SWL Rulebook 1.5
SWL Rulebook 1.5
SWL Rulebook 1.5
Game Development: Michael Plummer, Sarah Rowan Licensing Approvals Manager: Dana Cartwright
Development Manager: Will Pagani Production Coordination: Estelle Gavin, Jarrett Ford, John
Hannasch, Lee Houff, Chris Jensen, and Alex Schlee
Product Line Management: Melissa Butler and Andrea Lowe
Production Engineer: Michael Blomberg
Editing: Scheherazade Anisi, Emily Parks
Production Management: Justin Anger and Austin Litzler
Proofreading: Leland Pena and Seth Rourk
Regional Head of Publishing: Bill Altig
Graphic Design: Dan Gerlach, Justus Morschauser, Ryan Ritter,
and Brianna Winters Global Head of Publishing: Steve Horvath
© & TM Lucasfilm Ltd. No part of this product may be used without specific written permission. Atomic Mass Games
and logo are TM of Atomic Mass Games. Atomic Mass Games, 1995 West County Road B2, Roseville, MN 55113,
USA, 1-651-639-1905. Actual components may vary from those shown.
2
CONTENTS
COMPONENTS ..................................................................... 4 Nominate Commanders and Issue Orders ........................ 20
The Activation Phase......................................................................21
GAME OVERVIEW ................................................................ 5 Choose a Unit to Activate or Pass.........................................21
Rallying........................................................................................... 22
KEY CONCEPTS ................................................................... 5 Perform Actions ......................................................................... 22
Rules Priority....................................................................................... 5 Movement......................................................................................23
Objects/The Battlefield ............................................................. 5 Climbing......................................................................................25
Bases and Base Contact ....................................................... 5 Melee ......................................................................................... 26
Dice ......................................................................................................... 5 Attack ............................................................................................ 26
Units ....................................................................................................... 6 Attack Timing ............................................................................. 27
Cards ...................................................................................................... 6 Line of Sight................................................................................. 27
Game Effects ................................................................................. 6 Weapons ................................................................................... 28
Card Effects ................................................................................... 6 Declare Defender................................................................... 28
Timing ........................................................................................... 6 Form Attack Pool................................................................... 28
Card Anatomy ..................................................................................... 6 Roll Attack Dice...................................................................... 29
Battle Cards .................................................................................... 6 Apply Dodge and Cover.........................................................30
Unit Cards ........................................................................................ 7 Roll Defense Dice....................................................................30
Upgrade Cards................................................................................ 8 Compare Results ....................................................................30
Command Cards............................................................................. 8 Suffering Wounds and Defeating Miniatures............... 31
Keywords......................................................................................... 9 Full Attack Sequence Example .........................................32
Tokens................................................................................................... 9 Standby ..........................................................................................33
Measurement ....................................................................................10 The End Phase ..................................................................................33
At, Within, and Beyond................................................................ 11 Promote..........................................................................................34
Terrain ................................................................................................... 11
Scatter Terrain .............................................................................. 11 APPENDIX A: NOTCHED BASES ....................................... 35
Area Terrain ...................................................................................12
Obstacle Terrain...........................................................................12 APPENDIX B: UNIT TYPES ................................................36
Terrain Restricting Movement ...............................................12 Vehicles...............................................................................................37
Terrain Providing Cover.............................................................. 13
Terrain Height ............................................................................... 13 APPENDIX C: MERCENARIES AND BATTLE FORCES......38
Cover...................................................................................................... 14
Actions ................................................................................................. 14 APPENDIX D: BATTLE CARD RULES ................................39
Suppression........................................................................................14 Claim .....................................................................................................39
Bombing Run Objective..................................................................39
GETTING READY TO PLAY .................................................15 Payload Objective............................................................................39
Setup..................................................................................................... 15 Bomb Cart Special Rules ..........................................................39
Build an Army, Command Hand, and a Battle Deck .............. 15 Sabotage the Moisture Vaporators Objective .....................39
Factions, Light Side, and Dark Side ...................................... 15 Supply Drop Condition....................................................................39
Points ............................................................................................... 15 The Supply Deck..........................................................................39
Ranks and Rank Requirements............................................... 15
Upgrade Cards............................................................................... 15 APPENDIX E: TIMING.........................................................40
Building a Command Hand ........................................................17 Setup................................................................................................... 40
L egion R u leb ook
Building a Battle Deck ................................................................17 Parts of a Round............................................................................. 40
Establish the Battlefield and Prepare Components ...........18 Parts of the Command Phase.................................................... 40
Declare and Place Terrain.........................................................18 Resolving Command Card Effects............................................ 40
Select Player Color and Sides..................................................18 Parts of the Activation Phase................................................... 40
Reveal Battle Cards, Define the Battlefield, and Resolve Parts of a Unit's Activation..........................................................41
Objective and Condition Cards ................................................18 Attack Timing ...................................................................................41
Objective Tokens ........................................................................19 Parts of the End Phase ..................................................................41
Deploy Units...................................................................................19
Winning the Game.............................................................................19 KEYWORD GLOSSARY.......................................................42
Unit Keywords ................................................................................. 42
GAME MECHANICS .............................................................19 Weapon Keywords ..........................................................................54
Parts of a Round...............................................................................19 Upgrade and Command Card Keywords..................................57
The Command Phase.......................................................................19
Select and Play Command Cards ......................................... 20 LINE OF SIGHT SILHOUETTE TEMPLATES......................59
Determine Priority ..................................................................... 20
3
CO M PO N E NTS
• Luke Skywalk
160
Jump 1
HERO OF
THE REBE
LLION
er • C-31POSUFFE R • C-3PO
der MADE TO HUMAN-C
Dice
P IERC E 2
Assault
Stormtroo
per
Battle Lin
es
© LFL ©
FFG
Stormtroo
pers onl
Add 1 stor y.
mtrooper
mini.
© LFL ©
FFG
3 UNITS
FFG
Movement Tools
© LFL ©
11 Though slow
er to organize
offense can , a coordina
be decisive. ted
Upgrade Cards
Command Cards Battle Cards
Grapnel-H
arpoon Hostage
© LFL ©
FFG
© LFL ©
FFG
Increase
and reduce your courage by 1
your max
by 1, to a imum spee
Unt minimu d
activation, il the end of your cannot star m of 1. You
t a melee.
ignore the you gain scale (You During roun
effec start a mele d 1, enemy units cann
and do not ts of difficult terra e
clambering. suffer wounds whil in you gain immwith or attack you, ot
and
move actio After you perform e une: enem
y effects.
n, you a Unequip
free clambermay perform a have a claim
this card
if you
action.) ed objective do not
token.
Dodge Surge
Aim
Token Token
Token
Objective Tokens
Ion Token Poison Immobilize
Token Token
L egion R u le book
Operative
Marker Vehicle Damage Tokens
Order Tokens
Token Charge Tokens Wheel Mode
Active and Inactive Token
Shield Tokens
Victory Tokens
Unit ID Tokens
In Star Wars™: Legion, players build, paint, and command Because a miniature’s base can be placed on top of uneven
entire armies from the various factions of the Star Wars galaxy. terrain, there are situations in which another miniature
Each of these characters is represented on the tabletop by a cannot be placed into physical base contact with the first
highly detailed hobby miniature. Before the game, players miniature because of a difference in elevation between the
assemble and paint their miniatures to create an army of Star two bases. In these situations, if the following two conditions
Wars characters that is truly their own. Each miniature brings are met, those miniatures are treated as if they are in base
with it a host of rules and abilities for players to use in order to contact: when viewed from above, there is no space between
complete their mission and achieve victory. the two miniature’s bases, such that if they were not on differing
elevations or were both flat on the battlefield, their bases would
be touching, and the vertical distance between the two bases is
K E Y CONCEPTS no greater than the height of the lower miniature’s silhouette.
For more information on silhouettes, see pg. 27.
This section describes the fundamental concepts around the
miniatures and basic gameplay.
R ULES P R I OR I T Y
This rulebook contains the core rules of Star Wars: Legion.
Some special rules, keywords, or cards may contradict these
rules. When they do, the special rule takes precedence over the
core rules found in this rulebook.
Some rules state that things “can” happen, while others say that
things “cannot." If two such rules occur at the same time, the
“cannot” overrides the “can."
OBJECTS /T H E B A T T L E F I EL D DICE
Miniatures, tokens, and terrain are all objects. The table or Star Wars: Legion uses dice rolls to determine the results of the
surface being played on is the battlefield. actions the players’ armies perform on the battlefield—most
commonly attacking and defending. Star Wars: Legion uses
BASE S A N D B A S E C ON T A C T five different kinds of dice: three for attacking and two for
defending. For attacking, players roll red, black, or white attack
Each miniature in Star Wars: Legion is modeled on a base. A dice; while defending, they roll red or white defense dice.
unit’s base depends on its unit type: troopers, clone troopers,
droid troopers, and Wookiee troopers are on small bases. Attack dice have the following symbols: Hit (), Attack Surge
Everything else is on notched bases of various sizes. (), Critical ().
» : Critical
» : Attack Surge
» : Defense Surge
Many rules in Star Wars: Legion use the term “base contact,"
» : Block
which means that the miniature must be touching whatever the
rule is referencing. This includes another miniature's base, a » Blank
piece of terrain, or a token.
• There are three colors of attack dice: red, white, and black.
Miniatures cannot move into base contact with miniatures from
enemy units unless the unit leader has a melee weapon (). If
the unit leader does, the unit leader can perform a move into
5
Each attack die is represented on cards by the following
icons:
REMINDER TEXT
» Red attack die
Some cards contain italicized text in parentheses called
reminder text. Reminder text is NOT rules text and
» White attack die
is only there to remind players how the rule or ability
» Black attack die functions. For full rules text, players must consult the
Keyword Glossary on pg. 42.
• There are two colors of defense dice: red and white. Each
defense die is represented on a unit’s card by the following
icons:
T IM ING
» Red defense die Some rules refer to the active player; the active player is the
player whose turn it is.
» White defense die
Sometimes effects will occur at the same time. The player with
The dice used by a unit to attack and defend are listed on its priority always resolves their effects first. If neither player has
Unit Card, or occasionally an Upgrade or Command Card. priority, the blue player resolves their effects first. If a player has
multiple effects that occur at the same time, they choose the
UNIT S order in which to resolve effects.
Each unit in Star Wars: Legion is led by a unit leader that has a
unique miniature.
C A R D A N A T OM Y
Units must always be in cohesion. For more information on B A T T LE CA R D S
cohesion, see pg. 19.
Battle Cards form the Battle Deck and are used in Setup, where
players work together to build the mission they use for that
game. Battle Cards are divided into three categories: Objective
F R IE N D L Y A N D E N E M Y (Blue), Deployment (Red), and Condition (Green).
Rules in Star Wars: Legion often use the terms friendly Objective Cards list the objectives the players are trying to
and enemy when referring to units. Units a player controls accomplish, and the Victory conditions used to determine
are friendly to that player. Units that a player does not which player wins the game.
control are considered enemy units to that player.
Deployment Cards show a map of the battlefield and the areas
in which players may deploy their armies during Setup, known
as deployment zones.
Star Wars: Legion uses a variety of cards to present the rules for dangerous minefields!
different miniatures as well as track various game effects.
Battle Li
nes
G A ME E F F E C T S
Game effect refers to any instance, occurrence, or trigger of
any rule, card text or effect, unit ability, keyword, or other
FFG
special rule.
© LFL ©
CARD EFFECTS
Card effect refers to any effect that originates from the text or
rule on any card. Keywords are card effects. Keywords can be
found in the Keyword Glossary on pg. 42.
6
UNI T C A R D S
Unit Cards show the special rules and stats of a unit. Every 5. Points Value: The unit’s point cost. Points are used in
unit in an army has its own Unit Card, an example of which is Army Building. See pg. 15 for more information on
shown below. Army Building.
UN I T C ARD ( V E H I C L E )
6. Number of Miniatures: The number of miniatures in the
Unit Name Unit Rank unit.
Faction
AT-RT # of Minis
1
Points Value 55 Armor (While defending, cancel all
results.)
Defense Die 7. Unit Type: The unit’s type. For more information on unit
Upgrade Bar Climbing Vehicle (You are treated as a trooper GROUND VEHICLE
Unit Type types, see pg. 36.
for the purposes of vertical movement.)
Unit Keywords Expert Climber (While clambering, do not roll
6 Wound Threshold
defense dice or suffer wounds.) 4 Resilience 8. Upgrade Bar: The types of upgrades, if any, that are
Weapon Name
: Surge Chart available to the unit.
Speed
Weapon Range
L UKE
G ’ S L IGHTSABER
RAPPLING C LAWS L UKE ’ S BBLASTER
A-300 LASTER R IFLE
Weapon Dice 9. Unit Keywords: The unit’s keywords. Each unit keyword
Weapon Keywords
I MPACT 1
provides special rules and abilities to the unit. Keywords can
be found in the Keyword Glossary on pg. 42.
UN I T C AR D ( T R O OP E R )
Unit Name 10. Wound Threshold: The unit’s wound threshold. This is the
Unique Dot Subtitle Unit Rank
Faction
maximum number of wound tokens each miniature in the
• Luke Skywalker
HERO OF THE REBELLION
# of Minis
unit can have before they are defeated.
1
Points Value 160 Jump 1 (Perform a move during which Defense Die
you ignore terrain that is height 1 or lower.
Unit Type
This is treated as a move action.) TROOPER 11. Courage Value: The unit’s courage value. See pg. 14 for
Charge (After you perform a move action, you may Wound Threshold
Upgrade Bar
perform a free melee attack action.) 6 more information on suppression and courage.
Unit Keywords
(While defending, if you spend a dodge 3 Courage
token, you gain " : ”; if it’s a ranged attack, the
attacker suffers 1 wound for each rolled.)
: Surge Chart
12. Speed: The unit’s speed. The movement tools the unit uses
Weapon Name Immune: Pierce (Pierce cannot be used against you.)
A NAKIN ’ S L IGHTSABER L UKE ’ S DL-44 B LASTER P ISTOL
Speed
while moving.
Weapon Range Weapon Dice
Weapon Keywords
I MPACT 2, P IERCE 2 P IERCE 2 13. Weapons: The unit’s weapons. For more information on
weapons, attacks, and dice pools, see pg. 28.
1. Name: The unit’s name. 14. Defense: The type of defense die the unit rolls when
defending against attacks. For more information on rolling
2. Subtitle: The unit’s subtitle, if it has one. Rules may defense dice, see pg. 30.
reference a unit with its subtitle.
15. Surge Chart: The unit’s surge chart. For more information
3. Faction: The unit’s faction. For more information on on surge results, see pg. 29.
factions, see pg. 15.
7
UP G R A D E C A R D S 6. Points Value: The upgrade’s point cost.
Upgrade Cards can be added to units and give them additional 7. Wound Threshold: The wound threshold of any additional
rules and/or miniatures. The parts of an Upgrade Card are miniatures added to the unit with the upgrade. Sometimes
shown below. these miniatures will have a different wound threshold than
the unit.
Card Title
8. Weapon: Some Upgrade Cards add additional weapons for
the upgraded unit to use. The card shows the range at which
Weapon Dice attacks may be made with this weapon, and the dice this
weapon contributes to the dice pool when used in attacks.
Weapon Range
For more information on weapons, attacks, and dice pools,
Restriction
see pg. 28.
Effect
Exhaust COM M A ND CA R D S
Command Cards form a player’s command hand and are used
Effect
in the Command Phase to determine player priority, issue
orders to units, and grant powerful game effects.
Upgrade Type Points Value
Restriction
Effect
© LFL © FFG
Expend
Observation Used when attacking to reroll one Ion Used to track the effects of the Ion
attack die. keyword.
9
Poison Used to track the effects of the Poison M E A S UR E M E N T
keyword.
Star Wars: Legion uses two kinds of measuring tools: movement
tools and range tools. Any distance that is measured using a
measurement tool can be measured at any time, but players may
only use one movement tool and a range tool with up to five
Immobilize Used to track the effects of the segments.
Immobilize keyword.
There are three movement tools, from shortest to longest: the
speed-1 tool, the speed-2 tool, and the speed-3 tool.
Incognito Used to track the Incognito keyword. The range tool is made up of up to five segments. Many rules,
weapons, and abilities refer to a required range with a set of
icons, listed below.
» : Melee
» : Range 3
» : Range 4
» : Beyond range 5
Condition Used to mark certain Sometimes, more than one number is shown—in this case, the
battlefield conditions. first number represents the minimum range, and the second
number represents the maximum range. If only a single number
is shown, then that is the maximum range for that effect.
10
Range is always measured as the shortest distance possible EX AMPLE: AT, WI THI N, AND BEYOND
between two objects. To measure range between two objects,
take the range tool and place it flat on the battlefield so that
one end is touching the object being measured from. Then
add segments until the total length of the range tool is longer
than the distance between the two objects. The segment of the
range tool that object is inside is equal to the range between the
two objects. When measuring to or from miniatures, always
measure from the miniature’s base, ignoring the miniature itself.
Melee range is not measured with the range tool; instead, two
miniatures are in melee range with one another if they are in
base contact. For more information on melee, see pg. 26.
TERRAIN
The scenery and features that make up the battlefield are
terrain. Terrain serves more of a purpose than simply being
aesthetically pleasing—the terrain over which armies fight
can have as dramatic an impact on the course of battle as the
abilities of the armies themselves. Players should always discuss
terrain before the game starts. There are three types of terrain:
scatter terrain, area terrain, and obstacle terrain.
S CA T T ER T ER R A IN
Scatter terrain represents small terrain features such as crates,
AT, WITH IN , A N D B E Y ON D planters, or lamp posts.
11
movement. Craters, barricades, ruins, woods, piles of rubble,
and swamps are all examples of difficult terrain. Difficult terrain
reduces the maximum speed of a unit moving through or into it
by 1 to a minimum of 1.
OB S T A C L E T E R R A I N FITTING ON TERRAIN
When a trooper miniature’s base is overlapping a piece of
Obstacle terrain represents large or tall terrain features such as
obstacle terrain, it must be completely overlapping that
buildings, cliffs, or high walls. When a trooper miniature wants
L egion R u le book
12
EX A MP L E : F I T T ING ON T E R R A IN Sarah wants to measure the height of this building to determine
how it will impede the movement of her Clone Troopers. To do
so, she takes the range tool and places one end on the battlefield,
holding the range tool upright. Because the roof of the building is
entirely inside the first segment of the range tool, the building is
considered height 1.
TER RA IN PR O V I D I N G C OV E R
The main purpose of terrain is to block line of sight between
miniatures and provide them with cover. Terrain provides either
light, heavy, or no cover. What kind of cover, if any, a piece of
terrain provides is ultimately for players to decide. Before the
game begins, players should agree on what kind of cover each
piece of terrain on the battlefield provides. To determine how the building affects the movement of her Clone
Troopers, Sarah only considers the part of the building her Clone
Troopers wish to move to—they may perform a climb onto the
TER RA IN HE IG H T height 1 part of the building but are unable to move onto the
height 2 part from the battlefield. If they begin their movement
Each piece of terrain has a height characteristic. To measure
while on the height 1 part of the building, then they may climb
this, take the range tool and put one end on the battlefield,
onto the height 2 part of the building.
orienting the range tool vertically. Then add segments until
the end of the range tool is taller than the piece of terrain. The
segment of the range tool that the top of the terrain is inside is
equal to that object’s height. T H E G OL D E N R UL E
Some terrain might have various pieces at multiple heights. OF T E R R A I N
When determining the height of the terrain for the purposes of
Ultimately, the type of terrain and the rules used are
performing a movement or a climb, measure the height of the
up to the players and should be discussed before the
part of the terrain the miniatures are moving or climbing to,
game begins.
subtracting the height of any terrain the miniatures may be on.
13
C OVE R • Recover: The unit removes any number of suppression
tokens and readies any exhausted Upgrade Cards.
EXAMPLE: CARD ACTIONS AND FREE ACTIONS
• Luke Skywalker
HERO OF THE REBELLION
1
160 Jump 1 (Perform a move during which
you ignore terrain that is height 1 or lower.
This is treated as a move action.) TROOPER
Luke Skywalker has the Jump 1 card action on his Unit Card.
During his activation, he may spend one of his actions to perform
the Jump action.
Cover helps miniatures defend themselves from attacks. Cover
is divided into three categories: light, heavy, and no cover, and • Luke Skywalker
HERO OF THE REBELLION
1
is determined during the attack sequence. Some rules refer to 160 Jump 1 (Perform a move during which
you ignore terrain that is height 1 or lower.
cover having a numerical value that is improved or reduced— This is treated as a move action.) TROOPER
light cover has a value of 1, heavy cover has a value of 2, and no Charge (After you perform a move action, you may
perform a free melee attack action.) 6
cover has a value of 0. The numerical value of cover cannot be Deflect (While defending, if you spend a dodge 3
token, you gain " : ”; if it’s a ranged attack, the
increased above 2 for any reason. Resolve effects that improve attacker suffers 1 wound for each rolled.)
:
cover before effects that reduce cover. Immune: Pierce (Pierce cannot be used against you.)
A NAKIN ’ S L IGHTSABER L UKE ’ S DL-44 B LASTER P ISTOL
A C T ION S Luke Skywalker also has the Force Reflexes Upgrade Card
equipped. Once per activation as a free action, he may exhaust
Actions are how units of miniatures move and fight their way the card to gain a dodge token. This is in addition to the two
across the battlefield. A unit will typically perform two actions actions he is allowed per activation, but he may only perform the
during its activation. The following actions are available to Force Reflexes free action when he would normally be allowed to
every unit. perform an action. A unit may perform any number of different
free actions during its activation.
• Aim: The unit gains an aim token, which allows it to reroll
up to two dice when attacking.
S UP P R E S S I ON
• Attack: The unit attacks with its weapons.
Suppression represents the morale and combat effectiveness of
• Dodge: The unit gains a dodge token, which allows it to a unit—the more suppression it has, the less effective it is on
cancel incoming results when defending. the battlefield. Suppression is tracked during the game with
suppression tokens. Vehicles do not suffer suppression.
• Card Action : The unit performs an action listed on its
Unit Card or one of its Upgrade Cards. Card actions have this
symbol . A unit may perform more than one card action,
L egion R u le book
per activation. Free actions do not allow a unit to perform a Immune: Pierce (Pierce cannot be used against you.)
non-move action more than once during its activation. A NAKIN ’ S L IGHTSABER L UKE ’ S DL-44 B LASTER P ISTOL
• Standby: The unit gains a standby token, which allows it Trooper units have a courage value on their Unit Card. When
to perform certain actions after an enemy unit performs a unit has a number of suppression tokens equal to or greater
14 an action.
than its courage value, it is suppressed. If a unit has a number Occasionally a rule references the Light Side or the Dark Side.
of suppression tokens that is equal to or greater than double The Rebel Alliance and the Galactic Republic are the Light Side,
its courage value, it is panicked. A suppressed unit performs and the Galactic Empire and the Separatist Alliance are the
one less action each activation, while a panicked unit suffers Dark Side. Armies not built using these factions state whether
additional effects. For more information on the effects of they are part of the Light Side or the Dark Side in their rules
suppression, see pg. 22. text.
P OINT S
G ETTI N G RE A DY TO
PL AY Each army is made up of a collection of miniatures organized
into units. These units may further be equipped and customized
with Upgrade Cards. Each unit and upgrade have a point cost
printed on the corresponding card. The total points cost of all
units and Upgrade Cards in an army cannot exceed 800 points.
S E T UP An updated list containing the points for all unit and upgrade
cards can be found at https://www.atomicmassgames.com/star-
The process of getting ready to play a game of Star
wars-legion-documents.
Wars: Legion is called Setup. Setup consists of the
following steps:
R A NKS A ND R A NK R E Q UIR E M ENTS
1. Build an Army, Command Hand, and a Battle Deck
Each unit in Star Wars: Legion has a rank. When building an
2. Establish the Battlefield and Gather Components army, a player is restricted on the number of units of each rank
they may include as follows:
3. Declare Terrain
Commander: Each army must include one to two
4. Place Terrain commander units.
5. Select Player Color and Sides Operative: Each army may include up to two
operative units.
6. Reveal Battle Cards
Corps: Each army must include three to six corps
7. Define the Battlefield
units.
Special Forces: Each army may include up to
8. Resolve Objective and Condition Cards three special forces units.
9. Deploy Units Support: Each army may include up to three
support units.
Heavy: Each army may include up to two heavy
units.
B UILD A N A R M Y , C OM M A N D
H AND , AND A B A T T L E D E CK UP G R A D E CA R D S
Before the game begins, each player builds an army using the Upgrade Cards contain additional rules that can be equipped by
Star Wars: Legion miniatures in their collections. In addition units during Army Building. Upgrades vary between additional
to their miniatures, each player prepares a command hand, a miniatures, weapons, equipment, or even special training or
Battle Deck, and the Unit and Upgrade Cards containing the programming.
FAC T ION S, L I G H T S I D E , A N D D A R K
SI D E
Units in Star Wars: Legion are grouped together in factions:
the Galactic Empire (Empire), the Rebel Alliance (Rebel), the
Separatist Alliance (Separatist), and the Galactic Republic
(Republic). A unit’s faction is shown by the faction icon printed
in the top left corner of its Unit Card. All units in an army
must share the same faction, unless otherwise specified by a
special rule.
15
Card. If the weapon is an upgrade that exhausts or expends,
The types of upgrades are as follows: then any number of miniatures in the unit may add the weapon
to the attack pool.
• Heavy Weapon • Comms
When a unit recovers, it readies all of its exhausted cards. When
a card is readied, turn it 90° to the left so it is in its original
• Personnel • Pilot orientation. The card is no longer exhausted.
• Command • Generator
• Hardpoint • Armament
• Gear • Crew
• Grenades • Ordnance
• Programming
For each icon on the unit’s upgrade bar, the unit may equip one
Upgrade Card with a matching icon. Points listed on the Upgrade The Stormtooper unit adds the HH-12 Stormtrooper’s weapon
Card are counted towards an army’s points total. A unit may not to an attack pool, exhausting the card once the dice are added. It
equip the same Upgrade Card twice. Some Upgrade Cards have cannot be added to another attack pool until it is readied.
restrictions on which units may equip them. Any restrictions for
an Upgrade Card are listed on the card.
E X H A US T AND E XP E ND Luke Skywalker expends Burst of Speed to increase his speed. The
card is expended and cannot be used for the rest of the game.
Most Upgrade Cards provide a static game effect, but some
cards must be exhausted or expended after being used. A card
UN I QUE AN D LI MI TED
that must be exhausted or expended after use has the exhaust
L egion R u le book
or expend icon on the card. Cards that exhaust or expend start Some units and upgrades represent specific characters,
the game readied, and only readied cards may be exhausted or weapons, or equipment. Unique or limited cards are identified
expended. by a number of bullets (•) in front of their name. The number
of bullets indicates the maximum number of cards a player can
field that share the same name. This restriction also applies
across card types. For example, if a name has two bullets in
front of it, the player could field two units with that name, two
When a card is exhausted, turn the card 90° to the right so that upgrades with that name, one Unit Card and one upgrade with
it is sideways. Exhausted cards may not be used until they are that name, etc.
readied through an effect.
UPG R A D E C A R D S
Some Upgrade Cards are dual-sided. When building an
army, only count the points cost on one of the sides of
the card. When a unit with a dual-sided Upgrade Card
equipped deploys, the unit’s controlling player decides
which side is faceup. Only the rules on the faceup side of
the card can be used.
S E C R E T I N F OR M A T I ON
The contents of a player’s command hand are secret
information and are never shared with their opponent.
However, the number of cards in a player’s command
hand is not secret, nor is the contents of a player's discard
pile. Non-secret information must be freely shared
between players at all times.
17
ESTABLISH THE Recover the Supplies
Setup: Place 1 unclaimed objective token on the center of the
battlefield. Then, starting with the blue player, players alternate
placing 4 more unclaimed objective tokens on the battlefield.
Each token must be placed beyond range 1 of each deployment
Key Positions
Setup: Place an objective token on the piece of terrain closest
to the center of the battlefield (if multiple pieces are equally close
to the center, the blue player chooses). Then, starting with the
blue player, each player places 1 objective token on a piece of
Intercept the Transmissions
Setup: Place 1 objective token on the center of the battlefield.
Then place 1 objective token halfway between the center token
and the left short edge of the battlefield. Then place 1 objective
token halfway between the center token and the right short edge
Breakthrough
© LFL © FFG
© LFL © FFG
© LFL © FFG
© LFL © FFG
objective token they control. A player controls an objective
token for each objective token that is claimed by 1 of their units. token and that is outside all deployment zones. If that token still
token if they have more trooper unit leaders at range 1 of that
cannot be placed, then it is not placed.
token than any other player.
Victory: At the end of the game, for each terrain piece with an
C OMPONE N T S
objective token, the player who has the most unit leaders in
base contact with that terrain piece gains 1 victory token.
© LFL © FFG
© LFL © FFG
© LFL © FFG
© LFL © FFG
the battlefield. Star Wars: Legion uses a 6 ft x 3 ft (72” x 36”)
Each player must deploy at least one unit in each of their
deployment zones.
© LFL © FFG
© LFL © FFG
© LFL © FFG
© LFL © FFG
both sides scrambling for shelter from the elements. A vicious storm has kicked up a cloud of debris, forcing a brief
onto the battlefield, beyond range 2 of all enemy units if able. That
game components they might need and place them near the
battlefield.
Once the grid has been laid out, players define the battlefield.
D E C L A R E A ND P L A C E T E R R A IN Starting with the blue player, players take turns choosing a
category and eliminating the leftmost card in that row. A player
Players determine what pieces of terrain to use in their game may also decide to not eliminate a card if they do not want to.
and their rules. Players should be sure to agree with their If players eliminate the first three cards in a row, they cannot
opponent on the rules for each terrain piece before the game eliminate the final card. After each player has had two chances
begins. to eliminate a card, the leftmost card remaining in each row is
the card that is used during that game.
Once players have determined what terrain is being used and
any applicable rules, they then cooperatively set up terrain on Next, players resolve any Setup instructions on the Objective
the battlefield. Card, then resolve any Setup instructions on the Condition
Card.
S E L E C T P L A Y E R C OL OR A N D S ID E S For more information on the rules for specific Battle Cards, see
In Star Wars: Legion, a player is either the red player or the blue pg. 39.
player. After terrain has been placed, the player whose army
consists of the least number of points gets to choose if they are EX AMPLE: DEFI NI N G THE BATTLE F IE L D
the red player or the blue player. If both players’ armies have the
Matt and Andrew have determined that Matt will be the blue
same number of points, have one player roll a red defense die.
player and Andrew will be the red player. Using Matt’s Battle
On a result, they get to choose which color they are; on any
Deck, they separate the Objective, Deployment, and Condition
other result the other player gets to choose.
Cards into three separate facedown piles, shuffling each. Then
The red player then chooses one of the long edges of the they draw four cards from each category, placing each category
battlefield as their side, and the blue player gets the opposite side. horizontally in a row. Starting with Matt, he and Andrew take
turns choosing a row and eliminating the leftmost card in that
row. Matt chooses the Objective row, and the leftmost card is
R E V E A L B A T T L E C A R D S , D E F INE eliminated. Andrew then chooses Conditions, and the leftmost
T H E B A T T L E F I E L D , A N D R E S OLV E card is eliminated. Matt then chooses to eliminate the leftmost
card in the Deployment row. Content with how things are,
OB J E C TIV E A ND C OND I T I O N CA R D S Andrew decides to not eliminate any more cards. The leftmost
Players work together to define the battlefield and determine cards in each row are the Battle Cards that Matt and Andrew will
the mission they will use for their game of Star Wars: Legion. use for their game.
Using the blue player’s Battle Deck, separate the Objective,
L egion R u le book
18
WINNING THE GAME
OBJECTIV E T OKE NS A player wins the game immediately by either defeating all their
Units in Star Wars: Legion frequently capture objective opponent’s units or by earning the most victory tokens at the
tokens to score victory tokens and win the mission. Some end of the game. The game ends after the final End Phase, and
objective tokens can be interacted with, usually through victory tokens are scored as detailed by the Victory conditions
card actions listed on the Objective Battle Card. on the Objective Card being used for that game.
DEP L OY UN IT S
P A R T S OF A R O UN D
After resolving any Setup rules on the Objective and Condition
Cards, players then resolve any Setup rules on the Deployment Each of the six rounds in a game of Star Wars: Legion are
Cards. Then, starting with the blue player, players alternate, divided into the following phases:
placing one unit from their army within their respective
deployment zones as shown on the Deployment Card. Players 1. The Command Phase
continue taking turns placing units until all units have been
deployed. When deploying a unit with multiple miniatures, all 2. The Activation Phase
miniatures must be placed in cohesion with their unit leader.
3. The End Phase
A unit is in cohesion if all miniatures in that unit are at a
speed-1 move of the unit leader and within a vertical distance
equal to the height of the unit leader’s silhouette. For units on
notched bases, this move may be measured from any part of T H E C OM M A N D P H A S E
the miniature's base. For more information on silhouettes, see L egion R u leb ook
pg. 27. When measuring cohesion, the speed-1 movement During the Command Phase, players select a Command Card
tool may not overlap a piece of impassable terrain. If a unit is from their command hand, reveal and resolve their Command
not in cohesion for whatever reason, its next action must be a Cards, determine priority, issue orders, and create the order
move action that ends with all miniatures in cohesion. pool.
19
P A R T S OF T H E
C OMMA N D P H A S E
1. Select and Play Command Cards
a. Resolve Command Cards
2. Determine Priority
S E L E C T A ND P L A Y C OM M A ND C A R D S
Each player secretly chooses a Command Card to play from
their hand and places it facedown on the battlefield. If a player
does not have at least one or unit on the battlefield, they
may not play any Command Cards this round.
Once players have resolved all relevant Command Card effects, If the played Command Card corresponds to a specific unit,
compare the number of pips on the Command Cards that were that unit must be nominated as the commander. Otherwise,
played this round. The player whose card has the least number players may nominate any one unit to be their commander.
of pips has priority for the round.
Once all players have nominated a commander, they issue
If both players reveal Command Cards with the same number orders to their units, starting with the player who has priority.
of pips, one player rolls a red defense die. If the result is a , The number of orders and the units they can be issued to is
that player has priority. On any other result, the other player listed on each Command Card. For a commander to issue an
L egion R u le book
If one player was unable to play a Command Card due to not • Be at range 1–3 of the nominated commander (the
having a or unit, the other player automatically has nominated commander is always at range 1 of itself).
priority. If neither player played a Command Card, one player
rolls a red defense die to determine priority. • The unit cannot have already received an order during the
current Command Phase.
E X A MP L E : P L A Y ING A C OM M A ND CARD AND
D E T E R M I N ING P R IOR IT Y • The unit must match the type (if any) listed on the
Command Card.
Michael and Kevin are choosing their Command Cards for
When a unit is issued an order, take an order token that
the turn. They each secretly choose a card from their hands to
corresponds to the unit’s rank and place it faceup on the
play, then they reveal their cards at the same time. Michael has
battlefield next to the unit. If a commander cannot issue all the
played a 3-pip card, Assault, and Kevin has played a 1-pip card,
orders allowed by the Command Card, any excess orders are
Ambush. Because Kevin played the card with the fewest number
lost. Once both players have issued orders, they then proceed to
of pips, he gains priority for the round.
create the order pool.
20
OTH E R W A Y S T O I S S UE P A R T S OF T H E
ORD E R S A C T I V A T I ON P H A S E
Some rules or abilities allow units to be issued orders 1. Resolve Abilities or Effects at Start of Activation
from sources other than the nominated commander. Phase
These units do not have to follow the above criteria when
they are issued orders in this way, instead following the 2. Choose a Unit to Activate or Pass
rules of the effect granting that order.
3. Activate Unit
b. Rallying
c. Perform Actions
CH OOS E A UNIT T O A C T IV A T E OR
PASS
The active player chooses to either activate a friendly unit with
a faceup order token or to draw an order token randomly from
Nick has played the Command Card Push, which lets him issue the order pool and activate a unit matching that order token’s
orders to two units. Nick nominates Obi-Wan Kenobi as his rank that does not have an order token. If a player draws an
commander. Nick can then issue the two orders from Push to two order token with a rank that does not have any corresponding
units at command range of his chosen commander, which in this units on the battlefield, remove that token from the game and
case is at range 1–3 of Obi-Wan Kenobi. He chooses to issue an randomly draw another order token from the order pool.
order to the Clone Trooper unit. For the second order, he cannot Alternatively, a player may be able to pass.
choose the Clone Trooper unit again, as it already has a faceup
order token. The Infantry Support Platform is outside of Obi- A player may pass if they have fewer remaining orders than
Wan Kenobi’s command range, so it cannot be issued an order. their opponent. To see how many remaining orders a player has,
Choosing between the AT-RT and Obi-Wan Kenobi, Nick decides add together the number of order tokens in that player’s order
to issue an order to Obi-Wan Kenobi, who is in command range pool, on their Command Cards, and all faceup order tokens
because a miniature is always at range 1 of itself. their army has on the battlefield. When a player chooses to pass,
they do not activate a unit and their turn ends. A player can
CRE A T E T H E O R D E R P O OL only pass once per round.
After issuing orders, each player creates their order pool A CT IV A T ING A UNIT L egion R u leb ook
by taking one order token that matches the rank of each
undefeated unit that was not issued an order and shuffling those When a unit is chosen to activate, it first attempts to rally, and
order tokens together. then the unit may perform actions. After the unit has completed
its actions, flip the unit’s faceup order token facedown or assign
Once players have created their order pools, the Command it the drawn order token facedown.
Phase is over, and the Activation Phase begins.
T HE AC T IV A T I ON P H A S E
During the Activation Phase, players activate their units and
may perform actions with them.
Starting with the player who has priority, players take turns
activating their units one at a time.
21
P A R T S OF A UN I T ' S C OM M A N D E R S A N D
A C T IV A T I ON C H E C K I N G F OR P A N I C
1. Resolve Any Abilities or Effects at Start of Unit When a unit checks to see if it is panicked, instead of
Activation using its own courage value, it may use the courage value
of a friendly unit at range 1–3. For example, a unit
2. Rallying with 3 suppression tokens and courage value 1 would
not be panicked if it chooses to use the courage value of
3. Perform Actions
a friendly at range 1–3 that has a courage value of 2
4. Resolve Any Abilities or Effects at End of Unit or greater.
Activation
MOV E ME N T
When a unit performs a move action, it performs a standard
move or climb. Miniatures have one of two types of bases—
notched or unnotched. What kind of base a miniature has
determines how that unit performs moves. Creature troopers,
emplacement troopers, and vehicles all have notched bases. For
more information on unit types, see pg. 36.
L E A V ING T H E
BATTLEFIELD
Units may not voluntarily end a movement with
any of its miniature’s bases partially or fully outside
the battlefield. A miniature may leave the battlefield
temporarily if it ends its movement with its base
fully inside the battlefield, such as when a unit with a Marco declares a move action with his Battle Droid unit and
notched base moves along the movement tool. If this is chooses to perform a standard move with them. As the Battle
not possible, the miniature stops its movement when Droids are speed-2, he may choose either the speed-1 or speed-2
it contacts the edge of the battlefield, then it loses any movement tool. Marco chooses the speed-2 movement tool and
remaining actions and may not perform any free actions. places it flat on the battlefield so that one end touches the unit
leader's base. Then, he may adjust the movement tool at its joint
as he wishes. After he is content with the placement and position
of the movement tool, Marco picks up the Battle Droid’s unit
STA N D A R D M OV E leader and places it back down on the battlefield so that its base
wholly touches the end of the movement tool. Then, he picks up
To perform a standard move, take a movement tool of lower or the rest of the miniatures in the Battle Droid unit and places them
equal speed of the moving unit and place it flat on the battlefield so that they are all at a speed-1 move away from their unit leader.
so that one end wholly touches the base of the unit’s unit leader.
Then, the player may adjust the joint of the movement tool as Units on notched bases follow all the above rules for movement,
they wish. After the movement tool has been adjusted, pick up with the following exceptions:
the unit leader miniature and place it either wholly touching the
other end of the movement tool, or anywhere centered along • To perform a standard move with a notched base, a unit
the path created by the movement tool, moving the movement takes a movement tool less than or equal to its speed
23
miniature on the battlefield. The miniature must be placed
in such a way so that the line of the front and back notches
on its base are parallel to the section of the movement tool
the miniature reached at the farthest part of its move.
• To execute a full move, pick up the unit leader miniature
and move it along the movement tool, taking care to keep
the movement tool lined up with the front and rear notches
on the base. The player places the miniature so that the
other end of the movement tool is inserted in the back notch
of the miniature’s base.
• When a miniature performs a full or partial move, if the
base of the miniature is impeded by an object while moving
along the movement tool, it must stop its movement If Simone wishes to perform a partial move instead, she simply
prematurely unless it can legally move through, over, or stops the miniature’s movement along the movement tool at the
on top of the obstructing object. Move the movement desired point and places it on the battlefield in such a way so that
tool out of the way and place the miniature on the the front and rear notches on its base are parallel to the section of
battlefield accordingly. the movement tool the miniature reached at the farthest part of
• After placing the unit leader miniature, pick up any its move.
other miniatures in the unit and place them in cohesion.
Miniatures with notched bases must be placed in the exact
same directional orientation as their unit leader’s base. If for
any reason a miniature cannot be placed in cohesion at the
end of a move, place it as close to the unit leader as possible.
E X A MP L E : M OV ING W IT H NOT C H E D BASES
movement tool, making sure to keep the tool lined up with the of all miniatures as if they do not exist. A miniature’s
front and rear notches on the miniature’s base. She then places movement cannot be impeded by the non-base parts of
the miniature so that the rear notch is on the opposite end of the itself or another miniature.
movement tool.
M OV E M E N T A N D
OB J E C T I V E T OKE N S
Miniatures can move through but cannot be placed
overlapping objective tokens, unless they were placed
with the Key Positions or Payload battle card.
24
EX AMPLE: PERFORMI NG A STANDARD
A B IL IT IE S T H A T MOVE THROUGH TERRAI N
P R OVID E M O V E S
Some abilities provide standard moves, often of certain
speeds. A move provided by an ability is not a move
action unless specifically stated.
Evan declares a move action with his Clone Trooper unit and
© LFL © FFG
Miniatures can make standard moves onto or through obstacle To perform a climb, a unit performs a move as normal, except
terrain that is shorter than the height of the moving unit’s that it must use the speed-1 tool. A miniature may move a
silhouette. When placing the movement tool, it may not vertical distance up to height 1 when making a climb and may
overlap an obstacle terrain feature that is taller than the moving place the movement tool overlapping obstacle terrain that is up
miniature’s silhouette. When a unit is overlapping an obstacle to height 1 taller than the height of the moving unit’s silhouette
terrain feature, it may perform a standard move if the vertical and any terrain the unit may be on.
distance changed is not greater than the height of the moving
unit’s silhouette. If they wish to move onto, off of, or through EX AMPLE: PERFORMI NG A CLI MB
obstacle terrain greater than the height of their silhouette, they
must instead perform a climb. Miniatures on notched bases may
not climb. L egion R u leb ook
Impassable terrain completely prevents movement. Miniatures
cannot move or climb onto or through impassable terrain
unless they have a special rule which allows them to do so.
ME L E E
Melee is close ranged, hand-to-hand combat between
two or more units. When two miniatures controlled
by opposing players are in base contact, those units are
in melee.
M OV I N G I N TO M E L E E
A unit that has at least one weapon with a melee range can start
a melee by moving into base contact with an enemy miniature.
First, move the unit’s unit leader into base contact with an
enemy miniature. Then, ensuring that all miniatures remain
in cohesion, place the other miniatures in the unit into base
contact with enemy miniatures in the unit that their unit
leader is now in melee with. If any miniatures cannot be
placed in base contact with enemy miniatures, they must still
be placed in cohesion. Finally, if the opponent’s unit has at
Will decides that he wants to move his Clone Trooper unit into
least one miniature with a melee weapon, then the opposing
melee with Tony’s Battle Droids. Because they have a melee
player moves all of their own miniatures in the unit that
weapon, the Clone Troopers may move into base contact with
are not currently in base contact with an enemy miniature
the Battle Droids. To do this, Will performs a move with the
into base contact with miniatures from the enemy unit that
Clone Troopers’ unit leader that ends with the Clone Troopers’
started the melee. The unit must mainatin cohesion during
unit leader in base contact with one of the Battle Droids. Then,
these movements.
ensuring that all of the Clone Troopers remain in cohesion, Will
Miniatures may never move or be placed in such a way that they places the rest of the Clone Troopers so that they are also in base
would be in base contact with multiple enemy units, though it contact with the Battle Droids. Because the Battle Droids have
is possible for a unit to be in melee with multiple enemy units a melee weapon, Tony places the Battle Droids that are not in
if another unit joins the melee later. When moving miniatures base contact into base contact with Will’s Clone Troopers while
into base contact with enemy miniatures after a melee has been maintaining cohesion. The Clone Troopers and Battle Droids are
started, if there is not space to place a miniature in base contact engaged and in melee.
with an enemy miniature in the same melee, that miniature
must still be placed in cohesion. EN GAGED
When two or more trooper units are in melee with one another,
E X A MP L E : M OV ING INT O M E L E E those units are engaged. Only trooper units can be engaged.
An engaged unit cannot perform moves, form attack pools
containing ranged weapons, and cannot be targeted by attack
L egion R u le book
WI THDRAW
An engaged unit may leave melee during its activation by
withdrawing. To withdraw, a unit must spend all its available
actions and can perform no other actions that activation.
Then it performs a speed-1 move action, ignoring any units
it is in melee with. A unit with a maximum speed of 0 cannot
withdraw. A unit cannot end a withdraw move action in melee.
A T T A CK
Attacks are usually made by units as part of an attack action but
can be made as part of another rule. A unit may make multiple
attacks a turn but can only perform one attack action per turn,
26 regardless of whether the attack action is a free action.
ATTACK TIMING
1. Declare Defender
2. Form Attack Pool
a. Determine Eligible Miniatures
b. Choose Weapons and Gather Dice
3. Declare Additional Defender
Notched Base Trooper Silhouette
4. Roll Attack Dice
a. Roll Dice
b. Reroll Dice
c. Convert Attack Surges
5. Apply Dodge and Cover
a. Apply Dodge
b. Determine Number of Obscured Miniatures
c. Determine Cover
d. Apply Cover
6. Modify Attack Dice
Small Base Trooper
7. Roll Defense Dice
Silhouette
a. Roll Dice
b. Reroll Dice
• Unlike trooper units, vehicles do not use silhouette
c. Convert Defense Surges templates when determining LOS. To determine a vehicles
8. Modify Defense Dice silhouette, create a cylinder rising from the vehicle
9. Compare Results miniature’s base all the way to the top of the vehicle’s hull—
do not include things like antennas, weapons, or crew
10. Assign Suppression Token to Defender members when creating this cylinder. Players should discuss
11. Choose Additional Attack Pool vehicle silhouettes before the game begins.
27
E X A MP L E : D R A W ING L INE OF S IG HT AND attacking unit leader. If either of these conditions cannot be
B L OC KI N G L OS met, the attack or attack action cannot be made.
The Battle Droids can draw LOS to the Clone Troopers because
they can draw an imaginary straight line from their unit leader’s
silhouette to at least one of the Clone Trooper’s silhouettes.
Sarah has declared an attack action with her unit of Battle
The Battle Droids can draw LOS to Clone Commander Cody Droids. The first step of the attack sequence is to declare a
because the silhouette of the Clone Troopers does not block LOS. defender. Measuring from the Battle Droids’ unit leader, Sarah
chooses an enemy unit that is in range of at least one of the Battle
The Battle Droids do not have LOS to Obi-Wan Kenobi, because Droid’s weapons and that has at least one miniature in LOS. In
the building blocks an unobstructed straight imaginary line from this case, since the Battle Droids’ weapons are range 1–3, Sarah
their unit leader’s silhouette to any part of his silhouette. must choose an enemy unit at range 1–3 of the Battle Droids’ unit
leader that is also in LOS. Since the Battle Droid unit leader has
W E A P ON S LOS to both Obi-Wan Kenobi and the Clone Troopers, and both
are in range of at least one of the Battle Droids’ weapons, Sarah
Each unit is equipped with weapons that miniatures may can choose either as the defending unit.
contribute to attack pools. Every weapon has a range and dice it
contributes to an attack pool when used by a miniature during FORM ATTACK POOL
an attack. Some weapons have keywords associated with them,
called weapon keywords. Weapons on Upgrade or Command The attack pool consists of all the attack dice the attacking unit
Cards sometimes have their own surge charts. rolls against the defending unit. To form the attack pool, the
attacking player performs the following steps:
A weapon with a melee range is a melee weapon, and a weapon
with a blue range icon is a ranged weapon. A weapon with both 1. Determine Eligible Miniatures: A miniature in the
a melee icon and one or more blue ranged icons can be used as attacking unit is eligible to add dice to the attack pool if that
a melee weapon or a ranged weapon, chosen when the weapon miniature has LOS to any miniature in the defending unit.
is added to an attack•pool—treat the weapon
Luke Skywalker
HERO OF THE REBELLION
1 as that type for the
Jump 1 (Perform a move during which
duration of theyouattack sequence.
160
ignore terrain that is height 1 or lower. 2. Choose Weapons and Gather Dice: For each eligible
This is treated as a move action.) TROOPER
miniature, the attacking player may choose up to one
Charge (After you perform a move action, you may
An attack poolperform
thata contains melee weapons is a melee attack,
free melee attack action.) weapon available to the miniature to add to the attack pool,
while an attackDeflect
pool(While that contains
defending, ranged
if you spend a dodge weapons is a ranged along with any weapon keywords that weapon may have.
token, you gain " : ”; if it’s a ranged attack, the
attack. attacker suffers 1 wound for each rolled.)
:
weapon.
I MPACT 2, P IERCE 2 P IERCE 2
The first stage in the attack sequence is choosing an enemy unit • A weapon cannot be chosen if the defending unit is at a
to attack. The attacking player declares they are performing range less than the weapon’s minimum range or greater
an attack action with their unit against an enemy unit, which than the weapon’s maximum range, as measured from
becomes the defending unit. Then, measuring from the the attacking unit leader to the closest miniature in the
attacking unit’s unit leader, the attacking player checks to see defending unit.
that the defending unit is at range of at least one of the attacking
unit’s weapons and has at least one miniature in LOS to the
28
• An attack pool cannot contain both melee and ranged miniatures that have not yet added a weapon to an attack pool,
weapons. the attacking player may repeat steps 1–2 of the attack sequence,
forming a new attack pool targeting a different defending
• An attack pool can consist of different weapons. enemy unit than any other attack pool. Weapons cannot be
added to an attack pool if a weapon with the same name has
• All weapons with an identical name must go in the same already been added to a different attack pool.
attack pool and cannot be split among multiple attack pools.
EX AMPLE: DECLARE
• An attack pool must consist of at least one weapon. ADDI TI ON AL DEFEN DER
After the attacking player is done forming the attack pool, they
In the previous example, Sarah put all the Clone Troopers’
gather all the dice for that attack pool and place them on the
weapons into the same attack pool. If she wishes, she may leave
battlefield next to the defending unit.
the heavy weapon out of the attack pool and instead form a pool
with only the four blaster rifles, leaving an eligible miniature that
EX A MP L E : F OR M ING A T T A C K P OOL S
has not contributed a weapon to an attack pool. After she has
formed the first attack pool, she may then choose to declare a new
defender and repeat steps 1–2 of the attack sequence, forming
a new attack pool with the heavy weapon against a different
defending unit.
ROLL ATTACK DI CE
The attacking player chooses an attack pool and resolves the
following steps in order:
1. Roll Dice: The attacking player rolls the dice in the attack
pool.
Summer has declared an attack with her unit of Battle Droids 2. Reroll Dice: The attacking player can resolve any abilities or
and ensured that the defending unit of Clone Troopers are in spend any aim tokens that allow the attacking unit to reroll
range and LOS. Next, Summer determines eligible miniatures by attack dice. A unit may spend any number of aim tokens
checking LOS from each individual Battle Droid in the unit. A while it is attacking to reroll up to two different attack
miniature is eligible to contribute dice to an attack pool if it has dice for each aim token spent. If a unit has multiple aim
LOS to any miniature in the defending unit. Summer determines tokens, that unit can choose to spend each aim token after
that all but one of Battle Droids are eligible miniatures. Then, determining the results of any previous rerolls granted by
for each eligible miniature, Summer chooses one of the weapons aim tokens. A unit may reroll the same die multiple times
available to the unit for that miniature to contribute to the attack by spending multiple aim tokens, but each die may only be
pool. A miniature must meet all requirements, if any, to choose a rerolled once per aim token.
particular weapon. Finally, Summer cannot choose any weapons
if the Clone Troopers would be closer than the weapon’s minimum 3. Convert Attack Surges: The attacking player changes any
range or beyond the weapon’s maximum range. results to the result indicated on the Unit Card. Additonally,
the attacking player may spend any number of surge tokens
Since the Clone Troopers are at range 2 and Summer has four on the attacking unit to convert one result to a result
eligible Battle Droids, she decides to add four range 1–3 blaster for every surge token spent. If no result is indicated, turn the
rifles to the attack pool. She gathers the dice for these weapons and die to a blank result.
places them together on the battlefield next to the defending unit.
1. Apply Dodge: If the defending unit has one or more Finally, because the Battle Droids have heavy cover, Brian cancels
dodge tokens, the defending player may spend any two results in Summer’s dice roll, leaving the dice results at one
number of them. For each token spent, cancel one and one .
result in the attack pool for each token spent, removing
that die from the pool. Units may spend dodge tokens MODI FY ATTACK DI CE
even if there are no results in the attack pool. If the
attack is a ranged attack, the defending unit may benefit The attacking player can resolve any effects that modify the
from cover. If the attack is not a ranged attack, players attacking unit’s attack dice. Then the defending player can
can skip to the Modify Attack Dice step. After spending resolve any effects that modify the attacking unit’s attack dice.
any dodge tokens, the defending player applies cover
to cancel any remaining hit results. To apply cover, the ROLL DEFEN SE DI CE
players follow the below steps.
The defending player rolls defense dice by following the
2. Determine Number of Obscured Miniatures: The below steps.
attacking player checks LOS from the attacking unit
leader’s silhouette to each miniature in the defending 1. Roll Defense Dice: For every remaining and result
unit. If LOS to any part of the defending miniature’s remaining in the attack pool, the defender rolls one defense
silhouette is blocked by terrain other than terrain in die, using the die pictured on the defending Unit Card.
base contact with the attacking unit leader and a part of
the silhouette is still visible, the defending miniature is 2. Reroll Defense Dice: The defending player can resolve any
obscured. If LOS to a miniature is completely blocked, effects that allow the defending unit to reroll defense dice.
the miniature is obscured. Repeat this process for every
miniature in the defending unit. 3. Convert Defense Surges: The defending player changes
any results to the result indicated on the Unit Card. If
3. Determine Cover: If at least half of the miniatures in no result is indicated, turn the die to a blank result. The
the defending unit are obscured, the defending unit has defending player may spend any number of surge tokens on
cover. The type of cover is determined by whatever is the defending unit to convert one result to a result for
obscuring the defending unit, providing either heavy or every surge token spent.
light cover based on the players’ discussion of terrain
before the game. If miniatures in the defending unit
are obscured by terrain that provides light cover and EX AMPLE: ROLLI N G DEFENSE DI CE
some by terrain that provides heavy cover, if more than
half of the obscured miniatures are obscured by terrain Summer has attacked Brian’s Battle Droids and has a dice pool
that provides heavy cover, the defending unit has heavy of one and one result after applying dodge and cover. Since
cover. Otherwise, the unit has light cover. Battle Droids have white defense dice, Brian rolls two white
defense dice, one for each and result remaining. He rolls one
A unit with one or more suppression tokens improves its and one result.
cover by one: a unit with no cover gains light cover, and
a unit in light cover gains heavy cover. After rolling defense dice, Brian may use any abilities that allow
him to reroll defense dice. The Battle Droids do not have such
4. Cancel Results: If the defending unit has light cover, it an ability, so he proceeds to convert defense surges. Since Battle
L egion R u le book
cancels one result in the attack pool. If the defending Droids do not have : on their Unit Card, he changes the
unit has heavy cover, it cancels two results in the he rolled to a blank, resulting in a final roll of one and one
attack pool. blank result.
31
wound tokens since it has more wound tokens assigned to it than dice and gets one , one , one , and two blank results. Having
any other miniature in the unit. Chris is forced to assign the next rolled the dice, Simone then resolves any abilities that let her reroll
two wounds to the Wookiee until it reaches its wound threshold dice. The Snowtroopers do not have any reroll abilities, but they
of 3 and is defeated, leaving one wound left to be assigned. Chris do have an aim token. Simone chooses to use the aim token to
must choose a non-unit leader Wookiee to assign the wound to. In reroll up to two dice of her choice. Both dice must be rerolled at
the future, because the wounded Wookiee has more wound tokens the same time, she cannot reroll one and then reroll it again with
than the other, Chris must assign wounds to it first, and must the same aim token. Simone chooses to reroll both blank dice,
continue to do so until it is defeated. getting two results, bringing the final dice results to one , one
, and three results. Next, she converts attack surges. Since
A S S I G N S UP P R E S S ION T OKE N T O the Snowtroopers have : on their Unit Card, Simone changes
DEFENDER the three results to results. If the Snowtroopers did not have
:, she would have turned the results to blank results instead.
After resolving steps 1–9 of the attack sequence, if there were The final dice results for the attack are therefore one and four
any or results in the attack pool during the Roll Attack results.
Dice step of the attack sequence and the attack was a ranged
attack, the defending unit gains one suppression token. Will’s Rebel Troopers don’t have any dodge tokens, so the
next step is to apply cover. To do so, Simone checks LOS from
C H OOS E A DD IT IONA L A T T A C K P OOL the Snowtrooper’s unit leader to each miniature in the Rebel
Trooper unit. If LOS to any part of a Rebel Trooper’s silhouette
After resolving steps 1–10 of the attack sequence, if the is blocked by terrain other than terrain in base contact with the
attacking unit still has attack pools to resolve, the attacking Snowtroopers’ unit leader, that Rebel Trooper is obscured. Simone
player chooses another attack pool to resolve against a checks LOS and determines that five Rebel Troopers are obscured.
defending unit, performing an attack against it by repeating
steps 4–11 of the attack sequence. Because at least half of the Rebel Troopers are obscured, the
Rebel Troopers have cover. Before the game, Will and Simone
Once all of an attacking unit’s attack pools have been resolved, determined that the crates provide light cover. Because over half of
the attack action ends. the Rebel Troopers are obscured by the crates, the Rebel Troopers
count as having light cover.
F UL L A T T AC K S E QUE NC E E XA M P LE
Because the Rebel Troopers have light cover, Will can cancel one
Simone has declared an attack action with her unit of result in Simone’s dice roll, leaving the dice results at one and
Snowtroopers. The first step of the attack sequence is to declare a three .
defender. Measuring from the Snowtroopers' unit leader, Simone
chooses an enemy unit that is in range of at least one of one Since Rebel Troopers have white defense dice, Will rolls four white
Snowtrooper’s weapons and that has at least one miniature in defense dice, one for each and result remaining. He rolls one
LOS. In this case, since the maximum range on the Snowtrooper’s , one , and two blank results.
weapons is 3, Simone must choose an enemy unit at range 1–3 of
After rolling defense dice, Will may use any abilities that allow
the Snowtrooper unit leader that is also in LOS. The Snowtroopers
him to reroll defense dice. The Rebel Troopers do not have such
cannot see Luke Skywalker because they do not have LOS to him.
an ability, so he proceeds to convert defense surges. Since Rebel
Instead, Simone declares the Rebel Troopers as the defending unit,
Troopers have : on their Unit Card, he changes the he
as they are at range 1–3 of the Snowtroopers unit leader and are
rolled to a block, resulting in a final roll of two and two
in LOS.
blank results.
Next, Simone determines eligible miniatures by checking LOS
Simone has rolled one and three results after applying cover
from each individual Snowtrooper in the attacking unit. A
in her attack against Will’s Rebel Troopers, and he has rolled two
miniature is eligible to contribute dice to an attack pool if it has
L egion R u le book
32
of 1 and the unit suffered two wounds, two Rebel Troopers are Melissa’s Battle Droid unit performs the standby action and gains
defeated, leaving three Rebel Troopers left. a standby token. Later in the round, the enemy Clone Trooper
unit activates and performs an action. Because the Clone Trooper
Because there were or results in the attack pool during the unit is at range 1–2 of the Battle Droids and in LOS, after the
Roll Attack Dice step of the attack sequence, and the attack was a action is complete the Battle Droids may spend their standby
ranged attack, the Rebel Trooper unit gains one suppression token. token to perform a free move or attack action after the Clone
Trooper’s action is resolved.
STA N D B Y
A trooper or ground vehicle unit can perform the standby P LA CE O R D ER T O KE N
action to gain a standby token. Place it on the battlefield near
Once the active player has resolved any end of unit activation
the unit’s unit leader. A unit cannot perform an attack action
effects, if the unit has a faceup order token, flip it facedown or
and a standby action in the same activation. A unit may only
assign it the drawn order token facedown. The unit’s activation
have one standby token at a time.
and active player’s turn have ended, and the other player
becomes the active player. They take their turn, repeating steps
2–3 of the Activation Phase.
R ES OL V E END OF A CT IV A T ION
During the Activation Phase, after an enemy unit at range 1–2
and in LOS of any miniature in a friendly trooper or ground
P H A S E EFFECT S
vehicle unit with a standby token performs an attack, move, or When all units on the battlefield have been activated, both
action, if it is not the friendly unit’s activation, it may spend a players’ order pools are empty, and neither player has order
standby token to perform a free attack action or a free move tokens on Command Cards, resolve any effects that occur at the
action. end of the Activation Phase.
If a unit performs a move, an attack, an action, or gains a Once any end of Activation Phase effects have been resolved, the
suppression token, it removes any standby tokens it has. Activation Phase is over and players proceed to the End Phase.
A unit may only ever spend one standby token per triggering
effect. A standby token is spent before any effects that trigger THE END PHASE
after an attack, attack action, move, or move action. A unit
cannot spend a standby token until all of an attacking unit’s During the End Phase, players prepare for the next round by
attack pools have been resolved. discarding Command Cards, removing certain types of tokens,
updating the order pool, resolving any effects, and advancing
EX A MP L E : S T A ND B Y the round counter.
P A R T S OF T H E
END PHASE
1. Resolve Any Abilities or Effects at the Start of the End
Phase
D IS CA R D COM M A ND CA R D S
Each player discards their revealed Command Cards from this
round into their discard pile. These cards cannot be used again
this game.
33
R E MOV E T OKE N S
Players remove all aim, dodge, surge, and standby tokens from
their units. Then, they remove one suppression token from each
of their units, if able.
P R OMO T E
If all of a player’s units are defeated, and they do not control
a unit with the Field Commander keyword with a commander
token, starting with the player with priority, players must
promote a unit leader from one of their trooper units to change
its rank and become a unit. The unit’s original order token
is discarded and is replaced by a order token, and the unit
counts as a unit for all rules purposes. If a player has no
trooper units with a unit leader to promote and does not control
a unit with the Field Commander keyword with a commander
token, then they no longer have a unit and cannot play
Command Cards.
E X A MP L E : P R OM OT E
Earlier in the round, the last unit in Josh’s army was defeated.
At the Update Order Pool and Promote step of the End Phase, he
must choose a unit leader from one of his trooper units to become
a . The unit’s original order token is discarded, and he replaces
it with a order token. The promoted unit counts as a for
all rules purposes. If Josh doesn’t have any trooper units with unit
leaders left to promote, then he no longer has a and cannot
play Command Cards for the rest of the game.
A D V A N C E R OUND C OUN T E R
Set the round counter to the next highest number. The current
round is over, and a new round begins. After the sixth game
round, the game ends.
L egion R u le book
34
A PPE NDIX A : N OT C H E D 2. Move: The miniature that displaced the trooper miniatures
continues its move as normal, unimpeded by the miniatures
B ASE S it displaced.
3. Place Displaced Miniatures: The opponent of the player
Some miniatures in Star Wars: Legion have notched bases. Units controlling the displacing unit places all the displaced unit
on notched bases follow all of the rules detailed in this section. leaders back on the battlefield at a speed-1 move from
their original positions, or as close as possible to if unable.
Miniatures cannot be placed in base contact with an enemy
miniature. Place all remaining displaced miniatures and any
miniatures that are out of cohesion in cohesion with their
respective unit leaders. Miniatures cannot be placed in base
contact with an enemy miniature.
4. Gain Suppression Token: Each unit that had at least one
miniature displaced gains a suppression token. A unit may
only gain one suppression token from displacement per
DEP L OY I N G OB L ONG B A S E S activation, even if it is displaced multiple times.
EX AMPLE: DI SPLACEMEN T
Some miniatures have oblong bases instead of round bases.
Miniatures with oblong bases may extend beyond the boundary
1
of a player’s deployment zone so long as its base is touching an
edge of the battlefield within that deployment zone and at least
half of the base is inside the boundary of the deployment zone.
M OV I N G W I T H N OT C H E D B A S E S
Miniatures with notched bases have a number of additional
movement options available to them:
PIVOT 2
Some miniatures that have notched bases can pivot. If a unit can
pivot, it is noted in the rules for its unit type.
DISP L A C E M E N T
Some miniatures on notched bases can reverse. Only certain • Creature troopers can pivot and reverse.
unit types may reverse.
• Creature troopers displace troopers while moving through
When a unit performs a move action, it may choose to reverse them.
instead of making another movement. When performing a
reverse, follow the normal rules for moving with a notched base • Creature troopers cannot be displaced, and can only be
with the following exceptions: moved through by repulsor vehicles. Units may not end
moves overlapping creature troopers.
• When performing a partial reverse, instead of placing the • Creature troopers do not improve their cover while they
movement tool wholly in the front notch of the unit leader’s have one or more suppression tokens.
base at the start of a move, place the movement tool wholly
in the rear notch. • Creature troopers do not receive cover from barricades.
• When performing a full reverse, instead of placing the • Creature troopers cannot perform the claim or sabotage/
movement tool in the front notch of the unit leader’s base, repair actions.
place it in the rear notch. Then place the front notch of the • Creature troopers may perform free actions from the
unit leader’s base on the other end of the movement tool. Relentless or Reposition keywords before or after a
withdraw move.
• While reversing, a unit reduces its speed by 1 to a minimum
of 1. DROI D TROOPER
A T T A C KI N G W IT H NOT C H E D B A S E S • Droid troopers do not improve their cover while they have
one or more suppression tokens.
Miniatures with notched bases have four different arcs
represented by lines sculpted on their bases: front, two sides,
• Droid troopers cannot be suppressed, though they can still
and rear. These arcs are referenced by certain rules, such as the
be panicked.
Fixed and Weak Point keywords.
• Droid troopers cannot gain or resolve poison tokens.
A P P E NDI X B : UNI T T Y P E S
• Droid troopers count as vehicles when gaining and resolving
Each unit in Star Wars: Legion has a unit type indicated on their
L egion R u le book
T R OO P E R EMPLACEMEN T TROOPER
Trooper is the most common unit type in Star Wars: Legion. • Emplacement troopers have notched bases.
Trooper units may have the following subtypes, each with their
own additional rules: • Emplacement troopers can pivot and reverse.
• Wookiee Trooper • Emplacement troopers may perform free pivot actions from
36 the Reposition keyword before or after a withdraw move.
W OOKI E E T R O OP E R EX AMPLE: VEHI CLE DAMAGE
• Wookiee troopers have no additional special rules, other Nicholas’ AAT Tank has already suffered three wounds and suffers
than being referenced by their unit type for certain rules and three more from an attack. After the attack is resolved, Nicholas
abilities. rolls a red defense die and rolls a blank. Nicholas’ AAT Tank is
now disabled and is assigned a disabled token.
VEH IC L E S Because a vehicle can only ever roll for vehicle damage once per
game, if Nicholas removes the disabled token from his AAT Tank
There are many types of vehicles in Star Wars: Legion, from
and it suffers further wounds, he does not roll again to determine
lumbering tanks to soaring airspeeders and everything in
vehicle damage.
between. Every vehicle unit in Star Wars: Legion also has one of
the subtypes listed below with their own special rules:
GROUND VEHI CLES
• Ground Vehicle
• Ground vehicles have notched bases.
• Repulsor Vehicle
• Ground vehicles can pivot and reverse.
Rules that affect a vehicle unit affect all its subtypes unless
otherwise stated. Regardless of subtype, all vehicles have the • Ground vehicles displace troopers while moving through
resiliency rules listed below. them.
RES I L I E N C Y • Ground vehicles may end a move with some part of their
base partially on terrain.
Vehicles do not have a courage value. Instead most, but not all,
have a resilience value. A vehicle that does not have a resilience • A ground vehicle may be deployed in a position where some
value has a “-” on their Unit Card where the resilience value part of their base is hanging off a piece of terrain. A ground
should be. vehicle may not end a move or be placed in a position where
the miniature would be physically unstable or fall over, or
As vehicles with a resilience value suffer wounds, there is a cause the angle of the miniature’s base to be greater than 45°.
chance they might incur additional detrimental effects. When
a vehicle with a resilience value has a number of wounds equal • Ground vehicles cannot be moved through, except by
to or more than its resilience value, after the effect causing this repulsor vehicles, and units may not end moves overlapping
is resolved, roll a red defense die. The vehicle suffers one of the ground vehicles.
following results:
• Ground vehicles can be in melee but cannot be engaged.
• Damaged: If the result is a , the unit is damaged and
gains a damaged token. When a player activates a damaged • Ground vehicles block LOS as if they were a piece of area
unit, roll a white defense die, on a blank result that vehicle terrain consisting of the volume of their silhouette.
performs one fewer action during its activation.
• When determining the number of obscured miniatures and
determining cover during steps 5a-b of the attack sequence,
treat ground vehicles as a piece of area terrain consisting of
the volume of their silhouette that provides heavy cover.
• Disabled: If the result is a blank, the unit is disabled and
gains a disabled token. A unit that is disabled cannot reverse • During the Determine Number of Obscured Miniatures
or strafe and must spend two actions to perform a non-pivot step, a ground vehicle miniature’s silhouette must be at least
move action.
L egion R u leb ook
50% obscured from any point of the attacker's silhouette
to count as obscured. Ground vehicles do not give cover
to themselves.
• Weapon Disrupted: If the result is a , one of the unit’s REPULSOR VEHI CLES
weapons is disrupted. The player’s opponent chooses one of
that unit’s weapons and a weapon disrupted token is placed • Repulsor vehicles have notched bases.
on the card with that weapon. When adding that weapon to
an attack pool, only half of its dice can be added, rounding up. • Repulsor vehicles can pivot.
• Repulsor vehicles can displace miniatures, but only at the A Mercenary unit is friendly to the other units in its army but
end of a compulsory move. is not considered part of that army’s faction. When including
Mercenary units in an army, use order tokens with a back that
• Repulsor vehicles can be moved through and can move corresponds to the faction of the army. Players fielding an
through other units but may not end moves overlapping army that includes only Mercenary units use the Mercenary
other units. order tokens.
• Repulsor vehicles can be in melee but cannot be engaged. EXAMPLE: MERCEN ARI ES AN D FAC T IONS
• Repulsor vehicles do not block LOS, do not obscure For example, Black Sun Enforcers in a Galactic Empire army are
miniatures, and do not provide cover. friendly to other units in the army but are not part of the Galactic
Empire faction. Black Sun Enforcers in a Galactic Empire army
• During the Determine Number of Obscured Miniatures would use Galactic Empire order tokens.
step, a repulsor vehicle miniature’s silhouette must be at least
50% obscured to count as obscured. When determining AFFI LI ATI ONS
the silhouette of a repulsor vehicle, create a cylinder above
Every Mercenary unit has an affiliation. Their affiliation is
the base that begins at the lowest point of the miniature
where their true loyalty lies. Affiliations represent criminal
and extends to the top of the vehicle’s hull—do not include
organizations, syndicates, guilds, gangs, or even a lone bounty
things like antennas, weapons, the base, the clear plastic
hunter just looking out for themselves. A unit’s affiliation is
stand, or crew members when creating this cylinder.
represented by an icon in the upper left corner of their Unit
Card, where a unit’s faction icon would normally be.
A P P E NDI X C : M E R C E N A R I E S
A unit with an affiliation can be issued orders only by a
A ND B A T T L E F OR C E S friendly unit that has the same affiliation.
of a Mercenary unit indicates each faction that can include that Rogues
Mercenary unit in an army. There is no additional cost to
fielding a Mercenary unit in an army. Maul Loyalists
Ewoks
Mercenary units do not count toward the minimum number
of ranks required in an army, but they do count toward the
maximum ranks allowed. An army may include only two B A T T L E FO R CES
Mercenary units of the rank and only one Mercenary unit of
each other rank. For more information on rank requirements, In Star Wars: Legion, Battle Forces represent groups of units
see pg. 15. that fought side by side in the Star Wars galaxy. These forces are
themed around unique sub-groups and can range from a ragtag
E X A MP L E : M E R C E NA R IE S A ND R A N K group of Mercenaries to the main invasion force of the Empire.
R E QUI R E ME NT S Battle Forces provide players with an alternative way to build
and field an army. Each Battle Force has its own list of specific
For example, a standard Galactic Empire army that includes one
units that it is allowed to field, its own rank requirements for
or more Black Sun Enforcers units must field at least three non-
both standard and skirmish armies, and its own special rules,
38
which may affect how that Battle Force is built, set up, or plays. silhouette. A bomb cart miniature that obscures non-creature
troopers with its silhouette provides heavy cover. A bomb cart
A PPE NDIX D : B A T T L E C A R D never provides cover to creature troopers or vehicles. A bomb
cart miniature never blocks LOS.
R ULES A bomb cart miniature ignores the effects of difficult terrain and
Some Battle Cards have additional rules, actions, or keywords can perform partial moves. A bomb cart cannot move through
not fully explained on the card. impassable terrain.
The Bombing Run Objective Card uses the Claim and S UP P L Y D R OP C OND IT ION
Drop actions.
The Supply Drop Condition Battle Card uses the supply deck
DROP and the Resupply free action.
Drop is a free action that enables a unit with a claimed objective THE SUPPLY DECK
token to flip the claimed objective token to its unclaimed
side, placing it back on the battlefield in base contact with its When the Supply Drop Condition Card is chosen during the
unit leader in the same position. After a unit drops a claimed Reveal Battle Cards and Define Battlefield step of Setup, players
objective token, it is no longer considered claimed by that unit. should prepare one supply deck, comprised of 16 supply cards.
Both players will use the same deck during the game. A supply
PAY L OAD OB JE C T I V E deck consists of two copies each of the following cards: Arc
39
A P P E NDI X E : T I M I N G
R E S OL V I N G C OM M A ND
S E T UP CARD EFFECTS
The process of getting ready to play a game of Star Wars: 1. Command Card effects that occur when the
Legion is called Setup. Setup consists of the following Command Card is revealed, starting with the Blue
steps: Player
1. Build an Army, Command Hand, and Battle Deck 2. Command Card effects that do not have a specific
timing, starting with the Blue Player
2. Establish the Battlefield and Gather Components
3. Command Card effects that occur when a unit issues
3. Declare Terrain orders, starting with the Blue Player
4. Place Terrain 4. Command Card effects that occur at the start of the
Activation Phase, starting with the Blue Player
5. Select Player Color and Sides
5. Command Card effects that occur during the
6. Reveal Battle Cards Activation Phase, starting with the Blue Player
C OMMA N D P H A S E
L egion R u le book
3. Determine Priority
40
P A R T S OF A ATTACK TIMING
UNIT ’S A C T I V A T I ON 1. Declare Defender
2. Form Attack Pool
1. Resolve Abilities or Effects at the Start of a Unit’s
Activation a. Determine Eligible Miniatures
3. Remove Tokens
41
A T A R U M A S T E R Y (UNIT KE YWORD)
K E Y W ORD GLOSS A RY
A unit that has the Ataru Mastery keyword can perform up
UNIT KEY W O R D S to two attack actions. After it performs an attack, it gains one
dodge token after the effect is resolved. After it defends, it gains
one aim token after the effect is resolved. While defending
A G IL E X ( UNI T KE Y W OR D ) against a ranged attack, if it spends a dodge token during the
Apply Dodge and Cover step, the attacker suffers one wound for
The Agile X keyword allows a unit to gain a number of dodge
each defense surge result rolled by the defender during the
tokens equal to X each time it performs a standard move as part
Roll Defense Dice step.
of an action or free action.
It is possible for the attacking unit to be defeated by a defending
A I: A C T ION (UN I T KE Y W OR D ) unit using the Ataru Mastery keyword. If the Ataru Mastery
keyword causes the attacking unit to be defeated, the attack
During the Perform Actions step of a unit’s activation, a unit continues, and the defender can still suffer wounds.
with the AI keyword without a faceup order token must
perform one of the actions listed as its first action. If a unit If the Ataru Mastery keyword is used against an attack that
cannot perform any of its listed actions as its first action, it is includes a weapon with the Immune: Deflect keyword, Ataru
free to perform other actions as normal. Mastery cannot cause wounds to the attacking unit.
After a player reveals a Command Card, before any other effects COV E R X (UNIT KE YW OR D )
are resolved, that player may discard that card to reveal one of
their set-aside Contingency Cards with an equal number of pips If a unit has the Cover X keyword and is defending against an
instead. The revealed Contingency Card is then treated as that attack with at least one ranged weapon, during the Apply Dodge
player’s selected and revealed Command Card for that turn. If and Cover step, it improves the numerical value of its cover by a
both players have set-aside Contingency Cards, the blue player number equal to X.
must decide first whether or not to reveal a Contingency Card.
COV E R T OP S (UNIT KE YW O R D )
L egion R u leb ook
If all a player’s units with the Contingencies X keyword are
defeated, a player cannot reveal or use their Contingency Cards. When a unit with the Covert Ops keyword deploys during
Setup, it may change its rank to for all rules purposes for the
COOR D IN AT E : U NI T N A M E / U N I T TYP E rest of the game to gain the Infiltrate keyword. A unit cannot
change its rank to if there are no other units in that
( UNIT K E Y WO R D ) player’s army.
After a unit with the Coordinate keyword is issued an order,
it may issue an order to a friendly unit at range 1 that has the CUNNING (UNIT KE YW O R D )
unit name or unit type specified. A unit that has one or more
During the Command Phase, if a player reveals a or
unit names or unit types listed can only choose one of these
specific Command Card that belongs to a unit with the
listed unit names or unit types to issue an order to using the
Cunning keyword and there would be a tie for priority, treat
Coordinate keyword. If a unit already has the Coordinate
that Command Card as having one fewer pip. If both players
keyword and gains another instance of the keyword, the unit
reveal a specific or Command Card that belongs to a unit
may choose which targets to issue an order to from the two
with the Cunning keyword, there is still a tie for priority.
instances of the keyword; it does not issue two orders.
43
D A N GE R S E NS E X (UN I T KE Y WOR D ) player then wishes to add a second DF-90 Mortar Trooper unit
to their army, and therefore must first select a second unit of
When a unit with the Danger Sense X keyword would remove Shoretroopers to include in their army.
any number of its suppression tokens, it may choose to not
remove up to X tokens, including zero. During the Deploy Units step of Setup, the unit leader of the
unit with the Detachment keyword must be placed at speed-1
While a unit with the Danger Sense X keyword is defending and within height 1 of a unit leader from a friendly unit that has
against an attack, it rolls one extra defense die for every the unit name or unit type specified. When deploying multiple
suppression token it has, up to X additional dice. units with the same Detachment keyword, each unit must be
deployed at speed-1 and within height 1 of a different unit
D A UN TL E S S (UNI T KE Y W OR D) leader. When a unit deploys using the Detachment keyword, it
does not have to be deployed within its deployment zone.
After a unit with the Dauntless keyword performs its Rally
step and is suppressed but not panicked, at the beginning of If a unit with the Detachment keyword cannot be deployed
its Perform Action step, it may gain one suppression token to following the Detachment rules, it is deployed as normal in a
perform a free move action. player’s deployment zone. However, if a player has a unit with
the name or type specified that has not yet been deployed,
A unit with the Dauntless keyword may not be affected by the that unit must be deployed before a unit with the Detachment
Compel keyword. keyword is deployed.
For example, a player wishes to add a DF-90 Mortar Trooper D IV INE INF LUE NC E (UNIT KE YWORD)
to their army. Because the DF-90 Mortar Trooper has the
Detachment: Shoretroopers keyword, the player must first add
While they are within range 1 of a friendly C-3PO, friendly
a unit of Shoretroopers to their army before adding the DF-90
trooper units gain Guardian 2: C-3PO. While using Guardian,
Mortar Trooper. The player does so, and the army now contains
they may cancel results as if they were results.
a Shoretroopers unit and a DF-90 Mortar Trooper unit. The
44
DJEM S O MA S T E R Y (UN I T KE Y W O R D ) EQUIP (UNIT KE YW OR D )
When a unit that has the Djem So Mastery keyword is During Army Building, if a player includes a unit with the
defending, if it spends any dodge tokens during the Apply Equip keyword, that unit must equip the upgrades listed after
Dodge and Cover step, its surge conversion chart gains :. the keyword.
If at least one hit or critical result is canceled, the attacker
suffers one wound. EXE M P LA R (UNIT KE YW OR D )
It is possible for the attacking unit to be defeated by a defending While at range 1–2 and in LOS of a unit that has the Exemplar
unit using the Djem So Mastery keyword. If the Djem So keyword, friendly units can spend aim, dodge, and surge tokens
Mastery keyword causes the attacking unit to be defeated, the on that unit as if they had them.
attack continues and the defender can still suffer wounds.
If the Djem So Mastery keyword is used against an attack that EXP E R T CLIM B ER (UNIT KE YW ORD)
includes a weapon with the Immune: Deflect keyword, it cannot
When a unit with the Expert Climber keyword performs a
cause wounds to the attacking unit.
climb, it may move a vertical distance up to height 2.
A unit cannot use Guardian X if the defending unit also has If the unit with the Hover: Ground/Air X keyword has a base
the Guardian X keyword. If multiple friendly units can use with side notches, the unit may perform a strafe move as part of
the Guardian X keyword during an attack, the player who a movement action instead of moving normally. A unit reduces
controls those units declares which unit is using the Guardian its maximum speed by 1 to a minimum of 1 while performing
X keyword and resolves their ability before choosing whether to a strafe. As with other movements with notched bases, a strafe
declare that another unit is using the Guardian X keyword. can be a full strafe or a partial strafe, and can be interrupted if
an object prevents the strafing miniature from fully progressing
Guardian X cannot be used by a unit that is being transported, across the movement tool.
nor can it be used to prevent a friendly transported unit from
suffering wounds while being transported. Guardian X cannot To perform a full strafe, place the end of a movement tool
into one of the side notches on the unit’s base. Keeping the
L egion R u le book
46
by a friendly miniature with the Hunted keyword when it is INC ONS P ICUOUS (UNIT KE YW O R D)
defeated, that unit’s controlling player gains 1 victory token.
While a unit with the Inconspicuous keyword has at least one
IM MU N E : B L A S T (UN I T KE Y W OR D) suppression token, when an enemy unit performs an attack,
it must target another unit, if able. When a unit with the
While a unit with the Immune: Blast keyword is defending, the Inconspicuous keyword rallies, it may choose to not remove any
effects of the Blast keyword are ignored. number of suppression tokens, including zero.
While a unit with Immune: Pierce is using the Guardian X INS P IR E X (UNIT KE YW OR D )
keyword, the attacking unit cannot use the Pierce X keyword to
cancel block results on defense dice rolled by that unit for the After a unit with the Inspire X keyword performs its Rally step,
Guardian X keyword. remove up to X total suppression tokens from other friendly
units at range 1–2.
IM MU N E : R A N G E 1 W E A P ON S (UN IT
JA R 'KA I M A S T ER Y (U NIT KE YW ORD)
KEYWOR D )
While performing a melee attack, after converting attack surges
An attack pool that is assigned to a unit with the Immune: during the Convert Attack Surges step, a unit with the Jar'Kai
Range 1 Weapons keyword cannot contain weapons with a Mastery keyword may spend any number of dodge tokens. For
maximum range of 1. each dodge token spent in this way, change a blank result to a
hit result, a hit result to a critical result, or spend two
IM PE R V IOU S (U N I T KE Y W OR D ) dodge tokens to change a blank result to a critical result.
47
J UY O MAS T E R Y (UN I T K E Y W OR D ) M A KA S H I M A S T E R Y (UNIT
While a unit with the Juyo Mastery keyword has one or more KE YW OR D )
wound tokens, it can perform one additional action during its
While a unit with the Makashi Mastery keyword performs a
activation. A unit with Juyo Mastery may only perform two
melee attack, during the Choose Weapons and Gather Dice step,
move actions during its activation, including free actions.
it can reduce the Pierce X value of a weapon in the attack pool
by 1. If it does, the defender cannot use the Immune: Pierce
L A T E N T P OW E R (UNI T KE Y W OR D ) and/or Impervious keywords during this attack.
At the end of a unit with the Latent Power keyword’s activation,
it may gain 1 suppression token to roll 1 red defense die. If it M A R KS M A N (UNIT KE YW O R D )
does, on a result, choose an enemy unit at range 1 of this
After converting attack surges during the Convert Attack
miniature. The chosen unit gains 2 suppression tokens and 2
Surges step, a unit with the Marksman keyword may spend any
immobilize tokens. On a blank result, remove 1 wound or 1
number of aim tokens. For each aim token spent in this way,
poison token from a friendly non-droid trooper unit at range 1
instead of rerolling dice, change a blank result to a hit result,
of this miniature.
a hit result to a critical result, or spend two aim tokens to
change a blank result to a critical result.
L IG H T T R A N S P O R T X : OP E N/ C LOS E D
( UN IT K E Y W O R D ) M A S T ER OF T H E FOR C E (U NIT
A vehicle with the Light Transport X keyword can transport up KE YW OR D )
to X friendly trooper units that consist of a single miniature on
At the end of its activation, a unit that has the Master of the
a small base. A unit with the Light Transport X: Open/Closed
Force X keyword may ready up to X of its exhausted Force
keyword otherwise follows all rules as units with the Transport
Upgrade Cards.
X: Open/Closed keyword.
keyword also benefits from the Loadout ability. Observation tokens are removed during the Remove Tokens
step of the End Phase.
L OW P R OF I L E (UNI T KE Y W ORD )
During an attack, a friendly attacking unit can spend any
While defending against a ranged attack, if a unit with the Low number of observation tokens that belong to the defending unit
Profile keyword has cover and cancels hit results during the during the Reroll Attack Dice step. The attacking unit rerolls
Apply Cover step, it cancels one additional result. one attack die for each observation token spent. Observation
tokens are spent one at a time, and the same die can be rerolled
When determining cover, if the value of the Sharpshooter multiple times by spending subsequent observation tokens
X keyword in an attack pool is greater than or equal to the or aim tokens. The attacking unit may spend aim tokens and
numerical value of the defending unit’s cover, the Low Profile observation tokens in any order.
keyword has no effect.
OUT M A NEUV E R (UNIT KE YW ORD)
During the Apply Dodge and Cover step, a unit with the
Outmaneuver keyword can spend dodge tokens to cancel
critical results.
48
OVE R R ID E X (UN I T KE Y W OR D ) R ELIA B LE X (UNIT KE YW OR D )
When a friendly unit begins its activation while at range X of a At the start of the Activation Phase, a unit with the Reliable X
unit that has the Override keyword, the unit with the Override keyword gains X surge tokens.
keyword may gain one suppression token. If it does, the
activating unit ignores the AI keyword during its activation. R ELENT L ES S (UNIT KE YW OR D )
PLOD D IN G ( U NI T KE Y W OR D ) After a unit that has the Relentless keyword performs a move
action, it may perform a free attack action.
During its activation, a unit with the Plodding keyword can
only perform one move action. R EP OS IT ION (UNIT KE YW OR D )
PRE C ISE X ( UNI T K E Y W OR D ) When a unit with the Reposition keyword performs a standard
move, it may perform a pivot either before or after performing
When an attacking unit that has the Precise X keyword spends that standard move.
an aim token during the Reroll Attack Dice step, it can reroll up
to X additional attack dice per aim token spent. R ET INUE UNIT /UNIT T YP E (UNIT
PROGR A MME D (U NI T KE Y W OR D ) KE YW OR D )
At the start of the Activation Phase, if a unit with the Retinue
A unit with the Programmed keyword must equip at least one
keyword is at range 1–2 of another friendly unit or type of unit
Upgrade Card during Army Building.
specified by the Retinue keyword, it gains either one aim or one
dodge token.
PUL L IN G T H E S T R I NG S (UN I T
KEYWOR D ) R UT H L ES S (UNIT KE YW O R D )
When a unit uses the Pulling the Strings card action, choose When another friendly trooper unit at range 2 and in LOS
another friendly trooper unit at range 1–2. The chosen unit may that has a faceup order token activates, it may suffer 1 wound to
perform a free attack action or a free move action. perform 1 free action.
QUIC K TH IN KI NG (U N I T KE Y W OR D) S C A LE (UNIT KE YW OR D )
When a unit performs the Quick Thinking card action, it gains When a unit with the Scale keyword performs a climb, it may
one aim and one dodge token. move a vertical distance up to height 2.
REA DY X ( UN I T KE Y W O R D ) When a unit that has the Scale keyword performs a move, it
does not reduce its maximum speed for moving out of, into, or
After a unit with the Ready X keyword performs a standby through difficult terrain.
action, it gains X aim tokens.
S COUT X (UNIT KE YW OR D )
REC H A R G E X (UN I T K E Y W OR D )
After a unit with the Scout X keyword deploys during the
When a unit with the Recharge X keyword recovers, it may flip Deploy Units step, it may perform a standard move up to
up to X inactive shield tokens from their inactive side to their speed-X, ignoring difficult terrain. A unit can perform this
active side. move regardless of its maximum speed.
The Scout X keyword is cumulative but cannot exceed “3.” If a L egion R u leb ook
REI N F ORC E M E N T S (UN I T K E Y W OR D ) unit would ever have Scout X exceeding Scout 3, it has Scout
A unit with the Reinforcements keyword may deploy after all 3 instead.
other units without the Reinforcements keyword have deployed.
S COUT ING P A R T Y X (UNIT
REG E N E R A T E X (UN I T K E Y W OR D) KE YW OR D )
At the end of a unit’s activation, if it has the Regenerate After a unit with the Scouting Party X keyword uses the Scout
X keyword, it rolls one white defense die for each wound keyword, it may choose up to X friendly trooper units at range
token it has, up to X. For each or result, it removes one 1–2 that have not performed a move using the Scout keyword.
wound token. Each chosen unit may perform a move with a speed equal to
X, where X is the Scout X value of the unit with the Scouting
Party keyword.
49
S E C R E T M I S S I ON (UN I T KE Y WOR D ) S M OKE T O KE NS
Once per game, as a free card action, a unit with the Secret Trooper units whose unit leader is at range 1 of a smoke token
Mission keyword within an enemy deployment zone can place improve the numerical value of their cover by 1 during the
one victory token on their Unit Card. At the end of the game, if Determine Cover step. While a trooper unit is attacking, if
that unit has at least one victory token from the Secret Mission the attacking unit leader is at range 1 of a smoke token, the
ability and is not defeated, the player that controls that unit defending unit improves the numerical value of their cover
gains one victory token. by 1. Effects that improve a unit’s cover are cumulative. A unit
cannot be affected by the same Smoke token more than once.
Smoke tokens are removed during the Remove Tokens step of
the End Phase.
S E L F -P R E S E R V A T I ON (UN I T
For example, a trooper unit whose unit leader is at range 1 of two
KE Y WOR D ) smoke tokens would improve the numerical value of its cover by 2.
When checking to see if a unit with the Self-Preservation
keyword panics, that unit cannot use the courage value of units S OR E S U M A S T E R Y (UNIT KE YWORD)
that are not of the same affiliation.
While a unit with Soresu Mastery is defending or using the
Guardian X keyword, if it spends a dodge token at any point in
S E N TIN E L (UN I T KE Y W O R D ) the attack sequence, its surge conversion chart gains : and
A unit with the Sentinel keyword can spend a standby token the attacking unit suffers one wound for each defense surge
after an enemy unit performs an attack, move, or action at range result rolled during the Roll Defense Dice step.
1–3, rather than at range 1–2.
While using the Guardian X keyword, a unit with the Soresu
Mastery keyword can spend one dodge token during the
S H A R P S H OO T E R X (UN I T K E YW OR D ) Modify Attack Dice step to cancel one hit result. This
canceled hit result counts as one of the X hit results
During the Determine Cover step, a unit with the Sharpshooter
canceled with Guardian X. If the unit with Soresu Mastery
X keyword subtracts X from the numerical value of the
spends a dodge token in this way, it rolls one fewer defense die
defender’s cover.
while using Guardian X.
For example, a unit with heavy cover and a suppression token
If a unit uses the Soresu Mastery keyword during an attack, it
that is attacked by a unit with Sharpshooter 1 has light cover.
is possible for the attacking unit to be defeated during the Roll
Defense Dice step. If the Soresu Mastery keyword inflicts a
S H IE L D E D X (UN I T KE Y W O R D) number of wounds that causes the attacking unit to be defeated,
the attack still continues and the defending unit can still
A unit with the Shielded X keyword has X shield tokens. Shield suffer wounds.
tokens belong to the unit and are not assigned to individual
miniatures. If a unit gains the Shielded X keyword, it gains X
shield tokens. Similarly, if a unit loses the Shielded X keyword it S P EED ER X (UNIT K EYW OR D )
loses X shield tokens.
While it is performing a move, a unit that has the Speeder X
Shield tokens are double-sided, with an active side and an keyword can move over or end its movement on terrain equal
inactive side, and always enter play with their active side faceup to or less than height X. Additionally, a unit with the Speeder
placed on the battlefield next to the unit that has those shield X keyword must perform a free compulsory move action at the
tokens. When a unit flips an active shield token, that shield start or end of its Perform Actions step. Compulsory moves do
not satisfy the requirements of the AI: Action keyword.
L egion R u le book
STRA T E G IZ E X (UN I T KE Y W OR D ) A trooper unit may make a speed-1 embark or disembark move
during a move action instead of making another movement. Units
When a unit uses Strategize X action, it gains one suppression with speed 0, the Stationary keyword, a claimed objective token, or
token, then chooses X friendly units at range 1. Each chosen the creature trooper unit type cannot embark or disembark.
unit gains one aim and one dodge token.
To embark on a vehicle with the Transport X: Open keyword,
a unit must end an embark move with their unit leader in
TAC TIC A L X ( UNI T KE Y W O R D ) base contact with the vehicle. To embark on a vehicle with the
The Tactical X keyword allows a unit to gain a number of aim Transport X: Closed keyword, a unit must end an embark move
tokens equal to X each time it performs a standard move as part with their unit leader in base contact with the vehicle, then
of an action or free action. sacrifice an action to embark on the vehicle. A unit that cannot
spend an action after making an embark move may not embark
on a vehicle with the Transport X: Closed keyword. After
TAKE C OVE R X (UN I T KE Y W OR D ) successfully embarking, the unit is removed from the battlefield
As a card action, a unit with the Take Cover X keyword can and a pair of matching ID tokens are placed next to the vehicle
choose up to X friendly units at range 1. Each chosen unit gains and embarked Unit Card.
one dodge token. To disembark, a unit that is being transported may perform
a disembark move during a move action instead of making
TEA MWORK : UN I T NA M E (UN I T
L egion R u leb ook
another movement. When a unit performs a disembark move,
KEYWOR D ) place its unit leader in base contact with the vehicle, then
place the other miniatures in cohesion. A unit performing
When a unit with the Teamwork keyword is at range 1–2 of a the disembark move may not be placed into base contact with
friendly unit that has the unit name specified by the Teamwork enemy units. After all miniatures in the unit are placed, perform
keyword, if either unit gains an aim token or a dodge token, the a speed-1 move with the unit. A unit may not move into base
other unit gains a token of the same type. contact with an enemy unit during this movement. When a
unit disembarks, if the vehicle that is transporting that unit has
performed more than one non-pivot move during the current
TARG E T X ( UNI T KE Y W OR D ) round, disembarking uses all of its available actions, and it
After a unit with the Target X keyword is issued an order, it cannot perform additional actions or any free actions.
gains X aim tokens.
TRANSPORTED
Units can be transported by vehicles with the Transport X and
Light Transport X keyword. A unit that has embarked onto a
51
vehicle is being transported by that vehicle until it disembarks • While a unit is being transported, it can spend any token.
from that vehicle. There are two different types of vehicles a
unit can be transported in, those with the Transport X: Closed • While a unit is being transported, its weapons ignore the
keyword and those with the Transport X: Open keyword. restrictions of any Fixed keywords when performing attacks.
• While a unit is being transported, it removes tokens at the » If the unit performs an attack action, measure range
end of the round as normal. from the base of the vehicle that is transporting that unit
and determine LOS as though the vehicle is performing
• While a unit is being transported, it cannot perform any the attack.
actions except for the move action (including free actions)
and it can only use this action to disembark. • If the unit performs a move action, it must disembark.
• While a unit is being transported, it cannot perform attacks
• A unit that is being transported can be the target of an
or be chosen to be the defender of an attack.
attack. Measure range and determine LOS from the
• When measuring range from a transported unit, measure attacking unit leader to the vehicle that is transporting the
from the base of the vehicle that is transporting that unit. unit, as though the vehicle is defending against the attack.
When measuring range to a transported unit, measure to
the base of the vehicle that is transporting that unit. • When determining LOS to or from a transported unit,
determine LOS from the vehicle that is transporting that
• While a unit is being transported, it can suffer wounds as unit.
normal.
• A unit that is being transported has heavy cover. This cover
• While a unit is being transported, when it activates, it can be reduced as normal.
performs its Rally step as normal.
• Units can be issued orders while being transported. and • After a unit that is being transported defends against a
units can issue orders while being transported. ranged attack, it receives a suppression token as normal.
• LOS cannot be drawn to or from units in closed transports. • If a vehicle transporting a unit is in base contact with an
enemy unit, the unit that is being transported and the enemy
• When a vehicle that is transporting a unit is defeated, before unit cannot perform ranged attacks against each other.
removing that vehicle from the battlefield, place the unit However, these units can perform melee attacks against each
leader of a transported unit in base contact with the vehicle. other but are not engaged and are not considered to be in
Then, remove the vehicle and place any other miniatures base contact with each other, except for the purposes of a
in cohesion. The unit that was being transported gains a melee attack.
suppression token and suffers one wound. Then, flip any
order tokens the unit has facedown or assign it a facedown
UNCA NNY LU CK X (UNIT K EYWORD)
L egion R u le book
• Text on Objective Cards does not apply to units that are While a unit with the Uncanny Luck X keyword is defending
being transported. against an attack, it may reroll up to X of its defense dice
during the Reroll Defense Dice step. Any dice rerolled with the
• If a vehicle is in base contact with a piece of terrain or Uncanny Luck X keyword must be rerolled at the same time,
another miniature, a unit being transported by that vehicle and each die cannot be rerolled more than once.
is not considered to be in base contact with that piece of
terrain or that other miniature. UNCO NC ER NE D (U NIT KE YW ORD)
T R A N S P O RT X: OP E N A unit with the Unconcerned keyword cannot benefit from
Units being transported in a vehicle with the Transport X: cover, and miniatures in the unit cannot be repaired or restored.
Open keyword follow all the rules of units being transported
in a vehicle with the Transport X: Closed keyword, with the UNH IND E R ED (U NIT KE YW OR D)
following exceptions:
When a unit that has the Unhindered keyword performs a
52
move, it does not reduce its maximum speed for moving out of,
into, or through difficult terrain.
UNS TOP P A B L E (U N I T KE Y W OR D )
A unit with the Unstoppable keyword is eligible to activate
during the Activation Phase while it has one or fewer facedown
order tokens. This unit may never have more than one faceup
order token. While this unit is not defeated, when creating its
order pool, its controlling player adds an additional order token
corresponding to this unit’s rank to their order pool.
WH E E L MOD E (UNI T KE Y W OR D )
At the start of its activation, a unit with the Wheel Mode
keyword can increase its maximum speed to 3 until the end of
that activation. If it does, until the end of the round, it gains the
Cover 2 keyword and cannot attack or flip active shield tokens.
WOU N D X ( UN I T KE Y W OR D )
The first time a unit with the Wound X keyword enters play,
that unit suffers X wounds. L egion R u leb ook
53
WE A P ON KE Y W OR D S cannot perform a move prior to performing an attack using that
weapon during the same activation unless the move is a pivot.
A R E A WE A P ON D ET ONA T E X: (C H A R G E T YP E)
A weapon with a yellow range icon is an area weapon. When (W EA P ON K EYW OR D )
using an area weapon, perform a separate attack against each
unit, friendly and enemy, that is in LOS and at the range indicated After a unit controlled by any player attacks, moves, or performs
by the number on the range icon, even if that unit is engaged. an action, each unit that has a weapon with the Detonate X
Attacks made by area weapons are always ranged attacks. keyword may detonate up to X friendly charge tokens of the
specified type. If a token would detonate, that token detonates
Area weapons can never be in an attack pool made by a unit before any other abilities or effects that occur after a unit moves
and must always be the only weapon in an attack pool. or performs an action, with the exception of spending a standby
token which can be spent by a unit before the token detonates.
A R M X : C H A R G E T OK E N T Y P E If both players have units that could detonate charge tokens,
the player that does not control the unit that just performed
( WE AP ON K E Y W OR D ) the attack, move, or action may use their unit’s Detonate X
A unit that is equipped with a card that has the Arm X: Charge keyword first.
Token Type keyword can perform the Arm X action. When a
When a token detonates, perform a separate attack against each
unit performs the Arm X action, the unit places X charge tokens
unit, friendly and enemy, that has LOS to the token and is in
of the specified type and matching its controlling player’s color
range of the area weapon, using the surge conversion chart and
within range 1 and LOS of its unit leader.
weapon keywords on the card for the token being detonated. The
Charge tokens cannot overlap any objective, condition, or other detonating token is considered the attacking unit when making
charge tokens and must be placed on a flat surface completely attacks, meaning that it cannot spend aim tokens or modify
flush with that surface. attack dice, regardless of any abilities on the unit that placed the
token. After a token detonates, remove it from the battlefield.
B E A M X ( W E A P O N KE Y W OR D )
FIXE D : FR ONT /R EA R (W EA P ON
During the Declare Additional Defender step, if a weapon KE YW OR D )
with the Beam X keyword is in a unit’s attack pool, that unit
may declare up to X additional attacks forming attack pools To add a weapon that has the Fixed: Front or Fixed: Rear
using only the weapon with the Beam X keyword, even though keyword to an attack pool, the defending unit must have at least
the weapon has already been added to an attack pool. These one of its miniature’s bases partially inside the specified firing
additional attacks do not generate further attacks. arc of the attacking miniature.
Each additional attack must be against a different defending
unit that is at range 1 of the last defending unit declared. These H IG H V ELOC IT Y (W EA P O N KE YWORD)
additional attacks must be in LOS of the attacking unit but
While defending against an attack in which weapons with the
may be beyond the maximum range of the weapon with the
High Velocity weapon keyword are the only weapons in an
Beam X keyword.
attack pool, the defending unit cannot spend dodge tokens
Other friendly units may not use the Fire Support keyword during the Apply Dodge and Cover step.
during the additional attacks made with Beam X. Units may
not use the Beam X and Gunslinger keywords during the IM M O B ILIZ E X (W E A P ON KE YWORD)
same attack.
L egion R u le book
C UMB E R S OM E (W E A P ON KE YW OR D )
A unit that has a weapon with the Cumbersome keyword
54
IM MU N E : D E F L E C T (W E A P O N only added to the attack pool once, even if there are multiple
miniatures in the unit.
KEYWOR D )
If a unit can perform multiple overrun attacks during its
During an attack, if the attack pool contains weapons with the activation, it must perform a separate move through an enemy
Immune: Deflect keyword, the attacking unit cannot suffer unit for each overrun attack.
wounds due to the defending unit using the Ataru Mastery,
Deflect, Djem So Mastery, or Soresu Mastery abilities.
P IER CE X (W E A P ON KE YW OR D )
IM PA C T X ( W E A P O N KE Y W OR D ) If an attacking unit attacks with a weapon with the Pierce X
keyword it may cancel up to X results during the Modify
During the Modify Attack Dice step, if the defending unit has Defense Dice step.
the Armor or Armor X keyword, a unit whose attack pool
includes a weapon that has the Impact X keyword can modify The Pierce X keyword can be used to cancel results on
up to X hit results to critical results for that attack. defense dice rolled by a unit using the Guardian X keyword.
When doing so, treat canceled results as blank results. After
using the Pierce X keyword in this way, any unused Pierce
ION X ( WE A P ON K E Y W OR D ) X value can still be used to cancel results rolled by the
A vehicle or droid trooper unit that suffers wounds after defending unit.
defending against an attack that included a weapon with the Ion
For example, a unit with Pierce 3 attacks an enemy unit, and
X keyword gains X ion tokens.
another enemy unit uses Guardian 2 to cancel two hit results.
At the start of a unit’s activation, if that unit has one or more After converting defense surge results, the unit using Guardian
ion tokens, it loses one action for each ion token. At the end of a has rolled two block results. The attacking unit uses Pierce to
unit’s activation, it removes any ion tokens that it has. cancel the two block results and the unit using Guardian suffers
two wounds.
If an attack pool includes the Ion X keyword, at the start of
the Modify Attack Dice step of the attack sequence, before any Now the defending unit rolls defense dice and the attacking unit
other effects, the defending unit must flip active shield tokens, if may cancel one more block result rolled by the defending unit
able, for each hit or critical result in the attack roll, up to X. since only two of its original Pierce 3 have been used so far.
LET H A L X ( W E A P ON KE Y W OR D ) P OIS ON X (W EA P ON KE YW OR D )
When a unit performs an attack with a weapon that has the A non-droid trooper unit that suffers wounds caused by an
Lethal X keyword in the attack pool, it can spend up to X Aim attack pool that included a weapon with the Poison X keyword
tokens during the Modify Attack Dice step. If it does, the attack gains X poison tokens.
pool gains Pierce 1 for each aim token spent. The attacking unit
At the end of a unit’s activation, it suffers one wound for each
may not reroll dice with any aim tokens spent in this way.
poison token it has, then removes all of its poison tokens.
LON G S H O T X (W E A P ON KE Y W O RD ) P R IM IT IV E (W EA P ON KE YW OR D )
During the Declare Defenders step, after declaring an enemy
During the Modify Attack Dice step, after resolving any
unit as the defending unit but before measuring range, a unit
instances of the Impact X keyword, if the defending unit has the
with a weapon with the Longshot X keyword may spend up to X
Armor or Armor X keyword, a unit whose attack pool includes
aim tokens to increase the maximum range of that weapon by 1
a weapon that has the Primitive keyword must modify all
for each aim token spent in this way. The attacking unit may not
critical results to hit results for that attack.
L egion R u leb ook
reroll dice with any aim tokens spent in this way.
OVE R R UN X (W E A P ON KE Y W OR D) R A M X (W E A P O N KE YW OR D )
While a unit performs an attack using an attack pool that
A weapon with a red overrun range icon is an overrun
includes a weapon with the Ram X keyword, during the
weapon and can only be used during overrun attacks. Overrun
Modify Attack Dice step, it may change X results to results
attacks are not ranged or melee attacks. A unit may make X
if it performed at least one full standard move at its maximum
overrun attacks during its activation. A unit with an overrun
speed during the same activation as this attack.
weapon can perform an overrun attack after it performs a
standard move in which one of its miniatures’ bases overlapped
an enemy miniature’s base. After completing the move and S ELF- D ES T R U CT X (W E A P ON
resolving any displacement, the unit with the overrun weapon KE YW OR D )
performs an attack against the unit it moved through, ignoring
range when making this attack. It can only form one attack pool A weapon with a red icon is a Self-Destruct weapon and can
when making this attack, and only weapons with the Overrun only be used during Self-Destruct attacks. Self-Destruct attacks are
X keyword can be in this attack pool. The overrun weapon is ranged attacks even though Self-Destruct weapons are not ranged
55
weapons. A unit can perform a Self-Destruct attack as a free action
during its activation if it has at least X wound tokens. Perform
an attack using a unit’s Self-Destruct weapon against each unit at
range 1 and in LOS, even if they are engaged. Self-Destruct attacks
may not be made by a unit that is embarked on a transport.
S C A T T E R (W E A P ON KE Y W OR D)
After a unit performs an attack against a trooper unit on small
bases using an attack pool that includes a weapon with the
Scatter keyword, it may move any non-unit leader miniatures in
the defending unit, following all the rules of cohesion, as if the
defending unit leader had just performed a standard move.
S P R A Y ( W E A P ON K E Y W OR D )
When a miniature adds a weapon that has the Spray keyword
to the attack pool, that weapon contributes its dice a number of
times equal to the number of miniatures in the defending unit
that are in LOS of the miniature using that weapon.
S UP P R E S S I V E (W E A P ON KE YW OR D )
After defending against an attack pool that includes a weapon
with the Suppressive keyword, the defending unit gains one
suppression token during the Assign Suppression Token to
Defender step.
T OW C A B L E (W E A P ON KE Y W OR D )
After a vehicle is wounded by an attack pool that included a
weapon with the Tow Cable keyword, the player who performed
the attack performs a pivot with the vehicle that was wounded.
V E R S A T IL E (W E A P O N KE Y W OR D )
Some ranged weapons have the Versatile keyword. Units can
L egion R u le book
56
UPG R A D E A N D C OM M A ND D IV UL G E (COM M A ND CA R D
C A R D KEYW OR D S KE YW OR D )
Some Command Cards have the Divulge keyword. Command
BAN E T OK E NS Cards that contain the Divulge keyword are divided by a
horizontal line, which serves to visually separate the Divulge
Cad Bane has a set of three unique Bane tokens that he can keyword effect from the normal Command Card effect. Some
place on the battlefield. Bane tokens are double-sided, with Divulge cards have multiple options, in this case the player must
a uniform back and three different images on the front, each pick one. These cards can be revealed at the start of the phase or
linked to a unique effect. step indicated by the Divulge keyword. If a card is revealed in
this manner, resolve the text that follows the Divulge keyword.
Bane tokens must be placed facedown on the battlefield and
cannot overlap objective or condition tokens. Bane tokens are A card that is revealed in this way is not played and is returned
enemy effects. Each player may only have one copy of each to that player’s command hand at the end of the step in which
different Bane token on the battlefield at the same time. it was divulged. Players can divulge as many Command Cards
as they wish. If both players have Command Cards that are
When an enemy miniature moves, deploys, or is placed at
divulged at the same time, the blue player can reveal their
range 1 of an enemy Bane token, if that miniature has LOS to
Command Card first. If this opportunity is declined, that card
the token, it is revealed. Miniatures can move through but not
can no longer be divulged.
overlap Bane tokens. When a Bane token is revealed, it has one
of the following effects:
G R A FFIT I T OKE NS
Here I Am: If Cad Bane is not on the battlefield and is not
defeated, his Here I Am token is replaced by his miniature. A graffiti token represents a striking image or symbol painted
Then, Cad Bane issues himself an order. onto the terrain of the battlefield. Graffiti tokens affect a unit’s
morale. Graffiti tokens have two sides. Players should place the
graffiti token flat on a surface so that the side that corresponds
to their player color is faceup.
• If Cad Bane is defeated, the token is removed. Graffiti tokens remain in play until the end of the game. Units may
move through and end a movement overlapping graffiti tokens.
• At the start of each round, starting with the blue player, a
player may reveal a friendly Here I Am token and resolve it.
LEA D ER (U P G R A D E K EYW OR D )
Smoke and Mirrors: The token is removed.
A miniature with the Leader keyword is treated as a unit’s unit
leader for all rules purposes.
NONC OM B A T A NT (U P G R A D E
KE YW OR D )
CYC L E ( UPG R A D E KE Y W OR D ) A miniature with the Noncombatant keyword cannot add any
weapons to attack pools, and any wounds must be assigned
At the end of a unit’s activation, ready each of its exhausted
to non-unit leader miniatures without the Noncombatant
Upgrade Cards with the Cycle keyword that was not used
keyword, if able. If a miniature with the Noncombatant keyword
during that activation. Only using the weapon, keywords, or
already has one or more wound tokens, it must be assigned
other card text on the card counts as using that Upgrade Card.
wounds before miniatures that do not have wound tokens. If the
unit leader miniature in a unit with the Noncombatant keyword
57
is defeated, a Noncombatant miniature cannot be replaced by a S ID EA R M : M ELEE/R A NG E D
new unit leader miniature unless there are no other miniatures
without the Noncombatant keyword. (UP G R A D E KE YW OR D )
If an upgrade has the Sidearm: Melee keyword, the miniature
P E R MA N E NT (C OM M A ND C A RD added by that upgrade or with that upgrade cannot add any
KE Y WOR D ) melee weapons to attack pools other than the weapon on the
Upgrade Card with the Sidearm: Melee keyword.
Some Command Cards have the Permanent keyword. Unlike
ordinary Command Cards, these cards are not discarded from If an upgrade has the Sidearm: Ranged keyword, the miniature
play during the End Phase and their effects persist as long as added by that upgrade cannot add any ranged weapons to attack
they are in play. pools other than the weapon on the Upgrade Card with the
Sidearm: Ranged keyword.
R E C O N F IG UR E (UP G R A D E KE Y W OR D ) For example, the Electrostaff Guard Upgrade Card provides a
melee weapon and has the Sidearm: Melee keyword. The miniature
When a unit equipped with an Upgrade Card with the
added by that upgrade can only use the weapon on the Electrostaff
Reconfigure keyword recovers or performs a recover action, the
Guard upgrade during a melee attack. That miniature may still
player that controls that unit may flip that Upgrade Card to a
use any available ranged weapon, such as the ranged weapon on
different side.
the Imperial Royal Guard Unit Card, during a ranged attack.
If an Upgrade Card has the exhaust icon, using the Reconfigure
ability does not cause that Upgrade Card to be exhausted. S M A LL (UP G R A D E KE YW OR D )
A player may ready and flip an Upgrade Card that has the
Reconfigure keyword at the same time. While a unit is defending against a non-area ranged attack,
miniatures with the Small keyword are ignored for the purposes
of determining LOS, cover, and range. The miniature with the
R E P A IR X : C A P A C I T Y Y (UP G RA D E Small keyword is treated as though it were not a part of the
KE Y WOR D ) defending unit.
If a unit has multiple Repair X: Capacity Y abilities, treat each Wound tokens on cards are not considered to be on units and
keyword as a separate ability. do not count toward a unit’s wound threshold, nor can they be
removed by abilities that remove wound tokens from units.
Additionally, each action is considered unique, and a unit that
has access to more than one can use each ability once during If a unit has multiple Treat X: Capacity Y abilities, treat each
L egion R u le book
its activation. This applies even if the unit has access to two keyword as a separate ability.
identical abilities from different sources.
Additionally, each action is considered to be unique, and a
R E S T OR E unit that has access to more than one can use each ability once
during its activation. This applies even if the unit has access to
Some abilities, such as the Treat and Repair keywords or certain two identical abilities from different sources.
card effects, allow a player to restore miniatures to friendly
units. To restore a miniature to a unit, that unit must have RESTORE
had one or more miniatures defeated that round. Choose a
miniature that was defeated during the current round and place Some abilities, such as the Treat and Repair keywords or certain
that miniature on the battlefield in cohesion with its unit leader. card effects, allow a player to restore miniatures to friendly
Then, give that miniature a number of wound tokens equal to units. To restore a miniature to a unit, that unit must have
one less than the wound threshold indicated on its Unit Card. had one or more miniatures defeated that round. Choose a
miniature that was defeated during the current round and place
that miniature on the battlefield in cohesion with its unit leader.
Then, give that miniature a number of wound tokens equal to
one less than the wound threshold indicated on its Unit Card.
58
LINE OF SIGHT SILHOUETTE TEMPLATE
Included at the bottom of this page are silhouette templates, bracketed by two gray tabs for grip. This template is designed to be used when determining line
of sight to or from a miniature.