RULES REFERENCE VERSION 1.5.1 Effective 09.12.2019

NEW RULES ENTRIES Card Effect Trooper Inconspicuous Scatter Smoke X Wheel Mode AI: Action Counterpart Generator X Hunter Scouting Party Soresu Mastery New additions to Block Disengage Immune: Range 1 Makashi Mastery Secret Mission Surge Token existing entries are Calculate Odds Distract Weapons Scale Smoke Token Versatile marked in Blue. 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 containssection This amendments to printed materials. ERRATA 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 containssections: nine 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 LEGION rules. Before usingrules. document, this players should : LEGION . STAR WARS: PAGE PAGE PAGE PAGE PAGE PAGE PAGE PAGE PAGE 78 78 75 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

Rules Reference 3

Round Counter Token Immobilize Token Wheel Mode Charge Tokens

Movement Tools Dice Token Poison

Condition Tokens

Four-Part Range Ruler © LFL © FFG © LFL © Red and Blue Graffiti Tokens Shield Tokens

Active and Inactive Ion Token Surge Token

Battle Lines Battle Cards

15

(Choose a friendly

C-3PO

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HUMAN-CYBORG RELATIONS

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Galactic and the the and Republic Galactic

During the war between the the between war the During

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objectives that sent them to the the to them sent that objectives

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W COMPONENTS 4 Rules Reference Pips Weapon Keywords Weapon Range Weapon Name Unit Keywords Upgrade Bar Points Value Faction 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 a red 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 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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Upgrade Type Restriction Weapon Range Card Title Wound Weapon Dice Defense Die Surge Chart # ofMinis Resilience Threshold Unit Type Unit Rank Speed

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󲉠󲉠 text, as reminder text is not considered card to be text. entry.glossary Golden The not does Rule apply to reminder how akeyword works, that player should refer to that keyword’s towhen resolve eachkeyword. If aplayer has questions about keyword. Rather, it is there to help players remember how and Reminder text is not an exhaustive description for of rules the a Any parenthetical italicized text on cards is reminder text. TEXT REMINDER Rules in this Reference.rules Rules, Golden the per cardtake effects precedent overthe other is acardbecausethe effect effect itselforiginates from a card. As keywordsthese Rules inthis are Reference, described akeyword keywords, and card actions, are rules forthe card while effects; card, or battle card. Keywords, such as unit abilities, weapon textthe of acard, such as aunit card, upgrade card, command The term “card effect” refers to any effect that originates from EFFECT CARD card text is agame effect. structure thatthe of and game is the aresult everything rules of weapon keyword, or any card text. Anything that within occurs battlerule, card command effect, card unit effect, ability, duringtrigger agame of The term “game effect” refers to any instance, application, or GAME 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 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 • STAR WARS: LEGION Weapon Range Card Title Upgrade Type Restriction 2, P 2, HERO OF THE REBELLION 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. an in 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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Each army may include up to three three to up include may Each army Each army must include one to two two to one include must Each army Value Points Each army may include up to two two to up include may Each army Each army may include up to three three to up include may Each army Each army may include up to two heavy units. heavy two to up include may Each army Each army must include three to six corps six corps to three include must Each army 10 Support: units. support Heavy: operative units. operative Corps: units. Special Forces: units. special forces Each unit is one of the following ranks: the following of one is Each unit Commander: units. commander Operative:

• • • • • • • of range.

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During the Command Phase, Phase, During the Command

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© LFL © FFG � A unit’s rank is used for army building. Each army must include include must Each army building. army used is rank for A unit’s the following: RANKS army can include only units from the same faction. A unit’s A unit’s faction. the same from units only include can army its card. of corner the upper-left on found is faction There are four factions in the game: the Galacticthe in game: the factions Empire four are There the Rebel (Rebel), Alliance the Separatist and (Imperial) the Galactic (Republic). and Republic (Separatist) Alliance 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 BUILDING ≳

• • • •

• • 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 storm 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 do ifthey in that example categorythe (see below). Aplayer may also turns choosing acategory and eliminating leftmostcard the Define Battlefield: horizontal row facing blue the player’s long table edge. three cards from each deck, lining eachcategory up 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 of difficult 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, is resolved according on to rules the should made before be game; playing the while game, the cover than of half not. amini does These terrain determinations can line of sight to or half more of directly aminiplaced it behind 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 TERRAIN ADDITIONAL provide cover to that terrain mini, that while blocks less TERRAIN TERRAIN DIFFICULTY STAR WARS: LEGION page page 8 . RULES , all that, all 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 move past it. keywords, allowing on placed to them be top of terrain the or impassable terrain of hight acertain entirely, due to specific a flat themsurface to place on, someand units oftenignore units can often climb or clamber onto it, providedthere is While units cannot move through impassible terrain, trooper it would overlap impassable terrain. unit cannot perform astandard 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. vehicles, chasms, deep and other major impediments. Impassable terrain represents buildings, wrecked walls, high IMPASSABLE movement and placement of minis. elements (such as trees) that removed can be to accommodate the mounted on of abase its own, dotted with decorative terrain It isto easy determine boundaries the of area terrain ifit is terrain,this are subject to effects the the of area terrain. zone, evenifline of sight is not physically blocked by afeature of by area the terrain. Any attacks made that firethrough or into this creates athree dimensional, zone oftenthatcylindrical, is effected with highestparallel the physical feature of terrain. the This edges of terrain the and extending straight upward to apoint sizeofthe area terrain, imagine a zone at beginning bottom the than individual or objects pieces of terrain. When determining Area terrain is unique inthat it represents azone of terrain, rather 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 adapting as appropriate rules these for available their terrain. for themselves what wish battlefield their they to represent, 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

Repulsor Vehicle Movement Open Impassable Impassable Impassable Impassable Ground Vehicle Movement Open Impassable Impassable Impassable Impassable Trooper Movement Open Difficult Impassable Impassable Impassable Cover Type Light Light Light Heavy Heavy OBJECTS point total, flip a coin), players take turns placing placing turns a take players a coin), flip total, point 1 range beyond the battlefield, on terrain of piece single be placed cannot terrain If terrain. of all pieces other of the on anywhere it place may 1, the player range beyond ofpiece another touching not is it as as long battlefield terrain. proceed terrain, to up finished setting have players After setup. 4 of step The players set aside an even number of terrain pieces terrain of number an even aside set players The choosing the battlefield, of a quarter roughly cover that that some and sight will of line block that pieces some cover. provide will simply the lowest has whose army the player with Starting the same have armies (if both players’ value point total 3. COMPETITIVE TERRAIN COMPETITIVE choose to the optimal attempting armies two simulate To a in such terrain place may the players combat, for location advantage. they an believe they that willway have 1. 2. Terrain Hills and Dunes High Hedges High Dirt Walls High Stone Walls Buildings Finally, trooper minis moving inside a trench treat it as open terrain, open as it treat trench a inside moving minis trooper Finally, as it treat trench a across or of, out into, move that minis trooper but terrain. difficult 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 types.terrain 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 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 Repulsor Vehicle Movement Open Open Open Open Open Repulsor Vehicle Movement Open Open Open Difficult Ground Vehicle Movement Open Open Open Open Open Ground Vehicle Movement Open Difficult Difficult Difficult Trooper Movement Difficult Difficult Difficult Difficult Difficult Trooper Movement Difficult Light Heavy Heavy Type None Light Light Cover AND TRENCHES Cover Type Light Heavy Heavy Trenches Craters Blast Holes Terrain Walls Barricades Low Hedges Low Dirt Walls Low Stone Fences Sandbags Terrain even if the terrain does not obscure half or more of the mini. of more half or obscure doeseven if the not terrain depression is ignored when determining if a target mini is obscured. mini is if a target when determining ignored is depression this terrain type of overlapping is mini that a trooper However, cover, has example) for a trench, inside or a crater within (positioned only to trooper minis and not to vehicle minis. vehicle to not and minis trooper to only their traces from a line if the attacker cover, determining When that depression, other or trench, crater, a hole, leader through unit Depressions in the battlefield like blast holes, craters, and and trenches craters, holes, blast like in the battlefield Depressions they in that unique are but cover, with minis trooper provide can terrain. fully that within are that minis to cover provide only cover they very provide deep, are these unless depressions Generally, HOLES HOLES cover behind, but low enough for them to shoot over. This This type over. shoot them to for enough low but behind, cover can be smallthat segments multiple in found often is terrain of lines. defensive form to combined permanent defenses at an Imperial facility, barricades represent barricades represent facility, Imperial an at defenses permanent by troopers. use beenfor has specificallybuilt that terrain take to minis trooper for high enough generally Barricades are BARRICADES the to rubble of barriers made constructed hastily From and walking vehicles with legs provide light cover, while cover, light legs provide with walking vehicles and cover. heavy provide treaded vehicles wheeled or one of these units, treat the unit's base as the outer edge of the of edge base the outer as the unit's treat these units, of one the of the top mini as the unit's of the point highest and terrain emplacements creatures, Generally, cover. provides that zone When an attacker is checking line of sight, ground vehicles vehicles ground sight, of line checking is attacker an When can and terrain, area as treated are troopers emplacement and by provided cover determining When in this way. cover provide a number of terrain pieces and draw an imaginary line around imaginary an around line draw and pieces terrain of a number edges the outer determine geometry those to pieces of the outer the terrain. of Some battlefields are more complex and this type of terrain is terrain of and this type complex more are battlefields Some area an to delineate wish players If itself. the battlefield into built choose they may boundary, a clear have does not that terrain of 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 leader the of 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 unit the is on placed leader the 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 21 ). 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 eachminiin 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

20 ). Rules Reference 11 , , Keywords , ) icon, that that ) icon, ⊃ ) icon, that that ) icon, ⊂ Command Cards , Free Card Actions Card Free , Card Actions Card , Free Actions Free , Actions

Exhaust , 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 the perform same cannot unit activation. its during once can action; a unit 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 » » » » » » » » » 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 perform during 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, an dodge, performing than 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 Keywords Cards Upgrade 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 the perform 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 ( 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 • • Activation the During Phase, players turns take activating units. their ACTIVATING Suppression Actions Aim Related Topics: • • • • 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, even though 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 actionor 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 , Damaged

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

, • 3. 2. 1. 3. 2. 1. • • units.their Activation the During Phase, players turns take activating ACTIVATION Free Actions Related Topics: If more than onetakes effect place the endat of aunit’s » 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: » abilitythe during triggers step. this “when”triggers it activates or “at start” the of its activation, Start of Unit Activation: 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 order of effects. these activation, player the that controls that unit the decides » » » 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 If unit the has one or more suppression tokens, it rolls , Order Pool ≣

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 , , Order Tokens Activation Phase PHASE If unit the has an ability that � ) result roll the produces, , Panic , Courage , Suppression , Damaged , Rules Reference 13 26 (Place

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Aim 󲉢󲉢 Area Token Weapon Blast, Impact 1 Rebel Commandos only. Arm 1: Proton Charge Arm 1: Proton Detonate 1: Proton Charge Proton Charge Saboteur 󲊂󲊂 1 proton charge token within range 1 range within token charge 1 proton and in line of sight of your unit leader.) unit your of sight of line in and Add 1 proton charge saboteur mini. saboteur charge 1 proton Add Unit Keyword) Unit ) © LFL © FFG . Precise X (Unit X (Unit Precise 8 , Spotter X ( Spotter ≬≭≮≯▀ , page Dice , Attack , Actions

Ready X (Unit Keyword) Ready X (Unit , 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 » Area weapons can be used only through abilities and other other and abilities be through can used only weapons Area area weapons. specifically of the effects use that allow game 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 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 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 returned are tokens aim allDuring Phase, unspent the End to the supply. 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 the battlefield. around moves it as theunit with to gain units effectsallow can game other and abilities Unit specifically effect to instructsgame a a unit If tokens. aim 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 gain to a unit for possible is it activation, During unit’s a perform can unit that however, token; aim one than more action. aim one only tokens aim more or one spend can a unit attack, During an spent. token each aim dice for two to up reroll to » is an area weapon. When using an area weapon, weapon, area an using When weapon. area an is is that each unit against attack a separate perform the by indicated the range at and sight of in line icon. the range on number • • • • • Topics: Related Keyword) AREA TERRAIN on Rules” Terrain See “Additional AREA WEAPON ( icon range a yellow with A weapon AIM reroll them to allow that tokens aim gain can Units attack. an dice during • • • • , Free , Panic , , it may choose may , it ai Order Tokens Order Courage , , Order Tokens Order , Movement , keyword must perform one of the of perform one must keyword keyword that performs a standard a standard performs that keyword Command Phase Dodge Activating Units Activating , , , Order Pool Order as its first action. first its as , ai agile x agile Actions Actions Actions ai: action

keyword requires a unit to perform a specific perform to a unit requires keyword Suppression , keyword allows a unit to gain a number of dodge of a number gain to a unit allows keyword keyword) gains x dodge tokens. gains keyword) Issuing Orders Issuing Rank , , ACTION (UNIT KEYWORD) ACTION If a unit cannot perform one of its listed actions as its its as actions listed its of one perform cannot a unit If normal. as actions to is it perform free action, first This applies only during a unit’s activation, and has no has and activation, a unit’s during only applies This of a outside granted or actions attacks, moves, on effect activation. unit’s after listed actions multiple has a unit If perform. to which one » » » ai: action agile x agile » » actions listed after after listed actions » During the Perform Actions step of a unit's activation, a activation, a unit's of step Actions During the Perform the with unit A unit with the with A unit the using by as (such Phase the Deployment during move scout x This effect is different than performing a dodge action, and a than dodge action, performing is different effect This occur dodge after that trigger does abilities not therefore performed. are actions Climbing, clambering, embarking, disembarking, pivoting, pivoting, disembarking, embarking, clambering, Climbing, moves. standard not are reversing and 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 removed from the battlefield—the player removes the order order the removes player thebattlefield—the from removed their from token a different draws and the game from token pool. order If a player draws a random order token from their order pool their order from token order a random draws a player If can that a unit to correspond does not token order that and and defeated was unit because that be activated—usually Related Topics: Related pre-programmed action if it does not have a faceup order token. order a faceup have does not if it action pre-programmed • AI: The Related Topics: Related • • • The move. a standard performs unit time x each that equal to tokens AGILE X (UNIT KEYWORD) AGILE X (UNIT Related Topics: Related Actions Priority • • 14 Rules Reference • ( defender has the “Modify the During Attack Dice” step of an attack, ifthe ARMOR Detonate X:Charge Type (Weapon Keyword) Related Topics: • • • within range 1and inline of sight of its unit leader. unitaction, the places xcharge tokens type of specified the type A unit that is equipped with acard that has the (WEAPON KEYWORD) ARM X:CHARGETYPE Charge Type (Weapon Keyword) TokensCharge Related Topics: • • • • • • ≠ ) results produced by attack the roll. armor to change hit ( during that step. As such, the Dice” step of an attack before defender the resolves abilities The attacker resolves abilities theduring “Modify Attack side faceup. red player should place charge their tokens with red the chargetheir tokens with blue the sidefaceup, and the When placing charge tokens, blue the player should place minitothe its previous location. moving it aside; after then, theplacing charge token, return minis. When doing so, mark mini’s the position before Charge tokens and under friendly placed enemy can both be completely flushwiththat surface. other charge tokens, and must on placed be aflat surface, Charge tokens cannot overlap any objective, condition, or area weapon already init, including other area weapons. weaponsOther cannot to added an be attack with an pool attack made by aunit. Area weapons cannot to added an be attack during pool an another weapon. An area weapon cannot same inthe attack be as pool is engaged. each unit at range and inline of sight, evenifthat unit Ranged attacks made by area weapons are against performed Attacks made by an area weapon are ranged attacks. token detonates. condition token, and are that when used charge or condition Area weapons are usually associated with acharge or keyword can arm perform the xaction. To perform this keyword to cancel used can be hit ( , Attack

armor Arm X:ChargeArm Type (Weapon Keyword) Area Weapon (UNIT KEYWORD) ≠ ) results ( to critical , Attack Pool keyword, that unit can cancel hit all , Charge TokensCharge , impact Weapons , Detonate ≡ keyword used can be ) results before the , , Weapons ≠ Detonate X: , arm x:charge Detonate ) results. , , • • results produced by attack the roll. the “Modifythe Attack Dice” step of an attack, defender ifthe has keyword, but represents more limited or lighter armor. During The ARMOR X ( Impact X(Weapon Keyword) Related Topics: • Related Topics: • • pool. attack chosen weaponEach contributes its diceand keywords to the anumbercan choose of its weapons to equal value the of x. an attack, each miniinaunit that has the When choosing weapons during “Form the Attack Pool” step of X ARSENAL “ArmySee Building” on ARMY BUILDING ( Impact X(Weapon Keyword) Related Topics: • Unit Keyword) Unit Keyword) 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 armor x The from attack the pool. When aplayer cancels ahit ( » fordice pool each weapon or combination of weapons. weapons any between number of units, forming aseparate A minithat has the or within any of weapon’s the ranges. To aweapon use during an attack, defender the must at be from attack the pool. When aplayer cancels ahit ( armor x armor x » attack pools. itpool; can addweapons with same the name to separate to addweapons with same the name to same the attack A unit that has the armor x impact x keyword. keyword. keyword, that unit can cancel up to xhit ( keyword functions similarly to the

keyword to cancel used can be hit ( Armor (Unit Keyword) Armor X(Unit Keyword) Attack keyword against used can be aunit with the

(UNIT KEYWORD) ≠ arsenal x , page page Attack Pool ) results ( to critical (UNIT KEYWORD) arsenal x 5 , , Weak Point X:Rear/Sides Weak Point X:Rear/Sides . ≠ ≠ impact x ) result, that dieis removed ) result, that dieis removed keyword can divide its , keyword is not required Weapons , arsenal x Attack , keyword can be Attack ≡ ) results before , armor Cancel , Cancel ≠ keyword keyword ) results. ≠ ,

) , Rules Reference 15 keyword of the impact 3 impact Each mini in the attacker is is Each mini in the attacker

The attacker can choose one weapon weapon chooseone can attacker The

For each eligible mini that chose a chose mini that eligible each For that weapon’s range must include the range of the attack, the attack, of the range include must range weapon’s that leader the to unit the attacker’s determined from as the defender. mini of closest Gather Dice: type of and the number gathers the attacker weapon, the them on places and weapon that on dice depicted defender. near the battlefield Determine Eligible Minis: mini has pool if that the attack to contribute to eligible mini in the defender. any to sight of line Choose Weapons: the attack to contribute mini to eligible each from meet all must the attacker choose a weapon, pool. To and keywords, weapon’s that by indicated requirements A unit of six stormtroopers targets a unit of Rebel of a unit targets six stormtroopers of A unit attackan forming stormtroopers, its of five with troopers Rifles. E-11 pool five with is a Rocket in unit the sixthstormtrooper The AT-RT, an eligible target, another is There Stormtrooper. additional an chooses make to the player range; within an forms and the AT-RT. against the rocket using attack dice. pool the rocket’s with attack poolsattack two the resolves chooses and now player The The their choice. of in the order rocket is applied only to its own attack pool. attack own its to only applied is rocket

c. a. b. ATTACKING ATTACKING 1. 2. 3. MULTIPLE UNITS MULTIPLE , Range , ) icon. ≰ Premeasuring , , ▀ , ≯ , ≮ , ≭ , ≬ Beyond (Range) , The attack pool consists of all dice the poolattack consists The

The attacking player chooses one enemy enemy choosesone player attacking The ) icon. ≫ Attack

Within (Range) Within , (RANGE) During a melee attack, the attacker and defender are in a are defender and the attacker attack, During a melee a have that weapons use only can the attacker and melee, ( melee red During a ranged attack, the attacker and defender are not not are defender and the attacker attack, During a ranged that weapons use only can the attacker and in a melee, ( range a blue have Multiple units can be chosen as defenders (see 3). step be defenders can as chosen units Multiple » » » the attack pool, players follow these substeps in order: these substeps follow pool, players the attack Form Attack Pool: Attack Form forming When this defender. against will roll the attacker unit to attack; this enemy unit is now the defender. Then, Then, the the defender. now is unit this enemy attack; to unit unit the attacker’s from the range measures player attacking determine to the defender of miniature leader the closest to range. the attack’s To perform an attack, a player resolves the following steps: the following resolves a player attack, an perform To Declare Defender: allow units to perform attacks. The card granting the attack attack the granting card The attacks. perform to units allow a free action, will attack specify an is whether the attack neither. or action, attack Command cards, unit abilities, and other game effects can effects can game other and abilities, unit cards, Command » » » melee. and ranged attacks: of types two are There During an attack, the unit that is performing the attack is the is theattack performing is that the unit attack, During an the defender. is the attack of the target and attacker other game effects; however, that unit can only perform only perform can unit that however, effects; game other of regardless activation, a single action during attack one action. a free attack action or attack an is whether it action during its activation. its action during perform to a unit for possible is it activation, During a unit’s or abilities card the use of through attack one than more A unit typically performs an attack by performing an attack attack an performing by attack an performs typically A unit 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 closest to the object from which range is being measured is is being measured is which range the object from to closest range. that to corresponds that the segment inside the touches to the the being mini base measured of If A unit is at a range if the portion of a miniature’s base that is is base that a miniature’s if the of portion a range at is A unit 2. • 1. • • • • Units can perform attacks to attempt to defeat enemy units. enemy defeat to attempt to perform attacks can Units • ATTACK Related Topics: Related Weapons • At is a term used on cards and in the rulebook and when cards used a term is on At range. describing • AT AT 16 Rules Reference 9. 8. 7. 6. 5. 4. 3. 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 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 ≠ » » » »

) and ( 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. 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 can more use than one weapon during an attack. attack unless it pool, has the eligibleEach minican contribute aweapon to only one ≢ ) results to result the indicated on its unit card For each hit ( The attacker thetherolls dicein attackpool. 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 arsenal x can resolve any card can resolve any card ≡ ) results. keyword and and keyword ≡ ) result on the defender attacker can can can can 10. • • • • are against used being asingle target during an attack. An attack is anumber pool of dicegenerated from weapons that ATTACK Wounds WeaponRanged Dodge Related Topics: » » » defender it assigned to. has been 4–9, choosing attack anew and pool rolling it against the attack that pool he has not rolled, attacker the repeats steps Additional AttackChoose Pool: » difference.the is greater, defender the suffers a number of woundsequal to » » » followingthe restrictions are met: A weapon can only contribute its diceto an attack if pool dicetotheir same the attack pool. but weapons all with an identical name must contribute An attack can consist pool of dicefrom different weapons, assigned to can each defender. be pool to attackpools multiple defenders. However, only one attack anDuring attack, attacker the can create multiple attack or more diceto an attack pool. weaponEach that during is used an attack contributes one » » » » » » » » » , attack resolved. fully has been pool An enemy unit cannot spend astandby token until each attack action. considered to have only performed one single attack or gameplay effects and abilities, howeverthe unit is still resolving each attack is treated pool as an attack for all When an attacking unit forms multiple attack pools, suppression token. and defender the is atrooper, defender the gains a hit ( attack attack diceinthe produced pool at least one After resolvingeach attackpool, if at anypoint the ( Critical If weapon the can exhaust, it must readied. be least one defending miniinthe unit. The miniature usingthe weapon has line of sight to at weapon’s maximum range. weapons’ minimum range and to equal or less than the The range the of attackequal is to greateror than the attack resolved. fully has been pool A unit cannot the use Firing Arcs ≠ ) or ( critical ≡ ,

Actions Surges ) results have no additional effect. POOL , Melee , , Suppression Aim , ≡ Melee Weapon ) result, attack the was ranged, detonate x , Attack Pool ,

If attacker the has an Unit Leader , keyword until each , Premeasuring Cancel , , Weapons Cover , , Range Dice , , , Rules Reference 17 , ), in ≫ Miniature , STAR WARS: WARS: STAR Melee , Engaged , Vehicles , Troopers , Base Contact

base. CONTACT base contact with the first mini because of a slight slight of a mini because the first with base contact Notch

, LEGION First, when viewed from above, there is no space no is there above, when viewed from First, not if they were between that bases, minis the two such onthe flat both or were they elevations differing on touching. would their be bases battlefield, bases the the two verticalSecond, space separating a standard of the thickness than less is » » » » If the bases of two minis are touching each other, those each other, touching are minis two the bases of If in base contact. are minis objective an or terrain of a piece base touching is a mini’s If token. or terrain that with in base mini is contact that token, can be in base units contact different from minis Friendly other. each with enemy from minis be with in base contact cannot Minis ( weapon leader a melee has unless the unit units, base into a move perform leaderwhich case can the unit start a melee. to unit enemy an a mini from with contact be placed or a ledge base overhang can Because a mini’s sometimes are there terrain, uneven of top on askew be placed into mini cannot another in which an situations physical In these between bases. two the elevation in difference treated those met, are minis are conditions if two situations, follows: as are These conditions in base contact. if theyas are 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 huge or large, to medium, affixed are minis vehicle Repulsor stands. plastic clear bases by notched round has base to a small affixed of a mini orientation The a mini rotate freely can A player implications. gameplay no movement. its during abase such to affixed freely; rotated be basecannot notched to a A mini affixed the along move or pivot either must it movement, its during in the base aligned with the notches keeping tool, movement tool. the movement BASE touching base physically a miniature’s to refers Base contact another terrain, of piece a typically the battlefield, on something token. objective an or mini, • • • • • BASE to abase. affixed is Each miniature • • • • • Topics: Related Movement , See ,

keyword Ranged , ). blast

8 Firing Arcs Firing Difficult Terrain Difficult , Range keyword to the attack the attack to keyword , , page . 8 Exhaust fixed: x fixed: , provide cover to vehicles if, if, vehicles to cover provide page can Premeasuring Attack , , Creature Trooper Creature , Abilities Cover

Melee Weapon Melee , Weapons , also be difficult terrain for that unit. forthat also be terrain difficult A barricade is difficult terrain for most trooper units; trooper units; most for A barricade terrain difficult is will it a unit, to cover if a barricade provides typically, unit. forthat also be terrain difficult vehicles; smaller some for A barricade terrain difficult is will it a unit, to cover if a barricade provides typically, obscures half or more of that vehicle. that of more half or obscures to cover heavy provide can barricades example, For X-34 the minis, droidekas ball-form and standing both Occupier. TX-225 the GAVw and , However, barricades However, the barricade Set Up, during terrain when declaring weapon that has that keyword contributed. contributed. keyword that has that weapon 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 one or more dice in the attack pool, the player can 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 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 pool, the defender must be inside the specified firing arc be the specified inside firing must pool, the defender mini. the attacking of modify to a player allows that a keyword has a weapon If To add a weapon with the with add a weapon To » » » » » » » All units can move over a barricade. over move can All units » Typically, barricades do not provide vehicles with cover. cover. with vehicles provide barricades do not Typically, » A barricade provides emplacement troopers with cover. with troopers emplacement A barricade provides cover. with troopers creature A barricade provide does not The barricades in the core set provide non-creature troopers troopers non-creature provide set The barricades in core the different Other barricades provide can cover. heavy with their type on (see depending cover » » 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 » Related Topics: Related on Rules” Terrain “Additional • • • • • BARRICADES A barricade terrain. a type is of Weapon Related Topics: Topics: Related Keywords • 18 Rules Reference 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 Objective Tokens Related Topics: spends a dodge token, its surge conversiontoken, chartdodge gains a “ spends While aunit that has the BLOCK ( Related Topics: • keyword ignores effects the of cover. An attack that pool includes aweapon that has the BLAST Within (Range) Related Topics: • describing range. on is aterm used Beyond cards when and rulebook inthe BEYOND Battlefieldthe Unit Keyword) 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 » normal rules fornormal contact. rules inbase being are considered contact inbase to and be follow the all If two conditions these are met, minissituation inthis ,

Deployment (WEAPON KEYWORD) (UNIT KEYWORD)

Defining the BattlefieldtheDefining Cards Condition Base Attack Attack , (RANGE) Melee CARDS , Climb and Clamber , , , At (Range) Attack Pool block Melee Weapon , Objective Cards keyword is defending, ifit , Condition Tokens , , Premeasuring Cover , Deployment , , Cover , Cover X blast Objective Tokens , blast Engaged , keyword. Range , , Defining � Leaving :

≠ , ≣ , ) ”. commander or enemy operative and marks that unit with a Aftersetup, aunitwiththe (UNITKEYWORD) BOUNTY “Setup”See on BLUE ANDREDPLAYER “Line ofSee Sight” on BLOCKED Related Topics: • • • • • each unit control they that requirements. these meets token.1 victory Aplayer token gains way 1victory inthis for unit, and that unit has not defeated been itself, that player gains bounty At end the of game, the ifaplayer controls aunit that has the unit card. token moves to unit the with against that unit causes which it defeated), to be victory the tokenunit with avictory (typically by performing an attack After aunitwiththe token.victory Place that token on enemy the unit's unit card. the the however, doing not does improve so or addto benefits the of additional tokens dodge to cancel additional hit ( one hit ( of the The defender must adodge spend token benefitsto gainthe token moves to unit the with unit's next activation, unit ifthe is defeated, then victory the suffersthe wounds on Emergency Stims the endat thatof Emergency the uses Stims upgrade card, unit the when against an enemy token, unit with avictory and that unit If aunit with the tokenvictory moves to unit the with that charge defeats an enemy token, unit with avictory the If aunit with the tokenvictory moves to unit the with keyword and suffers woundsthat cause be defeated,it to the another token unit the with avictory uses If aunit with the due to defeating aunit. units with the that caused other the unit defeated. to be This includes other token, tokenwith avictory that victory moves to unit the If aunit with the block keyword token and avictory from defeating an enemy block ≠ ) result, as normal. The defender may spend keyword. page page keyword. Spending token dodge this cancels Cancel bounty 6 bounty bounty bounty bounty bounty bounty bounty . page page , Dice keyword that have token avictory bounty bounty 47 keyword defeats an enemy unit bounty keyword performs an attack keyword detonates acharge and keyword performs an attack and keyword defeats an enemy , . Dodge bounty keyword an chooses enemy . Place that token on its bounty bounty , ifable. guardian x , ifable. . ≠ ) results;

Rules Reference 19 , , Exhaust Melee , , Upgrade Cards Upgrade , Free Actions Free , Activating Units Activating

, Keywords keyword performs a move move a performs keyword , Actions

, Base Contact charge , treated as a move action or an attack attack an or action a move as treated (UNIT KEYWORD) (UNIT

Attack Abilities not Movement ) icon, that ability is a card action. a card is ability that ) icon, , ability to perform a ranged attack using the Saber Saber the using attack perform a ranged to ability Free Card Actions Card Free ACTIONS ⊂ ,

A unit that has already performed a free attack action performed a free attack already has that A unit action. attack another perform cannot activation its during action, performing that move or attack is different than than different is attack or move that action, performing the even though action, attack action or a move performing the same. is result and dodge, aim, gain to units allow can actions Card specifically action instructscard a a If tokens. standby is effect that token, standby or dodge, aim, an gain to unit action standby or aim, dodge, an performing than different aim, occur after that trigger does abilities not therefore and performed. are actions standby or dodge, doesnot and therefore is a action action free attack This actions. two the unit’s of one as count its action during attack performed an already has that A unit action. a free perform attack cannot activation Each card action is a unique action; a unit can perform perform can a unit action; a unique action is Each card a unit However, its activation. during actions card different during once than more action card the perform same cannot activation. its such types actions, other of as treated are actions card Some in the indicated is This action. attack an or action a move as card that performs a unit When itself. action the card of text in its the indicated action type as action of that action, treat the purposes all gameplay of for action, a card as well as text, that abilities other triggering including abilities, and effects action. occur indicated the after is Vader if Darth move, a performing after example, For the use can he card, upgrade Throw Saber the with equipped relentless action. card Throw an or a move either with a unit action provides a card If is that attack • Topics: Related Weapon Melee • Topics: Related Actions Free CHARGE has the that a unit After it unit, enemy an with start a melee to base contact action into unit. that against action attack a free perform melee may • • CARD a by preceded is ability an If action. a type is action of A card ( action card • • •

bounty Victory Victory , if able. , if able. , Pierce X Pierce , Setup , Armor X Armor , bounty ability can choose can itself. ability Dodge ) results. , ≡ Suppression keyword cannot be used. cannot keyword , Dice keyword can choose can a friendly keyword , keyword performs an attack attack an performs keyword keyword causes an enemy unit unit enemy an causes keyword Poison Tokens , Dodge , bounty Cover , ) or critical ( ) or ≠ bounty bounty calculate odds calculate Armor (Unit Keyword) (Unit Armor Actions Defeated Attack , if able. , if able.

, calculate odds calculate bounty Winning the Game Winning Scenario battle cards have a scenario icon in the top right right the in top a scenario icon have cards Scenario battle the card. of corner , » any canceled hit ( hit canceled any its result is ignored. is result its dice for defense roll does not the defender attack, During an When a player cancels a die result, that die is removed and and removed die is that a die result, cancels a player When therefore does not trigger abilities that occur dodge after that trigger does abilities not therefore performed. are actions actions are performed. performed. are actions and a than dodge action, performing is different effect This A unit using the using A unit and aim an action, than performing is different effect This aim occur after that trigger does abilities not therefore » When playing a game that uses scenario battle cards, such such cards, uses scenario battle that a game playing When unless expansion, AT-ST in the Downed thoseas found otherwise the stated, keyword, the blue player places victory tokens first, then the first, victory places tokens player the blue keyword, victory places tokens. player red token to be defeated, the victory token moves to the unit the unit to the moves victory be token to defeated, token with with the units have players if both setup, After If a unit with the with a unit If a with a unit transporting is that unit enemy an against a victory with unit the transported causes and victory token, the end of its next activation, if the unit is then defeated, the then defeated, is if the unit activation, next its of the end with the unit to moves victory token If a unit with the with a unit If tokens, poison more or one receive to victory a with token at tokens to due those poison wounds suffers when the unit Weapon Keyword)Weapon ( Related Topics: Related Keyword) (Unit • Some abilities allow a player to cancel a die result. cancel to a player allow abilities Some • CANCEL Related Topics: Related • • • unit at range 1 and in line to sight to gain 1 aim token, 1 dodge token, 1 aim gain to sight to in line 1 and range at unit token. 1 suppression and token, Calculating the odds of success in the midst of combat can be can combat of in the midst Calculating success the odds of action, a a card As annoying. also can be it extremely but vital, the with unit CALCULATE ODDS CALCULATE ODDS KEYWORD) (UNIT Tokens Related Topics: Related • • • • 20 Rules Reference • • While clambering, aunit might sufferdamage. unit to move onto vertically or over apiece of elevated terrain. Climbing and clambering are of types movement that allow a CLIMB “ObjectiveSee Token” on CLAIM Keyword) Keyword) Related Topics: • • battlefieldthe and how it is detonated. that indicates how token the is on placed and a matches an charge token itself. charge Each token type identifiedcan be by aunique icon the on chargeEach token has and aunique type CHARGE » » terrain, itvertical may If atrooper contact unit is in base leader with apiece of » terrain, itvertical may If atrooper contact unit is inbase leader with apiece of side faceup. red player should place charge their tokens with red the chargetheir tokens with blue the sidefaceup, and the When placing charge tokens, blue the player should place completely flushwiththat surface. other charge tokens, and must on placed be aflat surface, Charge tokens cannot overlap any objective, condition, or » » » detonate x:charge type each block ( white defense unit dice if the moved up to height 2.For unitmini inthe unit ifthe moved up to height 1,or two After aunit clambers, roll whiteone defense die foreach edge as possible. topthe or bottom structure, of as to vertical close the the move,this unit the is on placed leader flat the surface at actions to move up or down up to height 2.At end the of up orvertically down adistance up to height 1,or two maintain cohesion, aunit can spendone action to move onleader at end the of movement this and unit the can To clamber, ifthere is aflat thesurface to unit place toclose edge the as possible. atsurface top the or bottom structure, of as vertical the endthe of move, this unit the is on placed leader flat the move up or vertically down adistance up to height 1.At maintain cohesion, aunit can spendtwo actions to safely onleader at end the of movement this and unit the can To climb, ifthere is aflat thesurface to unit place , , Weapons Detonate arm x:charge type AND

Area Weapon TOKENS ≣ , ) result, unit the suffers one wound. Detonate X:Charge Type (Weapon page page CLAMBER climb clamber , 52 Arm X:ChargeArm Type (Weapon . . keyword keyword keyword keyword . Charge Tokens • • • » side, provided that terrain the is height 1or lower. up and over that terrain, ending its movement on other the onto,leader such as afence or it wall, athin may terrain vertical If atrooper contact unit is inbase leader with a piece of » » » example the (see on page 8). battlefieldthetwo as if minis are levelsamethe on vertical movement template, measuring from above aview the from unit the to leader eachminiusing speed-1 the onplaced different levels, a player vertical should measure When measuring cohesion two minis that between are » incohesionplaced with that as normal. leader Afterthe unit leader climbs or clambers,each mini other is » » » » » » » over terrain. the At end the of move, this unit the leader onsurface top, aunit can spend To clamber over piece of avertical terrain without aflat during setup. suffer wounds.features These beshould clearly defined up or down such an apparatus, it not does roll diceor movement significantly. When aunit clambers to move steps, footholdsLadders, or aid carved vertical of clambering. have to roll diceand these cannot sufferdamage because A unit that has the - - - 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 unit leader. levels, but eachminimust within height be 1of its Minis same inthe unit on placed can be different vertical unitthe suffers one wound. dice for unit. eachminiinthe For eachblock ( After aunit clambersthis way, in tworollwhite defense as possible. structure,side of as to vertical close the structure the is on placed aflat surface bottomthe at the of other - - - miniatures first. These wounds be must assigned to non-unit leader before placing other the minis incohesion. This roll is made after moving the unitleader but must height be 1 or lower. unit leader’s position climb alegal to be move, it For distance the a mini’s between position and its without expert climber aflat surface on top theto unit place two actions to move keyword not does clamber ≣ ) result,

Rules Reference 21 , See "Vertical , See "Vertical keyword is treated as a a as treated is keyword Expert Climber , Vehicles Troopers , , ). Movement 48 , Suppression VEHICLE VEHICLE . , 10 page climbing vehicle climbing Climb and Clamber and Climb Rally Height

, page "Melee" on on "Melee" as if they were their own. if theyas were and standby, dodge, aim, include tokens Green tokens. surge the of end one leader touching is a unit the base of If mini a different the base of and tool, speed-1 movement the speed-1 of end the other touching is unit in that the maximum at those are tool, minis movement cohesion. of distance A clone trooper unit may spend the green tokens of a of tokens spend the green may unit trooper A clone sight of in line 1 and range at unit trooper friendly clone » » » must be oriented in the exact same direction as the unit the unit as in the direction exact same be oriented must base. leader’s be placed in cannot it a mini in cohesion, placing When in a melee is unless the unit minis, enemy with base contact (see » or to the battlefield, is deployed leadermoves, a unit After unit other mini in that each the battlefield, on displaced is leader. unit that with be placed in cohesion must leader if the distance unit its with in cohesion A mini is the than less or leader equal to is unit its between a mini and tool. the speed-1 of length movement » base its base placed in cohesion, mini is a notched When Any game effect that targets or applies to troopers can target target can to troopers applies or targets effect that game Any troopers. clone to apply or rules the same units trooper as follow units trooper Clone exceptions: the following with » • Related Topics: Related COHESION with be in cohesion must in a unit miniature Each non-leader leader. unit its • • • CLIMBING CLIMBING KEYWORD) (UNIT the has that A unit the purposes vertical of movement. for trooper Topics: Related Keyword) (Unit on Movement" TROOPER CLONE the trooper of a subtype is It unit. a type is trooper of A clone type. unit • • , , Wounds , "Vertical "Vertical Vehicles keyword is treated as as treated is keyword , , See 8 page

Climbing Vehicle (Unit (Unit Vehicle Climbing , Unit Leader Unit , Expert Climber (Unit Keyword) Expert Climber (Unit , climbing vehicle level of terrain than its unit leader, leader, unit its than terrain of level . Dice , 10 Troopers , Base Contact

page different Cohesion , Movement unless that mini’s unit leader has just climbed or or climbed leader just has unit mini’s that unless the same be placed onto always can Minis clambered. leader when being placed their in cohesion. unit as level higher than the level to which the unit leader climbed which the unit to the level higher than which the to the level than lower or clambered, or leader if the unit clambered leaderor climbed unit downwards. moved be placed cannot it a mini in cohesion, placing When a onto default be on the edge of the terrain closest to the point the point to closest the terrain of the edge be on default or climbing before base in 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 this point. to possible close as as and the terrain be placed cannot it a mini in cohesion, placing When After climbing or clambering, the unit leaderby will unit the clambering, or climbing After , » » » "Additional Terrain Rules" on on Rules" Terrain "Additional can be triggered by climbing or clambering. or climbing becan triggered by base must be oriented in the exact same direction as it was was it as in the direction exact same be oriented base must clambered. or climbed it before effect game that moving, by a unit effect triggers a game If a trooper for the purposes vertical of movement. for a trooper its clambers, or base climbs a notched a mini with When perform that climb or clamber action. clamber or climb that perform A exception. one with clamber or climb cannot Vehicles the has that vehicle to place a unit leader’s base on the surface that the unit is is the unit the surface base that on leader’s a unit place to base cannot mini’s if any or onto, clambering or climbing cannot unit that cohesion, maintain be placed legally and When a unit climbs or clambers, the bases of the minis in the the minis bases of clambers, or climbs a unit When each mini as long as ledges, partially can the overhang unit room not is there If placed. precariously not is and stable is can be placed on a slope without falling over, units can move move can units falling over, without a slope becan placed on should Players move. standard a performing by slope that up during setup. terrain define clearly A unit does not have to climb or clamber to move up a up move to clamber or climb to have does not A unit rule, a general if a miniature a hill. as As such gradual slope For example,For a Stormtrooper unit can move over a barricade by performing a standard move. the unit However, will reduce its maximum speed by one because the barricade is difficult terrain fortrooper units. onto terrain that has a height that is equal to or less than the than less or equal to is that a height has that terrain onto mini. leader’s unit its of height A unit does not have to climb or clamber to move over or or over move to clamber or climb to have does not A unit » » » Keyword) Height See on Movement" Related Topics: Related • • • • • • 22 Rules Reference • • • • 2. 1. ADVANCED COHESION » » 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 stable and is not precariously placed. unit overhangthe can partially ledges, as long as miniis the When placing minis incohesion, of bases minis the the in 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 » » impassable terrain. it cannot move perform aspeed-1 through the This stormtrooper is not incohesionbecause movespeed-1 around impassable the terrain. movementof speed-1 the tool and it can perform a itbetween and its unit isto equal length leader the This stormtrooper is incohesionbecausethe distance move is measured. unitthe can leader pivot up to 180 leader’s position mini and is the as determined ifboth 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

1 0 before and afterthe 2 • • of eachgame round. playerEach resolves acommand card during Command the Phase COMMAND Movement Related Topics: » » unit climb is alegal move. position of and leader the position the of any miniinthe contact with that terrain such that moving the between in that unit that are below unit their must leader inbase be move. If aunit is on leader top of elevated terrain, any minis from position the of its unit must climb leader alegal be also When separated by distances, position vertical the of amini » » command cards. playerEach game the begins with ahand of seven » » » » » » » » default on be edge the of terrain the closest to point the After climbing or clambering,the unit will by leader heightbe 1or lower. its unit leader’s position climb alegal to be move, it must In order for distance the amini’s between position and the position of the leader, then the mini not is in cohesion. a legal speed-1 move between the position of the mini and unit leader, then cohesion maintained, is but if there not is between the position of the mini and the position of the legal speed-1 move around the piece of blocking terrain leader. If the mini placed is in such away that there a is a piece of blocking terrain between the mini and its unit length of the speed-1 movement tool; however, there is between it and its unit leader equal is to or less than the For example, amini placed is such that the distance command card command intheir hand. A player cannot include more than one copy of any command hand. two 3-pip cards, and card the “Standing Orders” intheir A player must include two 1-pip cards, two 2-pip cards, level as unit incohesion. their placed being when leader clambered. Minis can always onto placed be same the unless that mini’s unit has leader just climbed or onto a When placing aminiincohesion, it cannot placed be moved downwards. unit climbed or leader clambered unit ifthe leader or clambered, or lower than level the to the which thanhigher level the to unit the which climbed leader When placing aminiincohesion, it cannot placed be terrainthe edge 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 , Unit Leader different

Climb and Clamber level of terrain than its unit leader, CARDS , See "Vertical, See Movement" on , Displacement , Height page page 10 , . Rules Reference 23 ). , 55 page cannot be cannot Priority -specific Issuing Issuing , , character character , See “Army Building” Building” , See “Army 4 Commander Premeasuring , , page Each player secretly selects secretly a Each player is defeated, any any defeated, is PHASE Order Tokens Order , Command Phase

character . 5 Order Pool Order If a player does not have a commander or an operative operative an or a commander have does not a player If a resolve or selectnot they do the battlefield, on card. command if able. card select a command must A player However, the number of cards in a player's command command in a player's cards of the number However, knowledge. public is hand their to card a command returns a player When tell they must pile, their discard from hand command returned. was which card their opponent , , See “Card Anatomy” on on Anatomy” , See “Card » » » » command card from their hand and places it facedown on the on facedown it places and their hand from card command reveal cards. their simultaneously players Then, both table. » » contents should remain secret to their opponents. to secret remain should contents » opponent an and knowledge, public is pile discard A player’s time. any at pile discard view to a player's ask may » Select Command Card: If a player cannot play a command card, and their opponent 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 with the player card, a command play can player neither If which player determine to die a red rolls counter the round cards command played had if both as players priority, has on (see “Priority” pips of number thesame with a player’s If that to corresponding cards command Phase. the Command during played the during card illegal an reveals command a player If the “Standing with card that they Phase, replace Command if able. card, command Orders” does the player card, command operative’s an playing When the they nominate instead a commander; nominate not orders. issues operative that and operative, a card, command a non-operative-specific playing When orders. issue to operative an nominate cannot player its and knowledge, public not is hand command A player's page • Topics: Related Orders Range on COMMAND selects a command each player Phase, During the Command orders issue to chooses a commander and their hand from card the battlefield. on units more or one to the perform following players Phase, the Command resolve To in order: steps 1. • • • • • • •

and the red player reveals "Change of Plans." The red red The Plans." of "Change reveals player red the and their to Looms" "Annihilation return to chooses player resolve. not does effect its and hand, opponent's If a player plays a command card with a unique card card a unique with card a command plays a player If revealed, is that card when that resolved is effect that game card command any before resolved is effect game specific a timing. effects without Looms" "Annihilation reveals player blue the example, For If no specific timing is provided, such as on the as such provided, specificis no timing If theis effect Looms," "Annihilation Card Command revealed.been have cards command after resolved card a unique with card a command play both players If player blue specific a the timing, have doesnot effect that first. card on command their effect the game resolves name of that character appearing below the name of the of the name below appearing character that of name card. command three than more to access has character a player's If include can player that cards, command character-specific so long hand, in their command those cards of number any rules. hand all command theyas follow Character-specific command cards are identified bythe identified are cards command Character-specific » » » » » card, if able. card, command hand is discarded during the End Phase and its its and Phase the End during discarded is hand command effect ends. a command play must a player Phase, During the Command Each command card that has not been returned to a player’s a player’s to been returned not has that card Each command » » » Some command cards have abilities that provide players players provide that abilities have cards command Some describes and effects.ability when game Each unique with resolved. is it how A player must issue orders to as many units indicated on a on indicated units many as to orders issue must A player possible. as card command Any units indicated on a command card can be can issued card a command on indicated units Any A unit. the nominated 1–3 of range at if they are only orders itself. 1 of range at is unit nominated Each command card indicates the number and type units of and the number indicates card Each command of names or the name indicates it or be orders, can issued that orders. issued be can specificthat units 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 » » Each commander and operative has at least three command command three least at has operative and Each commander only usedbe if can that that character specificto that cards army. in that included is character There are four command cards available to all commanders: to all commanders: available cards command four are There Orders.” “Standing and “Assault,” “Push,” “Ambush,” • • • • • • • • • 24 Rules Reference Range Orders Related Topics: • 4. 3. 2. 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: » » » command card. issued isbe indicated on orders the of chosen the section and issues orders with that unit. The number of orders to player nominates eligible afriendly commander or operative Issue Orders: » » number of pips has priority. Determine Priority: » » » » » » , 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 - - - following requirements: order. To eligible, be aunit must of all meet the to aunit, that unit must eligible be to receive that For acommander or operative to issue an order player cannot nominate an operative to issue orders. If anon-operative-specific commandcard is played,the commander or operative. command card is played, player the must nominate that If acommander-specific or operative-specific 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 ≣ - - - Order Pool ), that player has priority. opponent their Otherwise, 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 or operative. 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 Starting with player the has who priority, each , Order Tokens Each player Each creates an order that pool The playercard whose thehas , , Premeasuring Commander , , Issuing Priority fewest ,

• • 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 See “ArmySee Building” on Issuing Orders Related Topics: • » promote commander anew during End the Phase. If aplayer’s last commander is defeated, that player can » » commander is included inan army. thatto specific commanderwhichthatcan if be used only uniqueEach commander has three command cards » checking ifit to is see panicked. that commander’s courage value instead of its own when If aunit is at range 1–3of commander, afriendly it may use » » » » � » » » » » » » » any of trooper units their on battlefield the To promote acommander, aplayer chooses no more than one copy of eachcard. command cards command intheir hand, but can include A player can include any number of acommander’s of command the card. namethe of that commander appearing below name the Commander-specific commandcards are identifiedby unit is using commander’s afriendly courage value. checking aunit whether is panicked, including a when A courage value of “–”is considered infinite when cannot play command cards. unit to promote, no longer they have acommander and In rare the instance where aplayer no longer has atrooper game effects and game play purposes. commander and to have rank the of commander for all not retain its previous rank. It is considered a to be A unit that promoted has been to commander does on unit’s the card. commander-rank order token instead of rank the printed A player activates apromoted commander using a and replace it with acommander-rank order token. discard that unit’s order token from game the When aplayer promotes acommander, they that unit. and places acommander token next to icon indicates that aunit has rank the of , Panic

Command Cards Command , Premeasuring page page 5 . , Command Phase Command , Range , Rank , Suppression � Commander , Commander Courage Token Icon , ,

Rules Reference 25

, Token Condition Leaving the Leaving , . 6 Condition Tokens Condition , page Unit Keyword) Unit Displacement , Battle Cards Battle , TOKENS CARDS keyword or the repulsor vehicle unit unit vehicle the repulsor or keyword

, See “Setup” on on , See “Setup” Speeder X ( , keyword or the repulsor vehicle unit unit vehicle the repulsor or keyword Activating Units Activating Battlefield

speeder x speeder Movement speeder x speeder , A unit leader must still move as far along the movement the movement along far as still move leader must A unit its allow to only back move may it possible, as tool the on position base in a stable be to placed legally and terrain. of piece or battlefield be the leader legally still placed on the unit cannot If as tool movement the along as far moves it battlefield, failing speed its for equal to takes damage and possible move. compulsory its complete to A unit leader’s base may only be moved backwards along along backwards be moved only base may leader’s A unit the past forward be moved cannot it tool, the movement tool. the movement of end than more back be moved base cannot leader’s A unit the base. of half the diameter » » » » Miniatures can move through but cannot cannot but through move can Miniatures tokens. condition overlap » » tokens. condition utilize cards condition Some When a unit performs a compulsory move, the bases of the the bases of move, a compulsory performs a unit When as long as ledges, partially can the in overhang unit minis is there If placed. precariously not is and stable is each mini the the surface base that on leader’s a unit place to room not be placed base cannot mini’s if any or onto, moving is unit the complete cannot unit that cohesion, maintain legally and compulsory move. its end leader would if the unit move, During compulsory a ignore normally would it terrain of a piece on movement the to due by tool movement the along shift backwards may type, it base, so its half of the length than greater no a distance or be the battlefield to placed legally on base able is its that ignored not do so is if the terrain not may It piece. terrain the by the complete to be to unable the unit cause would type and compulsory move. » » CONDITION CONDITION place to instruct players cards condition Some These the battlefield. on tokens condition specified effects bythe game will have tokens card. condition • Related Topics: Related Battlefield CONDITION the represent to card choose a condition players During setup, in game affectsthe card condition Each environment. battlefield described as the card. way on a unique • Topics: Related Defining the Battlefield • • Panic , ability will not will not ability Suppression , compel MOVE

keyword cannot use its own own use its cannot keyword Movement , keyword can force another unit to to unit another force can keyword keyword performs its “Rally” step, if that if that “Rally” step, its performs keyword (UNIT KEYWORD) (UNIT compel

Courage compel compel ability on itself. itself. on ability Troopers that are engaged cannot be displaced by a be by displaced cannot engaged are that Troopers final position vehicle's a repulsor If move. compulsory an overlap would move a compulsory performing after instead. a partial perform move must it trooper, engaged 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 » » speed is reduced due to the effects of difficult terrain, terrain, of difficult the effects to due speed reduced is its at be a move to performing still is considered unit that speed. maximum While performing a compulsory move, if a unit's maximum maximum if a unit's move, a compulsory performing While » compulsory move. If it is performing a compulsory move, its its move, a compulsory performing is it If move. compulsory its final position If minis. trooper overlap can final position or one overlap would move a compulsory performing after displaced. those minis, trooper are minis trooper more A repulsor vehicle’s final position after performing a move move a after performing final position vehicle’s A repulsor a performing is unless it unit another overlap cannot maximum speed. maximum » ending its movement as far along the movement template template the movement along far as movement its ending in a partial performs the movement unit If possible. as its to equal wounds of number a suffers the unit this way, move at its maximum speed. If it cannot do so, or if a full or do so, cannot it speed. If maximum its at move base be to leader’s the unit part of any cause would move instead, a partialit can perform move the battlefield, outside actions are performed and does not count against the unit’s the unit’s against count does not performed and are actions per actions activation. two full a performs the unit move, a compulsory perform To A compulsory move is a move, not a move action, and action, and a move not a move, is move A compulsory move occur after that trigger does abilities not therefore A compulsory move is a standard move. a standard is move A compulsory compel courage value. value. courage the with A unit Since it has already performed its “Rally” step, a unit gaining gaining a unit “Rally” step, performed its already has it Since the from token a suppression it causes token suppression that if gaining panicked become its double exceeding or equal to tokens suppression have to • • • • Some game effects require a unit to perform a compulsory move move a compulsory to perform a unit require effects game Some activated. is when it • COMPULSORY Related Topics: Topics: Related • • trooper unit is suppressed but is not panicked, it may gain 1 1 gain may it panicked, not is but suppressed is unit trooper action. a freeperform move to token suppression A unit with the with A unit by be hindered normally would when even it moving, keep of a friendly 1–2 at range unit a trooper After suppression. the with unit COMPEL 26 Rules Reference • • unit card and counterpart the card. counterpart minis and represented by combination the of the to form one unit, consisting of counterpart the and non- keyword. Acounterpart and its corresponding unit combine instead to added another unit,the specified by A counterpart minicannot fielded as be its unit;own it is counterpart card and miniis their acounterpart mini. toadded another character’s unit. That character’scard is a keyword and mini that the represents that character is always character. Acharacter have like will this the minions, and are apart almost never seen from another Some characters are faithful companions or subservient (COUNTERPART KEYWORD) COUNTERPART: UNIT NAME Related Topics: • • name the or specified by type may issue an order unit to afriendly at range 1that has unit the After aunitwiththe TYPE (UNITKEYWORD) COORDINATE: UNITNAME/ BattlefieldtheDefining Related Topics: • • • » » on unit the card. value, surge conversion chart, and maximum shown speed The combined unit thehas rank, defense diecolor, courage The non-counterpartalways mini is the unit leader. coordinate issuedto to be another unit instead, that unit cannot the use order but agamecauses effect that order notbe issued to or If aunit with the aunitwhen is issued an order the via that whenEffects aunit trigger is issued an order trigger tokens cannot underneath placed pieces be of terrain. When placing condition tokens on battlefield, the condition card references specifically them. glowing dots. dots These are ignoredthe condition unless conditionEach token is marked with adifferent number of versa.vice Condition tokens cannot overlap objective tokens, and » » the counterpartthe card. Any counterpart minis have value health the shown on on unit the card. Any non-counterpart minis have value health the shown

Battlefield keyword. Issuing Orders coordinate coordinate , See “Setup”, See on , Battle Cards coordinate , Order Pool keyword would issued an be keyword is issued an order, it page page , coordinate Condition Cards Condition keyword. counterpart 6 . counterpart keyword. ,

160 • • • • • • • • trooper’s unit card. Courage is an attribute presented on each COURAGE Related Topics: • 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 "� » restrictions equipping when upgrade cards to counterparts. While building an army, players must follow any or rules » The combined unit thehas unit showntype the uniton card. » shown on counterpart the card. unit card, only while counterpart minis can weapons use Only non-counterpart minis can weapons use shown on the » and counterpart the card. The combined unit thehas keywords theboth unit of card being suppressed.being action by removing suppression tokens and no longer step. itsperformed "Rally" Nor can aunit regain alost tokens and becoming suppressed after it alreadyhas A unit cannot an lose action due to gaining suppression actions for that activation. activation, ifthat unit is suppressed, it one loses of its two Immediately after thestep trooper“Rally” of a unit’s courage value, that unit is suppressed. assigned to it that isto equal or greater than that unit's If atrooper unit ever has anumber of suppression tokens value next to courage the icon. A trooper unit’s courage is indicated by the » attacking unit has line of sight to that mini. player that controls that unit, regardless of the whether assigned any number of wounds, those by as decided the When combined the unit suffers wounds, anycanbe mini » » » » » » » ’ i equipped to acounterpart are usable by combined the agame,During any non-weapon upgrade cards upgrade cards. subtype; is this only for of used equipping purposes the The counterpartcard may have adifferent unit type or weapon. that card effect, theonly non-counterpartcan mini use If combined the unit gains aweapon from command keywords the loses of counterpart the card. If counterpart all minis are defeated, combined the unit non-counterpart mini. A counterpart minimust defeated be before a equipped, respectively. counterpart or non-counterpart are minis to they which Upgrade cards with weapons only used can by be the unit, counterpart unless all minis are defeated. 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 2, P 2, HERO OF THE REBELLION B er

(Pierce cannot be against used you.) Abilities :󲉣󲉣”;if it’s aranged attack, the ierce 2 , Unit Leader L rolled.) uke ’ s DL-44 B DL-44 , Wounds P 1 ierce L aster

2 Courage Value P 󲉢󲉢 isto

TROOPER :

󲉡󲉡 L 6 3 Rules Reference 27 ) ≠ 3 2 ) results cannot be canceled by cover. by be canceled cannot ) results ≡ 1 keyword, can improve a unit’s cover by one or more. or one by cover a unit’s improve can keyword, ) results. ≠ When a unit that does not have cover improves its cover cover its improves cover have does not that a unit When cover. light having as treated is it one, by cover its improves cover have does not that a unit When cover. heavy having as treated is it more, or two by by cover its improves cover light has that a unit When cover. heavy having as treated is it more, or one any gain does not unit that cover, heavy has a unit If its cover. improving benefit from Emplacement troopers provide light cover to units that that units to cover light provide troopers Emplacement they obscure. that units to cover light provide troopers Creature they obscure. units to cover heavy or light provide vehicles Ground provide legged vehicles or they Walking obscure. that provide treaded vehicles wheeled cover; or light cover. heavy heavy or light with units provide can terrain Custom all type of the cover determine should Players cover. begins. the game before terrain custom cover provide or obscure cannot unit in the same Minis another. to one Critical ( » » » » » » » » » » Various game effects, such as suppression tokens and and the tokens suppression as such effects, game Various cover » » » » » » » » » a ranged of step Cover” Dodge and During the “Apply ( hit one cancel can cover light has that a unit attack, two to up cancel can cover heavy has that a unit and result, ( hit » Terrain photograph - Crashed X-Wing • • ,

, Suppression , Rally Activation Phase Activation , , Panic , Activating Units Activating

, AND COVER Actions Leaving the Battlefield Leaving , from the AT-RT to one stormtrooper (from the top the top (from stormtrooper one to the AT-RT from be cannot stormtrooper that the AT-RT), of center wounds. more or five suffers this if even unit defeated, the (including minis visible if the four this situation, In mini then the remaining be leader) defeated, would unit leader. the new become unit would one is in heavy cover (the building, which completely which completely (the building, cover in heavy is one cover in light are minis more Since sight). of line blocks be to in light considered is the unit cover, heavy than this attack. for cover blocked totally is sight because of the line Additionally, At least half the minis in the defender are obscured are half in the the least defender minis At cover. from benefits unit so entire the five), of out (three (woods) and cover in light are minis the three of Two Barricades provide heavy cover to non-creature trooper trooper non-creature to cover heavy Barricades provide they obscure. that units become suppressed or panicked. panicked. or suppressed become 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 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 » » » » 3. 2. 1. TERRAIN » There are two only types of cover: light cover and heavy and cover of cover: light only types two are There terrain. by granted usually is Cover cover. » Some trooper units do not have a courage value. These units These units value. a courage have not do units trooper Some would value a courage where card their unit a “–” on have be. normally » » perform a move at maximum speed as directly as possible speed possible as directly as maximum at a move perform the battlefield. of edge the nearest toward A panicked unit still suffers the effects of being suppressed. suppressed. of being effects the still suffers unit A panicked cannot it activation, unit’s a panicked during addition, In to action remaining its spend must and freeperform actions Immediately after the “Rally” step of a trooper unit’s unit’s of a “Rally”trooper step the after Immediately tokens suppression of number a has unit if that activation, panics. it value, courage twice its than greater or equal to • During a ranged attack, terrain that lies between two units can can lies between units two that terrain attack, During a ranged cover. of in the form the defender to protection grant COVER Related Topics: Topics: Related Commander Troopers • • 28 Rules Reference 1. • CHECKING LINEOF SIGHTTO DETERMINE COVER defending mini. Ifline crosses piece imaginary the the of of attacker’s the unit to center leader the of of base the the line from an traces then imaginary center the of base the including its is blocked base, by apiece of terrain, player the defendingmini inthe unit. If any of part adefending mini, checks line of sight from attacker’s the unit to leader each Determine Number Miniatures: of Obscured performs following the steps: To determine ifaunit has cover during an attack, aplayer defending by miniobscured zonefrom this benefit will highest point of it’s mini. When checking line of sight, a zone, defined edgesthecylindrical by of it’s base theand When treated as area terrain, AT-RT the forms a UNITS ASAREATERRAIN light cover. The player therefore it is not obscured. of trooper miniis blocked Rebel the by and barricade the point of AT-ST the miniabove center the of it’s no base, part trooper mini, checking when line of sight from highest the the between is Thoughbarricade the AT-ST theRebel and 2. » » » » are obscured. defenderin the to determine how many of minis those obscured. The player thisrepeats process foreach mini terrain that blocked line of sight, defending the miniis » minis,the as follows: that unit has is by determined that object the is obscuring minis are obscured, that unit has cover. Thetype ofcover Determine Cover: » » » » » » » base, the clear and are the base, peg base the not treated as apart there is aclear separating peg defending the miniand its line of sight to adefending miniwith anotched if base, When determining apiece whether of terrain blocks unit to defending leader the miniis completely blocked. defender obscured, to unless line of be sight from the thatmini's base, minicannot cause aminiinthe If attacking the unit leader’s is touching base another arethey pieces of area terrain. creature trooper, or emplacement trooper minis as if a defending miniis obscured, treat any ground vehicle, troopers can provide cover. When determining whether Ground vehicles, creature troopers, and emplacement unit to leader that miniis completely blocked. defender obscured, to unless line of be sight from the terrain, that piece of terrain cannot cause aminiinthe If attacking the unit leader’s is touching base apiece of the vehicle.the that unit has either light or heavy cover, depending on If minis obscured are the by obscured aground vehicle, line crosses imaginary apiece the whether of terrain. downlook from above battlefield the to determine battlefield, two-dimensionalon a plain. A player should of terrain, line the is always treated as horizontal to the centers the between of crosses two minis' bases apiece When line determining traced an whether imaginary of mini. the If at least of half of all defender’s the Rules Reference 29

keyword Withdraw , Embark And Disembark And Embark , cumbersome Weapons , Suppression , Movement Displacement , , Notch , Attack Cover

Movement , While engaged, creature troopers do not have to to have do not troopers creature engaged, While can while moving and perform moves, to withdraw units trooper non-emplacement non-creature, displace engaged. which theywith are Creature troopers do not improve their cover while they their cover improve do not troopers Creature tokens. suppression more or one have troopers. creature to cover Barricades provide do not provide and minis, other obscure can troopers Creature so. when doing cover light reverse. and pivot can troopers Creature disembark. or embark cannot troopers Creature “Sabotage/ or use the “Claim” cannot troopers Creature abilities. Repair” be displaced. cannot troopers Creature through move cannot vehicles ground and Troopers troopers. creature a overlapping move a compulsory end cannot A unit trooper. creature when moving troopers displace troopers Creature that troopers through move cannot them, and through be displaced. cannot Creature troopers are affixed to either a medium, large, large, either a medium, to affixed are troopers Creature base. huge or the move, a standard performs trooper a creature When of notch the front into tool inserts the movement player base. the mini’s » » » » » » » » » » » » » » » » » » » » » » » » A unit can use a weapon with the with use a weapon can A unit token, a standby spending triggered by attack an during the in earlier activation its during moved unit even if that same round. or target can to troopers apply or target effects that Game troopers. creature to apply rules the same units trooper as follow units trooper Creature exceptions: thefollowing with » » Related Topics: Related Engaged • Topics: Related TROOPER CREATURE the trooper of subtype a is It unit. a type is trooper of A creature type. unit • • , , Cancel , See , Cancel , keyword Unit Leader Unit minis are obscured are minis

, Base Contact , Base . , cumbersome

Suppression , keyword, it improves its cover by by cover its improves it keyword, Dice keyword during that activation. that during keyword Barricades Blast (Weapon Keyword) (Weapon Blast , Unit Keyword) Unit , , cover x cover (UNIT KEYWORD) (UNIT keyword during its activation, it cannot cannot it activation, its during keyword Attack Attack

X cumbersome elevation than the attacking unit will usually have cover. cover. will have unit usually the attacking than elevation the from of sight line checking is This because when minis' defending each a part of leader, unit attacking the that the terrain bebase obscured by will likely most of. top on mini is which case the unit has light cover. light has which case the unit object that both an obscured by mini is individual an If heavy provides object that an and cover light provides cover. heavy obscured by as mini that treat cover, a higher with terrain of a piece on unit A defending that unit has the cover that the custom terrain provides. terrain the custom that the cover has unit that the obscured of some the case that In are some and cover light provides object that an by that cover, heavy provides object that an obscured by that minis more are there unless cover, heavy has unit in cover, light provides object that an obscured by are or emplacement trooper, that unit has light cover. light has unit that trooper, emplacement or a barricade, and obscured by the are obscured minis If has unit that unit, trooper a non-creature is the defender cover. heavy terrain, custom obscured by the are obscured minis If If the obscured minis are obscured by a creature trooper trooper a creature obscured by the are obscured minis If Sharpshooter X ( Sharpshooter , » » » » » » If a unit performs a move, except for a pivot, during its its during a pivot, for except a move, performs a unit If that a weapon with attack an perform cannot it activation, has the If a unit performs an attack with a weapon that has the has that a weapon with attack an performs a unit If cumbersome pivots. for except activation, that during moves any perform » » » » » » • • A unit that has a weapon with the with a weapon has that A unit the during weapon that using attack and both move cannot a pivot. is the unless move activation, same (WEAPON KEYWORD) (WEAPON CUMBERSOME a number equal to x. to equal a number Topics: Related Cover COVER if attack, a ranged of step Cover” Dodge and During the “Apply the has the defender "Additional Terrain Rules" on page 8 page on Rules" Terrain "Additional Related Topics: Related Keyword) X (Unit Cover 30 Rules Reference Vehicles Related Topics: • • • on "Resilience" value (see wound tokens to equal or exceeding its resilience A vehicle unit can become damaged it when has DAMAGED Related Topics: • that command card as though it had one fewer pip. cunning that belongs commander to afriendly or operative with the a commander-specific or operative-specific command card cards is played. Command the During Phase, ifaplayer reveals own plans, and have an advantage one when of command their Units with the CUNNING Related Topics: • results. surges, it may convert up to xsurge ( While aunit with the (WEAPON KEYWORD) CRITICAL X damage tokens. A damaged token is one of three different types of vehicle » activation. blank, that vehicle performs one fewer actionduring its any actions, it rolls awhite defense die. If result the is a When aplayer activates adamaged unit, before it performs with unit the as it moves around battlefield. the battlefield thenear unit leader and remains damaged token. The token is theplaced on When avehicle unit is damaged, it gains a priority. for operative with the commandspecific card that belongs to acommander or If players both reveal acommander-specific or operative- unit card. keyword according to surge the conversion chart on its any surge ( While using the » any number of actions. free A unit that an way loses action inthis perform can still , keyword, and there would for atie be priority, treat Wounds ≢ cunning ) results not converted with the

Abilities Actions Command Cards Command critical x

(UNIT KEYWORD) critical x cunning keyword are adept at their enacting , , page page Activating Units Attack 59 keyword, atie be still there will keyword, aunit converts still , keyword converts attack ). Surges , Commander ≢ ) results ( to critical , Dice critical x , , Resilience Priority Damaged Token ≡ ,

)

• • • of up to xadditional dice. defense diefor eachsuppression token that it has, adding atotal a unit with the to remove, including none. tokens, it may any choose amount of tokens up to that number sense x midstthe of combat. When aunit with with the the battlethe raging around and them are adept at staying alive in Units with the (UNIT KEYWORD) DANGER SENSEX • other characteristics. battlefieldthe and come to aconsensus on its cover type and should brieflyeach discuss piece of thatbe terrain on will piece of have terrain will before game the Players begins. setup,During it is imperative toeach determine effects which DECLARING TERRAIN Related Topics: • it may gain 1suppression token to move perform afree action. performs its step, “Rally” ifit is suppressed but is not panicked, by suppression. After aunitwiththe under fire,while evenwhen it would be hinderednormally A unit with the (UNIT KEYWORD) DAUNTLESS Related Topics: • its step “Rally” and during End the Phase, as well as when how many of its suppression tokens to remove during both A unit that has the unit card. of same the color as defense the diceicon on defender's the Any defense by diceadded the defending.while are inaddition to normal the number of dicethat aunit rolls Any defense by diceadded the usually on depends size of the that piece of terrain relative Whether or not apiece of provide terrain will cover to aunit courage value. to have suppression tokens to equal or exceeding double its become panicked ifgaining that suppression token causes it a suppression token from the Since it has step, already its performed Rally aunit gaining against ranged both and melee attacks. Units can the use tokens. another game effect or ability would remove its suppression keyword would remove any number of its suppression danger sense x danger sense x dauntless

Courage Attack danger sense x danger sense x , Dice , Movement

keyword can keep moving While defending against an attack, , Courage keyword are more aware of keyword rolls 1additional dauntless danger sense x danger sense x dauntless , keyword defending while , Suppression

keyword may choose Suppression ability not will keyword keyword , keyword are are keyword keyword keyword

danger Panic Rules Reference 31 , ) � , See ) results are are ) results � Condition , Issuing Orders Issuing , Objective Tokens Objective Leaving the Battlefield Leaving , keyword is defending, if defending, is keyword , Wounds , Dodge , keyword is issued an order, it it order, an issued is keyword keyword would be issued an be an issued would keyword deflect Condition Cards , Actions ) results; additionally, if the attack is is if the attack additionally, ) results; , Commander Unit Leader Unit , ≣ ). , THE BATTLEFIELD defend x defend Objective Cards Objective 6 (UNIT KEYWORD) (UNIT defend x defend ,

Unit . , Battlefield Attack Abilities

page 6 keyword. keyword allows a unit to gain additional benefits benefits additional gain to a unit allows keyword x page Deployment , deflect While a unit that has the has that a unit While ( surge defense any a dodge token, spends it ( block to converted ( surge each for wound one suffers the attacker ranged, Dice” Defense the “Roll during the defender by rolled result step. A player may forfeit their opportunity to eliminate a card if a card eliminate to their opportunity forfeit may A player do so. they to wish 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 a player’s in are that commander that to corresponding be played. longer no can the with a unit If or to issued be not order that effect causes a game but order use the cannot unit that instead, unit another be to to issued defend and a than dodge action, performing is different effect This occur dodge after that trigger does abilities not therefore performed. are actions DEFLECT The dodge tokens. spending from • 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 deck, each 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 • • Topics: Related Tokens on “Setup” • Topics: Related Tokens Objective KEYWORD) (UNIT DEFEND X the with a unit When x dodge tokens. gains • • Topics: Related

setup. same , as a , as 8 during page Setup , Line of Sight Line of , Cover

setup. position and in base contact with the unit leader. The The leader. the unit with in base contact and position it was where the battlefield on remains token objective normal. as again be can claimed placed and If a player’s unit leader with a claimed objective token token objective leader a claimed with unit a player’s If leader, the unit move or they remove before defeated, is its unclaimed to token objective the flips player that in the the battlefield onto back it places side and setup to determine whether or not that piece of terrain terrain of piece that not whether determine or to setup the game. during cover will provide Checking whether a piece of terrain is blocking half or half or blocking is terrain of whetherChecking a piece used during only a mini is of half, than less or more, during The level of cover that a piece of terrain will provide, provide, willterrain of piece a that of cover level The be determined should units, types of what to and Whether or not a piece of terrain will provide cover, and and cover, will terrain provide of a piece not or Whether be determined should units, if so what to » » » » » there are still minis in that unit, the player who controls that 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. the unit with moving along a movement tool, that unit is defeated. is unit that tool, a movement along moving and leader defeated is in which a unit situation the rare In If a unit performs a move that causes any part of its unit unit its part of any causes that a move performs a unit If while including the battlefield, of leader's base be to outside 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, the degree to which minis in those units are blocked by by blocked are in those which minis to the units degree terrain. that » Once the level of cover that a piece of terrain will provide will terrain provide of a piece that cover of the level Once terrain of piece that been setup, has determined during of regardless units the relevant to cover that provides Players should use the "Terrain Types" on on Types" use the "Terrain should Players during setup. effects terrain guide when determining » depending on its characteristics. Terrain that completely completely that Terrain characteristics. its on depending cover. heavy provides always sight of line blocks » cover, heavy or cover, light cover, no provides either Terrain not. This means that trooper minis will frequently enjoy the enjoy will minis trooper frequently that means This not. not. often will vehicles while of cover, benefits to the minis in that unit. As a general rule, terrain that that rule, a general terrain As unit. in that the minis to will a mini of provide more half or to sight of line blocks a mini will half of than less blocks while that terrain cover, • • and cannot be used for the remainder of the game. of the remainder be used for cannot and • DEFEATED the battlefield from removed is it defeated, is a miniature When Related Topics: Related • • • 32 Rules Reference • • • • on battlefield. the Before game the players begins, turns take deploying units their DEPLOYMENT “Defeated”See on DESTROYED Related Topics: • • » 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 » » 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 match 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 » » » 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 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. ) result, as normal. The defender may spend Attack page page keyword. Spending token dodge this cancels 31 , Cancel , or “Resilience” on deflect , Dice keyword during an , deflect Dodge , page page Surges keyword keyword 59 , . Wounds • restrictions during army building and setup. A unit with the TYPE (UNITKEYWORD) DETACHMENT: UNIT NAME/ “Setup” on Related Topics: • » keyword included is also inthat army. that has unit the name the or specified by type keyword can only included be inaplayer’s army ifaunit armyDuring building, aunit with the » » » » thespecified by from unitleader afriendly that has unit the name or type detachment “Deploy the During Units” step of Setup, aunit with the » » » » » Trooper to their army. Because the DF-90 Mortar Trooper For example, aplayer wishes to add aDF-90 Mortar in order included to be inan army. corresponding unitEach with the unit leader. miniinaunitEach must incohesion placed be with its following the with the detachment that unit must deployed be before a unit with the detachment player has aunit with name the the or specified by type as normal inaplayer’s deployment zone. However, ifa deployed following the If aunit with the deployment zone. keyword, it not does have deployed to be within its When aunit deploys using the detachment againdo so for another unit friendly with same the unita friendly with the the deployment to fulfill used has been requirements of of a speed-1 detachment When deploying multiple units with same the Shoretroopers to include in their army. their army, and therefore must select asecond unit of wishes to add asecond DF-90 Mortar Trooper unit to unit and aDF-90 Mortar Trooper unit. The player then player does so, and the army now contains aShoretroopers must first add a unit of Shoretroopers to their army. The has the page page detachment: Shoretroopers detachment detachment 6

Battlefield keyword must at placed of be aunit speed-1 . detachment different detachment keyword is deployed, such that unit the keyword that has not deployed, yet been keyword. keyword, each unit must deployed be at unit with the specified unit unit with specified name the type or detachment detachment , Defining the BattlefieldtheDefining friendly unit friendly leader. Once aunit keyword is subject to anumber of keyword is able deployed to be detachment detachment keyword. rules. detachment keyword cannot be keyword requires a detachment

keyword, the player rules it is rules deployed keyword, it cannot detachment , See , See

Rules Reference 33 . 33 Detonate X: Detonate detonate x: detonate page , detonate x: charge x: charge detonate Weapons , Arm X: Charge Type (Weapon (Weapon Type Arm X: Charge Charge Tokens , detonate x: charge type x: charge detonate , See “Detonate” on on See “Detonate” keyword until each attack pool has each attack until keyword Attack Pool Attack , Area Weapon Area

detonate x detonate keyword may detonate up to x friendly charge x friendly to charge up detonate may keyword Attack , keyword first. keyword use the been fully resolved. If an attack includes multiple attack pools, a unit cannot cannot pools, a unit attack multiple includes attack an If » If, after a unit attacks, moves, or performs an action, an action, both or performs moves, attacks, a unit after If, the with units have players that the player tokens, charge detonate could that keyword performed the attack, just that the unit control does not use their unit’s action may or move, type Any unit keywords of the unit that detonates the charge the charge detonates that the unit of keywords unit Any whenmade the charge attacks any to apply do not token detonates. token the detonates that the unit detonates, token a charge When dice. attack reroll to tokens aim spend cannot token detonates that the unit detonates, token a charge When the of any to weapons other add any cannot the token pools. attack the surge to refer do not detonates, token a charge When Each the token. detonated that the unit of chart conversion the same on chart conversion surge own type its has charge type. charge with that associated profile the attack as card charge a an action or performs moves, attacks, a unit After or abilities other any before be can detonated token withthe an action; performs a unit after occureffects that be which can spent token a standby spending of exception detonates. the token before a unit by » To determine line of sight from a charge or condition token token condition or a charge from sight of line determine To the token to the unit from sight of line determine a unit, to the to sight of line have in the unit minis any If instead. to and unit that to sight of line has then the token token, those minis. multiple are if there detonates, token a charge When used that the unit who controls the player units, defending the of chooses the order the token detonate to ability an token. the charge by made attacks multiple are there if detonates, token a condition When caused that the unit who controls the player units, defending made theattacks of chooses the order detonate to the token token. the condition by • After a unit controlled by any player attacks, moves, or performs or performs moves, attacks, player any by controlled a unit After the with weapon a has that action, each unit an type charge the specified of type. tokens • • • • • • • • Topics: Related Keyword) Keyword) (Weapon Type Charge X: CHARGE TYPE DETONATE KEYWORD) (WEAPON

detachment Cohesion , ) indicates that a weapon is a weapon that ) indicates Army building Army , ≬≭≮≯▀ Abilities

Setup , Units” step. If a game effect (such as the Rapid as the effect (such Rapid a game If step. Units” be to placed a unit allows card) battle Reinforcements the follow does not it this step, of outside rules. keyword This restriction is only required during the “Deploy “Deploy during the required only restrictionis This » Charge and condition tokens cannot suffer wounds. suffer cannot tokens condition and Charge or performs an action; with the exception of spending spending of the exception with action; an performs or the before unit a by be which can spent token a standby detonates. token If a charge or condition token would detonate after a unit a unit after detonate would token condition or a charge If before detonates token action, that any or a move performs moves a unit after occur effects that or abilities other any spend aim tokens to modify attack dice, regardless of of regardless dice, modify to attack tokens spend aim to used ability an or token placed that whether a unit it. detonate detonate it. detonate cannot units detonates, token condition or a charge When When a charge or condition token detonates, refer to the to refer detonates, token condition or a charge When regardless token, that with associated chart conversion surge to used ability an or token placed that whether a unit of Ranged attacks made by area weapons are performed against performed against are weapons area by made attacks Ranged unit even if that sight, of in line and range at each unit engaged. is Each attack made when a charge or condition token token condition or when a charge made Each attack attack. a ranged is detonates For each attack made when a charge or condition token token condition or when a charge made attack each For the attacker. considered is token that detonates, against each unit that is in line of sight and at the range the range at and sight of in line is that each unit against determined icon, the range on the number by indicated that token condition or the charge of the edge from detonating. is use the area weapon on the card associated with that token. that with associated the card on weapon use the area attack a separate perform weapon, area an using When A yellow range icon ( icon range A yellow detonates, token condition or a charge When weapon. area an » • • • • • • • • from the battlefield. from • conversion chart, and weapon keywords on the card associated associated the card on keywords weapon and chart, conversion being detonated. is that thetoken with token that remove detonates, token or condition charge a After an ability or some other game effect, perform a separate attack attack effect, a separate perform game other some or ability an unit) that owns which player of (regardless each unit against surge weapon, the area using to, sight of line has the token that DETONATE through either detonates, token condition or a charge When Related Topics: Related Deployment 34 160 Rules Reference 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 Charge Nimble 󲊂󲊂 Jump1 more dodge tokens, gain 1dodge token.) 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 • • completely block movement. Difficult terrain is thatanything impedes does but not DIFFICULT Related Topics: • • • or clambering. vehicle damage, and determine trooper damage climbing while Dice are to resolve used attacks, remove suppression, determine DICE Keyword) Related Topics: • (Perform amove during which • Rebel Troopers Luke Skywalker 2, P 2, HERO OF THE REBELLION 160 maximum reduced speed by 1,to aminimum of 1. through or enter difficult terrain with any of itsminis has its While performing astandard move, aunit that would move maximum reduced speed by 1,to a minimum of 1. its move with any of its minis indifficult terrain has its While performing astandard move, aunit that begins » » 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 performs amove disabled. while its entire activation, including after aunitwithdraws or a unit performs or spends an action inany way or uses A unit can the use 44 B er » » » » » » » » » » » (Pierce cannot be against used you.) :󲉣󲉣”;if it’s aranged attack, the a ierce u nakin 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 Precise 1 reroll up to 1additional die.) : Hit : : Critical : Block : : Attack Surge : Defense Surge 2 , ’ Attack i s m 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.) Area Weapon B uke , -280 B -280 Attack er Attack Pool (Pierce cannot be against used you.) ’ :󲉣󲉣”;if it’s aranged attack, the ierce s DL-44 B DL-44 L detonate x:charge type 2 aster

, P TERRAIN Surges 4 1 ierce 160

L r aster if a L 2 L , e rolled.) e 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 �rolled.) token, you gain "� uke Charge TokensCharge -11 B -11 Arm X:ChargeArm Type (Weapon P � 󲉢󲉢 ’ isto

TROOPER TROOPER s ’ i : DL-44 B DL-44 : s

L

m L aster 󲉡󲉡 󲉣󲉣 L P (After you a move perform action, you may (While defending, if you spend adodge ightsa 6 act 3 1 1 (Perform amove during which • P Luke Skywalker

2, P 2, r 1 ierce 4 HERO OF THE REBELLION if B L er aster L (Pierce cannot be against used you.) e :󲉣󲉣”;if it’s aranged attack, the ierce 2 P 󲉢󲉢 , 󲉢󲉢 2 isto

Detonate TROOPER

TROOPER :

:

󲉡󲉡 L 󲉠󲉠 6 3

1 1 ability after L uke , ’ s Weapons DL-44 B DL-44 P 1 ierce L aster 2 P 󲉢󲉢 isto • • • • • • • value (see wound tokens to equal or exceeding its resilience A vehicle unit can become disabled it when has DISABLED "Additional Terrain Rules" on TerrainOpen Related Topics: •

TROOPER :

󲉡󲉡 L 6 3 When aunit performs amove, apply anythat effects without suffering any additionalpenalties. A unit can pivot, climb, or clamber indifficult terrain while reverse. a Difficult terrain also affects vehicles thatperforming are that move is not affected by difficultterrain. When ancauses effect aunit move,perform to a speed-x maximum less to than be 1. speed that effects reduce aunit’s maximum causeto aunit’sspeed effect the of difficultterrain be can combinedwith other moving though multiple pieces of difficult terrain. However, A unit cannot reduce its maximum below 1by speed The effect ofdifficult terrain is notcumulative with itself. » its activation. performapivotstill action by spending one actionduring actions to perform astandard move. Adisabled unit can A unit that is disabled cannot reverse and must spendtwo with unit the as it moves around battlefield. the battlefield thenear unit leader and remains disabled token. The token is theplaced on When avehicle unit is disabled, it gains a » 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 8 unit’s (trooper, type ground vehicle, or repulsor vehicle). See Whether or not apiece of terrain is difficult depends ona applying anythat effects reducethat unit’s maximum speed. increase unit’s the maximum (up 3),before to speed speed » » its speed. moves into base contact with abarricade does not reduce For example, aunit of Stormtroopers whose unit leader reduction. speed this but not does move through it or enter it not does suffer A unit that moves into contact base with difficult terrain 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 "Resilience" on"Resilience" page 59 , Reverse

Barricades , Unhindered (Unit Keyword) ,

Impassable Terrain page page ). 8 . .

, Movement , See , See Disabled Token ,

Rules Reference 35 , Line , , Troopers , ability. Suppression , distract Compulsory Move , ability, it loses the it ability, ability, if able. ability, ability, if able. ability, Cohesion keyword can keep enemies occupied occupied enemies keep can keyword , distract Inconspicuous (Unit Keyword) (Unit Inconspicuous , Each unit that had one or more minis minis more or one had that Each unit distract keyword until the end of the round, if able. the round, of the end until keyword keyword can choose an enemy trooper unit unit trooper enemy choose can an keyword Attack Engaged distract

The player who did not move the vehicle takes vehicle the move not did who player The distract Vehicles Speeder X (Unit Keyword) Speeder X (Unit , , distract there are still weapons usable by any minis in the unit in the unit minis any by usable still weapons are there poolattack be to the added first to eligible not were that used the that the unit targeting A unit, or mini, cannot “choose” a weapon that is not not is that a weapon “choose” cannot mini, or A unit, add a can dice pool be if it to that added to eligible eligible. is that weapon different dice a poolform if, second only can unit attacking The a dicewithforming weapons, eligible all pool first after 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 mini. enemy an with base contact its on remain must it mini, a displaced placing When if possible. original elevation, token suppression one than more gain cannot A unit minis its of one than even if more being displaced to due displaced. was » » » » » » » When a unit uses the a unit When inconspicuous add an must unit mini in the each enemy attacking, While the unit targeting is pool that the attack to weapon eligible used the that » » Place Units: Place and (both enemy) minis friendly the displaced all and of the battlefield. them on back places » » » » Gain Suppression: token. suppression one gains displaced » Related Topics: Related Sight of Related Topics: Related Movement Leader Unit KEYWORD) DISTRACT (UNIT the with A unit action, a unit a free card As misdirection. valuable provide or the with round, that of the end until sight; of line in 1-2 and range at attack must it attack, an performs unit when enemy the chosen used the that the unit • • 3. 4. , Resilience , Pivot , keyword is engaged engaged is keyword keyword is issued an an issued is keyword Withdraw Suppression , , Movement , disengage Melee Dice , , disciplined x disciplined Any displaced minis are placed to the side placed to are minis displaced Any Wounds Actions Engaged Issuing Orders Issuing ,

move, those minis are displaced. those are minis move, The ground vehicle mini that displaced the trooper displaced mini that vehicle The ground Vehicles , Repulsor vehicles cannot displace troopers when troopers displace cannot vehicles Repulsor move. a compulsory than other move any performing » Move: the by unimpeded normal, as move its continues minis displaced. it minis on the battlefield. If a unit leader is displaced, a player player a leaderis displaced, If a unit the battlefield. on token. a spare using original position its mark should Set Minis: Aside objectsor other minis disrupting without the battlefield of Repulsor vehicles and other trooper units can move through through move can units trooper other and vehicles Repulsor troopers. engaged steps: the perform following players a unit, displace To Trooper units that are engaged cannot be displaced, be displaced, cannot engaged are that units Trooper vehicles. ground by through be moved cannot thus and compulsory » When a repulsor vehicle mini’s final movement position position movement final mini’s vehicle a repulsor When a during minis trooper more or one overlap would When a ground vehicle mini moves along the path created created the path along mini moves vehicle a ground When trooper any overlap base would if its tool, a movement by displaced. thoseminis, are minis If a unit leaves base contact with an enemy unit, it is no no is it unit, enemy an with base contact leaves a unit If unit. that with engaged longer A disabled token is one of three different types of vehicle vehicle of types different three of one is token A disabled tokens. damage 2. 1. • • • • DISPLACEMENT it miniatures, trooper through moves vehicle a ground When them. displaces • Topics: Related While a trooper unit with the with unit a trooper While normal. as still can moves perform it unit, enemy a single with DISENGAGE DISENGAGE KEYWORD) (UNIT Related Topics: Related (UNIT KEYWORD) (UNIT the with a unit When tokens. x suppression to up remove may it order, DISCIPLINED X X DISCIPLINED Related Topics: Topics: Related Reverse • 36 Rules Reference • • unit type. A droid of trooper is atype unit. It is asubtype of trooper the DROID TROOPER Keyword) Related Topics: • • • • • • • • • cancel hit results during an attack. Units can gain tokens dodge that allow to them DODGE » » » with following the exceptions: Droid trooper units follow as trooper units same the rules or apply to droid troopers. Any gamethat effect targets or applies troopersto can target cancel. to A unit may token spendadodge evenifthere 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 ≠ » » » ) result for token eachdodge spent. poison tokens. A droid trooper unit cannot gain or resolve gains suppression tokens as normal and panic. can still A droid trooper unit cannot suppressed, be though it has one or more suppression tokens. A droid trooper unit not does improve its cover it while , Dice ,

Nimble ( Actions , Unit Keyword) Attack , Cancel deflect , Deflect (UnitDeflect . ≡ deflect ) results. Dodge Token

• • • ormodes states. weapon, piece of gear, training or that special has two different Some upgrade cards are cards these dual sided; represent a DUAL Related Topics: • • • on with unit. the For on transported, being rules “Transported” see contactin base with vehicle the and move performs aspeed–1 disembark, aunit that is transported being places its unit leader indicate that unit the is transported being by that vehicle. To one of near base vehicle the the and one next to unit, the to removed from battlefield the pairand a of ID tokens are placed, vehicle that can transport that of type unit.the Then, unit is move that puts its unit into leader contact base with afriendly transport x unit to enter or exit avehicle with the Embarking and disembarking are of types moves that allow a EMBARK Cards Related Topics: • page page active and allowed used. to be agame,During only faceup the sideof card adual sided is cardthe is faceup. card, player the that controls that unit what decides sideof When deploying aunit equipped with upgrade adual sided have same the printed points cost). count toward points the army intheir sidesalways (both upgrade card, only points the cost on one sideof card the When building an army, ifaplayer includes adual sided » actions or any actions. free unit’s entire activation and it cannot perform additional reverse during current the round, disembarking that uses that unit has more performed than one standard move or When aunit disembarks, vehicle ifthe that is transporting next to unit. the That unit those tokens.has still battlefieldthe withthe unit areback battlefieldtheplaced on When aunit disembarks, any tokens that were moved off tokens. offbattlefieldthe the unit.with That those still has unit When aunit embarks, any tokens that unit has are moved a different side. reconfigure Some cards dual sided have abilities, such as the » attack that includes the and resolving ion tokens, and it when is target the of an A droid trooper unit is treated as avehicle gaining when 68 . SIDED keyword. To embark, aunit performs astandard

Ion Tokens Reconfigure (Upgrade Keyword) keyword, that allow card the flipped to be to AND CARDS , Suppression

ion DISEMBARK x keyword. transport x , Troopers ,

Upgrade or or light

Rules Reference 37 , , or Defeated , claim Round Counter Round , Each player places one of of one places Each player Commander , Round

, The player who has the round round has the who player The Each player discards their discards Each player Troopers , Rank , abilities. Players remove all aim, dodge, and standby standby and all dodge, aim, remove Players repair Command Cards Movement

Order Tokens Order , PHASE After the sixth game round, the game ends. game the round, sixththe game After not have a card to discard. to a card have not all If the game. from removed are tokens order Excess with starting defeated, were commanders a player’s of leader from a unit promote must players player, the blue placing be to a commander, their units trooper of one mini. that to next area in the play token the commander a and is discarded, token originalorder unit’s Then, that in card unit’s that placed on is token order commander place. its 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 Emplacement troopers cannot use the cannot troopers Emplacement sabotage/ be displaced. cannot troopers Emplacement through move cannot vehicles Ground troopers. emplacement move a compulsory end cannot unit Another trooper. emplacement an overlapping or card command Orders” used the “Standing a player If they will this round, card a command play to unable was » » » » » » » » » Remove Tokens: Remove token suppression one as well as their units, from tokens unit. each from Promote: and Pool Order Update cards units’ their undefeated of each on tokens their order rank. a matching with » » Counter: Round Advance that displayed; is so number sets highest the next it counter passes the player Then, that round. the next of the number is their opponent. to counter round » » » » Discard Command Card: be this game. used again cannot it card; revealed command » Related Topics: Topics: Related Pool Order the Game Winning 2. 3. 4. Related Topics: Related END order In round. the next for prepare players Phase, the End In steps the perform following players Phase, the End resolve to in order: 1. keyword cannot embark or or embark cannot keyword Transport X: Open/Closed (Unit X: Open/Closed (Unit Transport stationary , Light Transport X: Open/Closed (Unit X: Open/Closed (Unit Transport Light

Movement Transported , , Emplacement troopers can obscure other minis, and and minis, other obscure can troopers Emplacement so. when doing cover light provide clamber. or climb cannot troopers Emplacement pivot. can troopers Emplacement Emplacement troopers are affixed to either a medium, either a medium, to affixed are troopers Emplacement base. notched huge or large, a standard performs trooper emplacement an When the into tool inserts the movement the player move, base. the mini’s of notch front A unit leader cannot be placed into base contact with an an with base contact be placed into leader cannot A unit move. when beginningdisembark a unit enemy cannot a unit the speed–1 performing While move, unit. enemy an with base contact into move » » » » » » » » » » » » or apply to emplacement troopers. emplacement to apply or rules the same trooper as follow units trooper Emplacement exceptions: the following with units Any game effect that targets or applies to troopers can target target can to troopers applies or targets effect that game Any If a game effect allows or forces a unit to perform a speed–x a to perform a unit forces or effect allows a game If disembark. or embark to move use that cannot it move, Embarking and disembarking are not standard moves. moves. standard not are disembarking and Embarking disembark. disembark. or embark cannot token objective a claimed with A unit disembark. disembark. disembark. the have that Units A unit cannot both embark and disembark during the same the same during disembark and both embark cannot A unit activation. or embark speed 0 cannot of a maximum have that Units trigger after a unit performs a move action to embark or embark to action move a performs a unit trigger after if able. disembark, after a unit embarks or disembarks, if able. able. if disembarks, or embarks a unit after action move a performs a unit trigger after that abilities Any » trigger move a performs a unit trigger after that abilities Any » A unit that is disembarking cannot be placed into base be placedinto cannot disembarking is that A unit units. enemy any with contact • An emplacement trooper is a type of unit. It is a subtype of the of a subtype is It unit. a type is trooper of emplacement An type. unit trooper • EMPLACEMENT TROOPER Keyword) Keyword) • Topics: Related • • • • • • • • 38 Rules Reference of a specific rank than the rules ofthanrules rankfor the a specific building a standard army a standard army. This maycause an army to have more units notrank does count against rank the restrictions for building keyword. Ignoring rank the of aunit means that unit’s the value) of a unit that has name the the specified by entourage unit. When building an army, ifaplayer includes aunit with the entourage accompanied or protected by another unit. specific The The (UNIT KEYWORD) ENTOURAGE: UNITNAME Related Topics: • • and that unit gains the toequal or exceeding x,treat that unit’s courage value as “–” While aunit with the (UNIT KEYWORD) X ENRAGE Troopers Related Topics: • • cannot targeted be by ranged attacks, except from area weapons. 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 before its courage value was treated as “–”. suppression tokens. Remove any suppression tokens it had While aunit’s courage value is treated as “–”it cannot gain no longerfrom benefits the game effects, suchthat it has fewer wound tokensthan x, it exceeding x,but removes then wound tokens through other If aunit with move.speed-1 “Perform Actions” step of its activation except perform this that is withdrawing cannot do its entire activation move. to perform aspeed-1 Aunit To exit an engagement, aunit must withdraw by using 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. entourage , Withdraw keyword, may they ignore rank the (but not points keyword states specifically the name this of other keyword indicates that aunit is often

enrage x Abilities Friendly Attack enrage x charge , Base Contact Base , , Unit Courage has wound tokens to equal or enrage keyword. keyword has wound tokens anything , Suppression , Displacement x keyword. during the , Wounds entourage , Melee ,

Related Topics: • • • • entourage unitfriendly at range 1–2that has name the the specified by unit with the CommandEach Phase, during Issue the Orders step, a forarmy rules the meets building still astandard army. of because the normally allow; Recover Related Topics: • • • • • • card cannot exhausted be again until it is readied. resolve abilities the on cards. those An exhausted A player must exhaust some upgrade cards to EXHAUST Building" on be issued tobe adifferent unit instead. trigger the order When issuing an order the via thecan range effect the of orders or issued can orders, be such as from upgrade cards, Gamethat effects alter the range which aunitat issues issued an order by the such on as those command cards, aunit when trigger is Gamethat when effects aunit trigger is issued an order, issuedto by be unit the that has the Orders issued with the exhausted. A card that not does have an exhaust icon cannot be upgrade cardsAll game the readied. begin counterclockwise it so is oriented vertically. To ready an exhausted card, aplayer rotates it 90º upgrade cards are readied. When aunit performs arecover of action, all its exhausted oriented horizontally. To exhaust acard, aplayer rotates it it 90ºclockwise so is order to its use abilities. above its game text, it requires player the to exhaust it in If acard has an exhaust icon on right the side entourage , Upgrade Cards must Rebel EmpireGalactic when keyword. page page entourage be issued to be aunit that has name the specified by aunit is issued an order may cause order the to

Command Phase Command Abilities 5 keyword, however other gamethat effects . , Weapons , keyword may issue an order to a entourage Card Actions entourage

entourage © LFL © FFG © LFL © entourage at range 1that is not acommander. Choose an enemy󲊃󲊃 Choose trooper mini entourage , Issuing Orders keyword. It suffers 1 wound. keyword are considered Dark Side only. entourage Force Choke , Free Card Actions keyword. keyword, such an Galactic Separatist Alliance keyword, the , See "Army, See Exhaust Icon keyword. 5 , Rules Reference 39 keyword, Weapons , keyword. Arsenal X (Unit Arsenal X (Unit keyword while keyword Fixed: Front/Rear Front/Rear Fixed: , , Vehicles , fire support fire Base , support Order Tokens Order Notch , , keyword to add eligible add eligible to keyword fire fire fire support fire keyword, a unit must have a have must a unit keyword, Activating Units Activating , Attack Pool Attack Keywords , , Line of Sight Line of , fire support fire Attack Abilities

ARCS fire support fire Attack Pool Attack , 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 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 » » » If any part of a mini’s base is inside a firing arc, that mini’s mini’s that arc, a firing base inside is a mini’s part of any If arc. firing that inside is unit use to determine firing arcs for that 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 » » » 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 To use the To the using After token. order faceup is unit That facedown. token order that flip must a unit during be activated cannot and activated have to considered round. that use the can unit one Only units more or pool. Two attack an forming is unit another use the cannot pool. attack the same to weapons suffer can minis which defending determining When unit, the attacking determined from is sight of line wounds, the using the unit not and players that lines firing-arc have minis of The basessome • Topics: Related Keyword) (Weapon • • • • • Topics: Related Keyword) FIRING by firing-arc the formed area is cone-shaped the arc A firing bases. miniatures’ some embossedlines on • . 10 page keyword unit leader. unit . keyword, range its ownits fire support fire keyword are adept at at adept are keyword keyword also the has keyword Climbing Vehicle (Unit (Unit Vehicle Climbing Army building Army , , fire support fire , See "Vertical Movement" on on Movement" , See "Vertical fire support fire keyword and a faceup order token may add may token order a faceup and keyword expert climber expert CLIMBER CLIMBER Upgrade Cards Upgrade keyword clambers, it does not roll any white white any roll does not it clambers, keyword Movement

, Climb and Clamber and Climb keyword, each mini can contribute x eligible x eligible contribute mini can each keyword, Height , fire support fire When a unit is using the using is a unit When from still is measured unit that from restriction. Only units of the Galactic Empire or the Separatist the Separatist or the Galactic of Empire units Only Side a “Dark with upgrades equip can factions Alliance restriction. only” the Galactic the Rebel or Alliance of Republic units Only only” Side a “Light with upgrades equip can factions » » » arsenal x arsenal pool. the attack to weapons keywords to that attack pool. attack that to keywords the using a unit If » pool also add their weapon attack an added to weapons Any the defending unit is at the weapon’s range, and if any other if any and range, the weapon’s at is unit the defending met. are the weapon using of requirements may contribute an eligible weapon to the attack pool if that the attack to weapon eligible an contribute may unit. mini in the defending any to sight of line mini has if weapon, a ranged is if it eligible considered is A weapon During the “Form Attack Pool” step of a friendly unit’s ranged ranged a friendly unit’s of step Pool” Attack During the “Form the with in a unit each mini attack, » All units in an army must be from the same faction. the same be from must army in an All units » Each faction is represented by its faction icon. faction its by Each represented is faction • • • • When another friendly unit performs a ranged attack, a unit that that a unit attack, a ranged performs friendly unit another When has the pool. the attack to weapons eligible FIRE SUPPORT FIRE SUPPORT KEYWORD) (UNIT Related Topics: Related • (Imperial), the Rebel (Rebel), Alliance the Galactic(Imperial), Republic (Separatist). Alliance the Separatist and (Republic), • FACTIONS Galactic the in game, Empire the factions four are There Keyword) expert climber expert wounds. suffer dice to defense Topics: Related (UNIT KEYWORD) (UNIT the have that Units the has that scaling a unit verticalquickly surfaces. When EXPERT EXPERT 40 Rules Reference • • • • • two actions during its activation. Through thefree use actions,of aunitcanperform morethan FREE Vehicles Related Topics: • • Some weapons have the (WEAPON KEYWORD) FIXED: still performanystill 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 firing inside specified the be arc the of attacking miniature. rear To addaweapon that has either the » relentless 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 , keyword to attack the defender’s the pool, unit must Weapons ACTIONS

FRONT/REAR

Attack ability and allowing him to afree perform , fixed: front Attack Pool , Base or or fixed: front fixed: rear , Firing Arcs

or or , keyword. keyword. Notch fixed: , • • 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 Phase Related Topics: • 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 FRIENDLY Actions Related Topics: • • unit's activation. Free card actions only performed can be during a once during its activation. unit cannot same perform the card free action more than differentfreecard actions during its activation. However, a card free Each action is aunique action;aunit can perform 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 isdifferent than tokens. If aunit agameinstructs to effect gain specifically Free actions can allow units to gain aim, dodge, and standby 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 relentless must either the use free card action before moving or after the Push upgrade card before triggering his cannot then the use free card action on his equipped Force For example, if Vader Darth amove performs action, he effect. a game effect and an abilitythat triggered is thatby game normally cannot performan between action,they used be Free card actions only performed can be aunit when could , Attack , Exhaust

CARD ACTIONS , Free Card Actions ability resolves.

, Abilities Enemy Abilities Movement Free Actions 0 . full pivot , Unit , , Actions Actions , Pivot , ⊃ Keywords , keyword performs apivot, it ) icon, that ability is afree Movement , , Activating Units Activating Units , relentless Upgrade Cards , Standby , , Card Card Activation ability. He Rules Reference 41 ; ) ) ≠ ≠ was was

) ) result ) result ≣ ≣ guardian guardian ) results. keyword ≡ pierce 3 pierce ) results is not not is ) results guardian x guardian ≠ value can still can bevalue keyword rolls the unit using to cancel 2 hit ( 2 hit cancel to and resolves their resolves and guardian Pierce X (Weapon X (Weapon Pierce ) results and the unit using using unit the and ) results ) results canceled by by canceled ) results , pierce x pierce ) results. For each hit ( each hit For ) results. ≠ attacks an enemy unit, unit, enemy an attacks ) results, ≣ . ≠ if the defender also the has if the defender ) results. The attacking unit unit attacking The ) results. � guardian x guardian to cancel hit ( hit cancel to guardian 2 guardian ≣ guardian Cancel , 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 ≣ Dice ≣ guardian , guardian x guardian guardian x guardian Attack keyword can be used to cancel block ( block be can used cancel to keyword cannot be used by a unit that is being is that be a unit used by cannot cannot be used to cancel critical be ( used cancel to cannot keyword. guardian x guardian x to cancel the 2 block ( 2 block the cancel to ability before choosing whether to declare that that declare whether to choosing before ability 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, keyword suffers 1 wound for each blank result. blank each for wound 1 suffers keyword Weapons ) results are canceled during the “Modify Attack Dice” Dice” Attack the “Modify during canceled are ) results , ) results according to its surge chart, the unit with the with the unit chart, surge its to according ) results ≠ pierce pierce x pierce � another unit is using using is unit another guardian guardian x Guardian a friendly be used it prevent can to nor transported, while wounds suffering from unit transported being transported. The using a unit by dice rolled defense on results ( block canceled treat x pierce ( block used cancel to with a unit example, For uses unit enemy another and converting After results. guardian uses guardian ( block 1 more cancel can unit attacking the and dice, original its 2 of only since defender the by rolled used so far. use the can friendly units multiple If those units who controls the player attack, an during using is which unit declares guardian Guardian x Guardian Hit ( attack. an of step uses that A unit tokens. suppression gain does not and a defender ( hit its all has of that A defender with a unit normal. as token suppression use cannot A unit keyword may cancel up to x hit ( x hit to up cancel may keyword Related Topics: Topics: Related Keyword) • • • GUARDIAN X X GUARDIAN KEYWORD) (UNIT is sight of in line 1 and range at a friendlyWhile unit trooper the has that a unit attack, a ranged against defending x the with the unit canceled, result defense converting After defense. its die matching a defense surge ( x guardian • • • • •

, Rally , Movement , generator x generator Red and Blue Graffiti Tokens Movement graffiti token at range range at token graffiti graffiti token at range range at token graffiti , Shield Tokens Shield , N enemy friendly keyword is equipped with a with equipped is keyword keyword cannot climb or clamber. or climb cannot keyword Climb and Clamber and Climb Line of Sight Line of End Phase , , , . 71

roll 1 fewer die, to a minimum of 1. of a minimum to die, 1 fewer roll roll 1 additional die. 1 additional roll page Abilities Abilities Abilities

grounded generator x generator may must Suppression If it has line of sight to a to sight of line has it If 1–2, it an to sight of line has it If 1–2, it , » » friendly graffiti token and an enemy graffiti token, the token, the effects graffiti enemy an and token friendly graffiti canceled. are both tokens of the red player should place the token with the red side faceup, side faceup, the red with the token place should player the red side faceup. the blue with the token should player while the blue both a 1–2 of range at is and to sight of line has a unit If graffiti tokens. graffiti token, a graffiti placing When two sides. have tokens Graffiti Graffiti tokens must be placed flat, either on the battlefield or battlefield on the either flat, placedmust be tokens Graffiti terrain. of a piece on on their movement end and through move can Units Graffiti tokens remain in play until the end of the game. ofthe until end the play in remain tokens Graffiti » activation: activation: » During the “Rally” step of a unit’s a unit’s of During the “Rally” step A unit with the with A unit Topics: Related GROUNDED (UNIT KEYWORD) GROUNDED GROUND VEHICLES GROUND on See “Vehicles” Range Related Topics: Related • • • • • terrain of the battlefield. Graffiti Graffiti the battlefield. of terrain morale. a unit’s affect tokens • A graffiti token represents a a striking represents token A graffiti the onto painted symbol or image GRAFFITI TOKE GRAFFITI keyword may flip up to x inactive shield tokens to their active to active their tokens shield to x inactive up flip may keyword Phase. the End side during Topics: Related (UNIT KEYWORD) (UNIT the with A unit the with A unit generator. shield self-powered GENERATOR X X GENERATOR 42 Rules Reference page page X(UnitSpeeder Keyword) Related Topics: • • object’s height is measured using range the ruler. Height measurement is avertical of on objects abattlefield. An HEIGHT Related Topics: • unitthe by that upgrade card is unit the leader. heavy weapon upgrade card. The heavy weapon miniadded to A unit with the (UNIT KEYWORD) HEAVY WEAPON TEAM Related Topics: • ranged attack against adifferent unit. attack action against aunit, it may perform an additional After aunitwiththe (UNIT KEYWORD) GUNSLINGER climbing or clambering to. miniatures their surface are on minis are to those surface the of climbing or clambering, aplayer measures from the When determining height the of for asurface purposes the Some terrain may have multiple at surfaces various heights. » isobject at is to equal that object’s height. vertically.segment The the rangeof that ruler the top the of as object the possible; range the should oriented be ruler rangethe flat ruler battlefield’sthe on as surface to close To measure an object’s height, aplayer places end the of upgrade card. with aheavy weapon minifrom an equipped heavy weapon keyword is defeated, replace one of remaining the minis If unit the of leader aunit with the attack action. This additional attack is not an attack action free or a » 8 , See "Vertical, See Movement" on the higher range higher the segment that line the separates. height the ofseparates. isto object the equal Otherwise, height is to equal lower the range segment that line the segments withoutruler crossing that line, that object’s If top the of two line range the meets object between the heavy team weapon

Unit Leader Climb and Clamber Actions gunslinger , Attack , See "Additional, See Terrain Rules" on , Upgrade Cards , keyword performs aranged Free Actions page page , Jump X(Unit Keyword) heavy team weapon keyword must equip a 10 . , See See HOLES ANDTRENCHES Related Topics: • • tokens during “Apply the and Dodge Cover” step. the keyword, only ifthe weapons attack inthe are pool weapons with anDuring attack that includes aweapon with the (WEAPON KEYWORD) HIGH VELOCITY Movement Related Topics: • • that it has. activation, it removes any immobilize tokens reverse, or pivot. At end the of aunit’s immobilize token cannot climb, clamber, maximum is 0and speed has at least one each immobilize token it has. Aunit whose A unit’s maximum is reduced speed by 1for IMMOBILIZE Related Topics: matching IDtoken on its corresponding card. unit of leader each unit. Then,each unit’splace place aunique IDtoken of near base the the upgrade cards. When deploying such units, units of that same the type have different ID tokens help players keep track of multiple ID use the the use A defending unit that cannot tokens spend dodge cannot have the to,was added and only weapons ifall inthat attack pool applies to attack the that pool weapon the with keyword the different defenders,the If attacking the unit has formed multiple attack for pools applying anythat effects reducethat unit’s maximum speed. increase unit’s the maximum (up 3),before to speed speed When aunit performs amove, apply anythat effects even ifits maximum is 0. speed through other game effects outside of its normal activation, moves"speed–x" or have moves "speed–x" with performed it A unit with 1or more immobilize tokens perform can still high velocity "Additional Terrain Rules" on

TOKENS deflect high

Attack Army building Actions velocity keyword, defender the cannot spend dodge ability. , Dodge , Activating Units TOKENS high velocity keyword. , , Weapons Setup page page 8 . , keyword only only keyword Activation Phase Immobilize Token high velocity ID Tokens ,

Rules Reference 43

, ) ≠ impact x impact ) results. impact impact ≠ ) results. ≡ Open Terrain ) results to to ) results ) results before before ) results , ≠ ≡ keyword can be can keyword Armor X (Unit X (Unit Armor keyword can modify can keyword

, . . 8 keyword contributed to. which allows that unit to to unit that allows which Movement page , impact x impact Weapons , impact x impact TERRAIN impact x impact and a weapon that has has that a weapon and

) results to critical ( critical to ) results impact 3 impact ≠ ) results to critical to ( ) results Range keyword, a unit whose attack pool whose attack a unit keyword, Weapons , , ≠ keyword and those weapons contribute contribute those weapons and keyword impact 1 impact ) results up to the value of x. of the value to up ) results Dice X ≡ , Armor (Unit Keyword) (Unit Armor Attack

Difficult Terrain Difficult armor

keyword can be used to cancel hit ( hit be can used cancel to keyword impact x impact Attack ) results. The unit can change a number of hit ( of hit number a change can unit The ) results. , ≡ armor When using custom terrain, it is important to define define to important is it terrain, custom using When type unit to each relates it as terrain ofthat the difficulty the game. the beginning to of prior » contribute dice to the attack pool, that attack is treated as is treated attack that pool, attack the to dice contribute units, trooper for terrain is difficult a barricade example, For units vehicle repulsor and ground Both units. vehicle for not but penalties. any incurring without barricades through move can » keyword are cumulative. cumulative. are keyword a both using attack performs an that a unit example, For has that weapon 2 has that a weapon using ( hit three to up change 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 used change to the terrain. impassable through move cannot Units a depends on impassable is terrain of a piece not or Whether See vehicle). repulsor or vehicle, ground type (trooper, unit’s 8 page on Rules" Terrain "Additional A unit with this keyword can still be targeted by enemy enemy by still can be targeted this keyword with A unit using are those as units long 1, as range at are that units 1. than greater is that range a maximum with weapons multiple against attack an performing is the attacker If pool modify can in the dice attack only the attacker targets, the with the weapon that that weapons multiple using attack an performs a unit If the have each of pool, the x values attack the same dice to Related Topics: Related on Rules" Terrain See "Additional • Topics: Related Keyword) IMPASSABLE high walls, wrecked buildings, represents terrain Impassable impediments. major other and deep chasms, vehicles, • • • Topics: Related IMPACT KEYWORD) (WEAPON if the attack, an of step Dice” Attack During the “Modify the has defender the has that a weapon includes ( hit changing by roll the attack of the results critical ( critical to ( results • • ) ≣

Cover deflect , keywords. keyword keyword using using keyword keyword. mastery keyword is defending, defending, is keyword keyword using the using keyword keyword is defending, the defending, is keyword Weapon Keyword)Weapon keyword to cancel block ( block cancel to keyword pierce Unit Keyword) Unit be used on defense dice rolled dice rolled be defense used on Melee

ability. soresu soresu , can pierce keyword, the attacking unit cannot cannot unit the attacking keyword, and immune: pierce Pierce X ( Pierce Deflect ( Blast (Weapon Keyword) (Weapon Blast immune: keyword. , , , immune: pierce immune: blast immune: pierce keyword during an attack in which in the attack an during keyword mastery keyword are ignored. immune: range 1 weapons keyword Attack Base Contact Attack Attack melee deflect has the keyword cannot be used on defense dice rolled dice rolled be defense used on cannot keyword keyword. soresu soresu blast pierce guardian immune: deflect pierce immune: defender The the with a unit by the » guardian » The the with a unit by effects of the effects The defending unit can still gain the benefits of the other ofthe still the can gain benefits unit defending The A unit that has the has that A unit 1. of range a maximum have that weapons by be targeted cannot IMMUNE: RANGE 1 WEAPONS IMMUNE: RANGE 1 WEAPONS KEYWORD) (UNIT Related Topics: Topics: Related results on defense dice rolled by the defender. by dice rolled defense on results • While a unit with the with a unit While use the cannot the attacker IMMUNE: PIERCE IMMUNE: PIERCE KEYWORD) (UNIT Related Topics: Topics: Related (UNIT KEYWORD) (UNIT that a unit be with placed in base contact cannot units Enemy has the IMMUNE: MELEE IMMUNE: MELEE Related Topics: Topics: Related ability or the or ability • During an attack with an attack pool that includes a weapon a weapon includes pool that attack an with attack During an the with the using unit to defending due the wounds suffer IMMUNE: DEFLECT DEFLECT IMMUNE: KEYWORD) (UNIT Related Topics: Topics: Related (UNIT KEYWORD) (UNIT the with a unit While of the effects IMMUNE: BLAST BLAST IMMUNE: 44 Rules Reference Related Topics: • unit performs an attack, it must target another unit, ifable. keyword has at least one suppression token, an when enemy ignored by enemy forces. While aunit with the Some units appear inconsequential to battle, the and are often (UNIT KEYWORD) INCONSPICUOUS Related Topics: • • • • attackthe pool. number of additional defense to diceequal the While aunit with the (UNIT KEYWORD) IMPERVIOUS » may not choose to remove any suppression tokens. When aunit with the because effect immune: pierce If aunit has the both attack.the by another unit using the pierce the A defender with “Compare Results” step the defender would suffer 2 wounds. ≣ are 4 For example, in the above attack, after rolling defense dice, there the canceled as normal during “Modify the Defense Dice” step by After rolling additional defense dice, roll 6of its defense dice during the “Roll DefenseDice” step. pierce 3 step, there are 2 For example, during an attack, after the “Modify AttackDice” numberthe of The number of additional defense dice rolled is regardless of » result. There were 2 End Phase, as normal. as Phase, End That unit removesstill 1 suppression token theduring pierce x pierce x ≣ results. is applied to defender’s the diceor to dicerolled . If the defender has the value attack inthe regardless pool, of whether keyword. keyword.

Attack Abilities ≠ pierce x ≠ Pierce 3 and and results and 1 keyword, the impervious impervious , ≡ Dice impervious ≠ inconspicuous , results rolled during attack. the

cancels 3 of those those of cancels3 Attack results and 1 is not during used being that attack. guardian , Pierce X( rolls additional to diceequal ≡ , impervious keyword is defending, it rolls a Suppression impervious result, and the attack pool has keyword and the ≣ ≡ keyword during Weapon Keyword) results are still result; thus during the the during thus result; keyword it rallies, ≣ keyword, it would it keyword, would pierce x results, leaving 1 keyword has no inconspicuous value of

• enemy unit. anywhere on battlefield the that beyond is range 3 eachof setup,During aunit with the themselves on battlefield the before the fight begun. has even Some units are masters of infiltration, andcanposition (UNIT KEYWORD) INFILTRATE Related Topics: tokens it has. number of red defense to diceequal number the of suppression step,its Rally instead of rolling white defense dice, it rolls a When aunit that has the (UNIT KEYWORD) INDOMITABLE • any ion tokens that it has. token. At end the of aunit’s activation, it removes or more ion tokens, it one loses action for each ion At of start the aunit’s activation, ifthat unit has one ION Panic Related Topics: • unitsfriendly at range 1–2. step, remove atotal of up to xsuppression tokens from other After aunitwiththe INSPIRE X Related Topics: • • battlefield. the If there are no enemy units on battlefield, the aunitwith ion tokens. that includes aweapon with the wounds after defending against an attack A vehicle or droid trooper unit that suffers suppression tokens. A unit performs its step “Rally” even ifit has no » stated, the otherwise foundas those Downed inthe AT-ST expansion, unless When playing agame that battle scenario uses cards, such deploymentwithin afriendly zone as normal. A unit with the » , Suppression right corner of card. the battleScenario cards have icon ascenario top inthe infiltrate TOKENS

Dice Deployment Activating Units keyword may deploy anywhere on the infiltrate inspire x , Rally (UNIT KEYWORD) infiltrate indomitable

, Suppression infiltrate , keyword performs its “Rally” Range keyword can deploy anywhere , Activation Phase ion x keyword cannot used. be keyword performs keyword may deploy keyword gains x , Courage Token Ion

, Rules Reference 45

, jump x jump keyword to keyword to keyword gains gains keyword action, a unit a unit action, jump 1 jump jump 1 jump jump x jump card action, treat this treat action, card height measure action, its end may it action,

Rank Command Phase , be used aginst a unit that that be a unit used aginst , Upgrade Cards Upgrade jedi hunter jedi , can

jump x jump x jump x jump keyword has dedicated itself to the to itself dedicated has keyword Range , Attack keyword can perform the can keyword , upgrade equipped, as long as it has the has it as long as equipped, upgrade keyword ≿ jump x jump (UNIT KEYWORD) (UNIT Abilities Command Cards

jedi hunter jedi Order Tokens Order , jedi hunter jedi ”. ≡ upgrade icon, a unit with the with a unit icon, upgrade For example, Luke Skywalker uses the the uses Skywalker Luke example, For top is on position starting Skywalker’s Luke perform a move. a point at move his end to chose may He 2 terrain. height of even position, starting his than lower is that battlefield the on is position final and starting his between difference the if 1. height than greater the with a move performing While terrain. of difficult the effects ignores upgrade icon. upgrade the performs a unit When action. a move action as the performs a unit When position. starting unit’s that from 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 lower. or the performs a unit When position, starting its than lower height any at movement x. of the value of regardless Orders are issued one at a time, in an order chosen by the by chosen order in an a time, at one issued are Orders Any the orders. issuing is that theunit who controls player are issued is order an after or trigger effectswhen that game and issued, is order that after when or a time, at one resolved issued. are orders other any before order be an can issued a unit Phase, During the Command to be order that effect causes if a game even once, only instead. unit another to issued or removed The a have does not : ≿ ≢ • Related Topics: Related X JUMP the has that A unit 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 • • • • • Topics: Related Commander JEDI HUNTER KEYWORD) (UNIT the with A unit with unit a attacking When Order. the Jedi of defeat and pursuit a “ • , , Vehicles , keyword, for Activation Phase Activation , ion x ion Ion Tokens Ion

, ) result, up to x, the defender must must x, the defender to up ) result, ≡ Vehicles Activating Units Activating , Attack Pool Attack , , ORDERS Attack Actions

WEAPON KEYWORD) WEAPON ) or critical ( ) or ≠ ) results for shield tokens flipped in way. this flipped tokens shield for ) results ≣ keyword is used to force enemy units to gain gain to units enemy used is force to keyword keyword gains x ion tokens. x ion gains keyword X ( nominated commander. nominated during order an received already have cannot unit The round. game the current The unit must be of a type presented on the player’s player’s on the presented of a type must be unit The card. revealed command player’s of the 1–3 at range must be unit The » » » ion x ion the Command Phase. operative, and that operative issues orders. issues operative that and operative, the on operative or a commander have does not a player If during card a command play cannot player that battlefield, When playing an operative’s command card, the player does the player card, command operative’s an playing When the they nominate instead a commander; nominate not token that matches the faction and rank of the unit receiving receiving the unit of rank the and faction matches that token places player the the battlefield; on unit that near the orders faceup. is rank so its token the order » order an places a player order, an issued is a unit When » » A unit needs to fulfill the following criteria to issued be criteria fulfill needs to following A unit the order: an flip an active shield token if able. The defender does not add does The defender able. if token shield an active flip ( block At the start of the “Roll Defense Dice” step, before any other other any before step, Dice” Defense the “Roll the start of At the poolattack includes effects, if the ( each hit A vehicle or droid trooper unit that suffers wounds after after wounds suffers that unit trooper droid or A vehicle the with a weapon includes that attack an against defending x ion Even if it loses both of its actions due to ion tokens, a tokens, ion to due actions its loses both of if it Even or abilities by still granted can free perform actions unit cards. upgrade • • • revealed command card. revealed command • resolve their revealed command card, they nominate one of of one they nominate card, their revealed command resolve issues commander That the battlefield. on their commanders the on presented type units of and the number to orders ISSUING to turn a player’s is when it Phase, During the Command Weapons Related Topics: Topics: Related • • The tokens. ion ION Related Topics: Related Keyword) X (Weapon Ion • 46 Rules Reference • • • • • A keyword is an ability by units possessed or weapons. KEYWORDS "Additional Terrain Rules" on Related Topics: • • • reminder text for each of that unit’s weapon keywords. of that unit’s keywords.back The eachof unitcard provides frontThe eachof unitcard provides reminder text eachof attack pool would have of instances four of consist would pool on an equipped Impact Grenades upgrade card, the attack anperforms attack, if each mini chooses to the use weapon Similarly, when aStormtrooper unit composed of four minis card to gain AT-ST uses the free card action on the General Weiss upgrade For example, an AT-ST has the are card actions, such as the keywords and unit keywords (including unit keywords that cumulative with themselves. This includesboth weapon keywordsAll with anumerical value (an “x” value) are itwhich is included. weaponEach keyword adds an ability to attack the in pool ability. the timingthe of ability the when as well is used as effect the of unitEach keyword provides aunit with an ability, including » » keywords. weapon There are two types of keywords: unit keywords and battlefield the by most expeditious route. attemptsbattlefieldthe to flee if will help it the unit the flee The the using the perform amove action or move free action, including while The ground vehicle. ground vehicle and must move fully of past base the any so, unit the cannot end its move overlapping of base the a performing amove with the vehicles with aheight to equal or lower than xwhile The » » card or an upgrade card. and is presented of as part aweapon on either aunit’s A weapon keyword is an inherent ability of aweapon upgrade card. is presented on aunit’s card or to added aunit by an A unit keyword is an inherent ability of aunit and it pulling the jump x jump x jump x dauntless ability apanicked must while unit used be ability any used can be aunit time would ability allows aunit also to ignore ground arsenal 2

Actions strings keyword unit or afriendly uses when , , that AT-ST now has Card Actions impact 4 ability. page page jump x jump x arsenal 2 8 . . keyword). action. When doing , Height impact 1 keyword; if that arsenal 4 , Movement , and thus the

. , See , See • unit leader. keyword, treat by miniadded the that upgrade as that unit’s If an upgrade that adds aminiature to aunit has the (UPGRADE KEYWORD) LEADER “UnitSee on Leader” LEADER Related Topics: transported by avehicle with the round Eligible units base. can perform an embark move to be must consist of 1mini, exactly and that minimust on be asmall such as commanders and operatives. Eligible trooper units vehicle to transport trooper units that consist of asingle mini, The CLOSED (UNITKEYWORD) LIGHT Panic Related Topics: • • • battlefield,the that unit is defeated. If at any outside or is fully aunit time partially base of leader's LEAVING THEBATTLEFIELD Related Topics: remaining minis unit inthe with the the If aunit that leader by was added an upgrade card with » that unit cannot leave battlefield. the When aplayer performs amove with an opponent’s unit, Aunit cannot voluntarily leave battlefield. the is outside of battlefield, the that unit is defeated. along amovement tool, ifat any point unit the base leader's While performing astandard move, as aunit moves leader upgrade card. light transport x:open/closed » , Speeder X(UnitSpeeder Keyword) player should refer to that keyword’s entry. glossary player has questions about how akeyword works, that remember how and to when resolve eachkeyword. If a for rules the akeyword. Rather, it is there to help players The reminder text is not an exhaustive description of leader TRANSPORT keyword is defeated, replace one of the

Abilities Unit Compulsory Move Compulsory page page , Unit Leader , Attack 70 . , light transport x , Attack Pool Unit Leader , Defeated keyword allows a leader X:OPEN/ , , Unit Movement minifrom that , leader Weapons keyword. keyword. , Rules Reference 47 ) , ≿ ,

Pierce Pierce , low Wounds low , Melee

, master of the of master Weapons sharpshooter 1 sharpshooter Free Card Actions Card Free , . , 8 keywords. keywords. page Exhaust Miniature , , THE FORCE X X THE FORCE impervious Cover Base , , and value of the weapon with which it is is which it with the weapon of value keyword performs a melee attack, it can can it attack, melee a performs keyword Card Actions Card Attack keyword) (unit Pierce Immune: Attack

that is attacked by a unit with with a unit by is attacked that pierce x pierce keyword has light cover, it improves its cover by 1. by cover its improves it cover, light has keyword keyword may ready up to x of its exhausted Force ( Force exhausted its x of to up ready may keyword immune: pierce profile profile cover. light have would Cover” Dodge and the “Apply determined during is Cover attack. an of step attack. a melee during applied not is Cover When determining line of sight from a DF-90 Mortar Mortar a DF-90 from sight of line determining When the head of the top from check should players Mini, Trooper of regardless mortar, firing who is the the shoretrooper of the base. of the center over directly is whether it a TX-225 from GAVw sight of line determining When the roof of the center from check should players Occupier, directly is whether it of regardless compartment, the crew of the base. of the center over exceeding (not values add cover cover, determining When values. cover subtracting before cover) heavy and token a suppression with a unit example, For Weapon Keyword)Weapon (UNIT KEYWORD) (UNIT the has that a unit activation, its of the end At x force cards. upgrade Topics: Related Cards Upgrade • • Topics: Related MASTERY MAKASHI KEYWORD) (UNIT turned style have Makashi the masted Thosehave who the with a unit a true While art form. into dueling mastery makashi the reduce use cannot does, the defender it 1. If by the attack performing the Topics: Related X ( MASTER OF • • Topics: Related on Rules" Terrain See "Additional PROFILE LOW KEYWORD) (UNIT the with if a unit attack, an against defending While profile •

rules, any light keyword keyword Transported keyword can , light transport x: open light transport . light transport x: open light transport 68 keyword does not have this effect. have doesnot keyword keyword, they may choose, as one of of one choose, as they may keyword, And for rules on being transported, rules being transported, on for And light transport x: open light transport . light transport x light transport minis in the attacker, that mini in the that in the attacker, minis page 36 all SIGHT Embark And Disembark And Embark

page OF OF determining line of sight, if a player cannot see a mini cannot if a player sight, of line determining the on troopers more or one concealed by is because it 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 » » of whether it is directly over the center of the base. of the center over directly is whether it of When determining line of sight from an E-Web Heavy Heavy E-Web an from sight of line determining When the of the top from check should players mini, Team Blaster regardless who firing E-Web, is the the snowtrooper head of defender cannot suffer wounds. suffer cannot defender sight. of line own its block A mini cannot 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 from blocked is 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. » sight is blocked. is sight » 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 in addition to gaining 1 suppression token and suffering 1 suffering and token 1 suppression gaining to in addition being defeated. the vehicle to due wound If a vehicle with the with a vehicle If transporting is it each unit attack, an during defeated is to due the wound 1 suffers defends against an attack, if it suffered 1 or more wounds, wounds, more or 1 suffered if it attack, an against defends The wound. 1 suffers transporting is it that each unit x: closed transport such that it is being transported by that vehicle. vehicle. that by being transported is it that such the with vehicle a After During setup, if a player has deployed a vehicle with the with a vehicle deployed has if a player During setup, x light transport unit eligible an deploy to deployments, their alternating A vehicle with the with A vehicle x. the value to up units eligible of a number transport • • • • mini. mini. • a mini, using a viewpoint where the center of the mini’s 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, Line of sight is used to determine if one mini can see another see mini can another if one used is determine to sight Line of the perspective of from sight of line determines A player mini. LINE Related Topics: Related • • • • For rules on how units embark and disembark, see "Embark and and see "Embark disembark, and embark units rules how on For on Disembark" on see "Transported" 48 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 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 a melee attack and one trooper Rebel A unit of stormtroopers engaged with aunit of Rebel ADVANCED MELEERULES 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 OtherMinis: 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. » » stormtrooper unit. the attacker.the targetThe the of attack samethe be in must melee as ( The attackercan use only weaponsthat havethe melee ≫ ) icon. The playerperforms a move, moving Maintaining cohesion, player the places Maintaining cohesion, player’s the • • • • • • • during same the activation. subsequently move back into melee with that same unit A unit cannot exit amelee with an enemy unit and 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 » » » contact. inbase placed other minis that were not previously contact inbase to be in amelee suffer wounds and are defeated, creating space for 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 » » » 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 that mini. that should immediately be placed into base contact with 74-Z mini from that unit, Luke Skywalker contact with an enemy mini. Because there another is enemy 74-ZSpeeder Bike mini and no is longer base is After performing an attack, Luke Skywalker defeats the the same unit not is in base contact with Luke Skywalker. enemy 74-ZSpeeder Bike mini, while another mini from For example, Luke Skywalker in is base contact with an minis were contact inbase with an enemy mini. unit not does have amelee weapon and not defending all just defeated. been Thiscan happenthewhen defending even ifeach enemy minithat contact was inbase has backplaced into contact base with an enemy miniifable, Minis that are no longer contact inbase should always be move minis their first. activated aunit yet round, this blue the player should minis before other the player so. does If neither play has should move minis their into contact base with enemy contactshould inbase placed with be enemy minis) a unit (evenifthat unit is not unit the with minis that currently activating a unit or has most recently activated with an enemy miniand should player the be, that is If players both own minis that are not contact inbase

Rules Reference 49 ). The player executes either a either executes player The The player can adjust the adjust can player The

The player places the movement tool placesmovement the player The 3 6 The player places one end of the end one places player The L 󲉡󲉡 The player places all minis of places the all minis player The

: TROOPER

isto The player places one end of the end one places player The 󲉢󲉢 P "Cohesion" on page 21 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 ’ uke Non-emplacement troopers can climb and clamber. and climb can troopers Non-emplacement pivot. can troopers Emplacement withdraw. can engaged are that Troopers pivot. can vehicles Repulsor reverse. and pivot can vehicles Ground other end of the movement tool is inserted into the rear 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 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 Unnotched Base: Unnotched of unit the portion any against flush tool movement base. leader mini’s Base: Notched base. the vehicle’s of notch thefront into tool movement Full: of the path along it moves leader and mini 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 L » » » » » » » » » » » » » » » » Cohesion:Establish the with leader in cohesion the unit not are that unit moving leader (seeunit » type perform can unit each move, a standard to addition In follows: as moves, typesother of Place Movement Tool: Movement Place the base: type to of base, according unit’s themoving against » » 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. • 2. 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 • (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 Charge Deflect Immune: Pierce 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 160 Vehicles , Cohesion , Melee Weapon Melee , Unit

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

, , , The player chooses a movement tool. chooses movement a player The Dice Base Withdraw , , , Notch , Base Attack Attack

WEAPON Unit Leader Unit , Immune: Melee (Unit Keyword) (Unit Melee Immune: , its maximum 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 it move, a standard performs a unit When card. unit’s than less or equal to a value with tool uses a movement contact with an enemy mini and none of the minis the minis of none mini and enemy an with contact enemy an with in base contact are unit that to belonging the battlefield on they where are thosemini, stay minis melee. in longer no is unit that and If for any reason minis cannot be placed back into base be into placed back cannot minis reason any for If » » » following steps: following Tool: Movement Take a standard move, reverse, pivot, climb, clamber, embark, embark, clamber, climb, pivot, reverse, move, a standard disembark. or the performs a player move, a standard perform To The primary way that units move is by performing a move move a by performing is move units primary that The way performs action, it a move performs a unit action. When notched bases. notched 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 Each mini is affixed to a base and is part of a unit. part isand to a base Each affixed mini is non-melee weapon. non-melee be added to different attack pools. attack be different added to pool a as be attack in the same cannot weapon A melee If a unit has multiple minis each using a melee weapon, each 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 » 1. • Each unit can move about the battlefield in multiple ways. multiple in the battlefield about move can Each unit • MOVEMENT Related Topics: Topics: Related • • • Each plastic sculpt is a miniature, often abbreviated as a “mini.” as a abbreviated often a miniature, is sculpt Each plastic • MINIATURE 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 Related Topics: Related Engaged Movement 50 Rules Reference • TROOPER • • • • • • • • • • • creature trooper minis and repulsor vehicle minis. A trooper minican move through and friendly enemy non- and thus cannot inplace performed move. of be aspeed–x clambering, reversing, and pivoting are not standard moves move to equal or with aspeed lower than “x.” Climbing, “speed–x” move, that standard unit or performs partial a full If agameallows effect or forces aunitperform to a that position. greater than 45degrees, that minicannot end amove in or over, fall or causes mini’s the at to be base an angle if overlapping apiece of terrain causes unstable aminito be cannot end movement their on; however, as ageneral rule, players should agree before playing as to what terrain units unit could end move their on top flat of is perfectly and afterperforming any type of move. Not thatall terrain a A unit must as placed flat be possible as battlefieldthe on miniisthe stable and is not precariously placed. bases The of miniscan partially overhang ledges, as long as objective or condition tokens. positionThe final ofaunit after a move cannot overlap other minis. position of aunit after a movecannot overlap bases the of Unless aunit is able to displace other minis, final the moving along amovement tool, that unit is defeated. outside to be base leader's of battlefield, the including while If aunit performs amove that causes any of part its unit 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, mini can the obvious moving unimpeded while that be miniwill the While performing astandard move or areverse, ifit is object. obstructing mini can move legally through, over, or on top of the mini must stop its movement prematurely unlessthe oftool, base miniis ifthe the impeded by an that object, While moving aminialong apath created by amovement limited to only one move activation. action per multiple move actions. Unlike other actions, aunit is aunit’sDuring activation, it is possible for aunit to perform

MOVEMENT SUMMARY not

• MOVEMENT SUMMARY EMPLACEMENT TROOPER • • • • • • • • • MOVEMENT SUMMARY CREATURE TROOPER • • • • • • and enemy non-creature trooper minis and repulsor vehicle An emplacement trooper minican move through friendly additional movement or exceptions. rules Clone trooper and droid trooper minis donot have any A trooper minican embark and disembark. 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 or creature trooper minis. A trooper minicannot move through or friendly enemy » » trooper minis by moving through them. A creature trooper mini can displace and friendly enemy enemy ground vehicle minis. A creature trooper minicannot move through or friendly enemy repulsor vehicle minis. A creature trooper minican move through and friendly An emplacement trooper minican embark and disembark. An emplacement trooper minicannot reverse. An emplacement trooper minican pivot. An emplacement trooper minicannot climb or clamber. unit leader’s mini. has aheight that is to equal or less than height the of the trooper minican move onto or over apiece of terrain that While performing astandard move, an emplacement trooper minis. orfriendly enemy ground vehicle minis or creature An emplacement trooper minicannot move through minis. » » displace emplacement trooper minis. A creature trooper minicannot move through or displace atrooper minithat is engaged. A creature trooper mini cannot move through or Rules Reference 51 , , Compulsory , "Vertical Movement" on on Movement" "Vertical Impassable Terrain Impassable , Speeder X (Unit Keyword) Speeder X (Unit

, , See keyword defends against against defends keyword Climb and Clamber and Climb , keyword is the only non-unit non-unit the only is keyword Reverse , Base Dodge Withdraw , nimble , Displacement , , Pivot , VEHICLE VEHICLE

keyword, the mini added by that upgrade upgrade that the mini added by keyword, Attack (UNIT KEYWORD) (UNIT Actions

move, those minis are displaced. those are minis move, Vehicles , noncombatant noncombatant Unit , . Open Terrain A repulsor vehicle performing a compulsory move move a compulsory performing vehicle A repulsor minis. trooper emplacement displace cannot move a compulsory performing vehicle A repulsor minis. trooper creature displace cannot Repulsor vehicles cannot displace troopers when troopers displace cannot vehicles Repulsor move. a compulsory than other move any performing move a compulsory performing vehicle A repulsor engaged. is mini that a trooper displace cannot Difficult Terrain Difficult , , 10 » » » » While a unit is defending, if a mini added by an upgrade upgrade an if a mini added by defending, is a unit While the with it to, sight of line has unit the attacking leader mini that still non- other are even if there be wounds assigned must leader minis. unit » » A repulsor vehicle mini can move through all units. types through of move can mini vehicle A repulsor clamber, climb, reverse, cannot mini vehicle A repulsor disembark. or embark, pivot. mini can vehicle A repulsor vehicle a repulsor move, a standard performing While has that a terrain of a piece over or onto move mini can the unit of the height than less or equal to is that a height mini. leader’s position movement final mini’s vehicle a repulsor When a during minis trooper more or one overlap would compulsory » » noncombatant noncombatant be other to assigned must wounds and weapons use any cannot leader first. minis non-unit • Related Topics: Related Move Notch Troopers page NIMBLE has the that a unit After one gains it dodge token, one least at spent if it attack, an dodge token. Topics: Related NONCOMBATANT KEYWORD) (UPGRADE the has a unit to a miniature adds that upgrade an If REPULSOR SUMMARY MOVEMENT • • • • • the height of the unit the unit of the height half the height of the unit the unit of the height

half keyword. vehicle VEHICLE VEHICLE climbing emplacement trooper minis. trooper emplacement displace or through move mini cannot vehicle A ground minis. trooper creature A ground vehicle mini cannot move through or displace displace or through move mini cannot vehicle A ground engaged. is mini that a trooper displace or through move mini cannot vehicle A ground displace other creature trooper minis. trooper creature other displace to have do not units trooper creature engaged, While non- displace can and moves perform to withdraw which with units trooper non-emplacement creature, so. while doing engaged they are A creature trooper mini cannot move through or or through move cannot mini trooper A creature » » » » » move onto or over a piece of a terrain that has a height a height has that terrain a of a piece over or onto move than less or equal to is that mini. leader’s A ground vehicle mini cannot move through friendly or friendly or through move mini cannot vehicle A ground minis. vehicle ground enemy can vehicle a ground move, a standard performing While » » » doing so. doing enemy friendly and displace mini can vehicle A ground them. through moving by minis trooper A ground vehicle mini can pivot, and if it has a non-round a non-round has if it and pivot, can mini vehicle A ground when minis trooper enemy friendly and displaces base, it A ground vehicle mini cannot embark or disembark. or embark cannot mini vehicle A ground reverse. can mini vehicle A ground A ground vehicle mini cannot climb or clamber unless it has has unless it clamber or climb cannot mini vehicle A ground the A ground vehicle mini can move through friendly and friendly and through move can mini vehicle A ground minis. vehicle repulsor enemy A creature trooper mini cannot embark or disembark. or embark mini cannot trooper A creature A creature trooper mini can clamber to move onto terrain terrain onto move to clamber mini can trooper A creature 2. height than less or equal to is that reverse. and pivot mini can trooper A creature A creature trooper mini can climb to move onto terrain that that terrain onto move to climb mini can trooper A creature 1. height than less or equal to is height that is equal to or less than than less or equal to is that height mini. leader’s While performing a standard move, a creature trooper trooper a creature move, a standard performing While a has that terrain of a piece over or onto move mini can » » • • • • • • • • GROUND GROUND SUMMARY MOVEMENT • • • • • 52 Rules Reference page page Tokens Related Topics: • • • battling for during agame. Objective cards determine objectives the that players are OBJECTIVE Reverse Related Topics: • • • bases. their Some units, notably vehicles, have front and rear notches on NOTCH Related Topics: • • describes how victory tokens howdescribes victory are or earned game the is won. objectiveEach card contains a“Victory” box, which controlling objectives. those tokens and how players tokens gain victory by claiming or objectiveEach cardwhere to place describes objective battlefield setup.during Players determine an objective for agame definingthe while before it climbed or clambered. mustbase oriented be same exact direction inthe as it was When aminiwith anotched climbs base or clambers, its leader’s base. mustbase oriented be same exact direction inthe as unit the When aminiwith anotched is incohesion, placed base its » » on base. the places movement the tool into either front the or rear notch When aminiwith anotched performs amove, base aplayer minis without the replaced by unit anew miniunlessthere leader are no other keyword is defeated, a If unit the miniinaunit leader with the wound tokens. must assigned wounds be before minis that donot have keyword already has one or more wound tokens, it If by aminiadded an upgrade with the » » 6 . , 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 , Victory Tokens Vehicles

Unit Leader Battlefield Base , noncombatant Cohesion ,

Winning Game the CARDS noncombatant , Defining the BattlefieldtheDefining , Wounds , Firing Arcs keyword. minicannot be noncombatant , See “Setup”, See on noncombatant , Movement , Objective ,

• • • • tokens points. to victory earn battlefield. Playerscan claim objective to place objective tokens on the Many objective cards players instruct OBJECTIVE • • » » claimed by units. To claim an objective, follow rules: these Some objective that cards objective tokens specify can be unclaimed side. objectiveEach token has two sides,aclaimed sideand an objective tokens. Objective tokens cannot overlapping placed be other cannot overlap objective tokens. Miniatures can move through but » keyword. To keyword, this use follow rules: these interactedbe with by units with the Some objective that cards objective tokens specify can by objective the as card. described tokensthese are to mark used areas other purposes, or serve claimed,can be tokens cannot claimed game. be this Instead, If objective the that card not objective does tokens specify » » » » » » » » » that player flipsthe objective tokenfrom its unclaimed When aplayer's unit claims leader an objective token, with objective the token. an objective token, aunit’s must leader contact inbase be Only aunit can leader claim an objective token. To claim token can the use contactOnly aunit inbase leader with an objective outsidepartially of battlefield the at anypoint. cannotleader leave battlefield the fully be place or or An objective token that claimed has by been aunit normal. as battlefieldwhere it was placed andcanbe claimed again with unit the leader. The objective token remains the on battlefieldthe in token to its unclaimed sideand places it back onto the or move unit the leader, that player flipsthe objective becomes panicked or is defeated, before remove they If aplayer’s unit with aclaimed leader objective token with unit the leader. objective token and places it token performs amove, that player picks up claimed the After a player's unitwith a leader claimed objective unitunless the becomes panicked leader or is defeated. with unit the as it leader moves around battlefield, the unitthe leader. The token will remain contactbase in battlefieldthe in side to claimed the sideand places it back onto the same same

sabotage/ TOKENS position and contact inbase position and contact inbase with anywhere repair sabotage/repair Objective Claimed Token keyword. in base contact inbase

Unclaimed Objective Token

Rules Reference 53 ), ), ⊅ � Order Order , , Command Command , Unit , ), support ( ), support Order Tokens Rank ≳ , Issuing Orders Issuing , Command Phase Activation Phase Activation , , S Order Tokens Order , ), special forces ( ), special forces Commander ≱ , Activating Units Activating Command Cards ). A token with its rank side showing is faceup. is side showing rank its with ). A token

TOKEN POOL ), corps ( ), corps

⊆ Issuing Orders Issuing ≲ , 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 , Command Phase , » One side of an order token depicts depicts token order an side of One faction: Galactic Empire the unit’s other side The Rebel Alliance. or ( commander rank: the unit’s depicts token the order of ( operative ( heavy or 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 theirorder 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 When playing an operative’s command card, the player does the player card, command operative’s an playing When the they nominate instead a commander; nominate not orders. issues operative that and operative, a card, command non-operative-specific a playing When operative. an nominate cannot player be can card command operative’s an on indicated units Any the nominated 1–3 of range at if they are only orders issued itself. 1–3 of range at is operative A nominated operative. an been defeated, have commanders a players all of If If be to a new commander. be can promoted operative and operative loses of the rank it in this way, promoted orders issue can and a commander as becan nominated during the cards command non-operative-specific using Command Phase. Each unit has an order token that that token order an has Each unit rank. its and faction both its matches to tokens use these order Players their units. activate • that consists of the order tokens that the player did not issue issue did not the player that tokens the order of consists that card. their command while resolving • • • Topics: Related Cards Tokens ORDER • • • • Topics: Related Commander ORDER pool order an creates each player Phase, During the Command

Icon , keyword. Objective Objective , See ⊆ . , Operative 8 page repair repair

. keyword. Objective Objective keyword. Impassable Terrain Impassable sabotage/ Winning the Game Winning , , Defining Defining the Battlefield , 27 sabotage/repair sabotage/repair . Difficult Terrain Difficult Battlefield Victory Tokens Victory

6 , page TERRAIN

page , See "Additional Terrain Rules" on on Rules" Terrain , See "Additional Operative-specific command cards are identified by the by identified are cards Operative-specific command the of the name below appearing operative that of name card. command When using custom terrain, it is important to define define to important is it terrain, custom using When type unit to each relates it as terrain ofthat the difficulty the game. the beginning to of prior through the through any or from attacks from wounds suffer cannot tokens other the than effect game 0 than fewer have cannot tokens Objective tokens. wound Wound tokens are only placed on objective tokens tokens objective placed on only are tokens Wound Troopers icon indicates that a unit has the rank the rank has a unit that indicates icon , » » » » ⊆ » operative that can only be used if that operative is included included is be operative used only if that can that operative army. in an Each operative has three command cards specific to that specificto that cards command three has Each operative » units, but not for vehicle units. Both ground and repulsor repulsor and ground Both units. vehicle for not but units, incurring without barricades through move can units vehicle penalties. any "Additional Terrain Rules" on page 8 page on Rules" Terrain "Additional trooper for terrain is difficult a barricade example, For Units can move through open terrain unimpeded. terrain open through move can Units a depends on open is terrain of a piece not or Whether See vehicle). repulsor or vehicle, ground type (trooper, unit’s When placing condition tokens on the battlefield, condition condition the battlefield, on tokens condition placing When terrain. of be pieces placed underneath cannot tokens » » units. When building a standard army, a player a player army, a standard building When units. units. operative two to up include may • The powerful villains are Operatives operative. of other to orders issue they rarely but heroes, and OPERATIVE Related Topics: Related Movement • • Open terrain is any area of the battlefield that does not doesnot that the battlefield of area Open any is terrain movement. hinder OPEN OBSCURED on See “Cover” “Setup” on on “Setup” Related Topics: Related Cards • 54 Rules Reference • • • • battlefield.the can become panicked and attempt to flee If aunit receives much too suppression, it PANIC Pool Cards Related Topics: • • • • • that avoids terrain, unit the should move along that path. battlefield more efficiently bymoving along an indirectpath to that which unit is closest. If a unit 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 » 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 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 , » 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, afriendly it may

Activating Units , Commander , Activation Phase , Issuing Orders , Command , Token Order Panic

Commander Related Topics: • • • • • base to changebase orientation the of its base. A pivot of is atype movement that allows aminiwith anotched PIVOT 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 Suppression enemy unit. A panicked unit cannot move into amelee with an toward closest the edge of battlefield. the A panicked unit must withdraw ifit is engaged, moving move offbattlefieldthe mustclamber when doing so. A panicked unit that is compelled to move to vertically 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 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 » keyword. When doing so, treat canceled block ( the edgethe of battlefield the as efficiently possible. as keywords enable those use will it ifthey to move towards A unit with keywords the pierce x pierce , Weapons pierce x , , Withdraw has rolled 2block ( Courage suffers 2 wounds. Now the defender rolls defense to cancel the 2block (

keyword to cancel used can be block ( Activation Phase Attack X value can still be used to cancel used value be block can ( still , Leaving Battlefield the , Cancel surge ( surge pierce 3 pierce x , ≣ guardian 2 Dice

jump x � , ) results. The attacking unit ≣ Activating Units ≣ ) results, attacks an enemy unit, ) results. , ) results and the unit using Guardian X(Unit or or in this way,in this any reposition to cancel 2hit ( the unit using using unit the , Movement pierce x pierce 3 , guardian ≣ ) results ≣ ≣ must must ) result ) , was

≠ ≣ ) ) Rules Reference 55 ), ≣ Dice , Range , Movement

, Command Phase , keyword performs a standard a standard performs keyword keyword spends an aim token, token, aim an spends keyword Dice keyword cannot perform perform cannot keyword , Issuing Orders Issuing , Attack , plodding precise x precise X (UNIT KEYWORD) X (UNIT plodding Attack Aim Command Cards Movement

keyword allows a unit to reroll additional dice additional reroll to a unit allows keyword 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. » precise x precise When players reveal their command cards during the during cards their command reveal players When the fewest has whose card theplayer Phase, Command priority. has pips of number » first card command their resolves priority with player The during turn takes the first and Phase the Command during Phase. the Activation A unit with the with A unit of regardless activation its during moves standard multiple neither. or free actions, actions, are whether those moves when a attack, an of step Dice” Attack During the “Reroll the has that unit dice. attack x additional to up reroll can unit that Related 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 activation. unit’s that during only Topics: Related PRIORITY 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 • • PLODDING KEYWORD) (UNIT with the a unit After additional any perform cannot it activation, its during move activation. same that during moves standard • Topics: Related PRECISE The token. aim an spends when it • Topics: Related ,

0 Notch , Token Poison Wounds ,

Movement Vehicles

, , NS . Activating Units Activating , Poison Tokens 18 , page X Attack Full Pivot (Unit Keyword) (Unit Pivot Full Abilities

keyword is used to force enemy units to gain gain to units enemy used is force to keyword keyword gains x poison tokens. x poison gains keyword poison x defending against an attack that includes a weapon with the with a weapon includes that attack an against defending poison x tokens. poison gain cannot units trooper droid and Vehicle A non-droid trooper unit that suffers wounds after after wounds suffers that unit trooper A non-droid Vehicle and droid trooper units cannot gain poison tokens. poison gain cannot units trooper droid and Vehicle If more than one effect takes place at the end of at end the place effect takes one than more If that controls that the player activation, a unit’s these effects. of decides the order unit When a ground vehicle pivots, if it has a non-round base, it base, it a non-round has if it pivots, vehicle a ground When minis. trooper enemy friendly and displaces When a mini with a non-round base pivots, it cannot cannot it base pivots, a non-round a mini with When displace to able is bases, it unless mini’s other overlap those minis. If a game effect triggers by a unit moving, that game effect game that moving, by a unit effect triggers a game If 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 If a notched-base unit contains multiple miniatures, each miniatures, multiple contains unit a notched-base If base its of so the orientation pivot must mini in the unit base. leader’s the unit of the orientation matches To pivot, a player rotates the unit leader’s base around the base around leader’s theunit rotates a player pivot, To base leader’s of unit the point center The point. center base’s the pivot. throughout in place remain should When a mini pivots, that mini can rotate its base up to 90 to base up its rotate mini can that a mini pivots, When direction. in either PLAY AREA on See “Battlefield” Related Topics: Topics: Related • poison tokens. poison • (WEAPON KEYWORD) (WEAPON The POISON POISON • Topics: Related • At the end of a unit’s activation, it suffers 1 wound wound 1 suffers it activation, a unit’s of the end At each then discards has, it token poison each for has. it token poison POISON TOKE POISON Related Topics: Topics: Related Leader Unit • • • • • • • 56 Rules Reference • suppression and to avoid panicking. When aunit activates, it inan attempt rallies, to shake off RALLY Related Topics: • • gain one aim token and one token. dodge As acard action, aunit with the (UNIT KEYWORD) QUICK THINKING Related Topics: • • • attack action or move afree action. trooper unit at range 1–2.The unitchosen mayfreeperform a the uses spending an actionduring that unit’s activation. When aunit thestringsPulling tremendous influence overthe unitsother aroundthem. A unit with the (UNIT KEYWORD) PULLING THESTRINGS “Commander”See on PROMOTE 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 actions are performed. therefore not abilities does trigger that after dodge occur This effect isdifferentperforming action, dodgethan a and actions are performed. therefore not abilities does trigger that after occur aim This effect isdifferentperforming than action, an aim and activation that round. not count against that unit's one attack action during its The attackgranted the by is performed. ability abilities triggers that after occur an attack or a move The attack or movegranted the by move actions are performed. abilitiestriggers that after actions, occur attack actions, or pulling thestrings freeThe attack action free or movegranted action the by pulling thestrings pulling thestrings

Card Actions Aim , page page Card Actions is acard ability and by used can be ability is action and afree therefore 24 pulling thestrings . , ability, another choose friendly Free Actions quick thinking ,

Dodge pulling thestrings keyword exerts keyword can can keyword ability does • • • • • • • activation asattack. this standardfull move at its maximum during same speed the die results ( to critical during “Modify the Attack Dice” step, it may change xattack While aunit with the RAM X(WEAPONKEYWORD) Related Topics: • toward nearest the edge of battlefield. the perform amove at maximum as directly as possible speed actionsperform free and must spend its remaining actionto In addition, during apanicked unit’s activation, it cannot A panicked unit suffers still the effects being of suppressed. toequal or greater thanits twice courage value, it panics. activation, ifthat unit has anumber of suppression tokens Immediately after thestep trooper“Rally” of a unit’s suppressed. be action by removing suppression tokens and no longer step. itsperformed "Rally" Nor can aunit regain alost tokens and becoming suppressed after it alreadyhas A unit cannot an lose action due to gaining suppression actions for that activation. activation, ifthat unit is suppressed, it one loses of its two Immediately after thestep trooper“Rally” of a unit’s courage value, that unit is suppressed. assigned to it that isto equal or greater than that unit's If atrooper unit ever has anumber of suppression tokens defense surge ( token is removed from that unit for each block ( attack are during performed same the activation. and performing an attack, as long as relevant the move and differentperforming standardbetween full a action move A unit may the use during same the activation. attack, and move the both and attack the must performed be standard afull performed move before performing the In order to the use ( Blank results and hit ( roll any diceto remove suppression tokens. gameeventhoughthe effects, owner thatof unit not does is considered step, to perform a"Rally" for of purposes the A unit without any suppression tokens, including vehicles, » » ≡ » » ) results using the when checkingwhen ifit to is see panicked. thatuse commander’s courage value instead of its own If aunit is at range 1–3of commander, afriendly it may outsidebase of battlefield, the the unit is defeated. If unit the ends movement leader this with any of part its Activating Units � ) result roll the produces. ≡ ram x ram x ram x ) results ifit at performed least 1 ram x ≠ ) results changed can be to critical keyword performs an attack, keyword, aunit must have keyword even ifit a performed keyword , Courage , Suppression ≣ ) or , Panic Rules Reference 3 6 L 󲉡󲉡 57

: TROOPER

isto 󲉢󲉢 P 2 aster L ierce 1 P DL-44 B s ’ Unit Unit Issuing Issuing , Ranged , Weapon uke rolled.) L ) 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 • Ranged Weapon Beyond (Range) (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 Attack a , 160 Premeasuring , WEAPON Within (Range) Within At (Range) At ,

A unit is beyond a range if no portion of the of portion if no a range beyond is A unit A unit is within a range if the entirety of the of if the entirety a range within is A unit A unit is at a range if the portion of a miniature’s a miniature’s if the of portion a range at is A unit If the base of the mini being measured to touches touches to the the mini being base measured of If segments betweenthe raised range-ruler line two range the lower at the mini is it, crossing without separates. the line that segment through extends that be a range can within A unit segments. multiple

Line of Sight Line of - - Weapons At: is which range the object from to closest is base that corresponds that the segment inside is being measured range. that to - Within: corresponds that the base segment inside is miniature’s range. that to - Beyond: of range the base between is segment the first miniature’s the to corresponds that the segment ruler of the end and specified range. The first range presented on a weapon is that weapon’s weapon’s isthat weapon on a presented range first The a on presented range thesecond range; minimum range. maximum weapon’s that is weapon both is it a weapon, on presented is range a single only If range. maximum and minimum its be must target a unit’s attack, an during use a weapon To the weapons’ than greater or equal to is that a range at the weapon’s than less or equal to and range minimum range. maximum the attacking from measured is range attack, During an unit. mini in the the leader defending closest to unit , , » » » » » » » that point to determine range 5. range determine to point that used range: describing are when terms following The » » » » » » effect game any for between units range measuring When the closest from measured is range attack, an than other unit. mini in the the other closest to unit mini in one » any at distance ruler measure to use the can range Players the game. time during access have not do 5, if players range to measuring When to may measure they ruler, range ofthe a fifthto segment 4 from range then measure and point, that 1, mark range Leader RANGED ( icon range a blue with A weapon be only can weapons Ranged weapon. a ranged is attacks. ranged used during • Topics: Related Orders • • • Speed , Movement , Dice

, Attack , Abilities

: Range 5 : Range 2 : Range 4 : Range 3 : Beyond range 5 : Beyond range : Range 1 ≯ ▀ ≰ ≬ ≭ ≮ Range is always measured horizontal to the battlefield, the battlefield, to horizontal measured always is Range different on are minis two If plain. a two-dimensional on the hold should the player range, measure to elevations, the battlefield, with both level minis, ruler above range range. determine to above from look down and the line separates. the line ruler, the range using measuring is a player When ruler; the range use of edge a single should player that of thickness or the width factor not should the player the ruler. If the base of the mini being measured to touches 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 Each range segment is an entire plastic section the ruler. plastic of entire an is segment Each range The beginning of the range ruler has a flat, raised end. a rulerhas flat, of range the The beginning » » » » » » » » » » » » » » » » Ranges for weapons are presented on cards as icons: as cards on presented are weapons for Ranges » » » between the bases of the two minis is thebetween range. is minis the the two bases of » measured from. Then, they point the range ruler toward toward ruler range the Then, they point from. measured of number The to. being measured is range the mini that lie ruler that the range partial of (and segments) segments » the range the start of places a player range, measure To being is range the the mini that base of ruler touches so it » consists of five segments of equal length. Theof length. equal beginning segments five of consists represents segment 1, the second range represents segment 2, etc. range Players measure range using the range ruler. The range ruler range The ruler. the range using range measure Players as long as the move was performed using the highest speed the highest performed using was the move as long as unit. that to available tool movement A unit whose maximum speed still is been whose has reduced maximum A unit speed maximum its at performed a move have to considered A full standard move is a move using the full the using of length a move is move A full standard the very the leader of at end the unit placing tool, movement the move. when completing tool • • Range is the distance between two miniatures on the battlefield. on between miniatures two the distance is Range • RANGE Related Topics: Related • • 58 Rules Reference See “Exhaust”See on READY Tokens Cards Related Topics: • • • • upper-right corner unit their card. Units are into divided ranks, identified the symbolby the on RANK Weapons Related Topics: • • • • » » » » » » ranks, ascertain follows: ranks andcertain may only include specific numbers of When building astandard army, aplayer must include matching rank during Activation the Phase. rank. Players order these use tokens to activate units of the orderEach token contains an image that corresponds to a � unitEach is one of following the ranks: non-ranged weapon. A ranged weapon cannot same inthe attack be as a pool may to added different be attackpools. samethe attack Ranged weapons pool. with different names each ranged weapon with same the name must to added be If aunit has multiple minis each using aranged weapon, » » » » » » ≱ ⊆ , Command Phase Command , heavy units. ≲ support units. ⊅ forcesspecial units. ≳ corps units. ≱ operative units. ⊆ commander units. � Issuing Orders

Operative: Support:

Corps:

• • • Commander: Heavy: Special Forces:Special Corps Operative Commander

Attack Activating Units Each army Each must include three to six page page Each army Each may include up to two Each army Each may include up to three Each army Each may include up to two , 38 Unit , ,

Commander Dice . Each army Each must include one to two Each army Each may include up to three , See “Army, See Building” on , Line ofLine Sight • , • Activation Phase • ≳ ≲ , ⊅ Order Pool , • • • Premeasuring Heavy Support ForcesSpecial , Order ,

Command Command page page

5 , . RECONFIGURE Related Topics: active side. up to xinactive shield tokens from inactive their sideto their When aunit with the (UNIT KEYWORD) RECHARGE X Related Topics: • action, that unit gains xaim tokens. After aunitwiththe (UNIT KEYWORD) X READY Related Topics: • upgrade cards. from that unit and readies any number of unit’s the exhausted recovers, aplayer removes any number of suppression tokens A unit can recover by performing arecover action. When aunit RECOVER Related Topics: • • flipthat card upgrade to adifferent side. performs arecover player action,the that controls that unit may upgrade card that has the flippedto be to another side. When aunitequipped with an The (UPGRADE KEYWORD) actions are performed. therefore not abilities does trigger that after occur aim This effect isdifferentperforming than action, an aim and after recover actions areperformed. action and therefore not abilities does trigger that occur recover, that effect is different than performing arecover recover. If aunit agameinstructs to effect specifically Unit abilities and other gamecan allow effects units to keyword at same the time. ready and flip an card upgrade that thehas When aunit recovers, player the controls who that unit may exhausted. reconfigure If an upgrade card has exhaust the icon, using the reconfigure

Abilities Aim Dual Sided CardsDual Actions ability not does cause that upgrade card to be keyword allows upgrade adual sided card ready x , recharge x Attack , ,

reconfigure Exhaust Recover , keyword performs astandby Standby

, keyword recovers, it may flip , , Suppression Upgrade Cards Suppression keyword recovers or reconfigure , Upgrade Cards , Weapons

Rules Reference 59

ability 6 4 󲉡󲉡

:

GROUND VEHICLE GROUND 󲉢󲉢 repair x: repair reposition Vehicle Vehicle , e keyword Resilience Value L if r keyword is a move. is keyword

1 aster aster L keyword is being moved being moved is keyword L Ion Tokens Ion Pivot , B reposition , s s keyword performs a performs keyword ’ repair x: capacity y x: capacity repair keyword cannot perform both cannot keyword reposition -300 B uke La Panic , reposition . 71 reposition reposition keyword can be used by the opponent be the opponent can used by keyword page Movement Free Card Action Card Free Wounds 1

(You are treated as a trooper as a trooper treated are (You AT-RT , ability. (While clambering, do not roll roll not do clambering, (While y act er s P B W m i a L c

reposition all cancel defending, (While ightsa ing L s 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 using the using A unit a and move a standard performing before action a free pivot move. standard the same performing action after free pivot the performed with A pivot the with unit a panicked While must usethe it flee to the battlefield, attempts most bythe flee to the battlefield it will if it help keyword route. expeditious the with a unit When card, upgrade Push via as the Force such opponent, an by the move. that during defeated during the current round and place that mini on on mini that place and round the current during defeated give Then, leader. its unit with cohesion in the battlefield than less one equal to tokens wound of mini a number that card. unit its on indicated threshold the wound longer no is it beendefeated, have minis a unit’s all of If the be when chosen using cannot and in play, capacity the with a unit has a player If which track theplayer that recommended is it in their army, been defeated have minis vehicle and trooper their droid of For confusion. avoid to in order round, thecurrent during temporarily their side and be on can tipped minis example, ends. round untilthe their unit near on the battlefield left ’ PPL 󲉠󲉠 results.) Climbing Vehicle Expert Climber Armor for the purposes of vertical movement.) vertical of purposes the for wounds.) suffer or dice defense ra uke RESILIENCE each on presented attribute Resilience an is card. unit vehicle’s • standard move, it may either perform a free pivot action before before action a free perform pivot either may it move, standard action a free perform pivot or move standard that performing move. standard that performing after • • • • Topics: Related VEHICLES REPULSOR on See “Vehicles” • • Topics: Related Damage Tokens REPOSITION KEYWORD) (UNIT the with a unit When Lg 55

) result, it it ) result, Wounds � , Movement , Dice regenerate x regenerate keyword, and , When a unit uses a unit When keyword performs a move a move performs keyword keyword has a number of of a number has keyword Free Actions Free , ) or defense surge ( surge defense ) or ≣ Activating Units Activating can be used on units that have the have that becan units used on ability, place one wound token on on token wound one place ability, Attack , , relentless This ability cannot usedbe if card cannot the ability This is a free card ability and can be can used and ability a free card is repair x: capacity y x: capacity repair Actions Abilities

repair x: capacity y x: capacity repair repair x: capacity y x: capacity repair more minis defeated that round. Choose a mini that was Choose was a mini that round. that defeated minis more Repair x: capacity y x: capacity Repair type. unit vehicle repulsor or vehicle, ground trooper, droid or one had have must unit that a unit, a mini to restore To Vehicle damage tokens include the damaged token, the token, the damaged include tokens damage Vehicle token. disrupted the weapon and token, disabled they be removed by abilities that remove wound tokens tokens wound remove that abilities by they be removed units. from Wound tokens on cards are not considered to be on units units be to on considered not are cards on tokens Wound can nor threshold, wound a unit’s toward count do not and activation cannot perform a free attack action. a free perform attack cannot activation action performed a free attack already has that A unit action. attack another perform cannot activation its during count as one of the unit’s two actions. two the unit’s of one as count its action during attack performed an already has that A unit This attack action is a free action and therefore does not doesnot and therefore is a action action free attack This activation, the player who controls that unit decides the unit that who controls the player activation, those effects. of order If more than one effect takes place at the end of a unit’s unit’s of a at end the place effect takes one than more If • • • wound tokens on it equal to or exceeding y. exceeding or equal to it on tokens wound • in line of sight. Remove a total of up to x wound, ion, and/or and/or ion, x wound, to up of a total Remove sight. of in line x to up restore or the unit chosen from tokens damage vehicle unit. that to miniatures has thethat the the has that the card 1 and range at unit vehicle or trooper choose a friendly droid (UPGRADE KEYWORD) (UPGRADE y x: capacity Repair activation. a unit’s a free during action as REPAIR X: CAPACITY Y Y REPAIR X: CAPACITY Related Topics: Topics: Related • • After a unit that has has the that a unit After action. a free perform attack may action, it • RELENTLESS RELENTLESS KEYWORD) (UNIT Related Topics: Related has, up to x. For each block ( each block x. For to up has, token. 1 wound removes • (UNIT KEYWORD) (UNIT the has if it activation, a unit’s of the end At it token wound each die for defense white 1 rolls it keyword, REGENERATE X X REGENERATE 60 Rules Reference Related Topics: See RESTORE “ResolvingSee Disputes” on RESOLVING DISPUTES Disrupted Related Topics: • • • • • » resilience value would normally be. units have a“–”presented on unit their card where a Some vehicle units donot have aresilience value. These gain another vehicle damage token. wounds to equal or exceeding its resilience value it not does wounds is removed from avehicle, that when vehicle suffers If avehicle damage token that was gained due to suffering » but can gain one through other game effects. same or adifferent type, due to suffering additional wounds, value, it cannot gain another vehicle damage token, of the due to suffering woundsequal to or exceeding its resilience If avehicle has already received a vehicle damage token tokens are different types of vehicledamage tokens. Damaged tokens, disabled tokens, and weapon disrupted » » » following results: that player rolls a red defense dieand suffers one the of wound tokens to equal or exceeding its resilience value, When avehicle suffers wounds,thiscauses if it to have "Treat X:Capacity Y(Upgrade Keyword)" on page 69 » » » » » damaged, disabled, or have one of its weapons disrupted. A vehicle unit without aresilience value cannot be vehicle suffers wounds. player not does to need roll ared defense that diewhen resilience value and received avehicle damage token, the If avehicle already has wounds to equal or exceeding its itshalf (of added dicecan any be color, rounding up). card. When adding that weapon to an attack only pool, weapon disrupted token is on placed corresponding the opponent one chooses of that unit’s weapons and a ( Weapon Disrupted: move. standard cannot reverse and must spend two actions to perform a and gains adisabled token. Aunit that is disabled Disabled: action during its activation. If result the is ablank, that vehicle performs one fewer activates adamaged unit, roll they awhite defense die. damaged and gains adamaged token. When aplayer Damaged: � , ), one of unit’s the weapons is disrupted. The player’s Weapons

Defeated Attack If result the is ablank, unit the is disabled If result the is ablock ( , Wounds , Damaged , Wounds page page If result the is adefense surge 4 , . Dice , Disabled ≣ ), the unit), the is , Weapon Weapon . Related Topics: • • • • mini to move backward. Reversing of is atype movement that allows anotched-base REVERSE Round” on Phase Related Topics: • • game round. The round countercurrent trackthe to is used ROUND “Game Round” on Phase Related Topics: • • Phase. End following order: Command Phase, Activation Phase, and A single game round consists of three phases resolved inthe ROUND Movement » byspeed 1,to aminimum of 1,for that move. When performing areverse, aunit reduces its maximum bytriggered reversing. If agametriggers effect by aunit moving,that game effect is Only ground vehicle units can perform areverse. desire.they tool. Aplayer reverse with can aminiif perform apartial notch on mini’s the onto base end the of movement the Whenbase. finishingfull reverse, a a playerfrontthe places ofstart movement the tool into rear the notch of mini’s the When performing areverse, aplayer by begins placing the opponent has 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 ifboth reveal acard round counter to opponent. their nextthe round.that Then, playerthe passes next that highest number; is number the of roundthe counter rotates it to display the End the Phase,During player the has who Game rounds are tracked using round the counter. wins earlier. The game ends after the sixth unlessround aplayer » , ,

Priority Round Counter than 1. combine to cause aunit’s maximum less to be speed that effects Other reduce aunit’s maximumcan speed , Notch page page , Round

COUNTER Actions Activation Phase Activation Phase 2 , ≣ . Vehicles page page ), that player has priority. their Otherwise, , , Winning Game the Victory Tokens , 2

Difficult Terrain . , , ,

Command Phase Command Command Phase Command , Winning Game the , , See “Game, See Disabled Round Counter , , , End End , See , See Rules Reference 61

scout , it has, it keyword. keyword keyword at at keyword scouting ability, the ability, scout 3 scout secret mission secret scout x bounty . keyword is a move, but is but a move, is keyword exceeding exceeding keyword cannot exceed “3.” If exceed “3.” cannot keyword secret mission secret keyword. keyword and a maximum a maximum and keyword Scout X (Unit Keyword) X (Unit Scout scout 3 x , Movement cannot cause a player to gain gain to a player cause cannot scout x keyword cannot perform standard , keyword deploys, it may perform perform may it deploys, keyword keyword defeats a unit that has has that a unit defeats keyword scout x Setup scout x scout value of the unit with the with the unit of value , keyword takes that token. takes that keyword scout x bounty scout x bounty , it would have have would , it stationary performed a move using the using performed a move Deployment Abilities bounty

scout x keyword is only used after a unit is deployed. If is deployed. a unit used after only is keyword keyword is cumulative. Thus, if a unit with with if a unit Thus, cumulative. is keyword instead. 3 not scout 1 scout x scout x Each unit with with Each unit the from 1 victory than token more the game. of the end a unit would ever have ever have would a unit scout A unit that has the has that A unit when stillspeed 0 can a speed–x perform of move deploys. it of the value “x” The keyword. gains gains » » » If a unit with the with a unit If the using from a victory token the with unit » A unit with the with A unit the has even if it moves move. this during ignored are of difficult terrain effects The the performed with A move action. a move not The asthe such effect, by a game the battlefield placed on is a unit the card, condition Reinforcements Rapid apply. does not This move may be a or fullpartialmay move. move This speed. maximum its of regardless perform this move can A unit » The 2 » within an enemy deployment zone. At the end of the game, if the game, of the end At zone. deployment enemy an within that the player defeated, not is and a victory has unit token that 1 victory gains token. unit that controls • • • • • Topics: Related SECRET MISSION KEYWORD) (UNIT or a hidden directive have units some on, rages a battle While Once conflict. will the larger the tide swing goal of that a dire the with a unit action, a free card as per game, if they are their card on 1 victory place can token keyword keyword, it may choose up to x friendly trooper units at range range at friendly x to units trooper choose up may it keyword, have 1–2 that a speedwith equal to a move perform may Each unit chosen the x is x, where party Topics: Related SCOUT X (UNIT KEYWORD) with the a unit After speedto x. up move, a standard • • •

in scout Movement scale , keyword performs performs keyword keyword include include keyword keyword attempts to to attempts keyword scale scale scale keyword performs a move, a move, performs keyword does it clambers, keyword keyword uses the keyword Cohesion . , keyword after withdrawing. after keyword 52 keyword can use can keyword scale scale keyword multiple times during the times during multiple keyword keyword against a trooper unit unit a trooper against keyword Attack Climb and Clamber and Climb page

scale , , keyword allows especially allows skilled keyword scouts scale scale scatter Abilities Abilities Objective Cards Objective

scouting party x scouting party keyword allows an attacking unit to send the to unit attacking an allows keyword keyword allows a unit to traverse the battlefield with with the battlefield traverse to a unit allows keyword distance up to height 2. height to up distance A unit with the with A unit a down or up move action a clamber with combination » scouting party x scouting party scatter scale "Objective Tokens" on Tokens" "Objective flee the battlefield, it must use the keyword if it will help it it help will if usemust keyword the it flee the battlefield, route. expeditious most bythe flee to the battlefield same activation. same the with unit a panicked While A unit cannot use the cannot A unit use the can A unit When a unit that has the has that a unit When wounds. suffer dice or defense white any roll not When a unit that has the has that a unit When or into, of, out moving speed its for reduce does not it terrain. difficult through » Move actions that can trigger can the that actions Move disembark. and clamber, climb, moves, standard The After position. a forward into troopers lead of to a small band the with a unit SCOUTING PARTY X PARTY X SCOUTING KEYWORD) (UNIT Related Topics: Related unit leader minis in the defending unit, following all the rules following unit, leader in the defending minis unit performed a leader just had unit if the defending as cohesion, of standard move. defender into disarray. After a unit performs an attack using using attack an performs a unit After disarray. into defender the with a weapon non- any move may small to it bases, affixed whose are minis (WEAPON KEYWORD) (WEAPON The SCATTER SCATTER Related Topics: Related • • • • • • a move action, it may either perform a free clamber action a free perform clamber either may it action, a move action a free perform clamber or move that performing before move. that performing after SCALE (UNIT KEYWORD) SCALE (UNIT The the with a unit When startling agility. (UNIT KEYWORD) (UNIT See Topics: Related SABOTAGE/REPAIR SABOTAGE/REPAIR 62 Rules Reference • • sideiswhich faceup. active inactive side, and are considered sided, with an active sideand an attacks. Shield tokens are double- defendingwhile against ranged allow to them addblock ( Units can have shield tokens that SHIELD TOKE Weapons Related Topics: • defender’s cover. with the “Apply the During and Dodge Cover” step of an attack, aunit (UNIT KEYWORD) SHARPSHOOTER X Related Topics: at range 1–3,rather than at range 1–2. after an enemy unit attacks, moves, performsor an action and is A unit with the (UNIT KEYWORD) SENTINEL “Setup”See on SETUP Tokens Related Topics: • its active sideand is now active. flips an inactive shield token,that shield token is flipped to flipped to its inactive side and is now inactive. When aunit When aunit flips an active shield token,that shield token is deployment, it enters play with its active sidefaceup. Whenever ashield token enters play, such as during 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 » used. be stated, the otherwise foundas those Downed inthe AT-ST expansion, unless When playing agame that battle scenario uses cards, such » right corner of card. the battleScenario cards have icon ascenario top inthe or or sharpshooter x , See , See inactive "Additional Terrain Rules" on page page sentinel

Attack Standby Abilities 6 depending on . , secret mission Cover keyword can spendastandby token , ≣ Bounty (Unit Keyword) keyword subtracts xfrom the ) results NS , Cover X(Unit Keyword) sharpshooter 1 Active andInactive keyword cannot Shield Tokens page page

8 , . Victory has ,

• • • • Related Topics: Imperial Royal Guard unit card, during aranged attack. any available ranged weapon, such asthe ranged weapon on the Guard upgrade during amelee attack. That mini may still use by that upgrade can only the use weapon on the Electrostaff weapon and the For example, the Electrostaff Guard upgrade card has a melee upgrade card that that added mini. or ranged attack, respectively, other than weapon the on the byadded that upgrade cannot any use weapons during amelee melee If an upgrade that adds aminiature to aunit has the (UPGRADE KEYWORD) SIDEARM: MELEE/RANGED Related Topics: • A unit with the (UNIT KEYWORD) SHIELDED X (Weapon Keyword) Related Topics: tokens. When doing so, flip shield tokensfrom their inactive gameallow effects aunitCertain to flip inactive shield block ( flip an active shield token if able. The defenderdoes not add each hit ( the if effects, includesattackpool the At of start the “Roll the Defense Dice” step, before any other » » ( result. The defender rolls 1 fewer defense die foreach block token flippedthis way, in the defender adds 1 ( block may flip any number of active shield tokens. Foreach shield Defense Dice” step, before rolling defense dice, defender the While defending against aranged attack, during “Roll the ofleader unit the that shield has tokens. those Shield tokens are on placed battlefield the next the unitto loses xshieldloses tokens. tokens. Similarly, ifaunit the loses If aunit gains the side to active their side. ≣ » » ) result way. inthis added keyword or the results by added shield tokens. cannot “Modify the During Defense Dice” step, attacker the results only during ranged attacks. Active shield tokens flipped can be to add ( block ≣ ) results for shield tokens flippedthis way. in ≠ use the the use ) or ( critical shielded x sidearm: melee

Attack Pool Abilities Attack , Setup shielded x pierce x sidearm: ranged , Cancel , Keywords ≡ keyword has xshield tokens. , ) result, up to defender x,the must Melee Weapon keyword to cancel block ( ,

Blocked keyword. The mini added keyword, it gains xshield

shielded x , ion x keyword, mini the Dice , Ranged WeaponRanged keyword, for for keyword, , Pierce X keyword it it keyword sidearm: ≣ ≣ ≣ ) ) ) Rules Reference 63 ) ≠ Immune: Immune: , keyword keyword activates, it it activates, keyword keyword during an an during keyword keyword, a unit with the with a unit keyword, keyword. soresu mastery soresu speeder x speeder . mastery 49 Guardian X (Unit Keyword) X (Unit Guardian keyword can spend only 1 dodge 1 token. only spend can keyword keyword. Spending this dodge token this dodge token Spending keyword. , guardian x guardian X (UNIT KEYWORD) ) result,. If the unit is defending, it may may it defending, is the unit If ) result,. is used against an attack that includes the includes that attack an used is against soresu mastery soresu page keyword, it cannot cause wounds to the attacker. the attacker. to wounds cause cannot it keyword, ≠ soresu soresu Attack

keyword indicates that a vehicle is constantly constantly is a vehicle that indicates keyword If the unit leader ends this movement with any any with this leader movement ends the unit If unit the the battlefield, of base outside its part of defeated. is Unit Keyword) Unit - soresu mastery soresu - a after performing final position vehicle’s A repulsor performing is unless it unit another overlap cannot move a compulsory performing is it If move. a compulsory If minis. trooper overlap can final position its move, move compulsory a after performing final position its those minis, trooper trooper more or one overlap would displaced. are minis A compulsory move is a move, not a move action, and action, and a move not a move, is move A compulsory move occur after that trigger does abilities not therefore the against count does not performed and are actions per actions activation. two unit’s a performs the unit move, a compulsory perform To or do so, cannot it speed. If maximum its at full move leader’s the unit part of any cause would if a full move a partialit perform can the battlefield, base be to outside the along far as movement its ending instead, move a performs the unit If possible. as template movement number a suffers the unit in this way, partial movement speed. maximum its equal to wounds of While using the using While mastery Soresu soresu mastery soresu » » » » speeder x speeder » When a unit that has the has that a unit When move. a compulsory perform must » » » If immune: deflect of the benefits gain to spend a dodge token must A unit the ( hit one cancels ( hit additional cancel to dodge tokens spend additional the add to or so improve does not doing however, results; of the benefits usesthe a unit If the during be to defeated the attacker for possible is it attack, the If step. Dice” Defense “Roll to be attacker the causes that wounds of number inflicts a still can the defender and still continues the attack defeated, wounds. suffer See “Movement” on on See “Movement” SPEEDER The while also moves, compulsory by represented as in motion, over. move freely can the vehicle terrain of the height indicating • • • • Topics: Related Deflect ( SPEED )

≠ ,” ≣ ) result ) result : Token Smoke � smoke smoke � soresu soresu keyword, if it it if keyword,

Unit Keyword) Unit . keyword. spends a dodge token a dodge token spends within guardian x guardian keyword, a unit with the with a unit keyword, Smoke Tokens Smoke X ( Smoke if the attack pool contains only only pool contains if the attack , , velocity keyword can perform the perform can keyword guardian x guardian ) result counts as one of the x hit ( the x hit of one as counts ) result ≠ Cover Cover cannot be used a dodge spend token to cannot high , , soresu mastery soresu keyword can spend 1 dodge token at the at 1 dodge spend token can keyword . guardian x guardian smoke x smoke guardian x guardian Attack Attack

range 1 and in line of sight of its unit leader. unit its of sight of in line 1 and range ) result. ) result. is defending or using the using or defending is ≠ within If the unit with with the unit If die while defense using 1 fewer will it roll in this way, x guardian Soresu mastery while using the with weapons This canceled hit ( hit canceled This with canceled results » » » » » hit ( hit » While using the using While Soresu mastery 1 cancel to attack an of step Dice” Attack “Modify the of start Smoke tokens cannot overlap any objective, condition, condition, objective, any overlap cannot tokens Smoke a be placed on must and tokens, smoke other or charge, surface. flat improve their cover. improve to returned are tokens allDuring Phase, smoke the End the supply. A vehicle unit within range 1 of a smoke token does not does not token a smoke 1 of range within unit A vehicle unit a vehicle against defending units and cover, its improve do not token a smoke 1 of range leaderwhose within is unit Every mini in a unit must be entirely within range 1 of a 1 of range within be entirely must Every mini in a unit its effects. benefit from to token smoke card action. To perform this action, the unit places x smoke x smoke places this perform the action, unit To action. card • spends a dodge token, its surge conversion chart gains “ gains chart conversion surge its a dodge token, spends ( surge defense each for wound 1 suffers the attacker and step. Dice” Defense the “Roll during rolled Those who have mastered the Soresu style of lightsaber combat combat of lightsaber style the Soresu mastered Those have who with a unit arts. While perfected the defensive have mastery SORESU MASTERY MASTERY SORESU KEYWORD) (UNIT Related Topics: Related • x tokens SMOKE X (UNIT KEYWORD) X (UNIT SMOKE the has that A unit Related Topics: Related • • • unit leader is within range 1 of a smoke token, the token, a smoke 1 of range leader within is unit tokens 1. Smoke by their cover improves defender round. each of the end at removed are Clouds of smoke on the battlefield can provide provide can the battlefield on smoke of Clouds units Trooper troops. tactical to cover 1. by their cover improve token a smoke 1 of range if the attacking attacking, is unit a trooper While SMOKE TOKENS SMOKE 64 Rules Reference • • • • • • » » » move. compulsory andtype would cause unit the unable to be to complete the by the terrain piece. It may not terrain if the is doso not ignored that its is able base on legally placed to battlefield the be or a distance no greater than length the of half its so base, ittype, maybackwards shift along the movement tool by due to the movement on apiece of terrain it would normally ignore acompulsoryDuring move, unit ifthe would leader end its move. compulsory andlegally maintain cohesion, that unit cannot complete the unit is moving onto, or ifany mini’s cannot base placed be not room to place aunit leader’s on that base surface the the each miniis stable and is not precariously placed. If there is minis unit overhang inthe can partially ledges, as long as When aunit performs acompulsory move, of bases the the objective or condition tokens. positionThe final ofaunit after any move cannot overlap » mini cannot end amove inthat position. mini’sthe at to be base an angle greater than 45degrees, that terrain causes unstable aminito be or over, fall or causes on; however, as ifoverlapping ageneral rule, apiece of playing as to what terrain units cannot end movement their on top flat of is perfectly and players shouldbefore agree of move. Not terrain that all aunit could end move their as flatpossible as battlefieldthe on performing after type any A unit that has the less than x. movement on apiece of terrain that has aheight to equal or A unit that has the move over terrain to equal or less than height x. amove,During aunit that has the » » » » battlefield or piece of terrain. and legally placed to be inastablebase position on the tool as possible, it may move back only to allow its A unit must leader move still as far along movement the diameter the half of base. the A unit leader’s cannot base moved be back more than end of movement the tool. movementthe tool, it cannot moved be forward past the A unit leader’s may base only moved be backwards along toequal its maximum speed. must move perform apartial instead, and sufferdamage terrain that is not flat enough be placed to on top of, it complete move afull without overlapping apiece of If aunit performing acompulsory move cannot - - speeder x move instead. overlap an engaged trooper, it must performapartial position afterperforming acompulsory move would a compulsory move. If arepulsor vehicle's final Troopers that are engaged cannot displaced by be speeder x keyword or repulsor the vehicle unit speeder x speeder x keyword or repulsor the vehicle unit keyword must placed be still keyword may end its speeder x keyword can can keyword • • spend actions. Game effects calloften for unitsspend to tokens or SPEND Vehicles Height Related Topics: Miniature Related Topics: pool when targeting aunit that comprises three minis. attack die icon, it contributes three black attack dice to the attack For example, if aweapon has the defender that are in line of sight of miniusing the that weapon. its diceanumber of to equal times number the of minis inthe the has comprise multiple miniatures. When aminiadds aweapon that A weapon that has the SPRAY (WEAPON KEYWORD) Related Topics: • • aim token. up units to xfriendly at range chosen unit 1.Each gains one As acard action,aunit with the XSPOTTER Disabled Related Topics: AT-RT decides to move. Because it disabled, is the AT-RT For example, during its “Perform Actions” step, adisabled action from suppressed being or damaged. perform two consecutive actions, and cannot have lost an to spend more than one action, aunit must able be to When aunit spends an action, it that loses action. In order supply.the When aunit spends atoken, token the is returned to » one of units. friendly the A unit using the actions are performed. therefore not abilities does trigger that after occur aim This effect isdifferentperforming than action, an aim and ends its activation. no actions left withand free no actions available, the AT-RT spends two actions in order to the perform move.with Then, » , to complete its compulsory move. possible and damage takes to equal for its speed failing battlefield, it moves as faralong the movement tool as If cannot unit the on placed still legally leader the be spray Leaving Battlefield the , See , See , Dodge , Weapons "Additional Terrain Rules" on keyword to attack the that pool, weapon contributes ,

Actions Compulsory Move Compulsory Attack Actions Nimble (Unit Keyword) spotter x spotter spray , Attack Pool , , Aim Attack (UNIT KEYWORD)(UNIT keyword is effective against unitsthat , , keyword may itself choose as Movement Card Actions spotter x spotter spray ,

Aim , , Defeated Dice keyword and one black black and one keyword , Deflect (UnitDeflect Keyword) , , , Standby keyword can choose Unit Leader page page Line ofLine Sight

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, , Rules Reference 65

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Movement , to perform keyword. any effects that trigger effects that any

steady relentless before Free Actions Free , it would gain a suppression a suppression gain would it Attack , before Vehicles , spend a standby token after defending defending after token spend a standby Actions

Troopers , cannot Gaining a suppression token is a part of an attack, and and attack, an a part is of token a suppression Gaining Thus trooper a attack. an after triggers effect that an not unit attack an against token. standby its remove and token an performing unit enemy an by defeated is a unit If unit the defeated token, a standby spending by attack then effects. trigger other cannot and performs a move Snowtroopers of a unit example, For a standby have that Troopers Fleet of a unit 2 of range is at token standby their spend Troopers Fleet The token. the attack, the During action. attack perform a free to health total their exceeding wounds suffer Snowtroopers defeated, are Snowtroopers the Because defeated. are and trigger the longer no can they » » move to action performs a move DarthVader example, For a standby have that Troopers Rebel of a unit 2 of range into trigger can Vader Before token. Rebel the card, upgrade Throw” “Saber the with attack an taking perform a move, to token standby their spend Troopers in unit enemy no With Darth Vader. 2 of range beyond them attack. perform an longer no can 1–2, Darth Vader range » » If a trooper unit gains a suppression token or performs a performs or token a suppression gains unit a trooper If tokens standby any removes it action, an or attack, an move, has. it an or attack, an move, a performs unit vehicle a ground If has. it tokens standby any removes action, it token. standby one than more have cannot A unit are tokens standby allDuring Phase, unspent the End the supply. to returned moving, unit enemy an to sight of line have must A unit spend a to in order action an performing or attacking, token. standby mini any from range measures token a standby with A unit attacked, that unit in the mini enemy any to unit in its a when spending action. However, performed an or moved, the of the range attack, an perform to token standby to unit the attacking leader of the unit from stillis measured unit. mini in the defending any be spent may token A standby action. move or move, action, attack attack, an after Suppression Related Topics: Related • • • • • • •

, Token Standby keyword to Notch , Movement , spur keyword to perform a to keyword Movement spur , keyword, its maximum speed is maximum its keyword, keyword performs a move, it may may it a move, performs keyword Immobilize Tokens Immobilize , keyword cannot gain multiple multiple gain cannot keyword spur spur spur Compulsory Move Abilities

Suppression , an attack during its activation. its during attack an A unit cannot perform a standby action if it has performed has action if it perform a standby cannot A unit Pivot, Reverse, Climb, Clamber, Embark, and Disembark are are Disembark and Embark, Clamber, Climb, Reverse, Pivot, moves. standard not All speed-x moves are standard moves. standard are All speed-x moves move. a standard is move A compulsory A unit cannot have a maximum speed 3. beyond a maximum have cannot A unit immobilize tokens, cannot use the use the cannot tokens, immobilize 0. be still would speed maximum its because move For example, a unit that normally has a maximum speed of of speed a maximum has normally that a unit example, For use the can token, 1 immobilize has 1, but 1. However, of speed maximum a total with perform a move 2 has 1, but of speed a maximum has normally that a unit increase the unit’s maximum speed (up to speed 3), before speed speed to 3), before (up maximum the unit’s increase speed. maximum unit’s that reduce effects that any applying increased only for that move, not for subsequent moves. subsequent for not move, that for only increased effects that any apply a move, performs a unit When suppression tokens during the same move to increase its its increase to move the same during tokens suppression 1. than more speed by maximum uses the a unit When A unit using the using A unit a standby token, that unit may spend that standby token to to token standby that spend may unit that token, a standby action. a free move or action a freeperform attack • near the unit leader. the unit near an action, or performs moves, attacks, unit an enemy After with a unit of sight of in line 1–2 and range at is unit if that standby action if it has not performed an attack attack performed an not has if it action standby action, a standby perform To activation. its during the battlefield on token a standby places a player STANDBY the perform can vehicles ground and Troopers the perform only can A unit action. standby Related Topics: Related • • • a movement tool against the base of its unit leader and moves moves leader and unit its the base of against tool a movement base, the movement a notched is it If the tool. leader along that leader's base. the unit of in the front placed in the notch is tool A standard move is the most common way that units maneuver maneuver units that way common the most is move A standard places a unit move, standard a To perform the battlefield. across STANDARD MOVE • Topics: Related Speed • • While a unit with the with a unit While 1. speed by maximum its increase to token 1 suppression gain • SPUR (UNIT KEYWORD) (UNIT SPUR 66 Rules Reference • • • • • but can sufferthey whenpenaltiesare activated. Units with suppression tokens improve cover their Units can gain suppression tokens invarious ways. SUPPRESSION Related Topics: • • • action, it may ranged perform afree attack action. After aunitthat thehas STEADY Related Topics: • moveunless the is apivot. either during its activation or outside of its normal activation, or have moves with performed it through other game effects, A unit with the (UNIT KEYWORD) STATIONARY actions for that activation. activation, ifthat unit is suppressed, it one loses of its two Immediately after thestep trooper“Rally” of a unit’s courage value, that unit is suppressed. assigned to it that isto equal or greater than that unit's If atrooper unit ever has anumber of suppression tokens 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 die for 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 that unit. supply and places it on battlefield the next to player asuppression takes token from the When aunit gains asuppression token, a during its activation cannot perform another attack action. A unit that has already attack afree performed action activation cannot attack perform afree action. A unit that has already an performed attack actionduring its count as one of unit’s the two actions. This attackfree action action is a thereforeand not does actions, it then ends its activation. step,its Rally ifit is panicked, it not does perform any When aunit with the stationary

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• • • • • suppressive After defending against an attackthat includes a weapon withthe (WEAPON KEYWORD) SUPPRESSIVE Panic Courage Related Topics: • • • » » suppression token. and defender the is atrooper, defender the gains a hit ( After an attack,the if attack dice produced at least one toward nearest the edge of battlefield. the perform amove at maximum as directly as possible speed actionsperform free and must spend its remaining actionto In addition, during apanicked unit’s activation, it cannot A panicked unit suffers still the effects being of suppressed. toequal or greater thanits twice courage value, it panics. activation, ifthat unit has anumber of suppression tokens Immediately after thestep trooper“Rally” of a unit’s by removing suppression tokens to no longer suppressed. be step. itsperformed "Rally" Nor can aunit regain alost action tokens and becoming suppressed after it alreadyhas A unit cannot an lose action due to gaining suppression suppression token. only defender the that weapon the against was used gains a that includes aweapon with the The effect of attack.the to any other suppression tokens defender the gains from The suppression token gained by tokenthe from battlefield the and places the it in supply. To remove asuppression token from aunit, aplayer takes suppression tokens. token from unit each friendly 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 » » » , Recover not suffer any wounds. ( The defender gainsthe suppression token hitevenall if action is resolved. The defender gainsthe suppression token after the attack was displaced. due to displaced being evenifmore than one of its minis A unit cannot gain more than one suppression token ≠ ≠ , ) or ( critical Cover ) or ( critical keyword, defender the gains one suppression token. , , Troopers suppressive

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Card Actions Card teamwork , teamwork Dodge Movement keyword) gains x aim tokens. x aim gains keyword) , , take cover x cover take keyword triggers when a unit gains an aim aim an gains triggers when a unit keyword tactical x tactical teamwork Aim Actions Aim

keyword allows a unit to gain a number of of number a gain to a unit allows keyword keyword indicates that a unit often teams up teams often a unit that indicates keyword scout x keyword is at range 1–2 of a friendly unit that has has that a friendly unit 1–2 of range at is keyword teamwork teamwork tactical x tactical or dodge token, whether that token was gained from the aim the aim from gained was token whether that dodge token, or effect. game other some from dodge or action, or triggers the a unit If gains unit the other once, at dodge tokens or aim multiple type. the same of tokens of equal number an an through a dodge token or aim an gains a unit When the of instance the same of instance trigger another This effect is different than performing a dodge action, and a than dodge action, performing is different effect This occur dodge after that trigger does abilities not therefore performed. are actions the using A unit the friendly units. of one as The Climbing, clambering, embarking, disembarking, pivoting, pivoting, disembarking, embarking, clambering, Climbing, moves. standard not are reversing and and aim an action, than performing is different effect This aim occur after that trigger does abilities not therefore performed. are actions the with A unit by as (such Phase the Deployment during move standard the using • • Topics: Related As a card action, a unit with the with a unit action, a card As gains 1. Each unit chosen range at x friendly to units choose up dodge token. one • • Topics: Related NAME UNIT TEAMWORK: KEYWORD) (UNIT The The specific unit. another with the with a unit When unit. this other of the name states teamwork by specifiedthe the name a gains unit the other a dodge token, or token aim an gains type. the same of token • TACTICAL X TACTICAL KEYWORD) (UNIT The a standard performs unit each time x, that equal to tokens aim move. • • • Topics: Related TAKE X COVER KEYWORD) (UNIT ) ≢

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Precise 1 reroll up to 1 additional die.) 1 additional to up reroll narme u 44 68 Rules Reference Wounds Related Topics: • • • • on transported, being rules "Transported" see on disembark, "Embark see and Disembark" on transport x an embark move transported to be by avehicle with the transport trooper units. friendly Eligible units can perform The CLOSED (UNIT KEYWORD) TRANSPORT Related Topics: attack performs apivot with vehicle the that was wounded. with the After a vehicle is wounded by an attackthat included a weapon (WEAPON KEYWORD) TOW CABLE “AdditionalSee Terrain Rules” on TERRAIN Related Topics: • • aim tokens. When aunit with the TARGET X(UNIT KEYWORD) the vehiclethe defeated. being to gaining 1suppression token and suffering 1 wound due to 1 wound due to the defeated during an attack, eachunit it is transporting suffers If avehicle with the transport x:closed each unit that it is transporting suffers 1 wound. The defends against an attack, ifit suffered 1 or more wounds, After a vehiclewiththe it is transported being by that vehicle. alternating deployments, to deploy an eligible unit such that transport x setup,During ifaplayer has deployed avehicle with the number of eligible units up to value the x. A vehicle with the performed. are therefore not abilities does trigger that after occur aim actions This effectisdifferentperforming and than action, an aim another unit instead, that unit cannot the use a gamecauses effect that order notbe issued to be or issued to to If aunit with the transport x:open/closed tow cable keyword. For on how rules units embark and

Attack Abilities Embark And Disembark keyword, may they as choose, one of their target x target x keyword, player the the performed who transport x transport x:open transport x:open , Movement , keyword not does have effect. this Actions transport x:open X:OPEN/ keyword would issued an be order but keyword is issued an order, it gains x keyword allows avehicle to page page , Aim , keyword can transport a Pivot 8 , . Issuing Orders , , Transported Weapons rules, inaddition rules, keyword is target page page keyword keyword page page 36 x . And for keyword. 68 , . • • • • • • and disembark, “Embark see and Disembark” on disembarks from that vehicle. For on how rules units embark onto avehicle is transported being by that vehicle until it and Units transported can be by vehicles with the TRANSPORTED • • • • • • • • performs its step “Rally” as normal. While aunit is transported, being it when activates it normal. While aunit is transported, being it can suffer wounds as end of round the as normal. While aunit is transported, being it removes tokens at the tokens, except for suppression tokens. While aunit is transported, being it cannot gain or spend or defender the be of an attack. While aunit is transported, being it cannot perform attacks actions except for disembark the action. While aunit is transported, being it cannot perform any that other mini. considered contact inbase to with be that piece of terrain or another mini, aunit transported being by that vehicle is If avehicle contact is inbase with apiece of terrain or transported.being Game text on objective cards suppression token and suffers 1 wound. vehicle, and unit the that was transported being gains 1 and any other miniatures incohesion. Then, removethe ofleader a transported unit contact inbase with vehicle the removing that vehicle from battlefield, the the unit place When avehicle that is transporting aunit is defeated, before transporting that unit. unit, determine line of sight to vehicle the that is that unit. When determining line of sight to atransported determine line of sight from vehicle the that is transporting When determining line of sight from atransported unit, ofbase vehicle the that is transporting that unit. When measuring range to atransported unit, measure to the from of base vehicle the the that is transporting that unit. When measuring range from atransported unit, measure for panic. courage by value units used can checking friendly when be While acommander is transported, being that commander’s transported.being Commanders and operatives can issue orders while Units issued can orders be transported. being while light

transport x keyword. Aunit that has embarked does not does apply to units that are transport x page page 36 .

not

Rules Reference 69 page page

, , Panic , Courage , Special Forces Support Heavy Emplacement Emplacement • • • "Additional Terrain Terrain "Additional Movement keyword is defending, it it defending, is keyword . , , See ⊅ Cohesion , ≲ 37 ≳ • See "Clone Trooper" on See Trooper" "Clone

• • Melee , page

, Droid Trooper, Trooper, , Droid Withdraw , Unit uncanny luck x uncanny luck , 29 Line of Sight Line of , Climb and Clamber and Climb . page Displacement 8 Vehicles Commander Commander Operative Corps , • • • page Engaged , Troopers can climb and clamber. and climb can Troopers reverse. or pivot cannot Troopers but vehicles, repulsor through move can Troopers vehicles. ground through move cannot troopers. other through move can Troopers . ⊆ ≱ » » » » 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. not do and minis other obscure do not Troopers cover. provide sight. of line block do not minis Trooper type. the unit trooper of a subtype is trooper A creature rules. See additional " Creature have troopers Creature on Trooper" the unit trooper of a subtype is trooper emplacement An rules. See additional have troopers type. Emplacement on Trooper" "Emplacement type. Clone the unit trooper of a subtype is trooper A clone rules. additional have troopers 21 type. Droid the unit trooper of a subtype is trooper A droid on rules. Trooper" See additional "Droid have troopers 36 Each unit’s type or subtype is presented on its unit card card unit its on presented is subtype type or Each 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 suppressed. is or panics it before follows: as are rules movement The trooper » » » » • • Suppression on Rules" LUCK X UNCANNY KEYWORD) (UNIT the with a unit While attack. that dice during defense its x of to up reroll may • • • • • • • Topics: Related Trooper, Clone Trooper • • • • ability in ability treat x: treat treat x: treat Light Transport Transport Light , For example, minis can can minis example, For keyword, and choose and keyword, When a unit uses the a unit When Wounds , Transport X: Open/Closed X: Transport treat x: capacity y x: capacity treat , cannot be used on units that have have that be units used on cannot Troopers , can be used on units that have the have that becan units used on is a free card ability and can be can used as and ability a free card is ability, place one wound token on the on token wound one place ability, Defeated Embark And Disembark And Embark treat x: capacity y x: capacity treat

ability. y keyword has a number of wound tokens on it equal it on tokens wound of a number has keyword Treat x: capacity y capacity x: Treat type. unit trooper the droid » be tipped on their side and temporarily left on the battlefield on the battlefield left temporarily their side and be on tipped ends. the round until their unit near If a player has a unit with the with a unit has a player If which of track the player that recommended is it their army, the current during been defeated have their minis trooper confusion. avoid to in order round, in play, and cannot be chosen when using the be when chosen using cannot and in play, capacity that mini a number of wound tokens equal to one less than than less one equal to tokens wound of mini a number that card. unit its on indicated threshold the wound longer no is it been defeated, have minis a unit’s all of If more minis defeated that round. Choose a mini that was Choose was a mini that round. that defeated minis more mini on that place and round the current during defeated give Then, leader. its unit with in cohesion the battlefield To restore a mini to a unit, that unit must have had one or or one had have must unit that a unit, a mini to restore To » Treat x: capacity y capacity x: Treat type. unit trooper creature or trooper, emplacement trooper, Wound tokens on cards are not considered to be on units and and units be to on considered not are cards on tokens Wound they can nor threshold, wound a unit’s toward count do not units. from tokens wound remove that abilities by be removed If a unit being transported becomes panicked, it must must it panicked, becomes being transported a unit If most bythe flee to the battlefield attempt and disembark route. expeditious Unit Keyword) Unit TROOPERS miniatures more or one of consists type a unit that is A trooper base.round small to a affixed Related Topics: Related • • • • • This ability cannot be used if the card that has has the usedthat be if card cannot the ability This y capacity y. exceeding or to card that has the has that card of in line 1 and range at unit trooper a friendly non-droid tokens poison and/or x wound to up of a total Remove sight. unit. that to x miniatures to up restore or unit the chosen from Treat x: capacity y x: capacity Treat activation. a unit’s a free during action y x: capacity treat TREAT X: CAPACITY Y CAPACITY Y TREAT X: KEYWORD) (UPGRADE ( Related Topics: Related Keyword) X: Open/Closed(Unit • 70 Rules Reference • • • • single fightinggroup. A unit is aminiature or of collection minis that functions as a UNIT on Related Topics: • • weapons, or one-of-a-kind units. Some units and upgrades represent characters, specific unique UNIQUE Terrain Rules” on Related Topics: moving out of, into, or through difficult terrain. keyword performs amove, it not does reduce for its speed by difficult terrain. When aunit that the has A unit that has the (UNIT KEYWORD) UNHINDERED Related Topics: • • page page » corner. unitEach card has apoint value displayed inits upper-left » number indicates how many minis that unit comprises. unitEach card has anumber presented below its rank. This card:the following symbols presented upper-right inthe corner of unitEach has arank, is which indicated by one of the Anatomy” on unitEach has acorresponding unit card “Card (see same unique name army. in their A player cannot include two or more cards that share the bullet (•)infront of its name on its card. uniqueEach unit and upgrade card is identified by a more than once with the rerolledbe at same the die cannot time. Each rerolled be Any dicererolled with the step of an attack. Defense diceare rerolled during “Modify the Defense Dice” » » have gained an number equal tokens. of victory determining awinner if, game the when ends, players pointThis when value buildingis used an army or This number includesthe unit leader. 4 .

Upgrade Cards Difficult Terrain Attack page page page page CARDS unhindered 4 8 , ). . Dice uncanny luck uncanny luck x , See “Card, See Anatomy” keyword is not slowed , Movement unhindered x , See “Additional, See keyword. keyword must

One miniineachunit is unit the leader. UNIT “CardSee Anatomy” on UNIT CARD Building” on Unit Leader Miniature Related Topics: • • • additional troopers that enhance units. Upgrade cards represent elements like gear, weapons, and UPGRADE Movement Defeated Related Topics: • • beneath that unit’s artwork. unit’sEach or type subtype is presented on its unit card » » unitEach has one unit leader. 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 » » 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 , • • • • • • • , Displacement , Heavy Weapon Operative Hardpoint Command Force Personnel Grenades Gear , See “Card, See Anatomy” on Premeasuring LEADER page page Commander Activating Units 5 . , Rank CARDS , page page Leaving Battlefield the , Range , Unique Cards 4 , and “Unit” on Emplacement Trooper , ,

Rank Attack • • • • • • page page Crew Armament Generator Training Pilot Comms , Unit ,

Cohesion , 4 Troopers , See “Army, See , page page Wounds , Line ofLine Sight 70 , , Cover . , Vehicles

Factions ,

, , , Rules Reference 71 . , Vehicles , Vehicle Damage Tokens Vehicle Damage Resilience

, "Resilience" on page 59 page "Resilience" on Disabled , Wounds , Damaged 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 trooper base displace a non-round with vehicles Ground when theyminis pivot. 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. 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 vehicles repulsor but reverse, can vehicles Ground that units the only are vehicles Ground cannot. can reverse. clamber. or climb cannot Vehicles » » » » » » » » » » » beneath that unit’s artwork. unit’s that beneath the which determines value, a resilience has Each vehicle vehicle be that can to assigned that wounds of amount weapons its of one or disabled, damaged, is it before disrupted. is create is embossed lines that with vehicle of each The base arcs. firing notch. rear and a both front features vehicle of each The base » » follows: as are rules movement vehicle The » » » Damaged tokens, disabled tokens, and weapon disrupted disrupted weapon and tokens, disabled tokens, Damaged of Each tokens. damage vehicle of types different are tokens it. with rulesassociated different has these tokens and ground. repulsor vehicles: of subtypes two are There card unit its on presented is subtype type or Each unit’s • • • • VEHICLE DAMAGE TOKENS DAMAGE VEHICLE wounds suffers a vehicle When resilience its exceeding or equal to that controls that the player value, die and defense red a rolls vehicle vehicle a type of gains the vehicle rules on For the die roll. determined by as token damage see tokens, damage vehicle gaining • Topics: Related Disrupted Weapon VEHICLES miniatures more or one of consists type that a unit is A vehicle base. huge or large, either a medium, to affixed • , ) or ) or ⊀ Unique Unique Factions ), grenade ), grenade , , , See “Army , See “Army ≸ 4 page Recover Exhaust , , ) upgrade icons; these are these are icons; ) upgrade ⊈ Miniature , Card Actions Card ) icon. , ⊃ ), or crew ( crew ), or ⊉ . Keywords ) icon. ) icon. 5 , ) icons; these are trooper upgrades. upgrades. trooper these are ) icons; Abilities

, See “Card Anatomy” on on Anatomy” , See “Card ⊂ ⊁ page them. These minis always share the defense value, value, defense the share them. These minis always they card the unit of weapons and threshold, wound of weapon additional an have may but to, equipped are their own. restriction. to a add specific upgrades minis trooper Trooper easily identify to sculpts unique by represented unit, Only units of the Galactic Empire or the Separatist the Separatist or the Galactic of Empire units Only Side a “Dark with upgrades equip can factions Alliance restriction. only” the Galactic the Rebel or Alliance of Republic units Only only” Side a “Light with upgrades equip can factions Only a unit that has the name indicated in the restriction in the restriction indicated the name has that a unit Only a only (e.g., name a unit to restricted upgrades equip can a “Stormtroopers equip can “Stormtroopers” named unit card). only” lower-right corner. When building an army, a player a player army, an building When corner. lower-right in the units to cards upgrade equip to spend points may their army. A unit cannot equip more than one copy of the same the same of copy one than more equip cannot A unit card. upgrade in its displayed value a point has card Each upgrade Weapons ), armament ( ), armament , » » » » » » ≾ card action ( action card by indicated actions, free card contain cards upgrade Some ( action the free card when attacking the enemy. when attacking the by indicated actions, card contain cards upgrade Some Some upgrade cards feature the hard point ( point the hard feature cards upgrade Some ( to minis any add upgradesnot do These upgrades. weapon weapon use that every may unit instead, mini in that a unit; Some upgrade cards feature the heavy weapon ( weapon the heavy feature cards upgrade Some ( personnel » » » » such as “Stormtroopers only,” “Light Side only,” or “Dark “Dark or only,” Side “Light only,” “Stormtroopers as such obey must players upgrades, equipping When only.” Side those restrictions. Some upgrade cards have restrictions in their card text, text, in their card restrictions have cards upgrade Some » » Each unit card has an upgrade bar that contains a number a number contains that bar upgrade an has card Each unit that bar, upgrade unit’s a on icon each For icons. upgrade of icon. the matching has that card upgrade one equip can unit Cards on Building” Related Topics: Related Actions Card Free • • • • • • 72 Rules Reference • tokens haswho most the victory wins. during setup. At end the of agame, player the by objective the as card described selected Players tokens gain victory during agame VICTORY Clamber” on “VerticalSee Movement” on VERTICAL MOVEMENT Related Topics: • perform attacks with a Some ranged weapons have the (WEAPON KEYWORD) VERSATILE Terrain Rules" on Reverse Arcs Related Topics: • • • • are gained through objective cards. various card effects; mosttypicallythey Victory tokens are gained through » melee weapon cannot to performamelee attack. used be A weapon with the Vehicles can block line of sight. » » other minis and donot provide cover. other units with cover; repulsor vehicles donot obscure Ground vehicles can obscure other minis and thus provide Vehicles inamelee can but be cannot engaged. be repulsor vehicles cannot. Ground vehicles can standby perform the action, but » , » » » » Line ofLine Sight perform either aranged attack or amelee attack. a ranged weapon and amelee weapon to used can be A weapon with the heavy cover. Wheeled or ground treaded vehicles provide light cover. Walking ground vehicles with legstypically provide ground vehicles. vehicles. Only repulsor vehicles can move through Repulsor vehicles can move through troopers and , Troopers page page

Attack Damaged , page page , Unit 20

Melee TOKENS . 8 , versatile keyword versatile . , Weapon Disrupted Melee , Movement versatile , Disabled page page , versatile Engaged 10 weapon engaged. even while and “Climb and , , Displacement Notch keyword that is both , See "Additional, See keyword. Units can , that is not a also Pivot Victory Tokens , Resilience , Firing Firing , • attack gains pool unit firing is inside leader specified the arc the defender, of the x:sidesweak point While aunit with the (UNIT KEYWORD) WEAK POINT X:REAR/SIDES Game the Related Topics: • • bottom of its unit card. unitEach has one or more weapons that are displayed at the WEAPONS Vehicles Related Topics: • • • page 59 exceeding its resilience value (see disrupted it when has wound tokens to equal or A vehicle unit can have one of its weapons WEAPON Keyword) Keyword) Related Topics: charge or condition token as attacking the unit leader. against aranged attack made by an area weapon, treat the While aunit with the endthe of agame. toward number the tokens of victory that eachplayer has at tokensOnly victory that have gained by been players count many tokens victory that player has gained. components insuch away that it is clear players to all how token, token place a victory near that player’s other game When acard a player instructs effect to gainvictory a rounding up). spray token, it's each time diceare to attack added the by pool the If aweapon with the vehicle damage tokens. A weapon disrupted token is one of three different types of » unit card. on that weapon’s corresponding of vehicle’s the section weapon’s corresponding upgrade card or a weapon disrupted token is on placed that When avehicle unit’s weapon is disrupted, » dice can be added (of added dice can any be color, rounding up). When adding that weapon to an attack only pool, its half ). , Weapons keyword, addonly of half dice(of those any color, , , Unit Leader Attack

Objective Cards Attack Armor (Unit Keyword) impact x , , Dice

Wounds DISRUPTED keyword is defending, attacker’s ifthe weak point x:rearweak point , , , Weapons spray Dice Dice weak point x weak point equal to equal value the of , , Firing Arcs Resilience keyword has aweapon disrupted , "Resilience" on"Resilience" Objective Tokens keyword is defending , , , Armor X(Unit Upgrade Cards Impact X(Weapon keyword or the weak , Disrupted Winning Weapon Token point x point ,

. Rules Reference 73

,

,

Token Melee Melee , only Movement Wheel Mode , Attack Pool Attack , wheel mode Melee , Ranged Weapon , Attack ) results while ) results , keyword and only for for only and keyword ≣ Range , Line of Sight Line of , GAME keyword can transform into a into transform can keyword Area Weapon Area wheel mode Cover X (Unit Keyword) X (Unit Cover , , Keywords Premeasuring , , and cannot attack or flip active shield tokens. shield active flip or attack cannot and Abilities Abilities

Weapon Disrupted Weapon wheel mode , Miniature cover 2 cover Firing Arcs Firing , , If the droideka unit intends to move during that that during move to intends unit the droideka If the replace to way accurate and expedient an activation, notch in the front tool the movement place to is minis use a ball- leader mini but unit droideka the standing of the removing the move, complete mini to droideka form move. the mini after droideka standing A unit can enter wheel mode only at the start of the start of at wheel mode only enter can A unit activation. its to tokens shield flip cannot in wheel modeWhile a unit ( add block side to their inactive defending. » » » eliminated from the game, and their opponent is the winner. is their opponent and the game, from eliminated the rounds, six game after eliminated is player neither If is victory the most with tokens the player and ends game the winner. To indicate that a unit of droidekas is using using is droidekas of a unit that indicate To their replace may wheela player mode, ball-form with miniatures droideka standing a with the unit mark simply or minis, droideka wheel mode token. » minis use the droideka ball-form should Players uses the when the unit any the round, of the end At round. that of the duration standing with be replaced should minis droideka ball-form minis. droideka is player that defeated, are units player’s one all of If At the start of its activation, a unit with the with a unit activation, its the start of At the speed end 3 until to maximum its increase can keyword it the round, of does, the end until it If activation. that of gains » » • • • Topics: Related WINNING THE all their opponent’s defeating by either the game wins A player rounds. six after victory the most earning tokens by or units • Related Topics: Related Exhaust Weapon Cards Upgrade MODE WHEEL KEYWORD) (UNIT the with A unit rapidly. the battlefield swiftto traverse wheel • ) is a ) is ) is an area area an ) is keyword Blast

) and any blue blue any ) and ≬≭≮≯▀ ) is a melee weapon. weapon. a melee ) is ≫ ≬≭≮≯▀≰ ≫ ) is both a melee weapon and a and both weapon ) is a melee ≬≭≮≯▀≰ equipped upgrade card. upgrade equipped While attacking, each mini in a unit that is equipped equipped is that unit mini in a each attacking, While use that may upgrade hardpoint or a grenade with or card their unit on weapon another of instead weapon the Heavy Weapon upgrade card grants to the unit. to grants card upgrade Weapon the Heavy the specific thiswith mini only sculpted attacking, While the of choose use one to may it though use it, can weapon instead. weapons other unit’s Heavy weapon upgrade cards include the ranges, attack attack the ranges, include cards upgrade weapon Heavy rulesthat other weapon specificto and the keywords, dice, The reminder text is not an exhaustive description of description an exhaustive not is text reminder The players help to there is it Rather, a keyword. the rules for a If each keyword. resolve when to and how remember that works, a keyword how about questions has player glossary entry. keyword’s that to refer should player by weapon that has that keyword. keyword. that has that weapon by 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 pool defender, the affect the attack of dice added just not way, in that pool defender the affects » » » » » weapon that the upgrade card grants to the unit. to grants card the upgrade that weapon » Grenade and hardpoint upgrades add another weapon option option weapon add another upgrades hardpoint and Grenade the include cards upgrade hardpoint and Grenade a unit. to rules other specificto and the keywords, dice, attack ranges, » » to a unit. While attacking, these minis can use the weapons of of these use the can weapons minis attacking, While a unit. to to. equipped they are card the unit Personnel and heavy weapon upgrades can add trooper minis add trooper can upgrades weapon heavy and Personnel » The back of each unit card provides reminder text for each for text reminder provides card of unit each The back keywords. weapon unit’s that of weapon on either a unit’s card or an upgrade card. card. upgrade an or card a unit’s either on weapon » Many weapons have one or more keywords, which are which are keywords, more or one have weapons Many a part as of presented are and a weapon of abilities inherent ranged attacks. ranged can it dice that colored of a number depicts Each weapon pool. attack an to contribute A weapon with both a melee icon ( both icon with a melee A weapon ( icon range be both and can melee used during and weapon ranged A weapon with red a melee icon ( icon a melee red with A weapon be attacks. melee used only during can weapons Melee and other game effects that specifically allow the use of area specifically of the effects use that allow game other and considered is weapon area an with made attack An weapons. attack. a ranged A weapon with a yellow range icon ( icon range a yellow with A weapon be abilities used only through can weapons Area weapon. A weapon with a blue range icon ( icon range a blue with A weapon be used only during can weapons Ranged weapon. ranged attacks. ranged • • • • • • • • • 74 Rules Reference Premeasuring 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: • • • • • • withdrawing during its activation. If aunit is inan engagement, it may exit that engagement by WITHDRAW points values. Round Related Topics: 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 1–2if 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 A unit with amaximum of zero speed cannot withdraw. enemy unit. A unit can withdraw into amelee with adifferent A withdraw is considered amove action. own abilities or keywords withdrawing. while actions, including actions, free and cannot any use of its A unit that is withdrawing cannot perform any other ofall it's available actions move. to performasingle speed-1 To withdraw aunit must its use entire activation and spend » » , 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 eachenemy unit that was playerthe with highest the score wins. Aplayer’s score is If players both have an number equal tokens, of victory Victory Tokens , , Engaged ,

Range Attack Abilities Defeated (RANGE) , Free Actions , See “Army, See Building” on , At (Range) , , Actions

Objective Cards , Melee , Activating Units , Beyond (Range) Beyond , Movement , Objective Tokens page page , Panic , Base Base , 5 for for , , 160 • • • threshold presented on its unit card. miniatureEach inaplayer’s army has awound WOUNDS Related Topics: • • • a During anDuring attack, ifline of sight to defender aminiinthe » have suffered. been unit miniinthe until is defeated either every or wounds all another minifrom same the unit and repeats process this wounds remaining after amini is defeated,the player choses suffered thator mini is defeated. thereIf are unassigned tokens to that miniuntil either wounds all are aminifromchooses that unit and assigns wound When aplayer’s unit suffers wounds,that player is defeated and removed from battlefield. the wounds to equal its wound threshold, that mini a minican suffer. If amini suffers a number of A wound threshold indicates how many wounds » » » following results: that player rolls ared defense dieand suffers one the of wound tokens to equal or exceeding its resilience value, When avehicle suffers wounds,thiscauses if it to have wounded. A unit with at least one wounded miniis considered suffer woundsbefore miniswith fewer wounds. wounded, unit the with more wounds must chosen to be wound tokens. If two or more minis same inthe unit are chosen to sufferbe woundsbefore that minis do not have have wound tokens. If unit the is wounded, leader it must must chosen to suffer be woundsbefore that minis do not wounded. When assigning wound tokens, wounded minis A miniwith at least one wound token assigned to it is defender cannot suffer wounds. is blocked from minis attacker, inthe all that miniinthe 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 "� » » » » or ifit is last the unit. miniinthe of attack, the ifit is only the wounded unit, miniinthe unless it is only the unit miniinthe that is inline of sight The unitcannot leader be chosen to suffer wounds half itshalf (of added dice can any be color, rounding up). card. When adding that weapon to an attack only pool, weapon disrupted token is on placed corresponding the opponent one chooses of that unit’s weapons and a ( Weapon Disrupted: move. standard cannot reverse and must spend two actions to perform a and gains adisabled token. Aunit that is disabled Disabled: action during its activation. If result the is ablank, that vehicle performs one fewer activates adamaged unit, roll they awhite defense die. damaged and gains adamaged token. When aplayer Damaged: � ’ i s m ), one of unit’s the weapons is disrupted. The player’s L P (After you a move perform action, you may (While defending, if you spend adodge ightsa act (Perform amove during which • Luke Skywalker 2, P 2, HERO OF THE REBELLION

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Rules Reference

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COMMAND CARDS COMMAND © & 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. personal use. for photocopy or print to granted Permission order token is placed facedown." is token order RAPID REINFORCEMENTS read: should card This battle " 2 friendlyto non- token order an draws a player When token. a condition with a friendly if they set-aside cannot unit, matches that a rank with must rank, they matching a with the battlefield on choose a unit of 2 range beyond the battlefield, onto set-aside unit that place its and as activated is treated unit That if able. units all enemy

© LFL © FFG © LFL © © LFL © FFG © LFL © STAR

Updated Card Updated Updated Card Updated At the end of the game, for each terrain piece with an an with piece terrain each for the game, of the end At Place an objective token on the piece of terrain closest closest terrain of the piece on token objective an Place objective token, the player who has the most unit leaders in unit the most who has the player token, objective 1 victory gains token. piece terrain that with base contact Victory: Limited Visibility Key Positions During the first round, units cannot perform ranged attacks attacks ranged perform cannot units round, During the first 2. range beyond attacks ranged perform cannot units During round, the second 3. range beyond a brief forcing debris, of a cloud up kicked has storm A vicious hiatus. When the winds die down, the armies will advance once more. once will advance armies the down, die winds the When hiatus. Setup: to the center of the battlefield (if multiple pieces are equally close equally are pieces multiple (if the battlefield of the center to starting chooses). the with Then, player the blue the center, to of a piece on token 1 objective places player each player, blue is that terrain of a piece be placed on must Each token terrain. 1 of range beyond and zones all deployment outside completely is a player If token. objective an with terrain of piece other any these to rules, they place can according a token place to unable objective an have does not that terrain of piece any on token that still token that If zones. all deployment outside is that and token placed. not is be then it placed, cannot . Errata overrides the originally printed text text the printed originally overrides . Errata At the end of the game, for each terrain piece with an an with piece each terrain for the game, of the end At

Place an objective token on the piece of terrain closest closest terrain of the piece on token objective an Place

Setup: WARS: LEGION WARS: During the second round, units cannot perform ranged attacks attacks ranged perform cannot units During round, the second 3." range beyond This battle card should read: should card This battle attacks ranged perform cannot units round, "During the first 2. range beyond LIMITED VISIBILITY base contact with that terrain piece gains 1 victory gains token." piece terrain that with base contact token still cannot be placed, then it is not placed. not is be thenit placed, still cannot token Victory: in leaders unit the most who has the player token, objective is unable to place a token according to these to rules, they can according a token place to unable is an have does not that terrain of piece any on token that place that If zones. all deployment outside is that and token objective of terrain. Each token must be placed on a piece of terrain that that terrain of a piece be placed on must Each token terrain. of 1 range beyond and zones all deployment outside completely is a player If token. objective an with terrain of piece other any of " equally are pieces multiple (if the battlefield of the center to starting chooses). with Then, player the blue the center, close to a piece on token 1 objective places each player player, the blue KEY POSITIONS KEY read: should card This battle BATTLE CARDS accurate, and overrides all other printings. This includes includes This all printings. other overrides and accurate, which may printings and cards, promotional cards, translated products. in other appear or information on the game component that the errata applies applies the errata that component the game on information or the below, appears component a game from errata Unless to. considered is component that of printing original English This section contains the official errata that have made been that official errata the This section contains in components game other and cards individual to ERRATA At the end of the game, for each terrain piece with with piece each terrain for the game, of the end At Place an objective token on the piece of terrain closest closest terrain of the piece on token objective an Place an objective token, the player who has the most unit leaders leaders unit the most who has the player token, objective an 1 victory gains token. piece terrain that with in base contact Victory: Setup: to the center of the battlefield (if more than 1 piece of terrain is terrain of piece 1 than more (if the battlefield of the center to chooses). Then, the player the blue the center, equally close to that terrain of a piece on token objective an places player blue 1 range beyond and zones all deployment outside completely is the Finally, token. objective an with terrain of piece other any of rules. the same If following token, objective an places player red objective then that token, objective an place to unable is a player placed. not is token 76 Rules Reference

UPGRADE CARDS UNIT CARDS © LFL © FFG © LFL © 55 175 70 using acommand card, you may Updated Card friendly unitfriendly on battlefield, the issue 1of orders those to any While you are issuing orders U U A instead of aunit indicated narm Battle Meditation narme p up to 360°.) Sentinel Reposition Full Pivot standard move, you may afree perform pivot action.) on command the card. up to 360°.) Stationary Sentinel Full Pivot pivots.) compulsory move.) compulsory height 2or lower. When you activate, a perform Speeder 2 Immune: Blast,Melee,Range1Weapons Cover 1 Arsenal 2 Armor this unit can up use to 2of its weapons.) /11 D /11 E-Web HeavyBlasterTeam E 1.4 FDLaserCannonTeam d D ouble (Your standby range 1–3.) is (Your standby range 1–3.) is (While moving, ignore terrain that is T-47 Airspeeder (When you pivot, you can pivot (Either before or after you a perform

(While attacking, each mini in (When you pivot, you can pivot l (You cannot moves, perform except A ser Updated Card Updated Card Updated Card C A I nnon E-11 E-11 DH-17 B DH-17 mp 10 AC b t last 3, F 3, L aster command card." battlefeld, instead of aunit indicated on the ordersthose to any unit friendly on the a command card, you may issue 1of "While you are issuing orders using This card upgrade should read: BATTLE MEDITATION E r I xe

r P ifl D isto : F : E s ront L s 1.4 FD L FD 1.4 E-W C i m

U mb P 1 1 1 a C E E rsom t b 2, F 2, H aser E avy E EMPLACEMENT TROOPER EMPLACEMENT TROOPER , � 󲉢󲉢 ixe 󲉢󲉢 REPULSOR VEHICLE � f C

ix

b

D annon : E : : : F : last

:

d

󲉠󲉠 : 󲉣󲉣 󲉡󲉡 󲉣󲉣 f ront 6 2 4 2 7 5 ront E r CANNON TEAM 1.4 FDLASER Plodding should not have the This unitcard BLASTER TEAM E-WEB HEAVY card should 1-5. be weapon on unit this Cannon FD Laser The range the 1.4 of Weapons 1 Immune: Range haveshould the This unitcard T-47 AIRSPEEDER keyword. keyword.

© LFL © FFG © LFL © © LFL © FFG © LFL © FFG © LFL © © LFL © FFG © LFL © © LFL © FFG © LFL © if each weapon in your attack pool enemy trooper miniat range 1.It or 󲊆󲊆units �or regardlessfriendly High Velocity Pierce 1 if each weapon in your attack pool Add 1T-7 ion snowtrooper mini. High Velocity Pierce 1 Impact 1 that has armor Updated Card Updated Card Updated Card attack that includes this weapon Updated Card Updated Card has highvelocity Ion 1 During the Command the During Phase, has highvelocity Choose anon-�, non-󲊃󲊃 Choose 󲊆󲊆 Add 1DH-447 sniper mini. you issued can orders be by Add 1DLT-19x sniper mini. cannot spend dodge tokens.) T-7 IonSnowtrooper cannot spend dodge tokens.) Long-Range Comlink Rebel Commandos only. Commandos Rebel Scout TroopersScout only. Snowtroopers only. (Avehicle wounded by an DH-447 Sniper DLT-19x Sniper result to a󲉡󲉡result.) gains 1ion token.) Dark Side only. up to 1󲉣󲉣result.) suffers 1 wound. up to 1󲉣󲉣result.) Force Choke (While attacking, cancel (While attacking, cancel (While attacking aunit of range. of (While attacking, , change up to 1󲉠󲉠 (While attacking, , the defender , the defender 28 10 28 34 5 card should 1-5. be The range the of weapon this on upgrade DH-447 SNIPER regardless of range." issued orders by friendly Command the "During Phase, you can be This card upgrade should read: LONG-RANGE COMLINK wound." trooper miniat range 1.It suffers 1 ⊃ " This card upgrade should read: FORCE CHOKE card should 1-5. be The range the of weapon this on upgrade DLT-19X SNIPER card should 1-3. be The range the of weapon this on upgrade T-7 ION SNOWTROOPER Dark Side only". Choose anon- Choose � , non- � ⊆ or or enemy ⊆ units Rules Reference 77 0 3 26 24 25 75 20 26 26 95 20 20 20 20 10 170 190 110 140 Cost Cost Cost Cost

AT-RT Flamethrower (AT-RT) Flamethrower AT-RT Rotary (AT-RT) Cannon AT-RT Laser (AT-RT) Cannon AT-RT Speeder) (Air Buzzer" "Ground Ax-108 Speeder) (Air Harpoon Power Mo/Dk A300 Long/Short Range Config (Pathfinders) Range A300 Long/Short CM-O/93 Trooper (Rebel Veterans) CM-O/93 Trooper (Rebel Troopers) Trooper Ion MPL-57 (Fleet Troopers) Trooper Barrage MPL-57 HH-12 Stormtrooper (Stormtroopers) Stormtrooper HH-12 (Snowtroopers) Snowtrooper Ion T-7 Rebel Commando Strike Team Strike Rebel Commando Airspeeder T-47 Upgrade ⊉ ≸ ≸ ≸ ≸ ≸ ⊀ ⊀ ⊀ Unit 74-Z Speeder Bikes AT-ST the Sith) of Lord (Dark Darth Vader Team Strike Trooper Scout Upgrade ⊀ ⊀ Unit Carpet) (Walking Erso (Stardust) Jyn GALACTIC EMPIRE GALACTIC REBEL ALLIANCE 7 4 5 5 5 5 5 4 7 10 12 Cost

Long Range Comms Comms Jammer Comms Saber Throw Battlefield Meditation Battlefield Reflexes Force Duck and Cover and Duck Commanding Presence Commanding Targeting Scopes Targeting Emergency Stims Emergency Barrage Generator Barrage Generator Overcharged ≷ ≿ ≷ � ≿ ≿ ≽ � Upgrade ⊇ ⊎ ⊎ NEUTRAL UPGRADES NEUTRAL on the cards. The printed points values on cards can be used for used can be for on cards values points printed The the cards. on play. non-tournament POINTS ADJUSTMENTS use the should players play, tournament competitive For printed the values of instead below listed values points adjusted TOURNAMENT PLAY TOURNAMENT PLAY 78 Rules Reference • • • • • • players work will together, strategize with each other, and two teams and eachteam consists of two players; two these involving four players. When playing ateam battle, there are Players following can the use to play rules an epic team battle, TEAM BATTLE grand armies. doing so, skip setup steps 5-7and deployment the use for rules forwith rules the grand armies for epic conflict. atruly When If players for wish, rules the unlimited rounds combined can be it to “1”and round the passes counter to opponent. their command hand.the Then, playerwiththe round counter resets commandthe cards discarded during they game the to their At round, sixth end the of each player every returns of all deployment card. setup,During skip steps 5–7and simply asingle random deal gamethe ends only of all one when player’s units are defeated. The game rule. this not does end after the sixth round; instead, Players want who to play adesperate battle to end the can use UNLIMITED ROUNDS grandEach army must include following: the RANKS sideof their chooses battlefield the as normal during step 4). edge of battlefield, the oppositetheir opponent (the blue player deployment zone is treated as an area within range 2of a6’ only one opportunity to eliminate acard. Lastly, eachplayer's any deployment cards, and during step 6eachplayer has on a4'x6'battlefield.During step 5 setup,of do not draw units. Additionally, battles grand armies between are conducted value is 1,600instead of 800and it may include additional standardthe for rules army construction, but its total point armies instead of standard armies. Agrand army follows all Players wish who to play alarger game may construct grand GRAND of following the optional rules. Before agame, beginning players may agree to one use or both RULES OPTIONAL ≳ � ≲ ≱ ⊆ ⊅ • • • • • • Heavy: Support: Forces:Special Corps: Operative: Commander: ARMY Six to ten corps units. Up to four heavy units. Up to five support units. Up to four operative units. One to four commander units. Up to fiveforces special units. If two players on opposite teams are for tied fewest, eachteam unitstheir first theduring Activation Phase. teammate which choose has priority andactivate will one of If two players on same the team are for tied fewest pips, they priority andactivate will first theduring Activation Phase. The player commandwhose card thehas fewest pips has DURING THE COMMAND PHASE deploy one of units. their teammates amongst decide themselves teammate which will placing units on battlefield. the When a team deploys aunit,the deployment zone. When deploying, teams should alternate setup, as well as sharing same the sideof table the and same the players) collectively, andmake decisions will as ateam during on treated be same the both team as blue will players (or red When determining blue player and red player, two players samethe team cannot include both aLuke unit. Skywalker samethe uniqueness e.g. armies the of rules, two players on additionally, armies of players on same the team must share playersboth on same the team must of be same the faction; for other rules all building astandard army. The armies of point value of 600,instead of 800;each player must follow orwin as ateam. player lose Each builds an army with atotal any commander friendly at range 3. When aunit checks for panic, it may courage the use value of from order their pool. can only activate own their units drawing when order tokens however, aplayer can only issue orders to own their units and gameplayall including effects, the effects on command cards; A player's teammate's units are considered units friendly for ADDITIONAL RULES opposingthe team no longer has unactivated units. activated.been One team may activate multiple units inarow if Teams continue alternating activating units units until all have order token. orpool activating one of that player’s units that has afaceup units, either drawing an order token from that player’s order amongst themselves teammate which activate will one of their round). When ateam activates aunit, teammates the decide playerteam whose didnot activate aunit firstcurrentthe in Then, activationalternates between teams withthe (starting Phase) activates one of units their first. The playerwith Commandprioritythe (as in determined DURING THEACTIVATION PHASE • • fewest combined pips.) flip acoin whichto determine teamtreated is as havingthe Phase. (If teams both are for tied combined pips, roll adieor and activate will one of units their first theduring Activation player team has whose fewest the combined pips has priority adds pips the on command their cards together and tied the order pool. player’sEach order is separate pool from teammate’s their playerEach can only issue orders to own their units. Rules Reference 79 4 5 3 8 9 4 4 24 23 25 25 63 25 25 67 26 26 26 54 66 27 29 29 50 30 18 19 19 19 22 25 26 36 52 70 70 26 19 20 52 20 10 21 21 21 22 10 22 ...... ����������������������� ...... ������������������������������� ...... �������������������������������� ...... ���������������������������������� ����������������������������������� ����������������������������������� ...... ����������������������������������� ����������������������������������� ...... ������������������������������������ ...... ��������������������������������������� ...... ��������������������������������������� ������������������������������������������� ���������������������������������������� ����������������������������������������� ��������������������������������������������� ...... ������������������������������������������ ������������������������������������������ ...... ��������������������������������������������� ������������������������������������������������ ������������������������������������������������ ������������������������������������������������ �������������������������������������������������� ...... ��������������������������������������������������� ��������������������������������������������������� ��������������������������������������������������� ���������������������������������������������������� ������������������������������������������������������ panic suppression typesterrain summary movement Counterpart: Unit Name Unit Counterpart: tokens objective see vertical movement cohesion advanced vertical cohesion card anatomy hand command speeder x see surges see large objects see large cards command cards condition cards counterpart sideddual cards cards objective cards unique cards upgrade counterpart: unit name unit counterpart: courage cover x cover trooper creature critical x charge charge tokens claim clamber and climb vehicle climbing trooper clone cohesion cards command commander phasecommand compel components compulsory move cards condition tokens condition convert coordinate bounty buildings C oddscalculate (dice) cancel actions card card anatomy card effect cards Cards 6 6 32 32 46 18 57 18 18 47 15 57 15 16 15 17 17 52 17 48 18 25 52 18 31 , 9 ...... ���������������������������������������� ������������������������������������������ ...... �������������������������������������������� ...... �������������������������������������������� ...... ����������������������������������������� ...... ���������������������������������������������� ...... INDEX ...... �������������������������������������������������� ...... ����������������������������������������������������� ������������������������������������������������������ ������������������������������������������������������� see deployment �������������������������������������������������������� see line of sight see of line see setup condition cards condition cards deployment cards objective defining deployment leaving setup see range see range units multiple attacking notched melee block blocked player red and blue battle cards battle battlefield beyond range blast at rangeat attack pool attack B barricades base base contact 8 43 14 14 14 40 49 58 65 12 11 40 12 13 13 13 14 11 19 40 46 11 13 13 15 19 36 40 ...... ������������������������������� ����������������������������������� ������������������������������������� ...... ���������������������������������������������� ...... ������������������������������������������������ ������������������������������������������������ ...... �������������������������������������������������� ...... �������������������������������������������������� ��������������������������������������������������� ...... ���������������������������������������������������� ����������������������������������������������������� ...... ��������������������������������������������������������� impact x impact actions free actions move recover standby dodge free free card aim attack card keywords action ai: card actions card actions free card armor x type x: charge arm x arsenal area terrain area armor agile x action ai: aim activation phase activation activating units activating actions abilities A 80 Rules Reference free cardfree actions actionsfree front/rearfixed: firing arcs support fire factions F climber expert exhaust errata entourage: unit name enrage x engaged enemy phase end emplacement trooper embark and disembark E cardsdual sided droid trooper dodge distract displacement disengage disciplined x disabled difficult terrain dice detonate x:charge type detonate detachment: unit name/type destroyed deployment deflect definingbattlefieldthe defend x defeated declaring terrain dauntless danger x sense damaged D cunning cumbersome recover withdraw melee movement summary resilience see surges cancel weaponsee destroyed defeatedsee example resilience see �������������������������������������������������������� ����������������������������������������������������� ����������������������������������������������������� ���������������������������������������������������� ���������������������������������������������������� �������������������������������������������������� �������������������������������������������������� �������������������������������������������������� ...... ������������������������������������������������� ������������������������������������������������� ������������������������������������������������� ������������������������������������������������� ������������������������������������������������� ...... ������������������������������������������������ ������������������������������������������������ ����������������������������������������������� ...... ���������������������������������������������� ���������������������������������������������� ���������������������������������������������� ...... ������������������������������������������� ������������������������������������������� ...... ������������������������������������������� ����������������������������������������� ����������������������������������������� ���������������������������������������� ���������������������������������������� ...... �������������������������������������� �������������������������������������� ��������������������������������� ...... ������������������������������������ ����������������������������������� ����������������������������������� ���������������������������������� �������������������������� �������������������������� ������������������������ ����������������������� ����������������������� ...... �������������� 8 , 30 29 38 38 37 50 37 36 36 36 36 35 35 35 35 59 34 34 67 19 34 33 33 32 72 31 32 31 31 31 31 30 30 30 59 40 40 40 39 39 39 39 58 38 75 38 38 74 48 6 full pivot friendly keywords K jump x hunterjedi J issuing orders ion x ion tokens inspire x infiltrate indomitable inconspicuous impervious impassable terrain impact x immune: pierce immune: melee immune: deflect immune: blast immobilize tokens id tokens I holes and trenches velocityhigh height H gunslinger guardian x ground vehicles grounded army grand graffiti token golden rules generator x game round game effect G pivot height operative command phase commander command cards armor pierce x melee deflect blast vehiclessee movement summary ������������������������������������������������������� ���������������������������������������������������� ...... ��������������������������������������������������� ...... �������������������������������������������������� ...... ������������������������������������������������ ������������������������������������������������ ������������������������������������������������ ...... ������������������������������������������������ �������������������������������������������� ����������������������������������������������� ���������������������������������������������� ...... ��������������������������������������������� ��������������������������������������������� ��������������������������������������������� �������������������������������������������� ����������������������������������������������� �������������������������������������������� �������������������������������������������� ...... ������������������������������������������� ��������������������������������������������� ������������������������������������������ ��������������������������������������������� ����������������������������������������� ����������������������������������������� ...... ��������������������������������������� �������������������������������������� ...... �������������������������������������� ������������������������������������ ������������������������������������ ����������������������������������� ...... ������������������������������� ������������������������������� ���������������������������������� ...... 54 18 5 , , , 42 42 42 41 71 51 41 77 41 41 54 40 40 46 42 45 45 53 23 24 22 45 45 43 44 44 44 44 44 43 14 43 55 43 48 43 31 43 18 43 42 42 9 4 2 4 melee weapon melee melee master of force the x mastery makashi M low profile line of sight light transport x:open/closed leaving battlefield the (upgradeleader keyword) leader L panic P order tokens order pool optional rules operative open terrain obscured objective tokens objective cards O notch noncombatant nimble N movement miniature withdraw engaged contactbase advanced melee rules see transported embarksee and disembark unit leader see abilities courage coversee base withdraw vertical trooper movement terrain and movement reverse repulsor vehicle movement pivot ground vehicle movement embark and disembark displacement compulsory climb and clamber ������������������������������������������������������ ����������������������������������������������������� ����������������������������������������������������� ...... ��������������������������������������������������� ...... ����������������������������������������������� ...... ���������������������������������������������� ...... ��������������������������������������������� ��������������������������������������������� ��������������������������������������������� ...... ������������������������������������������� ...... �������������������������������������� ����������������������������������������� ��������������������������������������� ...... ��������������������������������������� ...... �������������������������������������� �������������������������������������� ...... ����������������������������������� ...... ���������������������������������� ...... ���������������������������� ...... �������������������������� ...... ������������������ ...... ������������ 8 , 26 54 53 53 77 53 53 27 52 52 17 52 51 51 74 10 50 60 51 54 51 36 35 25 20 49 49 49 74 38 17 48 48 47 47 47 47 68 36 46 46 46 70 11 8 Rules Reference 81 4 54 66 20 21 10 74 69 70 34 70 70 13 14 14 14 18 18 19 19 21 25 29 30 42 42 44 52 53 54 55 62 63 65 66 67 72 72 68 68 68 36 68 69 69 21 26 29 35 36 37 38 50 , 5 ...... ��������������������� ...... ��������������������������������� ...... ������������������������������������� ...... ����������������������������������������� ...... ������������������������������������������� ������������������������������������������� ...... ����������������������������������������������� ...... ������������������������������������������������� ...... panic suppression clamber and climb cohesion vertical withdraw ...... �������������������������������������������������������� block bounty odds calulate charge vehicle climbing compel x cover cunning creature trooper creature displacement trooper droid trooper emplacement engaged summary movement terrain difficult see card anatomy action ai: armor armor x x arsenal id immobilize ion objective order panic poison shield tokens smoke standby suppression surge tokens victory disrupted weapon disembark and see embark transported see trooper clone courage U x luck uncanny unhindered cards unique unit card unit keywords unit tow cable tow transported x: open/closed transport y x: capacity treat troopers 9 8 9 8 8 9 7 53 13 20 25 34 36 65 66 66 66 26 54 66 67 67 67 67 68 77 67 27 10 17 34 43 62 27 62 62 62 63 63 63 49 63 25 42 64 11 13 36 65 64 64 65 65 , , , , 8 9 8 8 ...... ������������������������ �������������������������� ...... ������������������������������������� ������������������������������������� �������������������������������������� ...... ���������������������������������������� ...... 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������������������������������������������������������ �������������������������������������������������������� disabled dodge vertical movement terrain area barricades terrain difficult trenches and holes terrain impassable large objects terrain open aim charge condition competitive terrain placement terrain competitive cover and terrain dodge token standby token courage panic see movement compulsory move height actions token aim standard battle setup diagram setup battle standard cover terrain typesterrain tokens surges surge tokens T tactical x x take cover target x battle team name unit teamwork: terrain spotter x spotter spray spur standard move standby stationary steady suppression suppressive shield token shield sidearm: melee/ranged tokens smoke x smoke mastery soresu speed speeder x spend sharpshooter x x shielded 6 2 4 5 62 60 60 52 61 61 61 61 61 58 58 59 59 59 59 51 71 59 60 60 56 56 57 15 18 74 58 38 58 58 58 55 55 55 55 55 24 56 56 66 55 55 , 54 ...... 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restore reverse round resilience disputes resolving reposition vehicles repulsor recover x regenerate relentless y x: capacity repair ready x ready recharge x reconfigure ready rank ram x ram range R rally Q thinking quick promote the strings pulling precise x precise premeasuring priority points value points poison token poison x pierce x pierce plodding 82 Rules Reference sharpshooter x sharpshooter sentinel secret mission scout x scouting x party scale reposition relentless ready x quick thinking pulling strings the precise x plodding nimble master of force the x mastery makashi low profile light transport x:open/closed jump x hunterjedi inspire x infiltrate indomitable inconspicuous impervious immune: pierce immune: melee immune: blast heavy weapon team gunslinger guardian x generator x full pivot climber expert entourage: unit name enrage x distract disengage disciplined x deflect dauntless danger x sense ...... 18 ...... , 31 , 35 35 30 30 62 62 61 61 61 61 59 59 58 56 56 55 55 51 47 47 47 46 45 45 44 44 44 44 44 43 43 43 42 42 41 41 40 39 38 38 35 35 vehicles vehicle damage tokens V upgrade keywords upgrade cards unlimited rounds unit leader spotter x x speeder soresu mastery smoke x resilience notch movement summary firing arcs mode wheel treat x:capacity y melee/rangedsidearm: repair x:capacity y reconfigure noncombatant leader anatomycard mode wheel pointweak x:rear/sides unhindered uncanny luck x transport x:open/closed teamwork: unit name covertake x x tactical steady stationary weapon destroyed disabled damaged reverse repulsor vehicle pivot ground vehicle �������������������������������������������������� ...... ��������������������������������������������� ...... ��������������������������������������� ...... ��������������������������������� ...... ������������������������ ...... 59 58 51 46 70 77 70 73 72 70 69 68 67 67 67 66 66 64 63 63 63 59 52 39 71 71 73 69 62 72 34 30 60 51 54 51 4 weapon keywords weapon weapon disrupted pointweak x:rear/sides W tokensvictory movementvertical versatile wounds within range withdraw winning game the mode wheel weapons pierce x ion x impact x immune: deflect velocityhigh front/rearfixed: detonate x:charge type cumbersome blast arm x:charge type resilience see impact x armor winning game the climbsee and clamber see range see engaged tokensvictory ranged melee area versatile tow cable suppressive scatter ...... �������������������������������������������������� ...... ������������������������������������������������� ...... ������������������������������������������������ ...... ����������������������������������������������� ...... ������������������������������������������ ����������������������������������������� ...... ��������������������������������������� ...... �������������������������������� �������������������������������� ...... ������������������������������� ...... 54 , 74 57 74 38 74 72 73 73 57 49 13 72 72 68 66 61 55 45 43 43 42 40 33 29 18 14 59 72 43 14 73 72 20 10 72