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SW:​ ​LEGION​ ​(unofficial​ ​rules​ ​compilation)

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.

Compiled​ ​by​ ​JD​ ​»​ ​https://www.patreon.com/theJDfiles


And​ ​based​ ​on​ ​previous​ ​photos,​ ​videos​ ​and​ ​efforts​ ​from​ ​the​ ​following​ ​fans:

Demo​ ​Video​ ​&​ ​Card​ ​Photos​ ​-​ ​https://www.youtube.com/user/CovenantTCG


Demo​ ​Video​ ​&​ ​Photos​ ​-​ ​https://www.youtube.com/channel/UCI7lj1mHbkPqaA9modvftfQ
Demo​ ​Video​ ​-​ ​https://www.youtube.com/channel/UCfHaeTd-BfxDDCjC6o7GM1g
Model​ ​Scale​ ​Photo​ ​&​ ​Painting​ ​-​ ​https://www.youtube.com/user/Sorastro
Proxy​ ​Battle​ ​Report​ ​-​ ​https://www.youtube.com/channel/UCQhaPsQQ-bBC68HpytbWaIw
Reddit​ ​Community​ ​-​ ​https://www.reddit.com/r/SWlegion/
Facebook​ ​Community​ ​-​ ​https://www.facebook.com/groups/swlegionffg/
Amazing​ ​Efforts​ ​in​ ​the​ ​ ​Melbourne​ ​Community​ ​-
https://www.facebook.com/groups/110255266352247

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:

● Commander:​​ ​One​ ​to​ ​two​ ​Commander​ ​units.


● Corpe:​​ ​Three​ ​to​ ​six​ ​corps​ ​units.
● Special​ ​Forces:​ ​Up​ ​to​ ​three​ ​special​ ​forces​ ​units.
(Scout​ ​troopers,​ ​elite​ ​commando​ ​units)
● Support​ ​Units:​​ ​Up​ ​to​ ​three​ ​support​ ​units.
(Speeder​ ​Bikes,​ ​AT-RT)
● Heavy​ ​Units:​ ​Up​ ​to​ ​two​ ​heavy​ ​units.
(Snow​ ​speeders,​ ​AT-ST)

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.

A​ ​single​ ​action​ ​can​ ​be​ ​any​ ​of​ ​the​ ​following:


● MOVE​ ​-​ ​The​ ​only​ ​action​ ​you​ ​can​ ​do​ ​more​ ​than​ ​once​ ​per​ ​action.
● ATTACK​ ​-​ ​Target​ ​an​ ​enemy​ ​with​ ​the​ ​entire​ ​units​ ​weapon​ ​pool.
● AIM​ ​-​ ​Take​ ​an​ ​aim​ ​token​ ​to​ ​increase​ ​your​ ​chance​ ​of​ ​hitting​ ​a​ ​target​ ​in​ ​a​ ​following​ ​action.
​ ​»​ ​Remove​ ​the​ ​aim​ ​token​ ​to​ ​Re​ ​Roll​ ​2​ ​dice​ ​in​ ​your​ ​offensive​ ​combat.
● DODGE​ ​-​ ​Take​ ​a​ ​dodge​ ​token​ ​to​ ​spend​ ​if​ ​you​ ​get​ ​attacked​ ​later​ ​in​ ​the​ ​round.
​ ​»​ ​Remove​ ​the​ ​dodge​ ​token​ ​to​ ​Block​ ​a​ ​hit​ ​when​ ​you​ ​get​ ​shot.
● RECOVER​ ​-​ ​Un-exhausts​ ​all​ ​your​ ​cards.
● WITHDRAW​ ​-​ ​Spend​ ​a​ ​full​ ​activation​ ​(2​ ​actions)​ ​to​ ​perform​ ​a​ ​speed​ ​1​ ​move​ ​out​ ​of
engagement.
● OVERWATCH​ ​-​ ​Take​ ​a​ ​token​ ​to​ ​attack​ ​later​ ​in​ ​the​ ​round​ ​(???)
​ ​»​ ​I’m​ ​playing​ ​this​ ​as​ ​-​ ​Spend​ ​your​ ​Overwatch​ ​token​ ​to​ ​immediately​ ​attack​ ​if​ ​an​ ​enemy
MOVES​ ​in​ ​range​ ​during​ ​their​ ​turn.​ ​If​ ​you​ ​find​ ​it​ ​a​ ​bit​ ​OP,​ ​make​ ​it​ ​2​ ​actions.
● FREE​ ​(Double​ ​Arrow​ ​Symbol)​ ​-​ ​Each​ ​action​ ​listed​ ​on​ ​a​ ​card​ ​can​ ​only​ ​be​ ​performed​ ​once
per​ ​activation.​ ​Free​ ​actions​ ​do​ ​not​ ​count​ ​towards​ ​your​ ​2​ ​actions.

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.

CLOSE​ ​COMBAT​ ​and​ ​ENGAGED

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.

COURAGE​ ​AND​ ​SUPPRESSION

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.

ION​ ​WEAPONS​ ​ ​{Rule​ ​unknown}

“​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).

END​ ​OF​ ​ACTIVATION

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.

End​ ​Phase​ ​Scoring​ ​Missions​:


● Intercept​ ​the​ ​Transmissions​​ ​-​ ​At​ ​the​ ​end​ ​of​ ​rounds​ ​2​ ​and​ ​4,​ ​each​ ​player​ ​gains​ ​1​ ​victory
token​ ​for​ ​each​ ​objective​ ​token​ ​they​ ​control.​ ​At​ ​the​ ​end​ ​of​ ​the​ ​game,​ ​each​ ​player​ ​gains​ ​2
victory​ ​tokens​ ​for​ ​each​ ​objective​ ​token​ ​they​ ​control.
END​ ​GAME

The​ ​game​ ​ends​ ​at​ ​the​ ​conclusion​ ​of​ ​6​ ​rounds​ ​(6​ ​turns​ ​each).​ ​Approximately​ ​2​ ​to​ ​3​ ​hours.

TURN​ ​1​ ​-​ ​30+​ ​minutes​ ​of​ ​moving​ ​and​ ​positioning


TURN​ ​2​ ​-​ ​30+​ ​minutes​ ​of​ ​objective​ ​claiming​ ​and​ ​killing.
TURN​ ​3​ ​-​ ​Things​ ​really​ ​heat​ ​up.
TURN​ ​4​ ​-​ ​Things​ ​can​ ​end​ ​and​ ​start​ ​dying​ ​very​ ​quickly.
TURN​ ​5​ ​-​ ​Objective​ ​could​ ​won​ ​and​ ​the​ ​game​ ​over​ ​before​ ​it​ ​occurs.
TURN​ ​6​ ​-​ ​You’re​ ​totally​ ​just​ ​murdering​ ​for​ ​the​ ​fun​ ​of​ ​it​ ​now.

End​ ​Game​ ​Scoring​ ​Missions:


● Breakthrough​​ ​-​ ​At​ ​the​ ​end​ ​of​ ​the​ ​game,​ ​each​ ​player​ ​gains​ ​1​ ​victory​ ​token​ ​for​ ​each​ ​of
their​ ​unit​ ​leaders​ ​within​ ​an​ ​enemy​ ​deployment​ ​zone.
● Intercept​ ​the​ ​Transmissions​​ ​-​ ​At​ ​the​ ​end​ ​of​ ​rounds​ ​2​ ​and​ ​4,​ ​each​ ​player​ ​gains​ ​1​ ​victory
token​ ​for​ ​each​ ​objective​ ​token​ ​they​ ​control.​ ​At​ ​the​ ​end​ ​of​ ​the​ ​game,​ ​each​ ​player​ ​gains​ ​2
victory​ ​tokens​ ​for​ ​each​ ​objective​ ​token​ ​they​ ​control.
● Key​ ​Positions​​ ​-​ ​At​ ​the​ ​end​ ​of​ ​the​ ​game,​ ​for​ ​each​ ​terrain​ ​piece​ ​with​ ​an​ ​objective​ ​token,
the​ ​player​ ​who​ ​has​ ​the​ ​most​ ​unit​ ​leaders​ ​in​ ​base​ ​contact​ ​with​ ​that​ ​terrain​ ​piece​ ​gains​ ​1
victory​ ​token.
● Recover​ ​the​ ​Supplies​​ ​-​ ​At​ ​the​ ​end​ ​of​ ​the​ ​game,​ ​each​ ​player​ ​gains​ ​1​ ​victory​ ​token​ ​for
each​ ​objective​ ​token​ ​that​ ​is​ ​claimed​ ​by​ ​1​ ​of​ ​their​ ​units.

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…

● [ANDREW’S​ ​HOUSE​ ​RULE]​ ​-​ ​RECOVER​ ​THE​ ​SUPPLIES


○ Once​ ​claimed,​ ​place​ ​the​ ​token​ ​on​ ​the​ ​claiming​ ​unit's​ ​card.
○ If​ ​that​ ​unit​ ​is​ ​forced​ ​to​ ​Flee,​ ​the​ ​objective​ ​token​ ​must​ ​be​ ​dropped​ ​on​ ​the​ ​table​ ​in
base​ ​to​ ​base​ ​contact​ ​with​ ​the​ ​fleeing​ ​unit​ ​leader.
○ If​ ​that​ ​unit​ ​is​ ​destroyed,​ ​drop​ ​the​ ​objective​ ​token​ ​on​ ​the​ ​table​ ​in​ ​base​ ​to​ ​base
contact​ ​with​ ​the​ ​eliminated​ ​unit​ ​leader.
○ Scoring​ ​only​ ​occurs​ ​at​ ​the​ ​end​ ​of​ ​round​ ​6.
KEYWORDS

● ARMOR:​ ​While​ ​defending​ ​cancel​ ​all​ ​regular​ ​hit​ ​results.


● Blast:​​ ​Ignore​ ​Cover.
● Charge​:​ ​After​ ​you​ ​perform​ ​a​ ​move​ ​action,​ ​you​ ​may​ ​perform​ ​a​ ​free​ ​melee​ ​attack​ ​action.
● Climbing​ ​Vehicle:​ ​You​ ​are​ ​treated​ ​as​ ​a​ ​trooper​ ​for​ ​the​ ​purposes​ ​of​ ​vertical​ ​movement.
● Cumbersome​:​ ​You​ ​cannot​ ​use​ ​this​ ​weapon​ ​and​ ​move​ ​during​ ​the​ ​same​ ​activation.
● Cover​ ​#:​​ ​While​ ​defending​ ​against​ ​a​ ​ranged​ ​attack,​ ​improve​ ​your​ ​cover​ ​by​ ​#
● Deflect​:​ ​While​ ​defending​ ​if​ ​you​ ​spend​ ​a​ ​dodge​ ​token​ ​you​ ​gain,​ ​surge​ ​to​ ​block;​ ​if​ ​it's​ ​a
ranged​ ​attack,​ ​the​ ​attacker​ ​suffers​ ​1​ ​wound​ ​for​ ​each​ ​surge​ ​rolled.
● Expert​ ​Climber​:​ ​While​ ​clambering,​ ​do​ ​not​ ​roll​ ​defense​ ​dice​ ​or​ ​suffer​ ​wounds.
● Fixed-​ ​X:​​ ​The​ ​defender​ ​must​ ​be​ ​inside​ ​your​ ​X​ ​arc.
● IMPACT​ ​#:​ ​While​ ​attacking​ ​a​ ​unit​ ​that​ ​has​ ​armor,​ ​change​ ​up​ ​to​ ​#​ ​hits​ ​results​ ​to​ ​critical
results.
● Immune​ ​-​ ​X:​ ​You​ ​are​ ​immune​ ​to​ ​X​ ​keyword​ ​effects.
● Ion​ ​#:​​ ​A​ ​vehicle​ ​wounded​ ​by​ ​an​ ​attack​ ​that​ ​includes​ ​this​ ​weapon​ ​gains​ ​#​ ​ion​ ​token(s).
● Jump​ ​#:​​ ​Perform​ ​a​ ​move​ ​during​ ​which​ ​you​ ​ignore​ ​terrain​ ​that​ ​is​ ​height​ ​#​ ​or​ ​lower.​ ​This​ ​is
treated​ ​as​ ​a​ ​move​ ​action.
● Master​ ​of​ ​the​ ​Force​ ​#:​ ​During​ ​the​ ​end​ ​phase​ ​you​ ​may​ ​ready​ ​#​ ​of​ ​your​ ​Force​ ​Upgrade
cards.
● Nimble​:​ ​After​ ​defending,​ ​if​ ​you​ ​spent​ ​1​ ​or​ ​more​ ​dodge​ ​tokens,​ ​gain​ ​1​ ​dodge​ ​token.
● PIERCE​ ​#:​ ​You​ ​cancel​ ​#​ ​of​ ​block​ ​results.
● Precise​ ​#:​ ​When​ ​you​ ​spend​ ​an​ ​aim​ ​token,​ ​reroll​ ​up​ ​to​ ​#​ ​additional​ ​dice.
● Relentless:​ ​After​ ​you​ ​perform​ ​a​ ​move​ ​action,​ ​you​ ​may​ ​perform​ ​a​ ​free​ ​attack​ ​action.
● Speeder​ ​#:​​ ​While​ ​moving,​ ​ignore​ ​terrain​ ​that​ ​is​ ​height​ ​#​ ​or​ ​lower.​ ​When​ ​you​ ​activate,
perform​ ​a​ ​compulsory​ ​move.
● Spray:​ ​Add​ ​this​ ​weapon's​ ​dice​ ​to​ ​the​ ​attack​ ​pool​ ​one​ ​time​ ​for​ ​each​ ​mini​ ​in​ ​the​ ​defending
unit​ ​to​ ​which​ ​line​ ​of​ ​sight​ ​is​ ​not​ ​blocked.
QUICK​ ​REFERENCE

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

My​ ​Proxy​ ​Attack​ ​Dice​ ​(D8)


You​ ​just​ ​need​ ​to​ ​know​ ​where​ ​your​ ​surge​ ​is​ ​for​ ​each​ ​color​ ​dice;
-​ ​anything​ ​lower​ ​than​ ​surge​ ​is​ ​Blank
-​ ​anything​ ​higher​​ ​than​ ​surge​ ​is​ ​Hit/Block
-​ ​8​ ​is​ ​always​ ​a​ ​CRIT.

RED​ ​D8​ ​=​ S ​ urge2


Critical​ ​(8)​ ​-​ ​Hit​ ​(7)​ ​-​ ​Hit​ ​(6)​ ​-​ ​Hit​ ​(5)​ ​-​ ​Hit​ ​(4)​ ​-​ ​Hit​ ​(3)​ ​-​ ​Surge​ ​(2)​​ ​-​ ​Blank

BLACK​ ​D8​ ​=​ ​Surge4


Critical​ ​(8)​ ​-​ ​Hit​ ​(7)​ ​-​ ​Hit​ ​(6)​ ​-​ ​Hit​ ​(5)​ ​-​ ​Surge​ ​(4)​​ ​-​ ​Blank​ ​-​ ​Blank​ ​-​ ​Blank

WHITE​ ​D8​ ​=​ ​Surge6


Critical​ ​(8)​ ​-​ ​Hit​ ​(7)​ ​-​ ​Surge​ ​(6)​​ ​-​ ​Blank​ ​-​ ​Blank​ ​-​ ​Blank​ ​-​ ​Blank​ ​-​ ​Blank

My​ ​Proxy​ ​Defence​ ​Dice​ ​(D6)

WHITE​ ​D6:​ ​Block​ ​(6)​ ​-​ ​Surge​ ​(5)​​ ​-​ ​Blank​ ​-​ ​Blank​ ​-​ ​Blank​ ​-​ ​Blank

RED​ ​D6:​​ ​Block​ ​(6)​ ​-​ ​Block​ ​(5)​ ​-Block​ ​(4)​ ​-​ ​Surge​ ​(3)​​ ​-​ ​Blank​ ​-​ ​Blank

===​ ​ACTIONS​ ​===


● MOVE​ ​-​ ​The​ ​only​ ​action​ ​you​ ​can​ ​do​ ​more​ ​than​ ​once​ ​per​ ​action
● ATTACK​ ​-​ ​Target​ ​an​ ​enemy​ ​with​ ​the​ ​units​ ​weapon​ ​pool.
● AIM​ ​-​ ​Take​ ​an​ ​aim​ ​token​ ​to​ ​increase​ ​your​ ​chance​ ​of​ ​hitting​ ​a​ ​target​ ​in​ ​a​ ​following​ ​action.
​ ​»​ ​Remove​ ​the​ ​aim​ ​token​ ​to​ ​Re​ ​Roll​ ​2​ ​dice​ ​in​ ​your​ ​offensive​ ​combat.
● DODGE​ ​-​ ​Take​ ​a​ ​dodge​ ​token​ ​to​ ​spend​ ​if​ ​you​ ​get​ ​attacked​ ​later​ ​in​ ​the​ ​round.
​ ​»​ ​Remove​ ​the​ ​dodge​ ​token​ ​to​ ​Block​ ​a​ ​hit​ ​when​ ​you​ ​get​ ​shot.
● RECOVER​ ​-​ ​Un-exhausts​ ​all​ ​your​ ​cards.
● WITHDRAW​ ​-​ ​Spend​ ​full​ ​activation​ ​(2​ ​actions)​ ​to​ ​perform​ ​a​ ​speed​ ​1​ ​move​ ​out​ ​of
engagement.
● OVERWATCH​ ​-​ ​Take​ ​a​ ​token​ ​to​ ​attack​ ​later​ ​in​ ​the​ ​round​ ​(?​ ​this​ ​rule​ ​is​ ​still​ ​unclear​ ​?).
● FREE​ ​-​ ​Each​ ​action​ ​listed​ ​on​ ​a​ ​card​ ​can​ ​only​ ​be​ ​performed​ ​once​ ​per​ ​action/turn?​ ​And
does​ ​not​ ​count​ ​towards​ ​your​ ​2​ ​actions.
Calculating​ ​dice​ ​numbers​ ​to​ ​symbols​ ​really​ ​breaks​ ​the​ ​immersion,​ ​so​ ​until​ ​the​ ​official
dice​ ​come​ ​out,​ ​just​ ​print​ ​my​ ​Dice​ ​Stickers​ ​(they’re​ ​free​ ​to​ ​download)​ ​-
https://www.patreon.com/posts/proxy-dice-star-14407635

Or​ ​for​ ​those​ ​with​ ​a​ ​3D​ ​printer​ ​the​ ​custom​ ​dice​ ​STL​ ​files​ ​are​ ​here​ ​-
https://www.thingiverse.com/thing:2559078

OCD​ ​-​ ​Obsessive​ ​Correct​ ​Dice​ ​sticker​ ​placement​ ​;)

● D8​ ​White​ ​(side​ ​A)​ ​-​ ​Crit,​ ​Surge,​ ​Blank,​ ​Blank


D8​ ​White​ ​(side​ ​B)​ ​-​ ​Hit,​ ​Blank,​ ​Blank,​ ​Blank
● D8​ ​Red​ ​(side​ ​A)​ ​-​ ​Hit,​ ​Hit,​ ​Hit,​ ​Hit
D8​ ​Red​ ​(Side​ ​B)​ ​-​ ​Crit,​ ​Hit,​ ​Surge,​ ​Blank
● D8​ ​Black​ ​(Side​ ​A)​ ​-​ ​Hit,​ ​Blank,​ ​Blank,​ ​Blank
​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​D8​ ​Black​ ​(Side​ ​B)​ ​-​ ​Crit,​ ​Hit,​ ​Hit,​ ​Surge
● D6​ ​Red​ ​-​ ​The​ ​2​ ​Blanks​ ​are​ ​opposite.
● D6​ ​White​ ​-​ ​Block​ ​is​ ​opposite​ ​Surge,​ ​the​ ​rest​ ​are​ ​blank.

Compiled​ ​by​ ​JD​ ​»​ ​currently​ ​making​ ​SCI-FI​ ​TERRAIN​ ​KITS


​ ​»​ ​Cheaper​ ​than​ ​Laser​ ​Cut...
​ ​»​ ​Faster​ ​than​ ​3D​ ​Printing...
​ ​»​ ​Zero​ ​Postage​ ​Worldwide
https://www.facebook.com/theJDfiles/

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.

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