Professional Documents
Culture Documents
DISCLAIMER: These unofficial rules are every rule we know so far and based on demos
and interviews with the developers prior to the game's release. These rules are designed
to create your own demo games and should be considered to be a provisional, unofficial,
incomplete, variant.
Please use these rules to encourage gamers in your clubs and social circles to pre-order
the official game from an official retailer and to increase your local player base for SW
Legion.
PRINTABLES
All known cards compiled -
https://drive.google.com/drive/folders/0B9BY9FpNxFoQVmlJRXpzUHI0Tm8
Paper Craft Miniatures -
https://drive.google.com/file/d/0B9BY9FpNxFoQblVQT3dEcTZGNWM/view
My Dice Stickers - https://www.patreon.com/posts/proxy-dice-star-14407635
or Oysterboy’s 3D files - https://www.thingiverse.com/thing:2559078
Movement Rulers - Just use bendy drinking straws
https://www.facebook.com/theJDfiles/posts/1504412226292205
or Oysterboy’s 3D files - https://www.thingiverse.com/thing:2559710
PROXIES
Speeders (2-6) - Bikes from Infinity, 40k, etc.. anything with a 60mm base.
AT-RT (1-3) - Imperial Assault AT-ST or any large TAG from Infinity or Dust 1947 (90mm base)
Darth Vader (1) - Imperial Assault vader or any dark hero character ( ~30mm base).
Luke (1) - Any light hero character ( ~30mm base).
Rebel Troopers (15 - 30) - Any grunt Minis with a 25 to 30mm base and put a coloured sticker
on the unit leader's base and his matching card.
Stormtroopers (15 - 30) - Any grunt Minis with a 25 to 30mm base and put a coloured sticker
on the unit leader's base and his matching card.
Rebel Special Weapon Troopers Upgrades (3 - 6) - Any specialist weapon minis.
Imperial Special Weapon Troopers Upgrades (3 - 6) - Any specialist weapon minis.
JD’s Proxy Battle Report - https://www.facebook.com/theJDfiles/posts/1509584245775003
ARMY BUILDING
FACTIONS
There are two factions in the game. The Galactic Empire (Imperial) and the Rebel Alliance
(Rebel). An army can contain units only from the same faction. A unit’s faction is found on the
upper-left corner of its card.
RANKS
A unit’s rank is used for army building, Each (800pt) army must include the following:
UPGRADES
Upgrade cards are equipped to units in an army. Each upgrade card costs the number of points
shown on the lower-right corner of its card. For each upgrade icon in a unit’s upgrade bar, it
may equip one upgrade card with the matching upgrade icon. A unit cannot equip more than
one copy of the same upgrade card.
Some upgrade cards have restrictions in their card text. For example, an upgrade with the
restriction “Stormtrooper only” can be equipped only by stormtrooper units. Additionally, some
upgrade cards have the restriction “Light Side only” or “Dark Side only.” The galactic empire is
aligned with the Dark Side and its units can equip “Dark Side only” upgrade cards, While the
Rebel Alliance is aligned with the Light Side.
UNIQUE CARDS
Some units and upgrades represent specific characters, weapons, or renown, one-of-a-kind
units. Unique units or upgrades will have a unique name and a bullet point in front of its name. A
player cannot include two or more cards that share the same unique name in their army.
COMMAND HAND
As part of the army building process you also build a Command Hand of six command cards,
plus the “Standing Orders” card. You can only include a maximum of two of each pip and
(possibly?) two of each exact card. You are limited to seven cards (two of each pip plus
“standing orders”).
TABLE SIZE
400 pts (3x3 table) - demo game best restricted to the “Battle Lines” (6”) deployment.
500pts (3x3) - A good number of points to get some interesting upgrades happening for the
more expensive units of the Imperial player also allowing the Rebel to bring more to the table.
800 pts (6x3 table) - Tournament standard game
ESTABLISH THE BATTLEFIELD
The player who has the fewer points in their army can decide if he wants to be the red or blue
player. Blue player gets to decide what side of the battlefield he is on.
Deal 3 cards from each category of Battle Cards then you take turns eliminating options until
you have one single condition card, one deployment zone card, and one mission objective card.
The combination of these cards describes the scenario you are going to play.
Blue player gets to decide which card to eliminate first and also starts the game with the round
counter.
DEPLOYMENT
The positioning of your commander is key, keep every unit within 1-3 range (18”) of your
commander. Units not in range of a commander can not be issued an order u nless a specific
card text says you can do so (Eg. Long-Range Comlink upgrade - “During the Command Phase,
you (this unit) may be issued orders as though you are in range of the nominated commander.”)
NOTE: Out of ‘Command Range’ units can still activate randomly via the Command Stack.
[JD’s HOUSE RULE] Deployment Order - The blue player gets to decide who deploys a single
unit first. Players then alternate unit for unit until all units have been deployed.
COMMAND PHASE
At the start of round 2 and every subsequent round, move the Round Counter to the opposing
player.
Each player has a hand of 7 command cards based on the commanders he has brought to the
table. Eg. 3 from specific Commanders and 4 neutral cards.
At the start of a round each player chooses one card and places it face down. Then reveal both
players command cards at the same time.
ORDER TOKENS
During the Command Phase collect one matching Order Token for each unit you have on the
table to create your Command Stack of orders.
Both players place a face up Order Tokens next the number of units (of his choice) specified on
the selected card for this round. These ORDERED units are now available for priority activation.
Eg. “Master of Evil” (3 pips) - Place the CMDR token next to Vader, and then any 2 other tokens
next to the corresponding units. Some Command Cards also give you bonuses via their text.
When placing Order Tokens. The symbol on the token must match the rank icon on the units
card.
Command range is 1-3 (6” per range 1) in order for units to receive ORDERS from a
commander. EG. If a unit is not within range 3 (18”) of one of your commanders they cannot be
issued a priority activation order this turn, but they can be randomly activated.
All remaining order tokens get randomised into a blind command stack, or a bag, or just give em
a blind shake in your hands before you select one randomly when needed.
● Order Tokens placed via the Command Hand cards at the start of each round are
"ORDERS"
● Order Tokens randomly flipped from the Command Stack are not orders, they are
"ACTIVATIONS".
● Loss of your commander means you can still potentially go first via the Command Card
pips, but you can't priority order any units. If you lose all your Commanders you can only
activate your remaining units via the random Command Stack.
● Command Range (18") from your Commander has no effect on being able to randomly
activate units (only on placing Command Card order tokens at the start of each round).
ACTIVATION PHASE
The player who played the Command Card with the fewest pips (top left) gets to activate a unit
first.
[JD’s NOTES] Who Goes First - After 6 playthroughs this has turned out to be one of the
crucial stages of the game. Access to a 1-pip command card at round 3+ (when you really need
it) can win or lose you the game.
Command Card TIE: When both players reveal a Command Card with the same number of
pips, the player with the round counter rolls a Red D6 and only activates first if he rolls a
BLOCK..
Activation: You can choose to activate any of your ORDERED units (already marked by an
order token during your command phase) or activate any unordered units via a random
selection from the Command Stack. Once an order Token is randomly revealed, activate any
unit that matches that Order Tokens icon (Cmdr, Corpe, Support, etc) as long as it does not
already have an order token next to it.
If a unit has been removed from the table when its Order Token gets revealed, discard the token
and draw a new one (or just use my house rule in the Casualties section.
ACTIONS: Each unit when it activates in the game can perform 2 actions plus any listed free
actions once (see unit and upgrade card text). This does not mean you can Attack + Move (with
a free attack via “relentless”) as that would be ATTACK x 2. But you can Move (free via
‘Speeder 1’) + Move + Move.
NOTE: Aim and Dodge tokens are removed at the end of the round.
ACTION ICONS
> Action: Some upgrade cards and unit ability text are preceded by a single solid arrow ( > )
and DO count towards your 2 actions.
» Free Action: Some upgrade cards are preceded by a double arrow ( » ) and do not count
towards your 2 actions, but they may also be exhausted.
( ) Exhaust Action: The right angle icon on certain upgrades means the card needs to be
exhausted (turned sideways) to use it. Once exhausted the card cannot be performed again
until you perform a recover action. Units with “Master of the Force x” can ready (unexhaust) that
many upgrade cards during the end phase.
MOVEMENT
Every unit has a unit leader. Move only your unit leader along the movement template
designated by his speed (1, 2 or 3 red bars) and stop at any time. The rest of the unit is just
placed anywhere you like within Movement 1 cohesion of the Leader.
Movement is from the front to the model's position to the back of the models proposed position
after movement. Each movement ruler bends in the middle.
[JD’s HOUSE RULE] Movement Rulers - To simulate the middle bend I use bendy straws.
Based on a photo of all the movement rulers next to a known 6: range ruler, I have estimated
the lengths of each ruler to be:
Speed 1 = 3 inches, Speed 2 = 5”, Speed 3 = 7 inches.
Compulsory free moves (Eg. Speeder Bikes) have to move the full length of the template on
their compulsory move. Once you have moved the leader, place the rest of the unit (the other
bike) anywhere in cohesion with the leader (Movement Template 1). Speeders and AT-RT
movement must also always be measured from the exact middle-front or middle-back of the
model's base. This causes it to always take the long way and they never get to perform short,
sharp turns on its compulsory moves. When you have a unit with a fixed firing arc, all models in
that unit must parallel the leaders firing arc (point in the same direction).
Unless a move is compulsory, you can use the Speed Template marked on the units cards or
any lower template to perform a move action and you stop at any point along that ruler.
Jump 1 - Some units (Eg, Luke) have the jump ability and can ignore any terrain, 1 range
template (6” Inches) or shorter during this special type of movement action.
Luke literally jumps all over the place, while Vader crawls at a snail's pace.
[JD’S HOUSE RULE] Climbing - The Climbing Vehicle on AT-RT says “You are treated as a
trooper for the purposes of vertical movement” - I’m playing this as all troopers can climb but
with reduced speed due to difficult terrain.
Difficult Terrain (or moving over cover) results in your units speed being reduced by 1 Speed
bar. Source - Alex Davy (Gen Con demo)
● Speed 3 becomes Speed 3
● Speed 2 becomes Speed 2
● Speed 1 becomes Speed 0? - This last one seems broken making it impossible for
Vader to move into or out of difficult terrain? So I’m g
uessing it’s “Reduced by 1 to a
minimum of 1”
● [HOUSE RULE] Speed 1 move can never be reduced below Speed 1
[JD’S HOUSE RULE] Fall Damage - Roll 1 defense dice for every Range 1 (6”) that a unit falls
from.
(see AT-RT card) - “While clambering, do not roll defense dice or suffer wounds.”
This would imply that a normal unit would normally roll its defense when clambering and
possibly falling. EXAMPLE: Luke uses Force Push to move a Stormtrooper unit off the edge of a
building. That unit must now take a HIT multiplied by each model in that unit and roll defense
dice.
COMBAT SEQUENCE
NOTE: You can’t attack twice per activation, so Luke’s Charge (“After you perform a move
action, you may perform a free melee attack action”) does not mean he can MOVE/ATTACK +
MOVE/ATTACK. He can just MOVE + MOVE/ATTACK.
1. Declare Defender
Choose a target unit in range. Combat range is measured from the attackers unit leader
to any one of the defending unit’s models. If you have range to any model, you have
range to all the ‘visible’ models in that unit. If you see them they can be eliminated.
Models completely obscured by cover cannot be eliminated during that combat.
2. Make Dice Pool
You make a dice pool based on one weapon for e ach model in the unit. Each model in
the unit gets to use one weapon. Eg. Speeder bikes have 3 dice but 2 models = 6 dice.
A fully upgraded Rebel Unit can potentially roll 11 Dice.
3. Roll Attack Dice
Convert any rolled surges into HIT or CRIT if the unit has these conversions listed on its
card (via the top conversion bar).
- Some troopers can convert SURGE icons into HITS.
- Some troopers can convert SURGE icons into CRITS
- Attackers can also convert Hits to Crits against vehicles with armor.
4. Apply Dodge and Cover
If the defender has a dodge token or is in cover, the defender may spend dodge tokens
and nominate his cover protection to cancel and remove HIT results. Dodge tokens and
Cover cannot be used to cancel CRIT result. Dodge tokens and cover are described
later.
5. Modify attack dice
- Defender can cancel hits if he has ARMOR.
6. Roll Defense Dice
Roll one defense dice for each HIT or CRIT that remains.
Once any hits are cancelled from dodge tokens, cover, etc. The defender rolls 1 D6 of
the colour that matches their defense value (dice icon on the card) for every hit/crit that
remains.
7. Modify Defense Dice
Convert any rolled surges into BLOCKS if the unit has these conversions listed on its
card (bottom conversion bar).
- Attacker can cancel these blocks if the attacking unit has ‘PIERCE’.
8. Compare Results
BLOCKS cancel HITS and CRITS
See Casualties (below) for any Hit or Crit dice that still remain after rolling blocks.
CRITS can’t be cancelled by cover or dodge tokens but they can be blocked by defense dice as
normal. One defense dice BLOCK, cancels one attack dice HIT (remove both dice).
IMPACT #: While attacking vehicles with ARMOR, convert # Hits to Crits.
ARMOR: Cancels all HIT result. Only CRITS go through to the defense roll.
PIERCE #: While attacking you can cancel up to # blocks from the opponent's defense roll.
If an attacking unit is in base contact with cover terrain, he ignores that cover when attacking.
Fixed: Front (firing arc) = a 90 degrees cone from the front.
When you move into close combat with a trooper, every model in the defending unit must enter
base to base contact to fight you = ENGAGED
ENGAGED - Nobody can shoot at units that are engaged.
DISENGAGE - Requires a full activation (2 actions) to perform a single move.
A maximum of 4 units can surround a unit with a 30mm base (Eg. Stormtrooper)
A maximum of 6 units can surround a unit with a 60mm base (Eg. Speeder Bikes)
COVER
Line of Sight is measured from attacking unit leader to each enemy unit in the squad. If that line
is intersected by terrain that model has cover. To get the cover bonus to your defense, the unit
must have at least half of its models blocked behind cover (I’m assuming that’s also base to
base with the intersecting cover?)
Light Cover (Cover 1) - Cancels 1 hit when being attacked
Heavy Cover (Cover 2) - Cancels 2 hits when being attacked
Cover is cumulative. Card stat COVER 1 + Heavy Cover from terrain = COVER 3 (cancel 3 hits)
Cover does not apply in melee combat or if the attacking unit is in base to base with the same
cover. If an attacking unit is in base contact with cover terrain he also ignores that cover when
attacking out from that cover.
CASUALTIES
A defending unit suffers 1 wound for each hit that is not cancelled by dodge or cover and
subsequently, not blocked by a defense dice.
Each miniature in a player’s army has a wound THRESHOLD presented on its unit card. A
wound threshold indicates how many wounds e ach mini in the unit can suffer. If a mini suffers a
number of wounds equal to the wound threshold, a single mini is DEFEATED and removed from
the battlefield. Any other wounds stay on the unit.
● TROOPER: 1 wound threshold minus 1 wound = Remove one model.
● LUKE: 6 wound threshold minus 2 wounds = Place 2 wound markers on the unit and the
model is not removed until it has 6 wounds.
● SPEEDER BIKES: 3 wound threshold minus 4 wounds = Remove one model and place
1 wound marker on the other model.
Defender chooses the casualty models to remove and you can’t lose the leader until the very
last casualty.
[JD’S HOUSE RULE] If the Unit Leader Dies - When an entire unit is wiped out and its leader
is removed from the table, search through your command stack or order token bag and remove
that unit’s token.
This information comes from - https://youtu.be/FSAIxpztdaM?t=3m via an off-camera discussion
with designer Alex Davy.
Every time you perform a shoot action, you apply one suppression token to the target.
● Each unit can remove one suppression token at the end of each turn.
● Matching or exceeding a units total courage threshold reduces their actions per turn to 1
( = pinned).
● Once you’re pinned you automatically go prone and gain one dodge token.
● Doubling a units courage threshold causes the unit to "FLEE" (rule unknown).
● Your courage threshold is multiplied by the amount of miniatures in the unit.
Eg. 4 for a basic Rebel/Stormtrooper squad, 6 for a fully upgraded trooper unit.
● Your total courage threshold will be naturally reduced during the game as you lose
models in a squad.
If a card has no courage value (Eg, Darth Vader) he cannot be Pinned or forced to Flee
[JD’S HOUSE RULE] FLEE - Must use your 1 action to perform one FULL move action away
from all enemy troopers and towards alternative cover.
“An ion torpedo was a torpedo used to deliver heavy ion damage to vehicles and stationary
weapons resulting in the disabling of subsystems or more. The torpedo could be launched from
a hand-held missile launcher.” - Star Wars Battlefront
[JD’S HOUSE RULE] Ion Tokens - The Rebel Trooper upgrade “MPL-57 Ion Trooper” can
basically Immobilize the Speeder bikes.
● Vehicles with an Ion Token can't move and vehicle weapons can't shoot.
● Driver can still shoot his Pistol
● Perform 1 action to remove all Ion tokens (Repair).
Once a unit has activated place its Order Token face down next to the unit, that unit
cannot activate again unless a specific card ability says so.
Activation now alternates to the opposite player and back and forth between units until
all units have activated.
END PHASE
At the end of each ROUND remove all AIM and DODGE tokens and each player collects his
order tokens back from the table and you also hand the Round Counter to the opposing player.
The game ends at the conclusion of 6 rounds (6 turns each). Approximately 2 to 3 hours.
Mission Variants:
Recover the Supplies if played as a simple CLAIM action and you have the point can be a little
boring and often end at round 3 with the game all coming down to that last (5th) central token so
here is a longer variant…
Range Ruler
Used for weapon ranges and ORDER range from your commander. Each length is 6” inches per
1 length. Eg. Range 3 is 18 inches.
Move Templates
Each move tool rotates 90 degrees and bends in the middle.
» After 50hrs of R&D and $10,000 I came up with Bendy Straws as a proxy. ;)
Speed #1 = 3 inches long
Speed #2 = 5 inches long
Speed #3 = 7 inches long
WHITE D6: Block (6) - Surge (5) - Blank - Blank - Blank - Blank
RED D6: Block (6) - Block (5) -Block (4) - Surge (3) - Blank - Blank
Or for those with a 3D printer the custom dice STL files are here -
https://www.thingiverse.com/thing:2559078
DISCLAIMER: This document is simply my personal use compilation of information already
contained in published videos, posts & comments, all published prior to the release of the official
rules PDF from FFG. THIS IS NOT AN OFFICIAL RULEBOOK: Please consider this document
to be a provisional, incomplete, alternate, rules variant for SW:L. All games played using these
rules should in no way influence your decision to buy the official game. They are however great
for encouraging friends to get excited for the official release.
Please disregard this document as soon as we get an official publication.
https://www.fantasyflightgames.com/en/products/star-wars-legion/
V 1.1
- Added some House Rules after playing 5 games on different 3x3 tables.