when troopers displace cannot vehicles Repulsor move. a compulsory than other move any performing » » » » » » Trooper units that are engaged cannot be moved through through be moved cannot engaged are that units Trooper displaced. or steps: the perform following players a unit, displace To Set Minis: Aside objectsor other minis disrupting without the battlefield of player a leaderis displaced, If a unit the battlefield. on token. a spare using original position its mark should Move: the by unimpeded normal, as move its continues minis displaced. it minis Place Units: and (both enemy) minis friendly the displaced all and of the battlefield. them on back places » » » A unit that is disabled cannot reverse and must spend two two spend must and reverse cannot disabled is that A unit can unit disabled A move. a standard perform to actions during action one spending by action still a pivot perform activation. its created thepath along mini moves vehicle a ground When trooper any overlap base would if its tool, a movement by displaced. thoseminis, are minis position movement final mini’s vehicle a repulsor When a during minis trooper more or one overlap would compulsory » • • 1. 2. 3. • Topics: Related Reverse DISPLACEMENT it miniatures, trooper through moves vehicle a ground When them. displaces • •

, Token Disabled , See Movement ,

. 8 . 8 ). 39 Impassable Terrain Impassable , TERRAIN Unhindered (Unit Keyword) (Unit Unhindered

, Barricades

Reverse , “Resilience” on page page on “Resilience” When using custom terrain, it is important to define define to important is it terrain, custom using When type to unit each relates it as terrain ofthat the difficulty the game. the beginning to of prior » When a vehicle unit is disabled, it gains a gains it disabled, is unit a vehicle When on placedthe is token The token. disabled remains and leader unit near the battlefield the battlefield. around moves it as the unit with any penalties. any » For example, a barricade is difficult terrain for trooper trooper for terrain is difficult a barricade example, For repulsor and ground Both units. vehicle for not but units, incurring without barricades through move can units vehicle Whether or not a piece of terrain is difficult depends on a depends difficult is terrain of a piece not or Whether See vehicle). repulsor or vehicle, ground type (trooper, unit’s page on Rules” Terrain “Additional A unit can pivot, climb, or clamber while terrain in difficult clamber or climb, pivot, can A unit penalties. additional any suffering without Difficult terrain also affects vehicles that are performing are performing that vehicles affects also terrain Difficult a reverse. When a game effect causes a unit to perform a standard standard a to perform a unit effect causes a game When activation, normal its of a specificspeed outside of move terrain. by difficult affected not is move that the effect of difficult terrain can be combined with other with combined can be terrain of difficult the effect speed a unit’s to cause maximum a unit’s reduce effects that speed 1. be than to less maximum The effect of difficult terrain is not cumulative with itself. itself. with cumulative not is terrain difficult of effect The speed 1 by below maximum its reduce cannot A unit However, terrain. difficult of pieces multiple though moving through or enter difficult terrain with any of its minis has its has its minis of any with terrain difficult enter or through 1. of a minimum 1, to by speed reduced maximum its move with any of its minis in difficult terrain has its its has terrain in difficult minis its of any with move its 1. of a minimum 1, to by speed reduced maximum move would that a unit move, a standard performing While While performing a standard move, a unit that begins that a unit move, a standard performing While • wound tokens equal to or exceeding its resilience resilience its exceeding or equal to tokens wound (seevalue DISABLED has when it disabled become can unit A vehicle Open Terrain page on Rules” Terrain “Additional Related Topics: Related • • • • • • Difficult terrain is anything that impedes but does not but impedesdoes anythingthat is terrain Difficult movement. block completely • DIFFICULT 26 Rules Reference in order: to resolve End the Phase, players following perform the steps In End the Phase, players prepare for next the round. In order END Keyword) Related Topics: • • • • • • • • • cancel hit results during an attack. Units can gain tokens dodge that allow to them DODGE Unit Leader Movement Related Topics: 4. to cancel. to A unit may token spendadodge even ifthere are no hits during asingle activation. gain one token dodge from performing action adodge more than one token; dodge however, that unit can only aunit’sDuring activation, it is possible for aunit to gain action, eventhough result the is same. the token,dodge that effect is different than performingdodge a tokens. If aunit agameinstructs to effect gain a specifically Unit and weapon abilities can allow units to gain dodge token inaddition to effects the of keyword, that unit receives also benefit the thatof dodge When aunit spends token adodge the to trigger are removed from battlefield. the End the of Phase,During all aunit’s unspent tokens dodge battlefield and places the it in supply. To spend aunit’s token, dodge aplayer removes it from the tokensDodge cannot spent be to cancel ( critical ( unit can spendone or more tokens dodge to cancel one hit “Apply the During and Dodge Cover” step of an attack, a with unit the as it moves around battlefield. the battlefield thenear unit leader andwill remain gains token. adodge The token is theplaced on When aunit performs action, that adodge unit » displaced gains one suppression token. Suppression:Gain ≠ » ) result for token eachdodge spent. was displaced. due to displaced being evenifmore than one of its minis A unit cannot gain more than one suppression token , PHASE , Dice , Speeder X(UnitSpeeder Keyword) Vehicles ,

Nimble ( Engaged Actions Each unitEach that had one or more minis , Unit Keyword) , Attack Cohesion , Cancel , deflect Compulsory Move Compulsory , Suppression , Deflect (UnitDeflect . , ≡ deflect Troopers ) results. Dodge Token ,

, 3. 2. 1. • cannot targeted be by ranged attacks. moves, cannot displaced, be cannot perform ranged attacks, and unitsthose are engaged. Aunit that is engaged cannot perform While atrooper unit is inamelee with another trooper unit, ENGAGED Related Topics: that player. Any units controlled by aplayer’s opponent are enemy units for ENEMY Winning Game the Order Pool Related Topics: 4. » » with amatching rank. ordertheir tokens on each of undefeated their units’ cards Update Order Pool and Promote: from each unit. tokens from units, their as well as one suppression token Remove Tokens: » commandrevealed card; it cannot again used game. this be Card: Command Discard in amelee. cannot engaged be with other vehicles, units evenifboth are Trooper units cannot engaged be with vehicles, and vehicles Trooper units only can be engaged with other trooper units. » round counter to opponent. their is number the of next the round.that Then, playerthe passes counter it next the highest sets number so is displayed; that Advance Round Counter: » » » » In rare the instance where aplayer no longer has its place. commander order token is on placed that unit’s card in thatThen, unit’s orderoriginal token is discarded, and a commanderthe token play inthe area next to that mini. one of trooper units their acommander, to be placing bluethe player, players must promote aunit from leader of aplayer’s commanders were defeated, starting with Excess order tokens are removed from game. the If all not have acard to discard. was unable to play acommand card round, this will they If aplayer “Standing the used Orders” command card or After gamethe sixth round,the game ends. commander and cannot play command cards. a trooper unit to promote, no longer they have a , Order Tokens

Friendly Command Cards Command Players remove aim, dodge, all and standby , , Unit Rank Each player Each discards their The playerwho the has round ,

Round , Commander Each player Each places one of , Round Counter , Defeated , , Rules Reference 27 fixed: keyword. or Weapons , Fixed: Front/Rear Front/Rear Fixed: , Vehicles fixed: rear fixed: rear , fixed: front or “Army Building” on page page on Building” “Army Base , Notch , , See Attack Pool Attack fixed: front , Line of Sight Line of , Upgrade Cards Upgrade Attack

ARCS FRONT/REAR FRONT/REAR

keyword to the attack pool, the defender’s unit must must unit pool, the defender’s the attack to keyword firing arc. The two firing-arc lines that form the front front form the that lines two Thefiring-arc arc. firing between them. notch a have always arc firing that lines arctwo betweenthefiring-arc firing The rear mini’s base that is a mini’s of the rear to extend rear form the that lines two Thefiring-arc arc. firing between them. notch a have always arc firing that lines arctwo betweenthefiring-arc firing The mini’s of that one baseis of a mini’s the left to extend arctwo betweenthefiring- firing and the arcs, side firing base that is a mini’s of the right to extend that lines arc mini’s that are theseTogether arc. side firing other mini’s form the side that lines arc The firing arcs. side firing between them. notches have not do arcs firing The firing arc between the two firing-arc lines that lines arctwo betweenthefiring-arc firing The front mini’s base that is a mini’s of the front to extend » » » To add a weapon that has either the either has that add a weapon To rear miniature. attacking ofthe arc be the specified inside firing » » player a arc, firing a unit’s of the edges of each determine To on line ruler the firing-arc with the range aligns of the edge line. continuous one base create to a unit’s mini’s that arc, a firing base inside is a mini’s part of any If arc. firing that inside is unit All units in an army must be from the same faction. the same befrom must army an in All units equip can faction the Galactic of Empire units Only restriction. only” Side a “Dark with upgrades upgrades equip the Rebel can faction Alliance of units Only restriction. only” Side a “Light with players that lines firing-arc have minis of The basessome mini. that for arcs firing determine use to and base of a mini’s line in center begins the Each firing-arc base. a mini’s of the edge at ends » . FIXED: KEYWORD) (WEAPON the have weapons Some • • • Topics: Related Keyword) (Weapon • • • Topics: Related 5 FIRING by firing-arc the formed area is cone-shaped the arc A firing bases. miniatures’ some embossedlines on • • , , 5 Vehicles , Exhaust Icon Base

, “Vertical “Vertical Climbing Climbing , Troopers , , See during the during Attack , Free Card Actions Card Free , Force Choke Dark Side only. Side Dark It suffers 1 wound. 1 suffers It Melee keyword are adept at at adept are keyword , anything Actions Movement Choose an enemy trooper mini trooper 󲊃󲊃 Choose enemy an , at range 1 that is not a commander. a commander. not is 1 that range at , © LFL © FFG Climb and Clamber and Climb Card Actions Card Attack , , Weapons , Height , Free Actions Free , . , 10 expert climber expert CLIMBER CLIMBER keyword clambers, it does not roll any white white any roll does not it clambers, keyword Abilities Actions Abilities

Galactic Empire Rebel Alliance Displacement Upgrade Cards Upgrade , , Each faction is represented by its faction icon. its by Each represented is faction All upgrade cards begin readied. the game All cards upgrade be cannot icon exhaust an have does not that A card exhausted. To ready an exhausted card, a player rotates it 90º it rotates a player card, exhausted an ready To vertically. oriented is so it counterclockwise When a unit performs a recover action, all of its exhausted exhausted its action, all of a recover performs a unit When readied. are cards upgrade To exhaust a card, a player rotates it 90º clockwise so it is is so 90º clockwise it it rotates a player a card, exhaust To horizontally. oriented If a card has an exhaust icon on the right side side the right on icon exhaust an has a card If in it exhaust to the player requires it text, game its above abilities. use its to order “Perform Actions” step of its activation except perform this perform except activation its of step Actions” “Perform speed-1 move. To exit an engagement, a unit must withdraw by using using by withdraw must unit a engagement, an exit To unit A a speed-1 perform to move. activation entire its do cannot withdrawing is that • There are two factions in the game, the Galactic Empire Galacticthe in game, Empire the factions two are There the Rebel (Rebel). Alliance and (Imperial) FACTIONS Related Topics: Topics: Related Keyword) (Unit Vehicle page on Movement” quickly scaling vertical surfaces. When a unit that has the has that scaling a unit verticalquickly surfaces. When climber expert wounds. suffer dice to defense (UNIT KEYWORD) (UNIT the have that Units EXPERT Related Topics: Related Recover • • • • • • A player must exhaust some upgrade cards to to cards upgrade some exhaust must A player exhausted An those cards. on the abilities resolve readied. is it until again be exhausted cannot card EXHAUST Related Topics: Topics: Related Contact Withdraw • 28 Rules Reference Related Topics: • • • • • • two actions during its activation. Through thefree use actions,of aunitcanperform morethan FREE Arcs Related Topics: • Movement Phase standby actions are performed. not abilitiesdoes trigger that after occur aim, dodge, or performing an aim, dodge, or standby action and therefore an aim, dodge, or standby token, that effect is different than tokens. If aunit agameinstructs to effect gain specifically Free actions can allow units to gain aim, dodge, and standby perform anystill number of actions. free A vehicle unit that an it loses action because is damaged can perform anycan still number of actions. free A trooper unit that an it loses action because is suppressed action more than once during its activation. and therefore not does allow aunit to perform anon-move but is considered an action for of game purposes the effects notdoes count against that unit’s two activation, actions per that it could normally perform. Performing that action free of atype action, that unitspecifying may perform any action If agame effect provides aunitfreewithwithout action a remaining action to another perform attack action. has one of his two actions remaining, but he cannot this use attack action. After thisfree attack action,Darth Vader still his For example, Vader Darth amove performs action, triggering action more than once during its activation. and therefore not does allow aunit to perform anon-move but is considered an action for of game purposes the effects notdoes count against that unit’s two activation, actions per suchtype, as attack afree action, performing that action free If agame effect provides aunitfreewith action a of acertain multipleperformed times. during its activation, except move the can action, which be A unit cannot same performthe action more than once » unit is inside that firing arc. If any of part amini’s is inside base afiring arc,that mini’s , » Notch , relentless Attack firing arc. unlessatpool least one miniof defender the is init’s attacker cannot contribute its fixed weapon the to attack If attacker the comprises multiple minis, aminiinthe , , Standby ACTIONS Vehicles , Courage

Abilities Abilities ability and allowing him to afree perform , Suppression , Weapons , Damaged , , Actions Attack , , , Upgrade Cards Attack Pool , Free Card Actions Activating Units , Base

, , Firing Activation , FRIENDLY Actions Related Topics: • • actions that aunit can perform during its activation. card action. Free card actions donot count against two the preceded by card a free action ( cardA free of actionis action. If atype free an ability is FREE • • guardian x ( surge a defense diematching its defense. After converting defense result canceled, unit the with the x defending against aranged attack, aunit that has the trooper unitWhile afriendly at range 1and inline of sight is (UNIT KEYWORD) GUARDIAN X “Vehicles”See on GROUND VEHICLES Related Topics: can pivot up to 360 When aunit with the (UNIT KEYWORD) FULL PIVOT Related Topics: that player. Any units controlled by aplayer are units friendly for keyword may cancel up to xhit ( dodge, or standby actions are performed. and therefore not abilities does trigger that after occur aim, differentthanperforming an aim, dodge, or standby action unit to gain an aim, dodge, or standby token, that effect is standby tokens. If a acard instructs action specifically Card actions can allow units to gain aim, dodge, and once during its activation. unit cannot same performthe card free action more than differentfreecard actions during its activation. However, a card free Each action is aunique action; aunit can perform step of an attack. ( Hit guardian x � , ≠ Exhaust ) results according to its surge chart, unit the with the ) results are canceled during “Modify the Attack Dice” keyword suffers 1 wound foreach blank result. CARD ACTIONS

cannot to cancel used ( be critical , Abilities Enemy Abilities page page Free Actions 0 . full pivot 44 , Unit . , , Actions Movement , ⊃ Keywords guardian x keyword performs apivot, it ) icon, that ability is afree , ≠ Activating Units ) results. For each hit ( , Pivot , Upgrade Cards keyword rolls rolls keyword ≡ , ) results. guardian Card Card ≠ ) Rules Reference 29 ) ≣ , keyword. “Setup” on on “Setup” ID Tokens , 5 Weapon Keyword)Weapon pierce Unit Keyword) Unit Melee

, keyword is defending, defending, is keyword keyword is defending, the defending, is keyword keyword to cancel block ( block cancel to keyword Pierce X ( Pierce Deflect ( Blast (Weapon Keyword) (Weapon Blast immune: , , , keyword, even during an attack attack an during even keyword, pierce keyword, the defender cannot use cannot the defender keyword, Base Contact Attack Attack Attack

, , , , keyword. immune: pierce immune: blast “Army Building” on page page on Building” “Army guardian keyword are ignored. Abilities Abilities Abilities Abilities melee Unit Keyword) Unit See keyword may be used on defense dice rolled by by dice rolled be defense used on may keyword blast ability. immune: deflect pierce immune: Cover X ( Cover . , TOKENS 6

deflect The the using a unit the has in which the defender • Topics: Related IMMUNE: DEFLECT IMMUNE: DEFLECT KEYWORD) (UNIT a weapon includes pool that attack an with attack During an the with the Topics: Related IMMUNE: MELEE KEYWORD) (UNIT that unit a be with placed in base contact cannot units Enemy has the Topics: Related IMMUNE: PIERCE KEYWORD) (UNIT the with a unit While use the cannot the attacker the defender. by dice rolled defense on results ID of track keep players help ID tokens have type the same that of units multiple deploying When upgrade cards. different near ID token a unique place units, such unit. each leader of thethe unit baseof token ID matching place unit’s each Then, card. corresponding its on Topics: Related page BLAST IMMUNE: KEYWORD) (UNIT the with unit a While of the effects Topics: Related Cover , ; ) ≠ was was

) ) result ) result ≣ ≣ pierce 3 pierce ) results is not a a not is ) results guardian x guardian Pierce X Pierce , ≠ value can still can bevalue the unit using . to cancel 2 hit ( 2 hit cancel to 10 . Cancel 8 , ) results and the unit using using unit the and ) results Jump X (Unit Keyword) X (Unit Jump ) results canceled by by canceled ) results pierce x pierce , ≠ attacks an enemy unit, unit, enemy an attacks ) results, ≣ if the defender also the has if the defender Dice ) results. The attacking unit unit attacking The ) results. Weapons � , , to cancel hit ( hit cancel to guardian 2 guardian ≣ “Additional Terrain Rules” on on Rules” Terrain “Additional pierce 3 pierce is still the defender, and gains a gains and still is the defender, surge ( ) results rolled by the defender. by rolled ) results ) results as blank results. After using using After results. blank as ) results Attack , See , ≣ ≣ guardian x guardian Suppression guardian x guardian , Abilities Climb and Clamber and Climb keyword can be used to cancel block ( block be can used cancel to keyword

keyword. guardian x guardian x to cancel the 2 block ( 2 block the cancel to suffers 2 wounds. Now the defender rolls defense defense rolls defender the Now wounds. 2 suffers has rolled 2 block ( 2 block rolled has in this way, any unused unused any in this way, “Vertical Movement” on page page on Movement” “Vertical pierce pierce x pierce ruler segments without crossing that line, that object’s object’s that line, that crossing ruler without segments the line that segment range the lower equal to is height Otherwise, equal the object is to separates. of the height separates. the line that segment the higher range If the top of the object meets the line between two range the between object meets the range line two of the top If , See 8 » “Additional Terrain Rules” on page page on Rules” Terrain “Additional climbing or clambering to. clambering or climbing Some terrain may have multiple surfaces at various heights. heights. various surfaces at multiple have may terrain Some the purposes a surface for of the height determining When the from measures a player clambering, or climbing of the surface those to are minis on are surface their miniatures » the object as possible; the range ruler should be oriented ruler be oriented should the range possible; the object as of the top the ruler that of range the The segment vertically. height. object’s that equal to is at object is To measure an object’s height, a player places the end of of the end places a player height, object’s an measure To close to surface as on the battlefield’s ruler flat the range rolled by the defender since only 2 of its original original its 2 of only since defender the by rolled used so far. uses guardian ( block 1 more cancel can unit attacking the and dice, For example, a unit with with a unit example, For uses unit enemy another and converting After results. guardian pierce x pierce ( block used cancel to The using a unit by dice rolled defense on results ( block canceled treat A unit cannot use cannot A unit guardian A defender that has all of its hit ( hit its all has of that A defender with a unit normal. as token suppression A unit that uses that A unit tokens. suppression gain does not and defender HOLES AND TRENCHES HOLES See Speeder X (Unit Keyword) Speeder X (Unit page Related Topics: Related • object’s height is measured using the range ruler. the range using measured is height object’s • HEIGHT An a battlefield. objects on of a vertical is measurement Height (Weapon Keyword) (Weapon Related Topics: Topics: Related • • • • 30 Rules Reference See See IMPASSABLE Weapons Related Topics: • Related Topics: • • vehicles, chasms, deep and other major impediments. Impassable terrain represents buildings, wrecked walls, high • • hit ( results ( to critical results the can modify of attack the roll by changing hit ( attack includes pool aweapon that has the “Modify the During Attack Dice” step of an attack, aunit whose (WEAPON KEYWORD) IMPACT the the to changeused hit ( during that step. As such, the Dice” step of an attack before defender the resolves abilities The attacker resolves abilities theduring “Modify Attack » any penalties. vehicle units can move through barricades without incurring units, but not for vehicle units. Both ground and repulsor For example, abarricade difficult is terrain for trooper “Additional Terrain Rules” on page unit’s (trooper, type ground vehicle, or repulsor vehicle). See Whether or not apiece of terrain is impassable on depends a Units cannot move through impassable terrain. change up to three hit ( using aweapon that has 2 weapon that has For example, aunit that an performs attack using both a keyword are cumulative. dice to same the attack xvalues the pool, of each have the If aunit performs an attack using multiple weapons that that weapon the with the targets, attacker the only attack diceinthe can modify pool If attacker the is performing an attack against multiple “Additional Terrain Rules” on page ≠ contribute dice to the attack pool, that attack treated is as » ) results ( to critical prior of to beginning the game. the difficultythe that of terrain as it relates each to unit type When using custom terrain, it is important to define armor impact x keyword to cancel used can be hit (

Difficult Terrain

Abilities ≡ X ) results. The unitcan change a number of impact 1 keyword and weapons those contribute ≠ ) results ( to critical ≡ , ≠

Armor (Unit Keyword) ) results up to value the of x. impact 3 ) results to critical (

and aweapon that has impact x TERRAIN impact x , Movement which allows that unit to keyword contributed to. contributed keyword 8 8 . .

impact x keyword can be ≡ , ) results before Open TerrainOpen ≡ ) results. , ≠ Attack impact ) results. keyword keyword impact x ≠ , ) Dice ,

, • • ionall tokens that it has. token. At end the of aunit’s activation, it discards or more ion tokens, it one loses action for each ion At of start the aunit’s activation, ifthat unit has one ION Courage Related Topics: • unitsfriendly at range 1–2. step, remove atotal of up to xsuppression tokens from other After aunitwiththe INSPIRE X • commandrevealed card. orders to number the and of type units presented on the commanderstheir on battlefield. the That commander issues resolve command revealed their card, nominate they one of Command the During Phase, it when is aplayer’s turn to ISSUING Vehicles Related Topics: • ion tokens. The ION Ion X(Weapon Keyword) Related Topics: Even ifit its both loses actions, aunit perform free can still ion x against an attack by aweapon that has the A vehicle that suffers woundswhen defending suppression tokens. A unit performs its step “Rally” evenifit has no » » » an order: the A unitfollowing to needs fulfill criteriabe issued to gains xion tokens. attack that includes aweapon that has the A vehicle that suffers wounds after defending against an actions granted by abilities. ion x » » » the currentthe game round. The unitcannot havealready received an order during nominated commander. The unit be must at range 1–3 the of player’s commandrevealed card. The unit be must type of a presented the on player’s X( , , keyword gains xion tokens. TOKENS Weapons Panic keyword to force is used enemy units to gain , WEAPON KEYWORD) Suppression

Actions Abilities Abilities ORDERS inspire x (UNIT KEYWORD) , , , , Activating Units

Activating Units Attack Vehicles keyword performs its “Rally” , Attack Pool , , Activation Phase Activation Phase

ion x ,

Ion Tokens keyword keyword Token Ion ,

, , Rules Reference 31

, any Weapons , Movement Unit , , Defeated , Unit Leader Unit Attack Pool Attack , , . 44 Attack , page SIGHT Compulsory Move Abilities

OF OF battlefield, and that player could otherwise could player see mini, the and that battlefield, is the mini that to sight of line mini has player’s that troopers. more or one by concealed Pieces of terrain and vehicles can block line of sight. of line block can vehicles and terrain of Pieces When sight. of line block do not minis Trooper see a mini cannot if a player sight, of line determining the on troopers more or one concealed by is because it The reminder text is not an exhaustive description of description exhaustive an not is text reminder The players help to there is it Rather, a keyword. the rules for a If keyword. each resolve when to and how remember that works, a keyword how about questions has player glossary entry. keyword’s that to refer should player Speeder X (Unit Keyword) Speeder X (Unit , » » » During an attack, each mini in the attacker can contribute contribute can mini in the each attacker attack, During an to sight of line mini has pool if that the attack dice to mini in the defender. If a mini does not have line of sight to another mini, line of of line mini, another to sight of line have a mini does not If blocked. is sight » » Each unit keyword provides a unit with an ability, including including ability, an with a unit provides keyword Each unit of the effect as used is well as when the ability of the timing the ability. pool in the attack to ability an adds keyword Each weapon included. is whichit of each text reminder provides card unit of each The front provides card unit of each The back keywords. unit’s that of keywords. weapon unit’s that of each for text reminder » • LEAVING THE BATTLEFIELD part of any with movement its leader ends time a unit any at If is defeated. unit that the battlefield, of base outside its Topics: Related Panic LINE see mini can another if one used is determine to sight Line of the perspective of from sight of line determines A player mini. base the mini’s of the center where a viewpoint using a mini, see can part of a player If sculpt. the mini’s of meets the top that base, from mini’s that which includes mini, opponent’s an opponent’s that to sight of line mini has player’s that viewpoint, mini. • • • • Topics: Related LEADER Leader” on See “Unit , , . 8 Height , keyword to keyword to jump 1 jump jump 1 jump

Rank Command Phase Card Actions Card , , ,

Range , Actions keyword can perform the jump x perform the jump can keyword , jump x jump (UNIT KEYWORD) (UNIT Abilities Command Cards

“Additional Terrain Rules” on page page on Rules” Terrain “Additional Order Tokens Order , , See upgrade card. upgrade a weapon of ability inherent an is keyword A weapon a unit’s either on a weapon part as of presented is and card. upgrade an or card A unit keyword is an inherent ability of a unit and it it and a unit of ability inherent an is keyword A unit an by a unit added to or card a unit’s on presented is » » » » There are two types of keywords: unit keywords and and keywords unit keywords: of types two are There weapon keywords. the difference between his starting and final position is greater greater is position final and starting his between difference the 1. height than perform a move. Luke Skywalker’s starting position is on top of of top is on position starting Skywalker’s Luke perform a move. on a point at move his end to chose may He 2 terrain. height if even position, starting his than lower is that battlefield the regardless of the value of x. of the value of regardless the uses Skywalker Luke example, For or lower. or its end may it x action, the jump performs a unit When position, starting its than lower height any at movment For example, Luke Skywalker uses the the uses Skywalker Luke example, For top is on position starting Skywalker’s Luke perform a move. 2 terrain height on move his end may He 1 terrain. height of When a unit performs the jump x action, measure height height measure x action, the jump performs a unit When position. starting unit’s that from When a unit performs the jump x card action, treat this treat action, x card the jump performs a unit When action. a move action as that player cannot play a command card during the during card a command play cannot player that Command Phase. the order token so its rank is faceup. is rank so its token the order the battlefield, on commander a have does not a player If When a unit is issued an order, a player places an order order an places a player order, an issued is a unit When receiving the unit of rank the and faction matches that token places player the the battlefield; on unit that near the orders • KEYWORDS weapons. or possessed units by ability an is A keyword Movement Related Topics: Related • • • card action. To perform this action, the unit performs a move as as a move performs this perform the action, unit To action. card movement its end or over pass can the unit However, normal. the from measured lower, x or height is that terrain of top on position. starting unit’s JUMP X JUMP the has that A unit Commander Related Topics: Related • • 32 Rules Reference 3. 2. 1. • • • unitsthose are inamelee. two miniatures from opposing players’ units are contact, inbase Melee represents combat close opposing between units. When MELEE Free Card Actions Related Topics: upgrade cards. force x End the Phase,During aunit that has the (UNIT KEYWORD) MASTER OF Rules” on page (Weapon Keyword) Related Topics: • » from unit the that melee. the started contact with an enemy mini)into contact base with minis unit that is now inamelee (that are not already inbase opponent moves any of own their minis that belong to the Opponent Moves Minis: that unit their is now leader inmelee with. contact with enemy minis that belong to same the enemy unit each other unit miniinthe that melee the started into base Move Other Minis: unittheir into leader contact base with an enemy mini. Move Unit Leader: player must follow steps these inorder: into contact base with an enemy miniature. To amelee, start a If aunit has amelee weapon, it can amelee start by moving » » following exceptions: attacks follow as ranged same the rules attacks with the is inamelee with, that attack is amelee attack. Melee When aunit performs an attack against aunit that it engaged.be Any inamelee, unit can be but type only troopers can If two trooper units are units inamelee, those are engaged. defender cannot suffer wounds. is blocked from anDuring attack, ifline of sight to defender aminiinthe » » » with unit the that melee. the started opponent not does move minis their into contact base If opponent’s the unit not does have amelee weapon, the attacker.the targetThe the of attack samethe be in must melee as ( The attackercan use only weaponsthat havethe melee ≫ keyword may ready up to xof its exhausted Force ( ) icon. 8 .

Abilities Attack , Upgrade Cards , all Weapons minis attacker, inthe that miniinthe The playerperforms a move, moving Maintaining cohesion, player the places , Base , Card Actions THE FORCE X Maintaining cohesion, player’s the , , Firing Arcs Wounds , See , See , End Phase End master of the , Miniature “Additional Terrain , Exhaust , Spray ≿ , ) • • • • • • Keyword) Keyword) Related Topics: for other minis that were not previously contact inbase to in amelee suffer wounds and are defeated, creating space melee as unit their ifpossible. Thiscan happenwhen minis contact inbase placed withbe an enemy same miniinthe unitthe belong to they which is in a melee,minis must those an enemy minibut minis have those amelee weapon and Whenever there are minis that are not contact inbase with mini belongs is inamelee. contributestill to amelee attack unit ifthe to that which Minis that are not contact inbase with an enemy minican that minimust incohesion. placed be still contactmini inbase with an enemy same miniinthe melee, afterthere a been started, if melee has is not space to a place When moving minis into contact base with enemy minis way that would amelee. start A unit that not does have amelee weapon cannot move ina unit joins later. It is possible inamelee to with multiple be units ifanother with multiple enemy units–effectively a starting melee. You cannot move a unit such that it contact would in base be with an enemy minithat is same inthe melee as the stormtrooper minimust moved be into contact base stormtrooper the Because unit inamelee, is the still mini is no longer contact inbase with an enemy mini. mini is defeated. Afterthe attack, one stormtrooper troopers performs amelee attack and one trooper Rebel A unit of stormtroopers engaged with aunit of Rebel ADVANCED MELEERULES minis first. a unit yet round, this blue the player should move their before other the player so. does If neither play has activated should move minis their into contact base with enemy minis that contact should inbase placed with be enemy minis) activated aunit (even ifthat unit is not unit the with minis player that is currently activating aunit or has most recently not contact inbase with an enemy miniand should the be, contact. place inbase be If players both own minis that are stormtrooper unit. , , Melee Weapon Cohesion

Attack , Engaged , Base , Movement , , Base Contact Base Immune: Melee (Unit , Unit Leader , Charge (Unit , Withdraw Rules Reference 33

not ). The player executes either a either executes player The The player can adjust the adjust can player The

3 6 L 󲉡󲉡 The player places all minis of places the all minis player The

: TROOPER

isto 󲉢󲉢 P “Cohesion” on page 18 page on “Cohesion” 2 aster L ierce 1 Holding the movement tool in place, the player the player in place, tool the movement Holding P Holding the movement tool in place, the player lifts lifts the player in place, tool the movement Holding DL-44 B s ’ placing a mini with a notched base during a partial base during a notched a mini with placing axis the central that be placed such must the unit move, the parallel to is notches back and front the mini’s of the at the mini reached tool section the movement of move. furthest its part of base its base placed in cohesion, mini is a notched When the unit as in the direction exact same be oriented must base. leader’s clamber. and climb can Troopers withdraw. can engagement in an Troopers troopers. through move and pivot can vehicles Repulsor and reverse, pivot, can vehicles Ground troopers. displace Full: of the path along it moves leader mini and the unit up in base centered the mini’s keeping tool, the movement an has if mini Then, the the tool. of the width to relation base flush the mini’s places base, the player unnotched if the mini tool; the movement of end the other against the mini so places the base, the player a notched has the rear inserted is tool into the movement of end other base. the mini’s of notch Partial: the path it along moves and leader mini up unit the lifts base centered the mini’s keeping tool, the movement of player Then, the the tool. of the width to in relation by created the path along the mini anywhere places of out tool the movement moving tool, the movement When the battlefield. the mini on placing and the way uke L » » » » » » » multiple move actions. Unlike other actions, a unit is is a unit actions, other Unlike actions. move multiple action per activation. move one only to limited a movement by created a path a mini along moving While object, that an by impeded the if the mini is basetool, of unless the prematurely movement its stop mini must the of top on or over, through, legally move mini can obstructing object. Establish Cohesion: Establish the with leader in cohesion the unit not are that unit moving leader (seeunit » type perform can each unit move, a standard to addition In follows: as moves, typesother of » » » » perform to a unit for possible is it activation, During a unit’s Adjust Movement Tool: Movement Adjust they as desire. it bending joint, its at tool movement mini the which along a path tool creates movement The move. will Move: Partial Execute Full or move. partial or full » » • 5. • • 3. 4. 2 ierce ”; if it’s a ranged attack, the the attack, a ranged it’s : 󲉣󲉣”; if (Pierce cannot be used against you.) used against be cannot (Pierce er B HERO OF THE REBELLION THE OF HERO 2, P Luke Skywalker Luke • (Perform a move during which which during a move (Perform act ightsa (While defending, if you spend a dodge a dodge spend you if defending, (While (After you perform a move action, you may may you action, perform move a you (After P L m s i ’ Melee Weapon token, you gain "� gain you token, attacker suffers 1 wound for each � rolled.) each for wound 1 suffers attacker Jump 1 Jump 󲊂󲊂 Charge Deflect Pierce Immune: you ignore terrain that is height 1 or lower. lower. or 1 is height that terrain ignore you action.) move a as treated is This perform a free melee attack action.) attack melee perform a free nakin a 160 Vehicles , Unit

, Weapons , ) is a melee a melee ) is ≫ Melee Troopers

, , The player places the movement tool placesmovement the player The The player chooses a movement tool. chooses movement a player The The player places one end of the end one places player The Dice , Notch The player places one end of the end one places player The , Base Attack WEAPON Unnotched Base: Unnotched of unit the portion any against flush tool movement base. leader mini’s Base: Notched base. the vehicle’s of notch the front into tool movement unit’s card. When a unit performs a standard move, it it move, a standard performs a unit When card. unit’s than less or equal to a value with tool uses a movement speed. maximum its Each unit has a maximum speed of one, two, or three, three, or two, speed one, of a maximum has Each unit the on bars red of a number by represented which is » » » » » Place Movement Tool: Place Movement the base: type to of base, according unit’s the moving against Take Movement Tool: Movement Take » To perform a standard move, a player performs the performs a player move, a standard perform To steps: following The primary way that units move is by performing a move move a by performing is move units primary that The way a performs action, it a move performs a unit action. When clamber. or climb, pivot, reverse, move, standard Repulsor vehicle minis are connected to medium, large, or or large, medium, to connected are minis vehicle Repulsor stands. plastic clear bases by notched huge Trooper minis are affixed to small round bases.round small to affixed are minis Trooper huge or large, to medium, affixed are minis vehicle Ground bases. notched Each mini is affixed to a base and is part of a unit. part isand to a base Each affixed mini is be added to different attack pools. attack be different added to pool a as be attack in the same cannot weapon A melee weapon. non-melee If a unit has multiple minis each using a melee weapon, each weapon, a melee using each minis multiple has a unit If be the added to must name the same with weapon melee may names different with weapons pool. Melee attack same 2. 1. • • MOVEMENT ways. multiple in the battlefield about move can Each unit Related Topics: Topics: Related • • • • MINIATURE “mini.” as a abbreviated often a miniature, is sculpt Each plastic Related Topics: Topics: Related • • A weapon with a red melee icon ( icon melee a red with A weapon be used only during can weapons Melee weapon. attacks. melee MELEE MELEE 34 Rules Reference • • • • • • MOVEMENT SUMMARY GROUND • • • • • TROOPER • • • • leader’s mini. that is to equal or less than move onto or over apiece of aterrain that has aheight While performing astandard move, aground vehicle can enemy ground vehicle minis. A ground vehicle minicannot move through or friendly » trooper minis by moving through them. A ground vehicle minican displace and friendly enemy A ground vehicle minican reverse. the A ground vehicle minicannot climb or clamber unlessit has enemy repulsor vehicle minis. A ground vehicle minican move through and friendly toequal or less than height 2. A trooper minican clamber to move onto terrain that is to or less than height 1. A trooper minican climb to move onto terrain that is equal toequal or less than height the of unit the leader’s mini. move onto or over apiece of terrain that has aheight that is While performing astandard move, atrooper minican ground vehicle minis. A trooper minicannot move through or friendly enemy trooper minis and repulsor vehicle minis. A trooper minican move through and friendly enemy to leavebase battlefield, the that unit is destroyed. If aunit performs leader amove that causes any of part its entering into amelee with that enemy unit. unitif the performing move the has amelee weapon and is A minican move into contact base with an enemy minionly move.the positions and move out them of way the performing while that prevent tool the from lying flat, or markthe objects’ battlefield,the the playercan holdthe tool above any objects While moving aunit, ifamovement tool cannot lieflat on directly placed atbe its destination. final along path the created by movement the tool, minican the obvious moving unimpeded while that be miniwill the While performing astandard move or areverse, ifit is » a trooper minithat is engaged. A ground vehicle minicannot move through or displace climbing VEHICLE MOVEMENT SUMMARY vehicle keyword. half

the height the of unit the Unit Premeasuring Terrain Move Compulsory Related Topics: • • • • MOVEMENT SUMMARY REPULSOR Reverse Related Topics: • bases. their Some units, notably vehicles, have front and rear notches on NOTCH Related Topics: token.dodge an attack, ifit spent at least one token, dodge it gains one After aunitthat thehas NIMBLE 10 . » compulsory would overlap one or more trooper minis during a When arepulsor vehicle mini’s final movementposition leader’s mini. a height that is to equal or less than height the of unit the mini can move onto or over apiece of aterrain that has While performing astandard move, arepulsor vehicle A repulsor vehicle minicannot reverse, climb, or clamber. A repulsor vehicle minican move of through types units. all » » on base. the places movement the tool into either front the or rear notch When aminiwith anotched performs amove, base aplayer , » » » Vehicles performing any move other than acompulsory move. Repulsor vehicles cannot displace troopers when movement tool. frontthe notch of mini’s the onto base end the of the mini’s When base. finishing full they reverse,place a ofstart movement the tool into rear the notch of the When performing by areverse, begin placing they the of movement the tool. place rear the they notch of mini’s the onto base end the notch of mini’s the When base. finishingmove,full a placing of start the movement the tool into front the When performing astandard move, by begin they , , Jump X(Unit Keyword) Vehicles , , Withdraw Reverse move, minis are those displaced.

Actions (UNIT KEYWORD) Base Abilities

, VEHICLE Difficult Terrain , , Cohesion Speeder X(UnitSpeeder Keyword) nimble , , See , See , Barricades Attack “Vertical Movement” on page keyword defends against , , , Firing Arcs Notch Dodge

, , Displacement Base , Open TerrainOpen , Climb and Clamber , Movement , , Troopers Impassable , Pivot , , , , Rules Reference 35 Order Order , , Command Command . , 8

. Issuing Orders Issuing 8 , Activation Phase Activation Impassable Terrain Impassable , , Commander , 22 Activating Units Activating Difficult Terrain Difficult

POOL “Additional Terrain Rules” on page page on Rules” Terrain “Additional page TERRAIN

, See Rank Then, the player activates a unit with a rank that a rank that with a unit activates player Then, the they took. token the order on the rank to corresponds When using custom terrain, it is important to define define to important is it terrain, custom using When type to unit each relates it as terrain ofthat the difficulty the game. the beginning to of prior , Command Phase , » » When activating a unit during the Activation Phase, a player a player Phase, the Activation during a unit activating When their from random at token order choose take an can to pool. order » pool by their order create players that recommended is It container; bag or opaque in an tokens their order placing placing pool by their order also can create players however, near stack in a randomized facedown tokens their order the battlefield. a of the rank match does not that a token draws a player If the order from removed is token that in play, they have unit drawn. is a newpool one and Units can move through open terrain unimpeded. terrain open through move can Units a depends on open is terrain of piece a not or Whether See vehicle). repulsor or vehicle, ground type (trooper, unit’s page on Rules” Terrain “Additional trooper for terrain is difficult a barricade example, For repulsor and ground Both units. vehicle for not but units, incurring without barricades through move can units vehicle penalties. any » Related Topics: Related Cards Tokens Related Topics: Related Movement ORDER pool order an creates each player Phase, During the Command issue did not the player that tokens the order of consists that card. their command while resolving • • • OBSCURED on See “Cover” OPEN doesnot that the battlefield of area Open any is terrain movement. hinder • •

Token Objective Unclaimed Objective Objective Objective Objective , See , ,

, See “Setup” on on , See “Setup” Token Claimed Objective Winning the Game Winning , Defining Defining the Battlefield Defining Defining the Battlefield , , TOKENS CARDS Winning the Game Winning

, . Battlefield Battlefield Victory Tokens Victory

6 , page Victory Tokens Victory removes or moves the unit leader, they flip the objective objective theythe flip leader, the unit moves or removes in base contact it place side and unclaimed its to token on the remains token objective The leader. the unit with again claimed can be and placed it was where battlefield as normal. claimed side and places it in base contact with the unit the unit with in base contact it places side and claimed with the in base contact remain will token The leader. unless the the battlefield, around moves leader it as unit defeated. is or leader panicked becomes unit token objective leader a claimed with unit a player’s If player that before defeated, is or panicked becomes Only a unit leader can claim an objective token. To claim claim To token. objective an claim leader can a unit Only be in base contact leader must a unit’s token, objective an token. the objective with player that token, objective an leader claims a unit When to side the its unclaimed from token objective the flips , Troopers . , 6 » » » as described card. as the objective by If the objective card does not specify that objective tokens specify tokens does objective not card that the objective If Instead, this be game. claimed cannot tokens becan claimed, serve or purposes, other areas used mark to are these tokens » » claimed by units. To claim an objective, follow these rules: follow objective, an claim To units. by claimed » Each objective token has two sides, a claimed side and an an side and sides, a claimed two has token Each objective side. unclaimed be can specify tokens objective cards that objective Some Miniatures can move through but but through move can Miniatures tokens. objective overlap cannot describes how victory tokens are earned or the game is won. is the game earned or are victorydescribes how tokens controlling those objectives. controlling which box, a “Victory” contains card Each objective battlefield during during setup. battlefield objective describes place to where card Each objective or claiming by victory gain tokens players how and tokens Players determine an objective for a game while the defining game a for objective an determine Players Cards on “Setup” Related Topics: Related • • • • to place objective tokens on the on tokens objective place to objective claim can Players battlefield. earn victory to points. tokens OBJECTIVE instruct players cards objective Many page Related Topics: Related Tokens • • Objective cards determine the objectives that players are are players that the objectives determine cards Objective a game. during for battling • OBJECTIVE 36 Rules Reference • battlefield.the can become panicked and attempt to flee If aunit receives much too suppression, it PANIC Pool Cards Related Topics: • • • • • • activate units. their Players order these use tokens to matches its both faction and its rank. unitEach has an order token that ORDER » courage value, that unit is panicked. that is to equal or greater than double its unitthe has anumber of suppression tokens After thestep “Rally” of aunit’s activation, if battlefield, the Endor in Phase. that not does match rank the of any unactivated unit on the game, either an when order token is drawn from pool the When aunit is defeated, its order token is removed from the game round. order token indicates that unit the has activated during this is facedown and its faction sideis faceup. This facedown order token near that unit on battlefield the so its rank side After a player activatestheir unit,that they place unit’s unit with amatching rank that not does have an order token. order token from order their and pool activates afriendly unitfriendly with afaceup order token or arandom takes Activation the During Phase, aplayer either activates a player’s order pool. player places any order tokens not on battlefield the intothat After issuing orders to unitsCommand theduring Phase, a is faceup. to that unit; player the places order the token its so rank side order token displaying that unit’s rank on battlefield the next to aunit by playing acommand card, that player places an Command the During Phase, aplayer when issues orders showing is faceup. ( support commander ( orderthe token depicts unit’s the rank: or Alliance. Rebel The side other of unit’sthe Empire faction:Galactic One sideof an order token depicts , » Rank , Command Phase Command when checkingwhen ifit is panicked. thatuse commander’s courage value instead of its own If aunit is at range 1–3of commander, a friendly it may ⊅ ), or heavy (

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• • • • • (Unit Keyword) Related Topics: • keyword can cancel up to xblock ( attackwhose includes pool aweapon that has the “Modify the During Defense Dice” step of an attack, aunit (WEAPON KEYWORD) PIERCE Movement Clamber and Related Topics: • A panicked unit cannot actions. perform free unit is no longer panicked and removes its panic token. tokens to equal or greater than double its courage value, that If apanicked unit no longer has anumber of suppression unit leaves leader battlefield, the the unit is defeated. minis unit inthe are incohesion placed as normal. If the Afterthe unit is leader moved, however, any remaining that avoids terrain, unit the should move along that path. battlefield more efficiently bymoving along an indirectpath to that which unit is closest. If aunit can move offthe movementthe tool direction inthe of battlefield the edge possible. Thatthe unitis, must movethe entire length of attempt to move off battlefieldthe of asefficiently as When performing its move action, apanicked unit must battlefieldedge. and that action must amove be action toward nearest the panicked, it can perform only one action instead of two, After thestep “Rally” of aunit’s activation,that if unit is remainwill with unit the as it moves around battlefield. the token is on placed battlefield the thenear unit leader and When aunit becomes panicked, it gains apanic token. The used so far. so used rolled by the defender since only 2of its original dice, and the attacking unit can cancel 1more block ( guardian uses guardian results. After converting and another enemy unit uses For example, aunit with results rolled by defender. the unused as blank results. After using x results on defense dicerolled by aunit using the The move offbattlefieldthe mustclamber when doing so. A panicked unit that is compelled to move to vertically keyword. When doing so, treat canceled block ( pierce x pierce , pierce x Suppression , has rolled 2block ( suffers 2 wounds. Now the defender rolls defense Commander to cancel the 2block ( ,

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≠ ≣ , ) ) Rules Reference 37 ), ≣ Dice , Command Phase , . 12 . 20 page page Command Cards

: Range 2 : Range 3 : Range 4 : Beyond range 4 : Beyond range : Range 1 ≭ ≮ ≯ ≰ The beginning of the range ruler has a flat, raised end. a rulerhas flat, of range the The beginning section the ruler. plastic of entire an is segment Each range the touches to the the mini being base measured of If ruler without segments betweenraised range line two that segment range the lower at the mini is it, crossing separates. the line ≬ If both players reveal a card that has the same number number the same has that a card reveal both players If a rolls counter the round who has the player pips, of ( a block is the roll of the result If die. defense red Otherwise, their opponent priority. has player that has priority. » » » » » » » » » » » » » Players measure range using the range ruler. The range ruler range The ruler. the range using range measure Players equal The length. beginning of segments four of consists represents segment 1, the second range represents segment 2, etc. range » » ruler so its the range places a player range, measure To range the the mini that base part of of beginning touches range the points player Then, the from. being measured is the to; being measured is range the mini that ruler toward the segment to corresponds that the range is range measured the the of a portion ruler the beginning to of closest that in. is to the mini beingbase measured of » icons: as cards on presented are weapons for Ranges » » first card command their resolves priority with player The during turn takes the first and Phase theCommand during Phase. the Activation Range is the distance between two miniatures on the battlefield. on between miniatures two the distance is Range • • • • Topics: Related PROMOTE on See “Commander” RALLY on Phase” See “Activation RANGE , in 0 Notch , Range , Movement

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, Issuing Orders Issuing 16 , precise x precise X (UNIT KEYWORD) X (UNIT page Attack Abilities Full Pivot (Unit Keyword) (Unit Pivot Full keyword allows a unit to reroll additional dice additional reroll to a unit allows keyword Vehicles , precise x precise When players reveal their command cards during the during cards their command reveal players When the fewest has whose card the player Phase, Command priority. has pips of number unit that has the has that unit dice. attack x additional to up reroll can unit that During the “Reroll Attack Dice” step of an attack, when a attack, an of step Dice” Attack During the “Reroll triggers by pivoting. triggers by A unit can pivot while in difficult terrain without suffering suffering without while terrain in difficult pivot can A unit penalties. any effect game that moving, by a unit effect triggers a game If mini in the unit must pivot so the orientation of its base its of so the orientation pivot must mini in the unit base. leader’s the unit of the orientation matches should remain in place throughout the pivot. throughout in place remain should each miniatures, multiple contains unit a notched-base If either direction. either the base around leader’s the unit rotates a player pivot, To base leader’s of unit the point center The point. center base’s When a mini pivots, that mini can rotate its base up to 90 to base up its rotate mini can that pivots, a mini When • Command cards grant players priority based on the number of of based the number on priority players grant cards Command card Each of card. the corner in the upper-left presented pips pips. four to zero has PRIORITY only during that unit’s activation. unit’s that during only Topics: Related PREMEASURING Movement time. any ruler at the range with measure can Players freely adjusted leader and a unit’s be can placed against tools Related Topics: Topics: Related The token. aim an spends when it • PRECISE PLAY AREA on See “Battlefield” Related Topics: Topics: Related Leader Unit • • • • A pivot is a type of movement that allows a mini with a notched a notched mini with a allows that movement a type is of A pivot base. its of the orientation base change to • PIVOT 38 Rules Reference Weapons Related Topics: • • duringused ranged attacks. a ranged weapon. Ranged weapons can only be A weapon with ablue range icon ( RANGED Weapon Destroyed Related Topics: • • • non-ranged weapon. A ranged weapon cannot same in the attack be as a pool with different names may be added to different pools. attack must to same added the attack be Ranged weapons pool. ranged weapon, eachranged weapon with same the name If aunit has multiple minis each using a » » » The following terms whenare describing range: used duringtime game. the Players range can the use to measure ruler distance at any should not factor width the or thickness of ruler. the player should player asingle the edge of use range the ruler; When aplayer is measuring using range the ruler, that » » » » » » » » » specified range.specified and end the ruler of segment the that corresponds to the miniature’s first the segment is between base the rangeof Beyond: - to that range. miniature’s is inside segment base the that corresponds Within: - to that range. measuredbeing is inside segment the that corresponds thatbase is closest to from object the range which is At: maximum range. minimum range and to equal or less than weapon’s the at arange that is to equal or greater than weapons’ the To aweapon use during an attack, aunit’s target must be its minimum and maximum range. If only asingle range is presented on aweapon, it is both weapon is that weapon’s maximum range. minimum range; second the range presented on a The first range presented onaweapon that is weapon’s - - , Unit Leader ,

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Rules Reference 39 , Weapon , Disabled , Disabled , Dice , If the result is a defense surge surge defense a is the result If , Difficult Terrain Difficult

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all cancel defending, (While If the result is a blank, that vehicle performs one fewer fewer one performs vehicle that a blank, is the result If activation. its action during Damaged: a player When token. a damaged gains and damaged die. defense a white they roll unit, a damaged activates ightsa ing » L s following results: following » When a vehicle suffers wounds, if this causes it to have have to it if causes this wounds, suffers a vehicle When value, resilience its exceeding or equal to tokens wound of the one suffers die and defense a red rolls player that A vehicle unit’s resilience is indicated by by indicated is resilience unit’s A vehicle icon. the resilience to next the value A unit that has already performed a free attack action during action during performed a free attack already has that A unit action. attack another perform cannot activation its A unit that has already performed an attack action during its its during action attack performed an already has that A unit action. a free perform attack cannot activation This attack action is a free action and therefore does not doesnot and therefore is a action action free attack This actions. two the unit’s of one as count action and therefore does not trigger abilities that occur that trigger does abilities not therefore action and performed. are actions recover after Unit abilities and other game effects can allow units to units effectsallow can game other and abilities Unit specifically effect to instructs a game a unit If recover. recover a performing than is different effect that recover, ’ PPL 󲉠󲉠 results.) Climbing Vehicle Expert Climber Armor defense dice or suffer wounds.) suffer or dice defense for the purposes of vertical movement.) vertical of purposes the for ra uke • • RESILIENCE each on presented attribute Resilience an is card. unit vehicle’s See “Vehicles” on on See “Vehicles” REPULSOR VEHICLES REPULSOR Related Topics: Topics: Related Movement • • action, it may perform a free attack action. a free perform attack may action, it • (UNIT KEYWORD) (UNIT has the that a unit After RELENTLESS RELENTLESS Related Topics: Topics: Related • A unit can recover by performing a recover action. When a unit a unit action. When a recover performing by recover can A unit unit that from tokens all suppression removes a player recovers, cards. upgrade exhausted the unit’s all readies of and RECOVER Lg 55 40 Rules Reference Terrain Rules” on page Cover Related Topics: • defender’s cover. with the “Apply the During and Dodge Cover” step of an attack, aunit (UNIT KEYWORD) SHARPSHOOTER X “Setup”See on SETUP Round” on Phase Related Topics: • • current game round. The round counter trackthe to is used ROUND page Victory Tokens Phase Related Topics: • • Phase. End following order: Command Phase, Activation Phase, and A single game round consists of three phases resolved inthe ROUND light cover. token that attacked is by aunit with For example, aunit with heavy cover and asuppression heavy cover), before subtracting cover values. When determining cover, addcover values (not exceeding priority. has opponent roll is ablock ( round counter rolls ared defense die. If result the of the that has same the number of pips, player the has who the Command the During Phase, players if both reveal acard opponent.their that player round the passes counter to is number the of next the round. Then, display next the that highest number; has round the counter rotates it to End the Phase,During player the who Game rounds are tracked using round the counter. wins earlier. The game ends after the sixth unlessround aplayer 2 , , ,

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Movement Defeated keyword can can keyword , 8 , . Unit Rules Reference 41

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Token Suppression Movement , to perform Free Actions Free keyword. , any effects that trigger effects that any

steady Attack , relentless before Free Actions Free , keyword performs a move a move performs keyword Actions Attack , , steady Troopers , (UNIT KEYWORD) (UNIT Abilities Actions

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spray Dodge , Miniature , A unit cannot have more than one standby token. standby one than more have cannot A unit performed an attack during its activation. its during attack performed an a performs or token a suppression gains unit a trooper If tokens. all standby discards it action, an or attack, an move, A trooper unit cannot perform a standby action if it has has action if it perform a standby cannot unit A trooper A unit using the using A unit the friendly units. of one This effect is different than performing an aim action, and aim an action, than performing is different effect This aim occur after that trigger does abilities not therefore performed. are actions no actions left and with no free actions available, the AT-RT AT-RT the available, actions no free and with left actions no activation. its ends For example, during its “Perform Actions” step, a disabled a disabled step, Actions” “Perform its during example, For AT-RT the is disabled, it Because move. to decides AT-RT Then, with move. perform the to order in actions two spends • • move action. move • After an enemy unit attacks, moves, or performs or performs moves, attacks, unit an enemy After a of sight of in line 1–2 and range at is unit action, if that an spend may unit trooper that token, a standby with unit trooper a free or action a free perform attack to token standby that To perform a standby action, a player places a places a player action, a standby perform To near the trooper the battlefield on token standby action. the standby performing is leader that unit A trooper unit can perform the standby action if it if it action the perform standby can unit A trooper activation. its during attack performed an not has STANDBY pool when targeting a unit that comprises three minis. three comprises that a unit targeting when pool Topics: Related Sight that weapon. the has a weapon if example, For attack the to dice attack black three contributes it icon, die attack that has thethat of the number times equal to of dice a number its contributes themini using of sight of in line are that in the defender minis SPRAY (WEAPON KEYWORD) SPRAY (WEAPON the has that A weapon a weapon a mini adds When miniatures. multiple comprise that • Topics: Related • up to x friendly units at range 1. Each chosen unit gains one one gains 1. Each unit chosen range at x friendly to units up token. aim SPOTTER X X SPOTTER the with a unit action, a card As Related Topics: Topics: Related Disabled 42 Rules Reference token. the After defending against an attackthat includes a weaponwith (WEAPON KEYWORD) SUPPRESSIVE Suppressive (Weapon Keyword) Actions Attack Related Topics: • • • • • • • the tokenthe from battlefield the and places the it in supply. To remove asuppression token from a unit, aplayer takes suppression tokens. token from unit eachfriendly that has one or more End the Phase,During eachplayer removes one suppression » unit gains one suppression token. If avehicle minidisplaces atrooper, displaced the trooper’s » » suppression token. one hit ( After an attack,the if attack dice produced at least » becomes panicked. to or greater than double its courage value, that unit If aunit has anumber of suppression tokens that is equal » defense surge ( token is removed from that unit for each block ( suppression token that unit has. Then, one suppression controlswho that unit rolls one white defense diefor each step “Rally” the During of aunit’s activation, player the defending against ranged attacks. assigned to it, that unit improves its cover by one when If atrooper unit has one or more suppression tokens suppressive » » » » » , was displaced. due to displaced being evenifmore than one of its minis A unit cannot gain more than one suppression token not suffer any wounds. ( The defender gainsthe suppression token hitevenall if action is resolved. The defender gainsthe suppression token after the attack panic token. value, that unit is no longer panicked and removes its tokens to equal or greater than double its courage If apanicked unit no longer has anumber of suppression two (plus any number of actions). free value, aplayer can perform only one action instead of assigned to it that isto equal or greater than its courage activation, ifit has anumber of suppression tokens “Perform the During Actions” step of atrooper unit’s Courage , ≠ Inspire X(Unit Keyword) ) or ( critical ≠ ) or ( critical ,

keyword, defender the gains one suppression Actions Cover � ) result roll the produces. ≡ , ) results are canceled and evenifit does Dice , Activating Units ≡ ) result, defender the gains a , Displacement , Troopers , Movement , , Unit Activation Phase , End Phase End , Panic , 44 Vehicles u ≣ narme reroll up to 1additional die.) Precise 1 , ) or Recover , D Free Free 40 (When you spend an aim token, u Stormtroopers , narme Nimble more dodge tokens, gain 1dodge token.) , D 160 (After defending, if you spent 1 or • other icons after making attack or defense rolls. has no inherent effect, butsome unitscan change surges into Surges are icons that appear on attack and defense dice. Asurge SURGES Suppression Related Topics: • • • Range Related Topics: • • one token. dodge upchoose units to xfriendly at range chosen unit 1.Each gains As a card action, aunit with the (UNIT KEYWORD) COVER XTAKE Dice Related Topics: • a Rebel Troopers nakin perform afreeperform melee attack action.) Thisis treated asa move action.) you ignore terrain that height is 1or lower. Immune: Pierce Deflect Charge 󲊂󲊂 Jump1 attacker suffers 1 wound for each � token, you gain "� conversion chart that indicates that whether unit can unitEach card contains an offensive and adefensive surge defender the onlypool, still gains one suppression token. suppressivethe keyword are included same inthe attack Suppressive gains asuppression token. Thus, theonly defender that the weapon against was used that includes aweapon with the The effect of attack.the to any other suppression tokens defender the gains from The suppression token gained by as one of units. friendly the A unit using the actions are performed. therefore not abilities does trigger that after dodge occur This effect isdifferentperforming action, dodgethan a and ability’s text. abilities.within described that effects These specifically are Surge results can have additionalthrough effects the use of » » associated surge result. conversion charts are blank, that unit cannot convert the convert surge icons to other icons. If either of aunit’s surge , » » ’ i s m Resilience L e P (After you a move perform action, you may indicated on surge their conversion chart. ( � indicated on surge their conversion chart. results to hit ( ≢ (While defending, if you spend adodge ightsa act -11 B -11 � (Perform amove during which • : Attack surge. Some units can change attack surge ( : Defense surge. Some units can change defense surge Luke Skywalker 2, P 2, ) results to block ( HERO OF THE REBELLION L B aster , er (Pierce cannot be against used you.) Weapons :󲉣󲉣”;if it’s aranged attack, the ierce

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page

, See unhindered Movement , . 8 keyword is not slowed slowed not is keyword , See “Card Anatomy” on on Anatomy” , See “Card Difficult Terrain Difficult , ). 4 unhindered CARDS page Abilities Cards Upgrade

Commander Commander Corps Special Forces Support Heavy • • • • • This number includes the unit leader. unit the includes number This or army an used is building value when This point players ends, when the game if, a winner determining victory of tokens. equal number an gained have » » » upper-left in its displayed value a point has card Each unit corner. » Each unit has a corresponding unit card (see “Card (see “Card card unit a corresponding has Each unit on Anatomy” the of one by indicated which is a rank, has Each unit the of corner in the upper-right presented symbols following card. This rank. its below presented a number has card Each unit comprises. unit that minis many how indicates number Each unique unit and upgrade card is identified by a identified is card upgrade and unit Each unique card. its on name its of (•) in front bullet the share that cards more or two include cannot A player in their army. name unique same ⊅ ≱ ≲ � ≳ . • UNIT a as functions that minis collection of or a miniature is A unit group. fighting single • • • UNHINDERED UNHINDERED KEYWORD) (UNIT the has that A unit has the that When a unit terrain. difficult by speed its for reduce does not it a move, performs keyword terrain. difficult through or into, of, out moving Topics: Related page on Rules” Terrain “Additional UNIQUE unique specificcharacters, represent upgrades and units Some units. one-of-a-kind or weapons, • • Topics: Related 4 • • • • • , , , Line , See , Weapons , Standby , Pivot Engaged , Withdraw , . , 8 Panic , . 8 Climb and Clamber and Climb Full Pivot (Unit Keyword) (Unit Pivot Full page , , Movement , Base

Unit Leader Unit , Displacement , Movement Attack , , , Unit , keyword, the player who performed the the player keyword, Cover , Barricades Abilities

Miniature , Vehicles , Courage , tow tow Melee , Troopers can move through repulsor vehicles, but but vehicles, repulsor through move can Troopers vehicles. ground through move cannot troopers. other through move can Troopers Troopers can climb and clamber. and climb can Troopers reverse. or pivot cannot Troopers » » » » Trooper minis do not block line of sight. of line block do not minis Trooper Troopers do not obscure other minis and do not do not and minis other obscure do not Troopers cover. provide Troopers can be in a melee, and if they are in a melee with with in a melee if they are and be can in a melee, Troopers can units trooper Only engaged. they are trooper, another be engaged. » » » » before it panics or is suppressed. is or panics it before follows: as are rules movement The trooper beneath that unit’s artwork. unit’s that beneath the which determines value, a courage Each has trooper trooper be that can to assigned that suppression of amount Each unit’s type or subtype is presented on its unit card card unit its on presented is subtype type or Each unit’s of Sight of Suppression page on Rules” Terrain “Additional • Topics: Related Cohesion • • • • A trooper is a unit type that consists of one or more miniatures miniatures more or one of consists type a unit that is A trooper base.round small to a affixed • TROOPERS Related Topics: Related Keyword) X (Weapon Impact After a vehicle is wounded by an attack that included a weapon weapon a included that attack an by wounded is vehicle a After the with wounded. was that the vehicle with a pivot performs attack TOW CABLE CABLE TOW KEYWORD) (WEAPON See “Additional Terrain Rules” on on Rules” Terrain See “Additional TERRAIN 44 Rules Reference Order Tokens Related Topics: • • • • additional troopers that enhance units. Upgrade cards represent elements like gear, weapons, and UPGRADE Rank Battlefield Clamber and Related Topics: • • One miniineachunit is unit the leader. UNIT “CardSee Anatomy” on UNIT CARD Building” on Unit Leader beneath that unit’s artwork. unit’sEach or type subtype is presented on its unit card » » unitEach has one unit leader. unit can equip one upgrade card that has matching the icon. of upgrade icons. For eachicon on aunit’s upgrade bar, that unitEach card has an upgrade bar that contains anumber determines that upgrade’s type. upgradeEach card contains an upgrade icon that unit leader. For units that consist of asingle mini, that miniis the indicator of leadership. sculpted to depict arank insignia,pauldron, or other The unit is leader represented thatby amini been has » » , Unit For units with only one mini, that miniis unit the leader. pauldron, or other indicator of leadership. mini that sculpted to has depict been arank insignia, For trooper units, unit the is represented leader by a • Heavy Weapon • Hardpoint • Command • Force • Personnel , , Line ofLine Sight , See “Card, See Anatomy” on Wounds LEADER , page page , Cover Rank Activating Units Cohesion 5 . , ,

Unique Cards Defeated CARDS , page page Movement ,

Commander 4 , and “Unit” on Displacement ,

Attack , , Troopers Premeasuring • Pilot • Comms • Grenades • Gear page page , ,

Factions Cohesion 4 , See “Army, See , , page page Leaving the Vehicles , , 43 Miniature , Range Climb . , Unit , , , • • • • affixed to medium, aeither large, or huge base. A vehicle is aunit that type consists of one or more miniatures VEHICLES 4 Cards Card Actions Related Topics: • • • , See “Army, See Building” on Some upgrade cards feature heavy the weapon ( » » » restrictions.those Side only.” When equipping upgrades, players must obey such as “Stormtroopers only,” “Light Side only,” or “Dark Some upgrade cards have restrictions card intheir text, » » is destroyed. before it is damaged, disabled, or one of its weapons amount of wounds that assigned to can that be vehicle vehicleEach has aresilience value, determines which the beneath that unit’s artwork. unit’sEach or type subtype is presented on its unit card There aretwo subtypes of vehicles: repulsor ground.and card free the action ( Some upgrade cards contain card free actions, indicated by card action ( Some upgrade cards contain card actions, indicated by the may that use weapon attacking when enemy. the not addany minis to aunit; miniinthat instead, unit every ( Some upgrade cards feature hard the point ( » personnel ( ≾ » » » » » » , ) icons; are these weapon upgrades. These do upgrades Unit upgrades with a“Light Side only” restriction. Only units of Alliance faction can Rebel the equip upgrades with a“Dark Side only” restriction. Only units Empire of Galactic the faction can equip only” card). unit named “Stormtroopers” can equip a“Stormtroopers can equip upgrades restricted to aunit name (e.g., only a Only aunit that has name the indicated restriction inthe army.their may spendpoints to equip upgrade cards to units the in lower-right corner. When building an army, aplayer upgradeEach card has apoint value displayed inits upgrade card. A unit cannot equip more than one copy of same the their own.their are equipped to, but may have an additional weapon of wound threshold, and weapons of unit the card they always minis These them. sharethe defense value, unit, represented by unique sculpts to identify easily Troopertrooper minis upgrades addspecific to a , Vehicles , Keywords ⊁ ⊂

Abilities ) icons; are these trooper upgrades. ) icon. , Weapons ⊃ , , Miniature page page ) icon. Card Actions , See “Card, See Anatomy” on 5 . , Recover , Exhaust , Troopers ≸ , ) or grenade Factions ⊀ ) or , Unique page page , Free Free Rules Reference 45

, , , Token Weapon Winning Winning Destroyed , Attack equal to the equal to , keyword is is keyword Upgrade Cards Upgrade impact x impact , Objective Tokens Objective “Resilience” on on “Resilience” , Impact X (Weapon Keyword) X (Weapon Impact Resilience , , Armor (Unit Keyword) (Unit Armor , Dice , weak point x: rear DESTROYED Wounds

, Firing Arcs Firing , Attack Objective Cards Objective Abilities

Dice , Weapons , ). A unit cannot use a weapon that has a weapon destroyed destroyed a weapon has that use a weapon cannot A unit it. on token 39 » Each weapon has a name and an icon that indicates if it is a is if it indicates that icon an and a name has Each weapon weapon. melee or ranged be can which it at ranges more or one has Each weapon used. can it dice that colored of a number depicts Each weapon pool. attack an to contribute When a vehicle unit’s weapon is destroyed, destroyed, is weapon unit’s a vehicle When that placed on is token destroyed a weapon or card upgrade corresponding weapon’s section the vehicle’s of corresponding weapon’s that on card. unit » Victory tokens are gained through various card effects; most most effects; card various through gained are tokens Victory cards. objective through gained theytypically are a victoryto gain effect instructsplayer a a card When game other player’s that near a victory place token token, how all to players clear is it that a way such in components gained. has player that victory tokens many count players been by gained have that victoryOnly tokens at has each player that victory of tokens the number toward a game. of the end bottom of its unit card. card. unit its of bottom • • • Attack Pool Attack Weapons WEAPON weapons its of one have can unit A vehicle or equal to tokens wound has when it destroyed (see value resilience its exceeding page • Topics: Related Vehicles WEAPONS the at displayed are that weapons more or one has Each unit • • • Topics: Related the Game X: REAR POINT WEAK KEYWORD) (UNIT the with a unit While firing the rear leader inside is unit if the attacker’s defending, pool gains the attack the defender, of arc x. of value Topics: Related , , , Disabled , Unit Leader Unit , Movement Victory Tokens , Unit , Melee Damaged , , and “Climb and and “Climb and 10 Troopers Cover , , page Line of Sight Line of , Reverse “Additional Terrain Rules” on page page on Rules” Terrain “Additional , Cohesion , . TOKENS

, See 17 Base

Firing Arcs Firing , Resilience page , Pivot Repulsor vehicles can move through troopers and and troopers through move can vehicles Repulsor through move can vehicles repulsor Only vehicles. vehicles. ground Ground vehicles can move through repulsor vehicles but but vehicles repulsor through move can vehicles Ground vehicles. ground other not their end and through move can vehicles Ground them when displace and troopers overlapping movement so. doing Ground vehicles can reverse, but repulsor vehicles vehicles repulsor but reverse, can vehicles Ground that units the only are vehicles Ground cannot. can reverse. clamber. or climb cannot Vehicles When performing a reverse with a vehicle, a player a player a vehicle, with a reverse performing When notch. rear the vehicle’s into tool inserts the movement pivot. can vehicles repulsor and vehicles Ground When performing a standard move with a vehicle, a a vehicle, with move a standard performing When front the vehicle’s into tool inserts a movement player notch. , » » » » » » » » obscure other minis and do not provide cover. provide do not and minis other obscure sight. of line block can Vehicles Ground vehicles can obscure other minis and thus provide provide thus and minis other obscure can vehicles Ground do not vehicles cover; repulsor light with units other Vehicles can be in a melee but cannot be engaged. cannot be but can in a melee Vehicles » » » » » » The vehicle movement rules are as follows: as are rules movement vehicle The » The base of each vehicle features both a front and rear notch. notch. rear and a both front features vehicle of each The base » The base of each vehicle is embossed with lines that create create is embossed lines that with vehicle of each The base arcs. firing . as described by the objective card selected described card as the objective by the player game, a of the end At setup. during wins. victory the most who has tokens VICTORY a game during victory gain tokens Players Clamber” on on Clamber” VERTICAL MOVEMENT on Movement” See “Vertical Weapon Destroyed Weapon 8 Related Topics: Related Displacement Notch • • • • • • 46 Rules Reference • • units or by tokens earning most the victory after six rounds. A player wins game the either by defeating opponent’s their all WINNING THE Upgrade Cards Miniature Firing Arcs Related Topics: • • • • the winner.the game ends and player the tokens with most the victory is If neither player is eliminated after sixgame rounds,the eliminated from game, the and opponent their is winner. the If of all one player’s units are defeated, that player is » unit. the to specific weaponthat the card upgrade grants the to include ranges, the attack dice, keywords, and other rules option to aunit. Grenade and hardpoint upgrade cards Grenade and hardpoint upgrades addanother weapon » » weapons of unit the card are they equipped to. minis to aunit. While attacking, minis can the use these Personnel and heavy weapon upgrades can addtrooper » of that unit’s weapon keywords. backThe eachof unitcard provides reminder text foreach » weapon on either aunit’s card or an upgrade card. inherent abilities of aweapon and are presented of as part a Many weapons have one or more keywords, are which » » » » » equipped upgrade card. weapon instead of another weapon on unit their card or with agrenade or hardpoint upgrade may that use While attacking, each miniinaunit that is equipped unit’sthe other weapons instead. weapon can it, use though it may to one use choose of While attacking,sculpted only mini withthis specific the that Heavy the Weapon upgrade card grants to unit. the dice, keywords, the and to specific weapon other rules Heavy weapon upgrade cards include ranges, the attack player should refer to that keyword’s entry. glossary player has questions about how akeyword works, that remember how and to when resolve each keyword. If a for rules the akeyword. Rather, it is there to help players The reminder text is not an exhaustive description of dice in that attack pool ignore the defender’s cover. contributed dice to an attack pool, the results from all the For example, if aweapon that has the weapon that has that keyword contributed. roll affectsthe defender that in way, not justthat dice the of attack the roll affectsthe defender, the entire attack If aweapon has akeyword that changes how results the , Premeasuring , Keywords , Vehicles

Abilities , Line ofLine Sight , , , Weapon Destroyed Range Attack GAME , , Ranged WeaponRanged Attack Pool , Melee , Blast Melee Weapon , Exhaust ,

keyword keyword Troopers , , , • • • withdrawing during its activation. If aunit is inan engagement, it may exit that engagement by WITHDRAW on Round Related Topics: Related Topics: • • range. that miniature’sthe is inside segment base the that corresponds to describing range. Aunit is within a range entirety ifthe of Within on is atermused cards when and rulebook inthe WITHIN Troopers Contact Related Topics: • page page If agametriggers effect by aunit moving,that game effect its activation. It can only resolve withdraw. the actions, including actions, free or resolve any abilities during A unit that is withdrawing cannot perform any other entire activation move. to performaspeed-1 To exit an engagement, aunit must withdraw by using its » that range. that If aunit range, is within aparticular that unit at is also segments of the range ruler. the mini’s somewhere base is inside the first andsecond range For example, aunit can be within range 1–2 if the entirety of segments. A unit within can arange be that extends through multiple edge of battlefield. the A panicked unit must withdraw, moving toward closest the cannot by triggered be withdrawing. » , still resultsstill Blue inatie, the Player wins. unit and point the values of its equipped upgrades. If this defeated.point This value includespointthe value the of toequal total the point value of each enemy unit that was playerthe with highest the score wins. Aplayer’s score is If players both have an number equal tokens, of victory Round Counter , 5 , Engaged for points values.

Defeated Attack Abilities (RANGE) , Free Actions , , Victory Tokens At (Range) , , Actions

Objective Cards , Melee , Activating Units , Beyond (Range) Beyond , Movement , See “Army, See Building” , Objective Tokens , Panic , Base Base , Range , , Rules Reference 47 egion /SWL of Fantasy Flight Flight Fantasy of ® com . ames G light F antasy : Up to five special forces units. special forces five to : Up One to three commander units. commander three to One .F Up to five support units. support five to Up www ARMY Up to three heavy units. heavy three to Up : Five to ten corps units. units. corps ten to : Five Commander: Corps Special Forces Support: Heavy: • • • • • Lucasfilm Ltd. Fantasy Flight Games and the FFG logo are are FFG logo and the Games Flight Fantasy Ltd. Lucasfilm TM ⊅ ≱ ≲ © & A IS NOT THIS PRODUCT vary those shown. from may components Actual Games. YOUNGER. OR AGE 13 YEARS OF BY PERSONS USE FOR INTENDED NOT TOY. UNLIMITED ROUNDS UNLIMITED use can the end to battle a desperate play to who want Players instead, round; the sixth after end doesnot this rule. game The defeated. are units player’s when one all of only ends the game deal random a single simply 5–7 and steps skip During setup, card. deployment all of returns every player each of the end sixth round, At their to the game they during discarded cards the command resets counter round with the player Then, . command their opponent. to counter passes the round “1” and to it be can combined rounds unlimited the rules wish, for players If When a truly conflict. epic for armies grand the ruleswith for rules for use the deployment and 5-7 steps setup skip so, doing armies. grand OPTIONAL RULES both or use one to agree may players beginning a game, Before rules. optional the following of GRAND grand construct may game a larger play to who wish Players all the follows army A grand armies. standard of instead armies value point total its but construction, army rules for standard units. additional include may it 800 and of 1,600 instead is on conducted are between armies grand battles Additionally, any draw not do of setup, 5 step During a 4' x 6' battlefield. one only has player 6 each step during and cards, deployment 8, each step during Finally, a card. eliminate to opportunity of a 4’ edge 2 of range within their units deploy should player opponent. their opposite the battlefield, RANKS the following: include must army Each grand � ≳ • • • • •

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B , , HERO OF THE REBELLION THE OF HERO 2, P Luke Skywalker Luke • (Perform a move during which which during a move (Perform act ightsa (While defending, if you spend a dodge a dodge spend you if defending, (While Unit (After you perform a move action, you may may you action, perform move a you (After P ), one of the unit’s weapons is destroyed. The player’s player’s The destroyed. is weapons the unit’s of ), one , L m s i ’ � Weapon Destroyed: Destroyed: Weapon ( of one on token destroyed weapon one places opponent used.be cannot weapon That weapons. unit’s that action during its activation. activation. its action during Disabled: disabled is that A unit token. a disabled gains and a perform to actions two spend must and reverse cannot standard move. Damaged: a player When token. a damaged gains and damaged die. defense a white they roll unit, a damaged activates fewer one performs vehicle that a blank, is the result If of the attack, if it is the only wounded mini in the unit, mini in the unit, wounded the only is it if the attack, of mini in the unit. the last is if it or The unit leader cannot be chosen to suffer wounds wounds suffer to chosen be leader cannot unit The sight of in line is that mini in the unit the only is it unless » » » » token, you gain "� gain you token, attacker suffers 1 wound for each � each for wound 1 suffers attacker Immune: Pierce Charge Deflect Jump 1 󲊂󲊂 Jump you ignore terrain that is height 1 or lower. lower. 1 or is height that terrain ignore you action.) move as a treated is This perform a free melee attack action.) attack melee perform a free nakin » » » When a vehicle suffers wounds, if this causes it to have have to it if causes this wounds, suffers a vehicle When value, resilience its exceeding or equal to tokens wound of the one suffers die and defense a red rolls player that results: following A unit with at least one wounded mini is considered is mini wounded one least at with A unit wounded. wound tokens. If two or more minis in the same unit are are unit in the same minis more or two If tokens. wound be to chosen must wounds more with the unit wounded, wounds. fewer minis with before wounds suffer must be chosen to suffer wounds before minis that do not not do minis that before wounds be suffer to chosen must must it leader wounded, is the unit If tokens. wound have have not do minis that before wounds be suffer to chosen A mini with at least one wound token assigned to it is is it to assigned token wound one least at A mini with minis wounded tokens, wound assigning When wounded. During an attack, if line of sight to a mini in the defender a mini in the defender to sight of if line attack, During an mini in the that all in the attacker, minis from blocked is wounds. suffer cannot defender same unit and repeats this process until either every either until mini in this process repeats and unit same been suffered. have all wounds or defeated is the unit » suffered or that mini is defeated. If there are are If there is defeated. mini or that suffered is a mini after remaining wounds unassigned the mini from another choses the player defeated, When a player’s unit suffers wounds, that player player that wounds, suffers unit a player’s When wound assigns and unit that chooses a mini from are all either wounds mini until that to tokens a mini can suffer. If a mini suffers a number of number a suffers If a mini suffer. a mini can defeated mini is that threshold, wound its equal to wounds the battlefield. from removed and A wound threshold indicates how many wounds wounds many how indicates threshold A wound a Related Topics: Related Keyword) (Unit Resilience • • • • • Each miniature in a player’s army has a wound a wound has army in a player’s Each miniature card. unit its on presented threshold • WOUNDS 160 48 Rules Reference blocked blast range beyond battlefield battle cards contactbase base barricades B attack pool attack at range arsenal x army building armor area terrain aim activation phase activating units actions abilities A see line ofsee sight range see setup leaving deployment defining objective cards deployment cards condition cards melee notched attacking multiple units range see impact x actionsfree actions standby recover move card free free dodge card attack aim keywords cardfree actions card actions ��������������������������������������������������������� �������������������������������������������������������� see deploymentsee ������������������������������������������������������� ����������������������������������������������������� ...... ����������������������������������������������������� ...... ��������������������������������������������������� ...... �������������������������������������������������� ...... �������������������������������������������������� ...... ������������������������������������������������ ...... ���������������������������������������������� ...... ����������������������������������������� ...... �������������������������������������������� �������������������������������������������� ...... ���������������������������������������������� ...... ������������������������������������������ ���������������������������������������� ...... ������������������������������������������ ...... ������������������������������������� ����������������������������������� ...... 9 , 32 16 34 16 16 15 15 14 37 13 13 30 13 13 12 28 11 12 41 39 33 28 28 26 17 14 13 11 31 28 17 11 31 16 37 16 31 24 23 16 35 21 16 24 6 5 8 deployment deflect definingbattlefieldthe defeated damaged D cumbersome cover x cover courage convert condition tokens condition cards move compulsory components command phase commander command cards cohesion climbing vehicle climb and clamber claim charge cards anatomycard card actions cancel (dice) C buildings blue and red player example resilience see terrain types suppression panic surgessee x speeder command hand anatomycard cohesionvertical advanced cohesion movementvertical see objective tokens upgrade cards unique cards objective cards condition cards command cards largesee objects setupsee ������������������������������������������������������ ���������������������������������������������������� ���������������������������������������������������� ��������������������������������������������������� ...... �������������������������������������������������� INDEX ������������������������������������������������� ������������������������������������������������ ������������������������������������������������ ...... ������������������������������������������� ������������������������������������������ ������������������������������������������ ...... ��������������������������������������������� ����������������������������������������� ����������������������������������������� ������������������������������������������� ...... ������������������������������������ ...... ����������������������������������� ...... ����������������������������������� ����������������������������������� ���������������������������������� ...... �������������������������������� ...... ������������������������������� ...... ������������������������ 17 35 17 44 43 35 21 19 17 17 24 24 23 23 39 23 23 23 22 41 36 21 42 21 21 40 21 20 20 19 10 19 18 18 10 4 9 6 6 8 3 5 4 exhaust engaged enemy phase end E dodge displacement disabled difficult terrain dice destroyed immune: melee immune: deflect immune: blast id tokens I holes and trenches height H guardian x ground vehicles army grand golden rules game round G full pivot friendly cardfree actions actionsfree front/rearfixed: firing arcs factions F climber expert withdraw melee resilience see surges cancel weaponsee destroyed defeatedsee deflect blast vehiclessee pivot recover �������������������������������������������������������� ����������������������������������������������������� ���������������������������������������������������� ���������������������������������������������������� ...... �������������������������������������������������� �������������������������������������������������� �������������������������������������������������� ...... ������������������������������������������������� ������������������������������������������������� ...... ������������������������������������������������ �������������������������������������������� ...... ���������������������������������������������� ���������������������������������������������� ��������������������������������������������� ������������������������������������������� ������������������������������������������� ...... ��������������������������������������������� ��������������������������������������������� ���������������������������������������� ...... �������������������������������������� �������������������������������������� ��������������������������������� ...... ������������������������������������ ������������������������������������ ����������������������������������� ����������������������������������� ���������������������������������� ...... 5 8 , , 29 24 29 16 29 29 29 28 44 47 37 28 28 28 28 27 27 27 27 39 27 46 32 26 26 26 26 25 39 25 25 42 17 24 45 23 9 4 2 Rules Reference 49 8 9 8 8 9 9 36 41 21 23 25 26 29 30 35 36 36 41 41 45 45 43 43 21 25 26 34 33 40 21 29 40 11 13 26 41 41 41 41 41 41 21 36 42 42 24 42 22 10 16 25 30 35 13 , , , , , 5 9 8 8 8 ...... �������������������������������������������� ...... ������������������������������������������� ������������������������������������������� �������������������������������������������� ...... ����������������������������������������������� ...... ����������������������������������������������� ...... ������������������������������������������������ ...... �������������������������������������������������� ...... �������������������������������������������������� ������������������������������������������������������� ...... ���������������������������������������������������� ����������������������������������������������������� ...... ����������������������������������������������������� ...... ������������������������������������������������������ panic suppression ...... courage displacement engaged movement competitive terrain placement terrain competitive cover and terrain vertical movement terrain area barricades terrain difficult trenches and holes terrain impassable large objects terrain open aim condition damaged disabled dodge id ion objective order panic standby suppression victory destroyed weapon see movement compulsory move height actions token aim dodge token standby token courage panic dice tow cable tow trooper terrain typesterrain tokens speeder x spend x spotter spray standby steady suppression suppressive surges T x take cover terrain 6 7 4 2 5 40 40 22 20 12 37 13 16 46 38 38 27 39 38 39 39 44 39 39 40 35 35 22 35 47 35 36 36 21 41 36 37 16 37 37 37 , 8 ...... ����������������������������������� ����������������������������������� ...... ������������������������������������� ...... ������������������������������������� �������������������������������������� �������������������������������������� ...... ��������������������������������������� ��������������������������������������� ...... ����������������������������������������� �������������������������������������� ��������������������������������������������� ...... ��������������������������������������������� ...... ����������������������������������������������� ����������������������������������������������� ������������������������������������������������ �������������������������������������������������� ...... �������������������������������������������������� ��������������������������������������������������� ��������������������������������������������������� ��������������������������������������������������� ����������������������������������������������������� ������������������������������������������������������ ������������������������������������������������������ ��������������������������������������������������������� ������������������������������������������������������� ������������������������������������������������������� cover see vehicles summary round diagram setup battle standard at rangeat beyond range range within see exhaust see recover see battlefield see commander units see activating see cover courage suppression speed resilience disputes resolving reverse round counter round S setup sharpshooter x range ranged weapon rank ready x ready recover relentless vehicles repulsor play area value points x precise premeasuring priority promote R rally obscured terrain open rules optional pool order tokens order P panic x pierce pivot O cards objective tokens objective 8 16 34 37 34 39 34 10 46 34 34 32 32 32 16 26 46 33 33 33 17 21 25 29 31 11 44 31 31 13 30 30 30 30 30 19 20 20 31 32 29 36 30 , 8 ...... �������������������������� ...... ���������������������������� ...... ��������������������������� ...... ������������������������������������ ...... ��������������������������������������� ...... ��������������������������������������� ...... ������������������������������������������� ��������������������������������������������� ...... ��������������������������������������������� ...... ���������������������������������������������� ...... ����������������������������������������������� ...... ������������������������������������������������ ������������������������������������������������ ...... ��������������������������������������������������� ��������������������������������������������������� ...... ����������������������������������������������������� ����������������������������������������������������� ������������������������������������������������������� base terrain and movement and terrain movement trooper vertical withdraw pivot movement vehicle repulsor reverse compulsory displacement movement vehicle ground climb and clamber and climb engaged withdraw advanced melee rules melee advanced base contact see leader unit abilities height command phase command command cards command commander armor melee x pierce nimble notch N miniature movement melee weapon master of the force x the force of master melee M leader the battlefield leaving sight of line L K keywords jump x jump J issuing orders issuing inspire x inspire tokens ion x ion impact x impact terrain impassable immune: pierce immune: 50 Rules Reference unit keywords unit card unit unique cards unhindered U relentless ready x precise x nimble master of force the x jump x inspire x immune: pierce immune: melee immune: blast guardian x full pivot climber expert deflect cover x climbing vehicle charge arsenal x armor anatomy card see difficult terrain �������������������������������������������������������� withdraw vertical cohesion climb and clamber ...... ������������������������������������������� ...... ����������������������������������������� ...... 39 38 37 34 32 31 30 29 29 29 28 28 27 24 23 18 17 13 13 43 43 25 43 46 10 18 17 4 victory tokensvictory movementvertical vehicles V upgrade cards unlimited rounds unit leader steady spotter x x speeder x sharpshooter winning game the climbsee and clamber resilience notch movement firing arcs anatomycard pointweak x:rear unhindered covertake x weapon destroyed disabled damaged reverse repulsor vehicle pivot ground vehicle �������������������������������������������������� ...... ��������������������������������������������� ...... ��������������������������������������� ...... ��������������������������������������� ...... ��������������������������������� ������������������������������� ...... 39 34 27 44 44 47 44 45 43 42 41 41 40 40 46 45 17 10 23 39 34 37 34 45 25 4 withdraw winning game the weapons keywords weapon weapon destroyed pointweak x:rear W wounds within range engaged tokensvictory ranged melee tow cable suppressive pierce x ion x impact x immune: deflect front/rearfixed: cumbersome blast resilience see impact x armor see range see ...... �������������������������������������������������� ...... ������������������������������������������������ ...... ����������������������������������������������� ...... ����������������������������������������� ...... �������������������������������� 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