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Hero Turn  If a figure or weapon doesn’t have the melee icon, it

 All Heroes ready activation tokens and exhausted class and is a ranged attack, even if adjacent to a target
item cards
 One Rebel player starts the game and activates 1 Hero, then  Each evade icon cancels 1 surge icon
the Imperial player activates 1 deployment group, then 1  A dodge icon causes the entire attack to miss
Rebel activates 1 Hero, then the Imperial player, etc. (Rebel  Attacker and defender roll dice at the same time
players can choose the order in which their Heroes take their o Interact (open an adjacent door, open a crate to draw 1
turns every round) supply card and keep the crate token on the Hero sheet,
 Heroes may perform any 2 actions or pick up or interact with an adjacent token referenced in
o Move (equal to its speed) the mission’s rules)
 Heroes (not Imperial player) can suffer 1 strain for 1  Players cannot examine the facedown side of crate
movement point a maximum of 2 times (does not tokens, but the color of crate tokens have no game
require a move action) effect unless specified by the mission
o Attack  Figure may not optionally drop carried tokens, but
 Declare/attack 1 hostile figure (not a “space,” unless it’s defeated figures drop carried tokens
a large figure) o Rest (recover strain equal to endurance, and any strain
 May use 1 equipped weapon, or an unarmed attack with recovered in excess of the number of strain tokens
bare hands (1 green and 1 yellow die, may still use converts to recovered damage)
surge abilities) o Special action
 Up to 1 unused surge can be used by an attacking Hero  Special actions (actions with an “action” icon) can
(not Imperial player) to recover 1 strain only be performed once per activation
 Each surge ability can only be triggered once per attack
 Special actions with 2 “action” icons take 2
 Melee attacks only attack adjacent figures actions to perform
 Ranged attacks may target any space in line of sight
 Abilities (text on a card without an o Cannot move through the diagonal intersection of two of
“action icon”) can
be triggered multiple times per round, but only once per any of the following: walls, blocking terrain, or impassable
timing instance (such as an attack) terrain
 Special actions and abilities that just cause damage and o Figures can move through spaces containing friendly or
do not involve “attacking” are not considered “attacks” enemy figures, however moving through a hostile figure
 Special actions that contain multiple attacks, or a move costs 1 extra movement point
and an attack, still only require the listed number of o Doors can be opened using an “interact” action, but may
actions to perform (for example, a special action that never be closed
costs 2 actions to attack 5 times) o When attacking, using abilities, or counting spaces to a
door, the door is considered to be occupying each empty
Movement and trading space with which it shares an edge, but a figure must be
 General movement rules and doors in one of those empty spaces if melee attacking or
o Figures may move up to a number of spaces equal to its opening a door
speed o If instructed to “move a figure a certain number of spaces,”
o May interrupt movement to do another action, and then this movement ignores movement point costs, but all other
continue movement (but must “end its movement” to effects of terrain and figures apply (for example, cannot
perform an attack, and then may continue moving with any end its movement in another figure’s space)
remaining movement points)  Trading items and cards
o Can move diagonally o Heroes may trade item cards freely before a mission
o Cannot end movement in a space containing a figure or starts, but may not trade item cards during a mission.
obstacle Heroes may carry an unlimited number of unequipped
o Can move through and end movement on objects (which item cards at any time.
includes crates, terminals, and most tokens)  Large figures (figures that take up more than 1 space)
o Cannot move diagonally
o Figures that only occupy 1 space are a “small” figure its controller’s choice (taking impassable terrain into
o Cannot rotate its base unless it spends 1 movement point, account)
and when doing so it must occupy at least half of the
spaces it occupied before the rotation Line of sight and counting spaces
o Only subject to movement requirements for terrain and  Choose 1 corner of a figure’s space, and trace TWO straight,
other figures once per movement point spent (for uninterrupted lines from that corner to TWO different corners
example, a 2 space large figure must only spend 1 of the target space (the lines may not overlap, such as when
additional movement point like normal if moving through a a straight line is traced on top of another straight line)
hostile figure)  Line of sight can be traced through a figure if the figure is the
 “Massive” figures target
o Some large figures have the “massive” trait printed on  When “counting spaces,” players count the number of
their deployment card movement points it would take a figure to move from one
o Figures do not block line of sight to or from massive space to another (ignore figures, impassable terrain, and
figures difficult terrain when counting spaces, but walls, doors, and
o Cannot enter interior spaces during a campaign blocking terrain do block counting spaces)
o Cannot enter spaces containing other massive figures  Line of sight cannot be traced through walls (thick black
o Can enter spaces containing blocking and impassable lines), blocked terrain (red lines), doors, or spaces
containing figures (including friendly figures), but can be
terrain, and can move through and end their movement on
traced along the edge or corners of a wall or blocked (red)
blocked or impassable edges
terrain
o Can enter spaces containing hostile figures and/or difficult
 Line of sight cannot be traced through the diagonal
terrain at no additional movement cost
intersection of two spaces that block line of sight
o Can end its movement in spaces containing other figures,
but doing so ends its movement for the entire activation.
Such figures are pushed into the closest empty space of
 Line of sight can be traced through objects (which includes figure, spaces can be counted to that figure, and adjacent
crates, terminals, and most tokens, but may not trace line of figures can attack that figure. If a figure or object without the
sight through doors) “mobile” keyword finds itself somehow occupying a blocked
 During an attack, if the attacker’s line of sight to the target space, apply the rules for “mobile” to that figure or object.
space changes, or if the defender moves, the attacker must  Difficult: Solid blue line. Figures must spend 1 additional
then re-declare a target space. If there are no eligible spaces movement point to enter difficult spaces. Does not block line
remaining, the attack misses and abilities that refer to a of sight. Large figures only spend 1 additional movement
target space have no effect. point total, regardless of how many spaces of difficult terrain
 Large figures can trace from any single space it occupies it occupies.
 Attacks against large figures can target any single space the  Energy shield: Purple token with a gray background. Blocks
large figure occupies line of sight, but does not block movement, adjacency, or
counting spaces. Line of sight can be traced to a figure or
Terrain, rubble, and energy shields object occupying a space containing an energy shield. Line
 If a figure enters a space with a token, the terrain of sight cannot be traced through one of the 4 corners of an
underneath still takes effect energy shield token if that corner is touching a wall, blocking
 Blocked: Solid red line. Figures cannot enter, be pushed terrain, or another energy shield.
into, count spaces through, or trace line of sight through  Impassable: Dotted red line. Line of sight can be traced
blocked spaces. Sometimes blocking terrain is only on one through impassable spaces, but figures cannot move
edge of a space, and figures cannot move through or be through impassable spaces. Two spaces separated by
pushed through this edge. Large figures cannot move onto, impassable terrain are considered adjacent.
be pushed through, or be placed on a blocking edge unless  Rubble: Brown token with a blue background. Considered to
they have a special ability that allows this (such as “massive” be difficult terrain, in addition to the terrain type underneath
or “mobile”). If a “massive” figure occupies a space the token. Difficult terrain does not “stack,” but rubble can
containing blocking terrain, line of sight can be traced to that stack with energy shield terrain.
that ally, they can use either the regular or elite
Miscellaneous deployment card
 Activate o When defeated, allies/villains are removed from the map
o Exhaust an activation token (for Heroes) or deployment and cannot be redeployed for the remainder of the mission
card (for non-Heroes) (they may be used in future missions)
 Adjacent  Attribute tests ( Strength, Insight, or Tech)
o A space is adjacent to each other space if it shares an o Heroes roll the indicated dice as shown on their Hero
edge or corner with the space sheet
o Spaces on either side of the diagonal intersection of walls o If the result is at least 1 surge, they pass the test
and/or blocking terrain are not adjacent (see back of Rules o If an attribute test lists a number directly before the
Reference), and thus figures on each of those spaces attribute icon, the test requires multiple successes, and
cannot melee attack each other each surge counts as a success. If the Hero fails the test,
 Allies/Villains they place 1 strain token near the space where the test is
o All figures corresponding to rebel deployment cards are taking place for each success they rolled. The next time
allies, and all figures corresponding to “unique” Imperial any figure attempts the test, they discard these strain
deployment cards are villains (some allies in missions do tokens and apply 1 success for each token discarded.
not have a deployment card, but are still considered allies o Some attribute tests allow a Hero to choose which
for all purposes) attribute to test. If such an attribute test lists a number
o Allies/villains cannot rest or interact with crates during a directly before one of the multiple attribute icons listed,
campaign mission, and can only attack once per activation then the Hero may achieve that number of successes from
o If an ally has both a regular and elite deployment card, any combination of those attribute tests.
only the regular card can be used as an ally, however if o If a “regular” non-Hero figure is required to perform an
the Heroes receive an ally as a reward and already have attribute test, it automatically fails the test
o If an “elite” non-Hero figure is required to perform an o If the target of a figure’s attack suffers 1 or more damage,
attribute test, it automatically receives 1 success the attacker may also choose a different hostile figure or
 Blast object that they could normally target for an attack, and
o If the target of a figure’s attack suffers 1 or more damage, that chosen figure or object suffers damage equal to the
each figure and object (including friendly figures) adjacent cleave value
to the target space suffers damage equal to the blast o If using a ranged attack, the cleave target must be within a
value (blast does not affect the target figure) number of spaces equal to the accuracy initially rolled on
o Block icons on dice do not block blast damage the dice
o If the attack inflicts a condition, the condition is only o Block icons on dice do not block cleave damage
applied to the target, and not the figures affected by blast o If the attack inflicts a condition, the condition is only
o If the target is a large figure, blast only affects figures applied to the target, and not the figure affected by cleave
adjacent to the targeted “space,” and does not affect the o If multiple cleave abilities are used during an attack, add
target figure their values together
o If multiple blast abilities are used during an attack, add  Companions
their values together o Companions do not block line of sight
 Clawdite Shapeshifter (form cards) o Companions do not cause hostile figures to spend an
o Form cards add their text box and abilities to a extra movement point to move through a space containing
deployment card a companion
o In a campaign, only 1 copy of a form card can be in play at o Companions can end their movement in a space
the same time containing another figure, and another figure can end its
o In a skirmish, only 1 copy of a form card can be in play in movement in a space containing a companion
each army o Companions cannot “interact,” and cannot use abilities on
 Cleave class, item, or supply cards
o Companions have a figure cost of zero
o Companions automatically fail attribute tests o Using an ability that allows for controlling a hostile figure
o Only 1 companion of each type can be in play at any time does not count as an attack
o When a figure, Hero sheet, or deployment card that is  Controlling tokens and spaces
associated with a companion leaves play, the companion o To “control” a token or space, a friendly figure must be on
remains in play but can no longer activate (unless a game or adjacent to the token or space, and no hostile figures
effect allows that companion to activate as part of a may be on or adjacent to the token or space
different figure, Hero sheet, or deployment card) o To “control” a tile or deployment zone, a friendly figure
 Conditions must be on any space of the tile or deployment zone, and
o A figure cannot be affected by the same condition more no hostile figures may be on any space of the tile or
than once at any given time deployment zone
o A target figure must suffer at least 1 damage during an  Defeated/Wounded
attack to suffer a condition o When a Hero is defeated for the first time during a
 Controlling hostile figures mission, discard all damage tokens, keep all strain tokens
o When an ability allows a player to control a hostile figure, (except for strain in excess of endurance) and flip the
all non-neutral figures are considered hostile, and no Hero sheet to the wounded side
figures are considered friendly while attacking (figures o If a wounded Hero is defeated, they “withdraw,” which
cannot attack themselves) means they remove their figure from the map and are
o When a player performs an attack with a controlled hostile eliminated from that mission only. The Hero is still
figure, that player may spend 1 of that figure’s power considered “wounded” when withdrawn.
tokens o Ally figures and deployment cards active in the mission
o In a campaign, when Rebels control a hostile Imperial may be given to a “withdrawn” player so they have a figure
figure, that figure is considered to be both Rebel and to activate on their turn
Imperial by mission rules
o Withdrawn Heroes still receive all rewards at the end of a o “Elite” figures have red deployment cards, and “regular”
mission, and players still win a mission if their Hero is figures have gray
withdrawn during or at the end of a mission o Heroes in a campaign are not considered elite or regular
o In a campaign, when the last figure of an “initial,”  Figure cost
“reserve,” or “open” Imperial player’s deployment group is o If a deployment group has a starting group size of 1, that
defeated (not including “unique” deployment groups), the figure’s figure cost is equal to the group’s deployment cost
deployment card is returned to the Imperial player’s hand, o If a deployment group has a starting group size of 2 or
and can be optionally deployed later in the mission more, each figure in that group has a figure cost equal to
o When defeated, allies/villains are removed from the map the group’s reinforcement cost
and cannot be redeployed for the remainder of the mission o If a figure has neither a deployment or a reinforcement
(they may be used in future missions) cost, its figure cost is zero
 Deplete  Focus
o When a card is depleted, the abilities on that card no o The figure receives 1 additional green die the next time it
longer have any effect attacks or performs a test, and the focus condition is then
 Dice/Rerolls discarded
o Dice are only rolled if a picture of a die is present, or o May not be saved for a later attack or test
instructed to do so (for example, if an object states it has  Heroes
block/defense of 1, and a block/defense icon is present, it o Loku Kanoloa
does not roll dice)  May move a recon token already in play from a space
o Block/defense die results do not prevent damage suffered or figure to another space or figure
“outside” of an attack o Saska Teft
o Each die may only be rerolled once per attack regardless  A figure can individually claim any number of device
of who is rerolling the die tokens
 Elite/regular figures o Verena Talos
 When using “close quarters,” Hero does not gain o If 2 effects interrupt the same action, the player currently
access to surge abilities or the figure’s abilities activating a figure chooses the order in which they resolve
 When using “close quarters” on a figure without a  Massive
specific dice pool, such as a figure with “arsenal” or o See movement section
“epic arsenal,” the dice pool used is determined by the  Miss
player who controls the figure o If an attack misses, abilities that don’t require a figure to
 Hutt Mercenaries class be damaged may still be resolved (such as the ability
o Each Hero will claim 1 bounty token at the start of a “recover”)
campaign  Mobile
o Heroes do not discard bounty tokens at the end of a o Figures with “mobile” can enter and end their movement
mission on impassable and blocking terrain
 Incapacitated o Does not cost 1 additional movement point when moving
o The figure remains on the map, and does not restrict line through hostile figures or difficult terrain
of sight or movement through the figure o If ending movement on blocking terrain, line of sight can
o Figure discards all conditions, and conditions may not be be traced to that figure, spaces can be counted to that
applied to them. Cannot be attacked or suffer damage figure, and adjacent figures can attack that figure
o Can still be pushed by “massive” figures ending its  Modifications
movement in the figure’s space o Each weapon can only receive a number of modifications
 Interrupt equal to the number of colored bars in the bottom right
o The current activation of a figure pauses, the interrupting corner of the item card. If there are no bars, modifications
ability is resolved, and the activation of the figure resumes cannot be attached to it.
o Figures can interrupt their own activation o If placed on a weapon, the weapon type must match the
modification’s type (melee or ranged)
o A weapon cannot have more than 1 modification of the o If a figure or weapon doesn’t have the melee icon, it is
same trait (for example, only 1 “barrel” modification)
a ranged attack, even if adjacent to a target
o Cannot remove a modification during a mission
 Reach
 Pierce o Allows a figure to perform a melee attack up to 2 spaces
o Allows a figure to ignore a number of block results on dice
away, but still requires line of sight
equal to the pierce value
 Rebel figure
o If multiple pierce abilities are used during an attack, add
o Term includes Heroes and Rebel allies
their values together
 Replacing tiles
 Power Tokens
o If the Imperial player is instructed to replace a tile on the
o When instructed to, players place a power token with the
map, any figures or tokens occupying spaces on the
image referenced in the instructions (or on a card) next to
removed tile should be placed in the corresponding
the figure (if the image has a question mark, players can
spaces of the replacement tile. If there is no such space,
take a power token of their choice)
the owner of the figure or token may place it in the nearest
o When a figure with a power token declares an attack, or is
possible space instead.
declared as the target of an attack, that figure may discard
 Reveal
1 of its power tokens to apply +1 of the power token
o If instructed to reveal a card, show the card to all players,
symbol to its dice results
then return the card its previous location
o Maximum 2 power tokens may be held at any one time (if
 Simultaneous effects
a figure has more than 2, they must discard down to 2)
o If 2 effects happen at exactly the same time, the player
o Maximum 1 power token used per dice roll
currently activating a figure chooses the order in which
o Figures receive power tokens, not whole deployment
they resolve
groups
 Ranged attacks
o If no figure is currently being activated, the Imperial player 12A, 14A, and 16A. Return to Hoth tiles 05A and 24A. The
decides (during a campaign, or the player with initiative Bespin Gambit tile 11A.
decides (during a skirmish) o Interior: Core Game tiles 19A to 36A, and 19B to 36B.
 Strain Heart of the Empire tiles 01A to 12A. Jabba’s Realm tiles
o Endurance equals total strain available 02A, 07A, 10A, 13A, 15A, 17A, 01B to 02B, 05B, 07B,
o Heroes may only suffer strain up to their remaining 09B to 13B, 15B, and 17B. Return to Hoth tiles 01B to
endurance, however if a game effect causes them to 20B, and 22B to 24B. The Bespin Gambit all tiles except
suffer more than their available strain, they suffer 1 for 11A and 12A. Twin Shadows tiles 01A to 07A, and 01B
damage for each strain to 03B.
o When Heroes recover strain in excess of the number of o Snow: Return to Hoth tiles 01A to 24A and 21B
strain tokens they have, that excess recovered strain  Unique
converts to recovered damage o “Named” cards with a bullet point next to the name of the
 Stun card
o Figure cannot declare an attack, but can resolve an o Sub names, affiliations, and abilities are not taken into
already declared attack if it becomes stunned during the account when determining which cards have the same
attack name (for example, Darth Vader cannot deploy if Darth
 Tile types Vader, Lord of the Sith is in play)
o Desert: Core Game tiles 01B to 18B, 37A, 38A, and 39B.
Jabba’s Realm tiles 03B to 04B, 06B, 08B, 14B, and 16B.
The Bespin Gambit tile 12A. Twin Shadows tiles 04B to
07B.
o Forest: Core Game tiles 01A to 18A, 37A, 38B, and 39A.
Jabba’s Realm tiles 01A, 03A to 06A, 08A to 09A, 11A to

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