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Star Wars: Legion

Star Wars: Legion Rulebook

Table of Contents

Table of Contents

  • Using This Learn to Play Booklet
  • Game Overview
  • Components
    • Miniature Assembly Diagrams
    • Movement Tool and Range Ruler Assembly
  • Learning the Game
    • Learning Battle Setup
  • Object of the Game
  • Key Concepts
    • Units
    • Ranks
  • Playing the Game
    • Command Phase
      • Determining Eligible Units
      • Measuring Range
      • Issuing Orders
      • Premeasuring
    • Activation Phase
    • End Phase
    • Winning the Game
  • Actions
  • Move Action
    • Trooper Movement
    • Unit Cohesion
    • Vehicle Movement
    • Movement Restrictions
      • Base Contact
      • Movement Tool Impediments
      • Overlapping
  • Attack Action
    • Suffering Wounds
    • Aim Action
    • Dodge Action
    • Ranged Attack Example
  • Weapons
    • Weapon Keywords
    • Firing Arc Example
    • Melee
    • Starting a Melee
    • Engaged
    • Terrain
    • Cover
    • Benefits of Cover
    • Barricades
    • Leaders and Cover
  • Unit Keywords
  • Stop!
  • Expanded Rules
    • Command Cards
    • Actions
      • Recover Action
      • Card Action
      • Standby Action
    • Attacks
      • Line of Sight
      • Blocked Line of Sight
      • Wounds and Line of Sight
      • The Attack Pool
      • Attacking Multiple Units
    • Vehicle Movement
      • Ground Vehicles
      • Repulsor Vehicles
    • Vehicle Damage
    • Suppression
      • Courage
      • Gaining Suppression
      • Removing Suppression
    • Panic
    • Army Building
      • Points
      • Factions
      • Ranks
      • Upgrades
      • Unique Cards
      • Command Hand
      • ID Tokens
    • Upgrade Cards
      • Trooper Upgrades
      • Weapon Upgrades
      • Free Card Actions
      • Exhausting Upgrades
    • Ion Tokens
    • Battle Decks
      • Deployment
      • Objectives
      • Objective Tokens
      • Conditions
  • Setup
    • Terrain and Elevation
    • Defining the Battlefield Example
  • Star Wars: Legion as a Hobby
    • Collecting
    • Community
    • Organized Play
  • Assembling Your Miniatures
  • Preparing Your Miniatures for Painting
  • Painting Your Miniatures
  • Model Terrain
    • Making Desert Buildings
  • Credits
  • Quick Reference
    • Game Round
    • Attack Resolution
    • Vehicle Damage

Using This Learn to Play Booklet

This Learn to Play booklet teaches new players how to play STAR WARS: LEGION. To make your first game easier, this booklet omits some rules exceptions and card interactions. If players have any questions that are not answered in this booklet, they should refer to the complete Rules Reference found on fantasyflightgames.com/SWLegion. The Rules Reference contains all game rules organized by topic.

Game Overview

STAR WARS: LEGION is a competitive game in which each player controls an army of troopers, vehicles, and heroes engaging in furious firefights across a war-torn galaxy. Armies maneuver through bombed-out war zones, unleash barrages of blaster fire, engage in lethal lightsaber duels, and much more, all in an effort to secure objectives critical to their faction's cause.

Components

The STAR WARS: LEGION core set contains the following components:

  • 33 Miniatures
  • 8 Unit Cards
  • 35 Upgrade Cards
  • 12 Battle Cards
  • 14 Command Cards
  • 15 Dice
  • 1 Round Counter
  • 3 Movement Tools
  • 1 Four-Part Range Ruler
  • 6 Deployment Markers
  • 8 Barricades
  • 8 Order Tokens
  • 18 Unit ID Tokens
  • 10 Suppression Tokens
  • 4 Panic Tokens
  • 6 Aim Tokens
  • 6 Dodge Tokens
  • 6 Standby Tokens
  • 12 Wound Tokens
  • 6 Objective Tokens
  • 6 Condition Tokens
  • 3 Vehicle Damage Tokens
  • 2 Ion Tokens
  • 12 Victory Tokens
  • 2 Commander Tokens

The miniatures in this set represent Luke Skywalker, Darth Vader, four squads of Rebel Troopers and Stormtroopers (each with a unit leader and additional trooper options such as the MPL-57 Ion Trooper, Z-6 Trooper, DLT-19 Stormtrooper, and HH-12 Stormtrooper), a squad of 74-Z Speeder Bikes, and an AT-RT walker with its Laser Cannon upgrade.

Miniature Assembly Diagrams

The miniatures included in STAR WARS: LEGION require some assembly. Players must use glue to attach the miniatures to their bases, and attach some parts together securely. We recommend super glue to assemble these miniatures quickly. Players should read all safety instructions included with any glue or other hobby materials they choose to use for assembly, and read the "Assembling Your Miniatures" section for additional instructions and tips. To assemble the miniatures, follow these steps:

  1. Sort the parts for each type of miniature as shown in the diagrams.
  2. Assemble each miniature using the correct parts as shown in the diagrams.
  3. Allow any glue used during assembly to dry.

The booklet's diagrams show the assembly for Luke Skywalker, Darth Vader, the Stormtroopers (including the Stormtrooper Unit Leader, HH-12 Stormtrooper, and DLT-19 Stormtrooper), the Rebel Troopers (including the Rebel Trooper Unit Leader, MPL-57 Ion Trooper, and Z-6 Trooper), the 74-Z Speeder Bike (and its Unit Leader), and the AT-RT (with its Laser Cannon, Flamethrower, and Rotary Blaster weapon options).

Movement Tool and Range Ruler Assembly

  1. To assemble the range ruler, connect the peg ends to the receiver ends.
  2. To assemble the movement tools, first pair the two halves of each movement tool using the corresponding speed indicator symbols. These are the capsule-shaped raised areas near the concave ends of the movement tool pieces.
  3. Connect the two halves of each movement tool, as shown.

This produces the assembled range ruler and three movement tools: speed 1, speed 2, and speed 3.

Learning the Game

Players are encouraged to begin their STAR WARS: LEGION experience by playing a learning battle. This allows new players to quickly set up and play a short battle to learn the essential rules of the game. Before players begin the learning battle, they must understand the basic rules presented in this booklet. To start, players set up the game by following the "Learning Battle Setup" instructions.

After players have played their first game and have an understanding of the essential rules, they will be ready to build their own armies and incorporate the additional rules found in the "Expanded Rules" section of this booklet.

Learning Battle Setup

  1. Establish Battlefield: Establish a 3' x 3' battlefield on a flat surface. There should be space beyond the edges of the battlefield for players to place their units, cards, tokens, etc.

  2. Choose Faction: Each player chooses a faction, the regimented Galactic Empire (Imperial) or the ragtag Rebel Alliance (Rebel).

  3. Prepare Round Counter: The Rebel player takes the round counter, sets it to the number "1," and places it near the Rebel edge of the battlefield.

  4. Prepare Unit Cards and Order Tokens: Each player takes all the unit cards and order tokens for their faction's units and places them near the battlefield, closest to their table edge. Then, the Rebel player places the "AT-RT Laser Cannon" upgrade card next to the "AT-RT" unit card. When attacking, the AT-RT may use this weapon instead of the weapons on its unit card.

  5. Prepare Command Cards: Each player takes a copy of the "Ambush," "Push," "Assault," and "Standing Orders" command cards and forms a hand.

  6. Prepare Units: Each player takes their miniatures (minis) and places them near their corresponding unit cards. In the learning battle, each Rebel Trooper and Stormtrooper unit is comprised of 4 trooper minis and 1 unit leader. The Z-6 Trooper, MPL-57 Ion Trooper, DLT-19 Stormtrooper, and HH-12 Stormtrooper minis are not used in the learning battle.

  7. Place Units: The Imperial player places the barricades in the approximate positions shown in the setup diagram. Then, each player places their units on the battlefield in the approximate positions shown in the setup diagram. In the setup diagram, the Stormtroopers, Rebel Troopers, and 74-Z Speeder Bikes unit leaders are marked in red.

  8. Prepare Supply: Place the aim, dodge, and wound tokens in separate piles near the battlefield to create the supply. Place the movement tools, range ruler, and dice near the battlefield in easy reach of both players.

The learning battle setup diagram lays out, from the Rebel side: Imperial order tokens, Imperial unit cards, Imperial command hand, the range ruler and movement tools, and the supply and dice, with the Rebel command hand, Rebel order tokens and round counter, Rebel unit and upgrade cards, Rebel units (miniatures), and Imperial units (miniatures) arranged around the battlefield.

Object of the Game

STAR WARS: LEGION is a competitive game in which armies battle each other to secure objectives. The game ends after six rounds or if all of one player's units are defeated. The rules for winning the game are described in detail later.

Key Concepts

This section describes the key gameplay concepts surrounding the miniatures used in the game.

Units

The armies in STAR WARS: LEGION are comprised of units of troopers and vehicles. Troopers are the humans, aliens, and droids that form the heart of every fighting force in the galaxy. They are mobile and lightly armored, and are crucial to securing objectives. Vehicles are the walkers, airspeeders, repulsor tanks, and speeder bikes that augment each army. They are larger, more durable, and more cumbersome than troopers, and provide an army with critical fire support.

Each player's army consists of multiple units. A unit is a collection of miniatures (minis) that function as a single fighting group. Some units, such as famous characters and large vehicles, are comprised of a single mini. Each unit has a corresponding unit card and an order token that matches its rank.

The number displayed in the upper-right corner of each unit card indicates how many minis are in that unit. One mini in each unit is the unit leader. The unit leader is represented by a mini that has been sculpted to depict a rank insignia, pauldron, or other indicator of leadership. In the diagrams featured in this booklet, the unit leaders of units that have multiple minis are marked in red. For units that consist of a single mini, that mini is the unit leader. For the learning battle, a fifth trooper mini has been added to each unit of Stormtroopers and Rebel Troopers.

A player's friendly units are the units they control. The units controlled by their opponent are enemy units.

Each trooper is represented by a mini mounted on a small, round base. Each vehicle is represented by a mini mounted on a larger base that contains both a front and rear notch. Vehicles are further divided into Ground Vehicles and Repulsor Vehicles. These distinctions are described later.

Ranks

Units are divided into ranks that are used when issuing orders in the Command Phase. Ranks are identified by the symbol on the upper-right corner of their unit card, as follows:

  • Commander
  • Corps
  • Special Forces
  • Support
  • Heavy

Playing the Game

STAR WARS: LEGION is played over six rounds. Each game round consists of three phases that players resolve in the following order: Command Phase, Activation Phase, and End Phase.

Command Phase

During the Command Phase, players attempt to impose order on the chaos of war, utilizing their commanders to direct nearby units. Each player's army will be lead by a commander, a powerful character that helps issue orders to your units. Each commander brings an arsenal of powerful strategies to the battlefield, represented by a hand of command cards. Each player uses one of these cards during each Command Phase to issue orders to units on the battlefield. During a normal game, each player will have a hand of seven command cards, but for the learning battle, each player will use only the four cards they gathered during setup.

To resolve the Command Phase, players perform the following steps in order:

  1. Select Command Card: Each player secretly selects a command card from their hand and places it facedown on the table. Then, both players simultaneously reveal their cards.

  2. Determine Priority: The cards revealed determine which player has priority and who resolves the first actions of the turn. Priority is determined by the number of pips shown on the card's upper-left corner. The player whose card has the fewest number of pips has priority. If both cards have the same number of pips, the player who has the round counter rolls a red defense die (a six-sided red die). If the result of the roll is a block, that player has priority. Otherwise, their opponent has priority.

  3. Issue Orders: Starting with the player who has priority, each player nominates a friendly commander and issues orders with that commander. The number of orders to be issued is indicated on the orders section of the chosen command card. Orders can be issued only to eligible units.

Determining Eligible Units

To receive an order, a unit must meet all of the following requirements:

  • The unit cannot have already received an order during the current Command Phase.
  • The unit must be at range 1–3 of the nominated commander.

Measuring Range

Range is the distance between two miniatures as determined by the range ruler, which is divided into four segments. To measure range, a player places the start of the range ruler so it touches the base of the mini that range is being measured from. Then, they point the range ruler toward the mini that range is being measured to. The number of segments of the range ruler that lie between the unit leader and the closest mini of the defender is the range of the attack.

Issuing Orders

If a unit is eligible to receive an order, a commander issues the order by placing an order token matching that unit's rank faceup (rank side up) on the battlefield near the unit's leader. These units are not activated immediately; the faceup order token indicates that the unit can be activated during the next phase of the game.

After players have resolved their command cards, they place them faceup near the battlefield. Some command cards have text abilities that provide players with additional effects; while a command card is faceup near the battlefield, its effects are active.

Finally, each player creates an order pool, randomizing their remaining order tokens by either placing them in a bag or shuffling them facedown near the battlefield. Then play proceeds to the Activation Phase.

Issuing Orders Example: The Imperial player reveals "Push" and nominates Darth Vader. The "Push" card allows Darth Vader to issue orders to two units. There are three units at range 1–3 of Darth Vader, including Darth Vader himself. Darth Vader decides to issue orders to both the 74-Z Speeder Bikes and himself, placing each unit's order token faceup next to its respective unit leader.

Premeasuring

Players can measure with the range ruler at any time. Movement tools can be placed against a unit's leader and adjusted freely only during that unit's activation.

Activation Phase

Starting with the player who has priority, each player takes a turn activating one of their units. Players continue alternating turns until each unit on the battlefield has activated.

  1. Choose Unit: The player either chooses a unit with a faceup order token or takes a random order token from their order pool and chooses a unit with a matching rank that does not have a faceup order token. If a player takes a random order token from their order pool and that order token does not correspond to a unit that can be activated—usually because that unit was defeated and removed from the battlefield—the player sets the order token aside and takes a different token from their order pool.

  2. Activate Unit: The player activates the chosen unit, performing up to two actions and any number of free actions with that unit. Free actions are described later.

  3. Place Order Token: The player places the unit's order token facedown (rank side down) on the battlefield near the unit leader. This indicates that the unit has completed its activation and cannot be activated again this round.

Activating Units Example: The Rebel player chooses to take a random token from their order pool, revealing a corps token. The Rebel player chooses one of their corps units and activates the unit. After the unit's activation, the Rebel player places the order token facedown near the unit leader.

End Phase

After each unit has been activated in the Activation Phase, players resolve the End Phase to prepare for the next round. Each player discards any of their faceup command cards on the battlefield; those cards cannot be used again this game.

Then, each player returns their order tokens to the unit cards of their remaining units; excess tokens are discarded. Players then remove all aim, dodge, and standby tokens from each of their units. Players then remove one suppression token (if any) from each of their units. Suppression and standby tokens are not used during the learning battle; the other tokens are described later.

If all of a players' commanders were defeated, starting with the player who has priority, they must promote a unit leader from one of their trooper units to be a commander, placing the commander token in the play area near that miniature. Then, that unit's original order token is discarded, and a commander order token is placed on that unit's card. The unit now has the rank of commander, and activates using a commander order token. If a player has no trooper units remaining when they lose their last commander, they cannot choose a new commander and can no longer play command cards.

Finally, the player who has the round counter advances it to the next number and passes the round counter to their opponent.

Winning the Game

If all of one player's units are defeated, that player is eliminated from the game, and their opponent is the winner. If neither player is eliminated after six rounds, the game ends and the player with the most victory tokens is the winner. For the learning battle, players gain one victory token each time they destroy an enemy unit.

At the end of the game, if both players have an equal number of victory tokens, players total the point cost of their opponent's destroyed units. The player with the highest total wins the game.

Actions

Actions represent a unit's capabilities. During a unit's activation, it may perform two of the following actions:

  • Move
  • Attack
  • Aim
  • Dodge

A unit can perform more than two actions if a game effect provides free actions, such as Darth Vader's relentless keyword; a unit can perform any number of free actions during its activation. With the exception of the move action, a unit cannot perform the same action more than once during its activation, whether or not those actions are free.

Move Action

Units traverse the battlefield by performing moves. The move action allows a unit to perform one move. Each unit has a speed of one, two, or three, which is represented by the number of red bars on the unit's card.

Trooper Movement

Troopers have unnotched bases, representing uninhibited mobility. To perform a move with a trooper unit, a player chooses a movement tool with a speed equal to or less than the unit's speed and places that tool against any side of the unit leader's base.

The player can adjust the direction of the movement tool as desired by bending the tool at its joint. Then, the player lifts up the unit leader and places it flush against the other end of the movement tool. This is called a full move.

A player can perform a partial move using the same rules. However, instead of placing the unit leader at the end of the movement tool, the player places the unit leader anywhere along the movement tool, sliding the tool out from under the unit leader before it is placed on the battlefield.

After a player moves a unit leader, the player moves each other miniature in that unit to anywhere that is in cohesion with its unit leader. A mini is in cohesion with its unit leader if the distance between the base of the mini and the base of that unit's leader is equal to or less than the length of the speed 1 movement tool.

Movement Example: The Imperial player places the speed-2 movement tool against the base of a Stormtrooper unit leader. The Imperial player adjusts the direction of the movement tool as desired. Then, the Imperial player picks up the Stormtrooper unit leader and places its base against the end of the movement tool. Then, the other minis in the unit are placed in cohesion with the unit leader.

Unit Cohesion

The miniatures in a unit must always remain in cohesion with the unit leader. This means that each mini in the unit must be placed so that any part of its base is no further away from the unit leader than the length of a speed-1 movement tool. In the diagram to the right, four Stormtroopers are in cohesion to their unit leader.

To save time, if a player wishes to perform multiple move actions during a single activation, they can complete all movement actions before establishing cohesion. A player may also move aside any minis in the moving unit to place the movement tool on the battlefield, as those minis will be placed back into cohesion at the end of the movement.

Vehicle Movement

Vehicles have notched bases, representing more rigid, cumbersome movement. To resolve a move action with a vehicle unit, a player chooses a movement tool with a speed equal to or less than the unit's speed and inserts one end of that tool into the notch on the front of the unit leader's base. The player can adjust the direction of the movement tool as desired by bending the tool at its joint. Then, the player can perform either a full or partial move. To perform a full move, the player lifts up the unit leader and places it onto the battlefield at the end of the movement tool, inserting the end of the tool into the notch on the rear of the base.

To perform a partial move, the player moves the unit leader along the movement tool, keeping the notches of the base centered over the movement tool.

Vehicle Movement Example: The Rebel player inserts the front of the speed-2 movement tool into the front notch of an AT-RT's base. The Rebel player adjusts the direction of the movement tool as desired. The Rebel player performs a partial move action, moving the AT-RT along the movement tool until it reaches the desired position; then the player slides the tool out from under the AT-RT and sets it aside.

Instead of inserting the end of the movement tool into the notch on the rear of the unit leader's base, the player can stop moving the unit anywhere along the movement tool's path, sliding the tool out from under the mini before it is placed on the battlefield.

The player moves each other miniature in that unit to anywhere that is in cohesion with its unit leader. All minis in the unit must be oriented in exactly the same direction as the unit leader.

Movement Restrictions

This section provides players with movement restrictions for playing the learning battle. Additional movement restrictions are presented in the "Expanded Rules" section of this rulebook.

Base Contact

Miniatures in the same unit can be placed such that their bases touch each other. However, a player cannot place any of their minis in base contact with minis from their other friendly units. If a player's unit leader has a melee weapon, it can be placed in base contact with a mini from an enemy unit. When this happens, those units are in a melee, which is described later.

Movement Tool Impediments

Sometimes it is not possible to place the movement tool flat on the battlefield because scenic elements or other miniatures are in the way. In these cases, the movement tool may be held above any impediments, and the unit leader moved along underneath the tool, or the position of the impediment may be marked and the impediment temporarily removed.

Overlapping

A player cannot move their unit leader in such a way that it moves through a ground vehicle miniature. However, a player's movement tool can overlap a ground vehicle if they are performing a partial move to move near, but not through, the vehicle. A player can move their unit leader through trooper minis and repulsor vehicle minis.

Attack Action

The attack action allows a unit to perform one attack. There are two types of attacks: ranged and melee. This section provides rules for performing ranged attacks, which are more common; melee attacks are described later.

During an attack action, the unit performing the action is the attacker, and the target of the attack is the defender. To perform an attack, resolve the following steps in order:

  1. Declare Defender: The attacking player chooses one enemy unit to attack; this enemy unit is now the defender. Then, the attacking player measures the range from the attacker's unit leader to the closest mini of the defender (see "Measuring Range") to determine the attack's range.

  2. Form Attack Pool: For each mini in its unit, the attacker chooses one weapon (listed at the bottom of its unit card) that has a range that includes the attack's range. Weapons are described in more detail later. Then, the attacker gathers the number and color of dice depicted on the weapon that each mini is using. For example, if a unit of five Stormtroopers was attacking using E-11 Blaster Rifles, the attacker would gather five white dice—one white die for each rifle. These dice are the attack pool.

  3. Roll Attack Dice: Resolve the following substeps in order: a. Roll Dice: The attacker rolls the dice in the attack pool. b. Reroll Dice: The attacker can resolve any abilities that allow the attacker to reroll dice. c. Convert Attack Surges: The attacker changes its attack surge results to the result indicated on its unit card by turning the die to reflect the converted result. If no result is indicated, the attacker changes the result to a blank.

  4. Apply Dodge and Cover: If the defender has a dodge token or is in cover, the defender may spend dodge tokens and apply cover to cancel hit results. Dodge tokens and cover cannot be used to cancel critical results. Dodge tokens and cover are described later.

  5. Modify Attack Dice: The attacker can resolve any card abilities that allow it to modify the attack dice. Then, the defender can resolve any card abilities that allow it to modify the attack dice.

  6. Roll Defense Dice: Resolve the following substeps in order: a. Roll Dice: For each hit and critical result on the attacker's dice, the defender rolls one die with a color that matches the defender's defense, which is presented on the defender's unit card. b. Reroll Dice: The defender can resolve any abilities that allow the defender to reroll dice. c. Convert Defense Surges: The defender changes its defense surge results to the result indicated on its unit card. If no result is indicated, the defender changes the result to a blank.

  7. Modify Defense Dice: The defender can resolve any card abilities that allow it to modify the defense dice. Then, the attacker can resolve any card abilities that allow it to modify the defense dice.

  8. Compare Results: The attacker counts the number of hit and critical results, and the defender counts the number of block results. Then, the defender's total is subtracted from the attacker's total, and if the attacker's total is greater, the defender suffers the number of wounds equal to the difference. Critical results have no additional effect.

Suffering Wounds

Each miniature in a player's army has a wound threshold presented on its unit card. A wound threshold indicates how many wounds each mini in the unit can suffer. If a mini suffers a number of wounds equal to the wound threshold, that mini is defeated and removed from the battlefield.

When a player's unit suffers wounds, that player chooses a mini from that unit and assigns wounds to that mini by placing wound tokens on the battlefield near it, until either all wounds are suffered or that mini is defeated. If there are unassigned wounds remaining after a mini is defeated, the player choses another mini from the same unit and repeats this process until either every mini in the unit is defeated or all wounds have been suffered.

A mini with wounds assigned to it is wounded. When assigning wounds, wounded minis must be chosen to suffer wounds before minis that have no wounds, and unit leaders cannot be assigned wounds until all other minis in the unit are defeated.

Aim Action

The aim action allows units to better concentrate on attacking their foes. To perform an aim action, a player places an aim token on the battlefield near the unit leader that is performing the aim action. While attacking, a unit may spend aim tokens to reroll up to two attack dice for each token spent.

Dodge Action

The dodge action allows units to prioritize their survival. To perform a dodge action, a player places a dodge token on the battlefield near the unit leader that is performing the dodge action. While defending, a unit may spend dodge tokens to cancel one hit result for each dodge token spent.

Ranged Attack Example

  1. The Imperial player wants to attack a unit of Rebel Troopers. The Imperial player measures from the Stormtrooper unit leader to the closest Rebel Trooper in the enemy unit, and determines that the enemy unit is at range 2.

  2. Each Stormtrooper can add one of its weapons to the attack pool. Stormtroopers have two weapons available to them, a melee weapon and a range 1–3 weapon. Because the enemy unit is at range 2, the Stormtroopers can use only weapons that have a range band that includes range 2. The four Stormtroopers and the Stormtrooper unit leader each add one white attack die to the attack pool. Then, the Imperial player rolls the dice in the attack pool, resulting in one hit result and one critical result.

  3. The Imperial player spends the Stormtroopers' aim token to reroll two dice, plus one additional die due to the precise 1 keyword, and produces two additional hit results for a total of three hit results and one critical result.

  4. The Rebel Trooper unit has a dodge token, so the Rebel player spends it to cancel one hit result.

  5. There are two hit results and one critical result remaining, so the Rebel player rolls three white defense dice, producing one defense surge result and two blanks. Rebel Troopers convert defense surge results to block results, so the Rebel player rotates the die showing a defense surge result to a face showing a block result.

  6. The defender subtracts the block result from the attacker's three hit and critical results, determining that the Rebel Trooper unit suffers two wounds.

  7. The wound threshold of Rebel Troopers is one, so the Rebel player chooses two Rebel Trooper miniatures to defeat.

Weapons

Each unit has one or more weapons that are displayed at the bottom of its unit card. Each weapon has a name and an icon that indicates if it is a ranged or melee weapon. Each weapon has a range band that indicates the minimum and maximum distance at which a unit can use that weapon, as follows:

  • A weapon with the ranged icon is a ranged weapon and can be used at the ranges indicated, but not in base contact.
  • A weapon with the melee icon is a melee weapon and can only be used in base contact during a melee, which is described later.

Each weapon also depicts a number of colored dice. During an attack, when a player is forming an attack pool, each weapon chosen by a miniature in the attacking unit contributes that weapon's dice to the attack pool.

Weapon Keywords

Some weapons have keywords, which are displayed at the bottom of the unit's card and described on the back. Each weapon keyword modifies any attacks made that include that weapon. Weapon keywords are cumulative; when performing an attack that includes two weapons that have the impact 1 keyword, these two keywords combine to add up to impact 2.

The keywords listed below are used during the learning battle. The remaining keywords are ignored. Each weapon keyword provides an effect, as follows:

Impact x: While attacking a unit that has the armor keyword, a unit performing an attack using a weapon with the impact x keyword can change a number of hit results to critical results during the "Modify Attack Dice" step of the attack equal to the value of "x".

Pierce x: A unit performing an attack using a weapon with the pierce x keyword can cancel a number of block results during the "Modify Defense Dice" step of an attack equal to the value of "x".

Firing Arc Example

Since at least one mini in the enemy unit is inside the AT-RT's front firing arc, the entire unit may be attacked by the AT-RT's fixed: front AT-RT Laser Cannon.

Fixed: Front: To add a weapon with the fixed: front keyword to the attack pool, the defender must be inside the front firing arc of the attacking miniature equipped with that weapon. A firing arc is the cone-shaped area formed by the firing arc lines embossed on the bases of vehicle minis. A mini's firing arc extends from its base outward across the battlefield. To determine the edges of a mini's firing arc, a player aligns the edge of the range ruler with the firing-arc line on a mini's base to create one continuous line. If any part of the base of a defender's mini is within the area created by extending the firing-arc lines, the defender is inside that firing arc.

Melee

When a unit is in base contact with an enemy unit, it is in a melee. When a unit performs an attack against a unit it is in melee with, it is a melee attack. Melee attacks follow the same rules as ranged attacks with the following exceptions:

  • The attacker can use only weapons that have the melee icon.
  • The defender must be in the same melee as the attacker.

Starting a Melee

If a unit has a melee weapon, it can start a melee by moving into base contact with an enemy miniature. To start a melee, a player must follow these steps in order:

  1. Move Unit Leader: The player performs a move, moving their unit leader into base contact with an enemy mini. If a unit does not have a melee weapon, it cannot move into base contact with enemy minis and cannot start a melee.

  2. Move Other Minis: Maintaining cohesion, the player places each other mini in the unit that started the melee into base contact with a mini from their opponent's unit.

  3. Opponent Moves Minis: Maintaining cohesion, the player's opponent moves any of their minis that are not already in base contact with an enemy mini into base contact with minis from the unit that started the melee. If the opponent's unit does not have a melee weapon, the opponent does not move their minis into base contact with the unit that started the melee.

A unit can only start a melee with one enemy unit, though other units may later join a melee.

Engaged

While a trooper unit is in a melee with another trooper unit, those units are engaged. Only troopers can be engaged; vehicles can be in a melee but cannot be engaged. A unit that is engaged cannot perform ranged attacks, cannot be targeted by ranged attacks, and cannot perform moves except to withdraw. To exit an engagement, a unit must withdraw by using its entire activation to perform a speed-1 move. A unit that is withdrawing cannot do anything during its activation except perform this speed-1 move.

Terrain

Terrain represents forests, buildings, ruins, barricades, and any other physical features that impact the battle. Terrain can provide cover, block line of sight, and impede movement. The terrain rules in this booklet primarily cover the plastic barricades included in this core set. Information about additional terrain types can be found in the online Rules Reference.

Cover

During an attack, terrain that lies between two units can grant protection to the defender in the form of cover.

To determine if a unit has cover, the attacker traces an imaginary line between the center of their unit leader's base and the center of each miniature's base in the defender. If the line crosses any terrain, the mini is obscured. If at least half the minis in the defender are obscured, the entire unit is treated as obscured and that unit gains cover from the terrain that the imaginary line was traced through.

When determining cover, if the attacker's unit leader is in contact with a piece of terrain, that piece of terrain is ignored when determining if a minis are obscured.

Benefits of Cover

Each piece of terrain provides either light cover or heavy cover:

  • If the terrain that is obscuring a unit provides light cover, that unit can cancel one hit result during the "Apply Dodge and Cover" step of an attack.
  • If the terrain provides heavy cover, that unit can cancel up to two hit results.

Game effects can improve cover. If a unit with no cover improves its cover by one, it gains the benefit of light cover, and if a unit with light cover improves its cover by one it gains the benefit of heavy cover. A unit cannot improve its cover beyond heavy cover.

Barricades

The terrain included in the STAR WARS: LEGION core set consists of eight Imperial barricades. These barricades provide troopers with heavy cover, but do not provide cover to vehicles. During the learning battle, units can move over barricades freely.

Leaders and Cover

Since a unit leader is touching the barricade in front of him, when this unit is attacking, the barricade is ignored when determining if the defender is obscured.

Terrain and Cover Example: The attacking AT-RT traces a line from the center of its base to the center of each miniature's base in the defending Stormtrooper unit. Three of the five Stormtrooper minis are obscured by the barricade, and two are not. At least half the minis are obscured, so the entire unit benefits from cover. The barricade provides heavy cover to trooper units; therefore, the Stormtroopers are in heavy cover.

Unit Keywords

A unit card can contain a number of unit keywords. Unit keywords are presented on a unit's card below its name. The keywords listed below are used in the learning battle. The remaining keywords (Climbing Vehicle, Expert Climber, Jump 1, and Master of the Force 1) are ignored during the learning battle, and can be found in the online Rules Reference. Each unit keyword applies an effect to the entire unit, as follows:

Armor: During the "Modify Attack Dice" step of an attack, a unit that has the armor keyword cancels all hit results.

Charge: After a unit with charge performs a move action, if it is in melee, it may perform a free attack action.

Cover 1: During the "Apply Dodge and Cover" step of an attack, if the defender has the cover 1 keyword, it improves its cover by one when defending against ranged attacks.

Deflect: While a unit with deflect is defending, if it spends a dodge token, its surge conversion chart gains a block result, and if the attack is ranged, the attacker suffers 1 wound for each defense surge result rolled during the "Roll Defense Dice" step.

Immune: Pierce: While a unit with the immune: pierce keyword is defending, the attacker cannot use the pierce keyword to change any block results to blank results.

Nimble: After defending against an attack during which it spent one or more dodge tokens, a unit with nimble gains 1 dodge token.

Precise 1: During the "Reroll Attack Dice" step of an attack, a unit with precise 1 that spends an aim token rerolls up to 1 additional attack die.

Relentless: After a unit that has the relentless keyword performs a move action, it may perform a free attack action.

Stop!

You have read the rules needed to play the learning battle. After playing, read the "Expanded Rules" section.

Expanded Rules

After playing the learning battle, players are ready to learn the rest of the rules needed to play a standard game of STAR WARS: LEGION. This section includes expanded rules for attacking, movement, suppression, battle cards, army building, and setup.

Command Cards

Some command cards are exclusive to a unique character. These command cards feature art in the upper-right corner that matches the art on that character's unit card. When one of these cards is played in the command phase, that character must be nominated to issue orders. If that character is defeated, their command cards can no longer be played.

The orders section of some command cards indicate a specific unit (Darth Vader; Luke Skywalker) or specific unit type (trooper; vehicle). These orders must be issued to the appropriate unit or units, as indicated by the command card.

Actions

This section includes rules for actions that were omitted from the learning battle: recover, card, and standby actions.

Recover Action

The recover action allows units to rally their spirits and get back in the fight. To perform the recover action, a player removes all suppression tokens from the unit and readies all of the unit's exhausted upgrade cards.

Card Action

Some units and upgrade cards have special actions that showcase the unit's capabilities, such as Luke Skywalker's Jump 1 ability. These actions are printed on unit and upgrade cards, preceded by the card action icon. To perform a card action, the unit simply resolves the effect described after the card action icon. Each card action can be performed only once during a unit's activation.

Standby Action

The standby action allows trooper units to hold an action in reserve. If a unit has not performed an attack, it may perform a standby action. To perform a standby action, a player places a standby token on the battlefield near the trooper unit leader that is performing the standby action. A trooper unit cannot perform a standby action if it has performed an attack during its activation. Only trooper units can perform standby actions.

Standby Tokens: After an enemy unit at range 1–2 performs an action, a trooper unit with a standby token may spend that token to perform an attack or a move. If a trooper unit gains a suppression token or performs a move, attack, or any action, it discards its standby token. A unit cannot have more than one standby token.

Attacks

This section describes additional attack rules, including rules for line of sight and attacking multiple units.

Line of Sight

STAR WARS: LEGION uses the concept of true line of sight. That is, a player determines line of sight from the viewpoint of a miniature. The viewpoint of each mini is the highest point of its sculpt directly above the center of its base. If a player can see part of an opponent's mini or its base from that viewpoint, that player's mini has line of sight to that opponent's mini.

Line of Sight Example: A Rebel Trooper that is behind a wall has its line of sight blocked. A Rebel Trooper that is in the open is in line of sight. A Rebel Trooper that is behind heavy cover is still in line of sight.

Blocked Line of Sight

A miniature's line of sight to another mini can be blocked by terrain or vehicles. When determining line of sight, if no part of a mini is visible because it is behind a piece of terrain or a vehicle, that mini is blocked.

Troopers cannot block line of sight. When determining line of sight, if a player cannot see a mini only because that mini is concealed by other troopers on the battlefield, that mini is not considered blocked.

Wounds and Line of Sight

A miniature in the defending unit can only suffer wounds if there is line of sight to it from at least one mini in the attacking unit. If line of sight from every mini in the attacking unit is blocked to a mini in the defending unit, that defending mini cannot suffer wounds. This can create a situation in which a unit leader suffers wounds and is defeated while other minis in the unit are still on the battlefield. If this happens, one of the minis that is still on the battlefield is promoted and becomes the new unit leader—the player swaps that mini with the unit leader mini.

The Attack Pool

During a standard game, when forming an attack pool, only miniatures that have line of sight to the defender can use a weapon and contribute to the attack. When forming the attack pool, players follow these steps in order:

  1. Determine Eligible Minis: Each mini in the attacker is eligible to contribute to the attack pool if that mini has line of sight to any mini in the defender.

  2. Choose Weapons: The attacker can choose one weapon from each eligible mini to contribute to the attack pool. To choose a weapon, the attacker must meet all requirements indicated by that weapon's keywords, and that weapon's range must include the range of the attack, as determined from the attacker's unit leader to the closest mini of the defender.

  3. Gather Dice: The attacker gathers the number and type of dice depicted on each of the chosen weapons and places them on the battlefield near the defender.

Attacking Multiple Units

During an attack, each weapon or group of weapons with a unique name in a unit may attack a different enemy unit if it is able. To do so, simply add the following step after Step 2 of an attack:

  • Declare Additional Defender: If there are any weapons remaining that have not been added to the attack pool, the player may repeat steps 1-2, forming a separate attack pool with the new weapons.

And the following after Step 8:

  • Choose Additional Attack Pool: Repeat steps 4-9, choosing a new attack pool.

For example, a unit of six Stormtroopers is equipped with a DLT-19 Stormtrooper upgrade card. It attacks a unit of Rebel Troopers with five of its Stormtroopers, forming an attack pool with five E-11 Blaster Rifles. However, their controlling player wishes to attack a different unit with its DLT-19 Stormtrooper. There is another eligible target, an AT-RT, within range of the unused DLT-19; the player chooses to make an additional attack using the DLT-19 against the AT-RT. The impact 1 keyword of the DLT-19 is applied only to the attack pool to which the weapon has been added.

Vehicle Movement

When a vehicle performs a move, instead of moving normally, it can pivot. To pivot, a player rotates the unit leader and any additional miniatures in the unit up to 90°. All minis in the unit must be oriented in exactly the same direction as the unit leader. Additionally, there are two distinct vehicle classifications that follow special rules and restrictions to their movement: ground and repulsor. A repulsor vehicle is any vehicle affixed to a flying stand, while a ground vehicle is any vehicle affixed directly to its base.

Ground Vehicles

When a ground vehicle performs a move, instead of moving normally, it can reverse. To reverse, a player performs either a full or partial move; however, the player inserts the movement tool into the notch on the rear of the unit leader's base instead, and this move is limited to speed 1.

During a move, a ground vehicle mini can move through but cannot end its movement on top of repulsor vehicle minis. Additionally, a ground vehicle mini can move through trooper minis if those minis are not engaged. If a ground vehicle mini moves in such a way that it would overlap one or more trooper minis as it moves along the movement tool, any trooper minis that it moves through are displaced.

A displaced mini is set aside so the vehicle mini can perform its move action. Then, the player who did not move the vehicle mini places all of the displaced minis back on the battlefield. Displaced minis must be placed following normal cohesion rules, and they cannot be placed in base contact with enemy minis. If a unit leader is displaced, that mini is placed within range 1 of its original position. When one or more minis in a unit are displaced, the unit gains one suppression token.

Displacing Troopers Example: The Rebel player inserts the speed-2 movement tool into the front of the AT-RT. The Rebel player moves the AT-RT along the tool, overlapping two Stormtrooper miniatures and one Rebel Trooper mini. The Imperial player places the overlapped minis back in cohesion.

Repulsor Vehicles

During a move action, a repulsor vehicle mini can move through all other minis, including ground vehicle minis. If a repulsor vehicle mini moves in such a way that the movement tool would overlap minis in other units, the player can hold the movement tool above the minis.

A repulsor vehicle mini's final position after performing a move cannot overlap another mini unless it is performing a compulsory move. If it is performing a compulsory move, its final position can overlap trooper minis. If it does, those trooper minis are displaced.

Vehicle Damage

Vehicles cannot be suppressed, but severe damage can dramatically reduce their effectiveness. Each vehicle unit has a resilience value presented on its unit card.

After a player's vehicle miniature is assigned wounds equal to its resilience value, that player rolls a red defense die and suffers one of the following results:

  • If the result is a block, the mini is damaged and gains a damaged token. When a player activates a damaged unit, they roll a white defense die. If the result is a blank, that vehicle performs one fewer action during its activation.
  • If the result is a blank, the mini is disabled and gains a disabled token. A unit that is disabled cannot reverse and must spend two actions to perform a single move.
  • If the result is a defense surge, one of the mini's weapons is destroyed. The player's opponent chooses a weapon and places a weapon destroyed token on the corresponding card; that weapon cannot be used.

A unit with a resilience value of "–" does not suffer these effects.

Suppression

Even hardened veterans will duck for cover when blaster fire rains down upon them. The suppression rules represent the effects of morale in STAR WARS: LEGION and can play an important role, pinning down or panicking the enemy.

Suppression Tokens: Suppression tokens represent a unit ducking for cover. If a trooper unit has one or more suppression tokens, it improves its cover by one when defending against ranged attacks.

Courage

Each trooper unit has a courage value on its unit card. A unit with a number of suppression tokens equal to or exceeding its courage value is suppressed. A suppressed unit performs one fewer action during its activation. The unit only loses one action, regardless of the number of suppression tokens it has.

A unit with a courage value of "–" cannot receive suppression tokens and cannot be suppressed.

Gaining Suppression

The most common way for a unit to gain suppression tokens is to be the target of a ranged attack. After a ranged attack, if the attacker's dice roll produced one or more hit or critical results, the defender gains one suppression token, even if those results were canceled. When a unit gains a suppression token, a player places the token near the unit leader; that token will remain with the unit leader until removed.

Removing Suppression

After a unit that has suppression tokens activates, before it performs any actions, it must rally. To rally, a player rolls one white defense die for each suppression token the unit has. Then, one suppression token is removed from that unit for each block and defense surge result the roll produces. If, after this roll, the unit has fewer suppression tokens than its courage value, it is no longer suppressed and can perform two actions during its activation as normal.

Additionally, one suppression token is removed from each unit during the End Phase.

Panic

Trooper units that endure too much suppression can lose their nerve entirely and become panicked. After a unit rallies, if it has a number of suppression tokens equal to or exceeding twice its courage value, it becomes panicked.

When a unit becomes panicked, it gains a panic token; a player places that panic token near that unit's leader. A panicked unit still suffers the effects of being suppressed.

During a panicked unit's activation, it can perform only a single move action, cannot perform free actions, and must move at its maximum speed as directly as possible toward the nearest edge of the battlefield. If the unit leader ends this movement with any part of its base outside of the battlefield, the unit is defeated. If a unit in a melee is panicked, that unit must withdraw.

If the number of suppression tokens a unit has is reduced below double its courage value, the unit is no longer panicked, and its panic token is removed.

When checking for panic, a unit that is at range 1–3 of a friendly commander may use that commander's courage value instead of its own. A courage value of "–" is infinitely high.

Army Building

When playing a standard game of STAR WARS: LEGION, each player brings their own custom army, full of their favorite characters, fun strategies, and unique tricks.

Building an army allows players to create a force customized to their play style and strengths. One player may create a diverse and flexible force, while another might design an army that enacts a single strategy with merciless efficiency.

To build an army large enough for a complete game, and to increase army-building options, players will need to obtain other STAR WARS: LEGION expansion sets containing additional miniatures and upgrades.

Points

Each army consists of units, upgrade cards, and command cards. Units and upgrades both cost points, and the total point value of everything in an army cannot exceed 800.

Factions

There are two factions in the game: the Galactic Empire (Imperial) and the Rebel Alliance (Rebel). An army can include only units from the same faction. A unit's faction is found on the upper-left corner of its card.

Ranks

A unit's rank is used for army building. Each army must include the following:

  • Commander: One to two commander units.
  • Corps: Three to six corps units.
  • Special Forces: Up to three special forces units.
  • Support: Up to three support units.
  • Heavy: Up to two heavy units.

Upgrades

Upgrade cards are equipped to units in an army. Each upgrade card costs the number of points shown on the lower-right corner of its card. For each upgrade icon in a unit's upgrade bar, it may equip one upgrade card with the matching upgrade icon. A unit cannot equip more than one copy of the same upgrade card.

Some upgrade cards have restrictions in their card text. For example, an upgrade with the restriction "Stormtroopers only" can be equipped only by Stormtroopers units. Additionally, some upgrade cards have the restriction "Light Side only" or "Dark Side only." The Galactic Empire is aligned with the Dark side and its units can equip "Dark Side only" upgrade cards, while the Rebel Alliance is aligned with the Light Side.

Unique Cards

Some units and upgrades represent specific characters, unique weapons, or renowned, one-of-a-kind units. Each of these units or upgrades has a unique name that is identified by a bullet point in front of its name on its card. A player cannot include two or more cards that share the same unique name in their army.

Command Hand

As part of the army building process, a player chooses a hand of six command cards. The hand must include two 1-pip cards, two 2-pip cards, and two 3-pip cards, and may include only one copy of each command card. To include a unique character's command cards, such as Darth Vader, the army must include that character. After a player has chosen six command cards, the "Standing Orders" command card is added to create a hand of seven command cards.

ID Tokens

If an army has multiple units of the same type but with different upgrades, it can become difficult to keep track of which unit has which upgrades. To help both players distinguish multiple units of the same type, when deploying units, place a unique ID token near the base of the unit leader of each unit. Then, place each unit's matching ID token on its unit card.

Upgrade Cards

Upgrade cards represent elements like gear, weapons, and additional troopers that enhance units. Each upgrade contains an upgrade icon that determines that upgrade's type: Heavy Weapon, Personnel, Force, Command, Hardpoint, Gear, Grenades, Comms, and Pilot.

Each unit card has an upgrade bar that contains a number of upgrade icons. For each icon on a unit's upgrade bar, that unit can equip one upgrade card that has a matching icon. A unit cannot equip more than one copy of the same upgrade card.

Trooper Upgrades

Some upgrade cards feature the heavy weapon or personnel icons; these are trooper upgrades. Trooper upgrades add specific trooper miniatures to a unit, represented by unique sculpts to easily identify them. These minis always share the defense value, wound threshold, and weapons of their unit card.

Heavy Weapon: Heavy Weapon trooper miniatures are sculpted bearing special weapons. While attacking, only the specific mini sculpted with this weapon can use it, though it may choose to use one of the unit's other weapons instead.

Personnel: Personnel upgrade cards can be used to add specialists such as medics and engineers to units, or simply to bolster a unit's ranks with an additional trooper miniature.

Weapon Upgrades

Some upgrade cards feature the hardpoint or grenade icons; these are weapon upgrades. Each mini in the unit may use the equipped weapon upgrade when attacking the enemy.

Free Card Actions

Some upgrade cards contain free card actions, preceded by the free card action icon. A free card action is a card action that is performed as a free action. To perform a free card action, the unit simply resolves the effect described after the icon. Each free card action can be performed only once during a unit's activation.

Exhausting Upgrades

Some upgrade cards display an exhaust icon. To use this kind of card's effect, a player must exhaust the card by rotating it 90º. A player cannot use an exhausted card until it is readied. To ready a card, a player rotates the card 90º back to its original orientation. A unit can perform a recover action to ready all of its exhausted upgrade cards.

Ion Tokens

Armies sometimes employ specialized weaponry designed to ionize and disable enemy vehicles. These weapons can cause vehicles to gain ion tokens. When a unit activates, if it has one or more ion tokens, it loses one action for each ion token (up to two actions), and discards all ion tokens.

Battle Decks

Victory in STAR WARS: LEGION is determined by fulfilling objectives to earn victory points while contending with unexpected deployments and conditions. Each of these three features of a battle—deployment, objectives, and conditions—are determined by three battle decks. After a battlefield has been created during setup, three random cards are dealt from each of the three battle decks, and players collaborate to narrow these options down to one card of each type (see "Setup"). These three cards will indicate where players can deploy their armies, how players win, and any special conditions that affect the battle.

Deployment

Skilled commanders are experts at choosing the ideal place to engage the enemy, but the chaos of war and the necessities of the mission often play havoc with even the best laid plans. As a result, troop deployment varies wildly from skirmish to skirmish.

Each deployment card details the areas of the battlefield where troops can be deployed. Before deploying troops, each player should measure the deployment zones as described on the card and mark each zone's boundaries by placing the deployment zone tokens on the corners of each zone.

Objectives

The war between the Galactic Empire and the Alliance to Restore the Republic is an asymmetrical one—the Rebels cannot hope to prevail through strength of arms alone, and must therefore engage the Empire only when it is advantageous to do so, or some crucial objective is on the line. Likewise, the Empire knows that winning battles alone is insufficient; the Rebellion must be tracked down and stamped out wherever it appears. Therefore, the primary objective in each battle is never simply attrition.

Each objective card details the unique ways that players can earn victory points during the battle. Each objective card has a "Victory" section that describes how players win the battle. Some objective cards also contain setup instructions that players should read and execute before the game begins.

The learning battle uses example objective, deployment, and condition cards, including "Recover the Supplies," "Breakthrough," "Intercept the Transmissions," "Major Offensive," "Battle Lines," "Disarray," "Limited Visibility," "Hostile Environment," and "Clear Conditions."

Objective Tokens

Many objective cards require players to place objective tokens on the battlefield. Each objective token has two sides: a claimed side and an unclaimed side. Objective tokens follow these rules:

When a player's unit leader claims an objective token, that player flips the objective token from the unclaimed side to the claimed side and places it in base contact with the unit leader. The token will remain in base contact with the unit leader as it moves around the battlefield, unless the unit leader panics or is defeated.

If a player's unit leader with a claimed objective token panics or is defeated, before that player removes or moves the unit leader, they flip the objective token to its unclaimed side and return it to base contact with the unit leader. The objective token remains on the battlefield where it was placed, and can be claimed again as normal.

Miniatures cannot overlap objective tokens. Only unclaimed objective tokens can be claimed.

Conditions

In a vast and varied galaxy, battlefield conditions are never a predictable affair. Whether it's the weather, the geography, or even some quirk of a planet's atmosphere or local flora and fauna, it's best to expect the unexpected.

Each condition card details additional special rules that affect the game. Both players should read the condition card before the game begins. Some condition cards make use of condition tokens. These rules are explained on the condition card.

Setup

To play a standard game of STAR WARS: LEGION, perform the following steps:

  1. Establish Battlefield and Gather Components: Establish a 3' x 6' battlefield on a flat surface. The players sit across from each other on the 6' edges of the play area and place their units, cards, order tokens, movement tools, and other game components off the play area. Then, they assign ID tokens to their units if necessary.

  2. Declare Terrain: It is important to determine what the terrain effects will be before the game begins. Players should briefly discuss each piece of terrain that is available for the battle and come to a consensus on its cover type and other characteristics.

  3. Place Terrain: Players cooperate to set up terrain in a mutually agreeable fashion. If they cannot or do not wish to, they may use the "Competitive Terrain Placement" rules found in the Rules Reference.

  4. Select Player Color and Sides: The player whose army has the lowest point total chooses to be either the red player or the blue player. Then, the blue player chooses one of the long table edges and sets their army near that edge. The red player takes the other long table edge. If both players' armies have the same point total, flip a coin to determine which player chooses to be red or blue.

  5. Reveal Battle Cards: Shuffle the objective, deployment, and condition decks seperately. Then, draw and reveal three cards from each deck, lining each category up in a horizontal row facing the blue player's long table edge.

  6. Define Battlefield: Starting with the blue player, each player takes turns choosing a category and eliminating the card closest to the left. A player may also forfeit their opportunity to eliminate a card if they wish to do so. After each player has had two opportunities to eliminate a card, the card in each row that is closest to the left is the card used during the battle. If players eliminate the first two cards in a category, the final card cannot be eliminated.

  7. Resolve the Objective and Condition Cards: Resolve any setup instructions on the revealed objective card; then resolve any setup instructions on the condition card.

  8. Deploy Units: Starting with the blue player, players take turns placing a single unit from their army within their respective deployment zones. Players continue taking turns until all units have been deployed.

  9. Prepare Supply: Place the wound, suppression, panic, and damage tokens near the battlefield to create the supply. The blue player takes the round counter and sets it to "1." Then, players are ready to start the game!

Terrain and Elevation

Players are encouraged to use custom terrain when playing STAR WARS: LEGION. The rules for playing with custom terrain can be found in the online Rules Reference. Additionally, the online Rules Reference provides players with specific movement rules for ascending and descending vertical terrain. The Climbing Vehicle and Expert Climber keywords found on the AT-RT are designed for players using custom, elevated terrain.

Defining the Battlefield Example

  1. The blue player selects the deployment category, eliminating the leftmost card.

  2. The red player selects the condition category, eliminating the leftmost card.

  3. The blue player also selects the condition category, again eliminating the leftmost card.

  4. The red player cannot eliminate the final card in the condition category, so instead chooses the objective category, eliminating the leftmost card.

  5. The three leftmost uneliminated cards will be used in this game.

The standard battle setup diagram lays out, from one side: Rebel order tokens, Rebel unit and upgrade cards, Rebel command hand, the range ruler and movement tools, and the supply and dice; and from the other side: Imperial command hand, Imperial order tokens and round counter, Imperial unit and upgrade cards, and Imperial units (miniatures), with Rebel units (miniatures) opposite them across the battlefield.

Star Wars: Legion as a Hobby

Playing STAR WARS: LEGION involves more than just individual battles. It also involves collecting and crafting a thematic and beautiful army to create many memorable games with your friends. Through collecting, army building, and painting, you can shape an immersive game experience unique to you.

Collecting

After you have decided whether to collect a Rebel or Imperial army (or both!), you can begin adding to it with a host of different options. New units, characters, and upgrades are available to help you build a varied and unique force in line with your favorite aspects of the Star Wars universe. The rules for creating an army for an individual battle can be found in the "Army Building" section of this document, and a good collection will contain many different units so that you can modify your army and try different combinations and strategies each time you play.

When looking for inspiration for collecting and building an army, there is no shortage of ideas to be found from films, books, comics, and games to shape the form of your collection. Will you recreate a force seen in your favorite film, or flex your creative muscle and invent your own narrative theme that shapes the composition of your forces? There are a wealth of options in every expansion pack for STAR WARS: LEGION, and these boxed sets are a great way to gradually add to your collection and expand your tactical options.

Community

Playing a miniatures game is often more involved than other types of tabletop games, largely due to the space needed to play. Thankfully, many game stores have dedicated gaming tables complete with a collection of model terrain. Your local game store can be the perfect place to get to know other players, schedule painting nights to get your forces looking their best, or even organize a campaign or tournament. Fantasy Flight Games offers an online forum for all of our games, and if you are looking to learn more about STAR WARS: LEGION, be sure to see what others have to say at fantasyflightgames.com/SWLegion.

There are obviously a number of other online sources to share tactics, painting tips, custom terrain, or campaign ideas, but the support of your local game store and the fostering of a local community will often prove the most effective way to enjoy STAR WARS: LEGION to the fullest. Ask your local retailer how you can help develop their store into a great place to meet, discuss tactics, share painting tips, and play in events.

Organized Play

Many local game stores offer fun events with our Organized Play program for STAR WARS: LEGION. No matter your experience or expertise, there are a wide variety of gatherings for every type of player. By participating in events, you can meet new players, showcase your painted miniatures, and test your tabletop tactics at every level from casual open play to competitive tournaments. Top players can rise to the challenge of our championships, which culminate each year at FFG headquarters in Roseville, Minnesota at the World Championship! Learn more about our Organized Play program and how to encourage your local retailer to join in at fantasyflightgames.com/SWLegion/OP.

Assembling Your Miniatures

The miniatures in the core set are divided up into separate bags for each pose. We suggest that you assemble the minis one pose at a time to avoid mixing up the components, as the arm and body configurations are specific. Separate out all of the bases into red and grey colors. The Imperial minis go on the grey bases and the Rebel minis go on the red bases.

Next, clean each component of any mold lines or small, extra material from the casting process with a hobby knife. A sharp blade will more easily cut through the plastic. Follow the seam around the mini, removing the mold line as you go. Mind your fingers and cut away from yourself to avoid injury.

Test fit the pieces before gluing to make sure they fit well together. Trim them as needed for a better fit. Place a dab of super glue onto the component you want to attach. Press the components together and hold for about 10 seconds. Super glue the miniature to the base and set the mini aside to allow the glue to cure.

If you happen upon any components that are bent or misshapen, you can correct them with hot water. Simply submerge the bent component in hot water for about ten seconds. Take it out of the water and straighten the component by hand. As the plastic cools, it will retain the corrected shape. It helps to have a second cup of cold water nearby into which you can drop the straightened piece. This hastens the cooling process.

Preparing Your Miniatures for Painting

To add to the look of your miniatures, you can apply texture to the base to represent the "earth" upon which the mini stands. This step is called basing. Basing your miniatures before you prime them will help secure the basing material for when you paint it later. Apply white glue to the base with a brush and then submerge the base in a shallow container filled with your basing material. A mixture of sand and small rocks works well.

Before you paint your minis, you should apply a primer to help the paint adhere and increase the durability of your paint job. When selecting a spray primer, choose a flat finish primer. Gloss or satin primers are not recommended. Prepare your priming area with a backdrop and spray your miniatures from about ten inches away. When a mini is dry, lay it down to spray any recessed areas that were missed. Repeat this process until the entirety of the mini has a thin and even layer of primer.

Painting Your Miniatures

Painting miniatures may seem like a daunting task to the uninitiated. Thankfully, there are a huge variety of resources online to inform you about paints, techniques, and procedures to help you on your way to painting your first minis. Though tutorial videos and documents are very useful to learn more about miniature painting, often the best way to learn is to sit down with an experienced painter at your local gaming store to get some pointers firsthand. Try talking to your store owner about setting up a recurring paint night where players can get together and work on their minis as a group. It's a fun way to learn more about painting and get your miniatures ready for the tabletop.

The images in this booklet show the standard approach that many minis painters use when painting their minis: Primed, Basecoated, Washed, Layered, and Detailed. The process starts with a primed mini followed by basecoats of acrylic paint. Then, washes are used to define the recessed areas, followed by layering highlights to increase contrast. Painting the base and tidying up mistakes follows. Finally, a detail step addresses the finishing touches that really make the mini look great.

Whether you want to paint your minis as movie-accurate representations or invent color schemes of your own, there is an inexhaustable amount of online reference material to refer to. Be sure to post your progress on the Fantasy Flight Games forums where many like-minded players will be sharing ideas, tips, and techniques.

Model Terrain

A game of STAR WARS: LEGION is made more enjoyable with the addition of model terrain. Terrain provides visual interest for your games, and it can help strengthen the narrative that unfolds as the game progresses.

Model terrain can be crafted from raw materials like wood, insulation foam, and model train supplies. Many of these materials can be found in your local arts and crafts store or dedicated hobby shop. A simple internet search can produce a myriad of tutorials and tips to start you on your way to making the battlefield of your dreams.

There are also a number of options available in the form of fully-packaged terrain kits made from plastic or laser cut wood sheets. Wooded terrain can be made from model train trees and some thin hardboard—leaving the trees separate from the forest base allows for easier model placement.

Barricades and other low obstacles are an easy way to give your table some areas of heavy cover. In addition to the barricades that come in the core set, you can also make other low obstacles like fallen logs or low stone walls out of common materials. Natural features like rock outcroppings can be made from pine bark chips, insulation foam, drywall spackle, and sand.

Making Desert Buildings

A desert building can be made from sheets of insulation foam and hardboard that are held together with hot glue. Pink insulation foam is a great material to work with when making scenery as it is cheap and easy to cut. Once the walls are cut, the structure is glued together and then textured with a mix of paint and drywall spackle. This gives the look of adobe or baked earth. After texturing the surface and adding some details, the building is ready for paint.

When painting scenery made from insulation foam, it is important that you cover any exposed foam if you intend to use a spray primer. Spray paints dissolve exposed foam and will damage your structure. Either prime the building by hand with acrylic paint or be sure to cover any exposed foam with a layer of white glue or some other protective coating.

Credits

FANTASY FLIGHT GAMES

Game Design and Development: Alex Davy Additional Development: Luke Eddy Technical Writing: Adam Baker Producer: Derrick Fuchs Editing & Proofreading: Autumn Collier and Tina Fox Miniatures Game Manager: John Shaffer Graphic Design: Evan Simonet Graphic Design Manager: Brian Schomburg Cover Art: Alex Kim Interior Art: Jacob Atienza, Matt Bradbury, Tony Foti, Nasrul Hakim, Lukasz Jaskolski, Mark Molnar, Vlad Ricean, and Ryan Valle Art Direction: Crystal Chang and Andy Christensen Sculpting: Bexley Andrajack, Robert Brantseg, Cory DeVore, and David Ferreira Sculpting Coordinator: Niklas Norman Managing Art Director: Melissa Shetler Miniatures Painting: Bexley Andrajack, Tim Flanders, Mercedes Opheim, and John Shaffer Photography: Ryan Thompson Quality Assurance Coordinator: Zach Tewalthomas Senior Project Manager: John Franz-Wichlacz Senior Manager of Product Development: Chris Gerber Executive Game Designer: Corey Konieczka Creative Director: Andrew Navaro

ASMODEE NORTH AMERICA

Licensing Coordinator: Sherry Anisi Licensing Manager: Simone Elliott Production Management: Jason Beaudoin and Megan Duehn Publisher: Christian T. Petersen

LUCASFILM LIMITED

Licensing Approvals: Brian Merten

PLAYTESTERS

Brad Bettger, Alex Birt, Andrew Brown, Joel Brygger, Josiah Burkhardsmeier, Daniel Casslasy, Federico Castelo, Lachlan Conley, Ian Cross, Sean Darby, Andrea Dell'Agnese, Mike Dennis, James Dowdall, Julia Faeta, Lindsey Ferrante, Mike Ferrante, Brooks Flugaur-Leavitt, Jaren Foss, Travis Foss, Jason Gemmell, Dan Grothe, Oskar Grothe, Iain Hamp, Jesper Hills, Cory Hynes-Cernia, Harvie Jarriell, Chris Langland, Greg Larson, David Light, Daniel Lupo, Daniel Mahony, Erik Miller, Riley Mullins, Matthew Nott, Spencer Palmer, Andrew Pattison, Sean Poeschl, Daniel Poppe, Jared Porter, James Reijo, David Robison, Anthony Rossi, Chuck Sedor, Darron Tong, Dan Topczewski, Sean Vayda, Ryan Voigt, Chris Wheeler, and Kelly Yuhas

Special thanks to Matrim Charlebois, Nick Kingery, Ryan McClanahan, and AJ Swanson!

© & ™ Lucasfilm Ltd. No part of this product may be used without specific written permission. Permission granted to print or photocopy for personal use.

Quick Reference

Game Round

The game is played over six rounds. Each round consists of three phases.

Command Phase. Players perform the following steps:

  1. Select Command Card: Each player secretly selects a command card from their hand and places it facedown on the table. Then, both players simultaneously reveal their cards.
  2. Determine Priority: The player whose card has the fewest number of pips has priority. If both cards have the same number of pips, the player who has the round counter rolls a red defense die. If the result of the roll is a block, that player has priority. Otherwise, their opponent has priority.
  3. Issue Orders: Starting with the player who has priority, each player nominates a friendly commander and issues orders with that commander. Orders are issued to eligible units of the number and type indicated on the orders section of the chosen command card.

Activation Phase. Starting with the player who has priority, players take turns activating one of their unactivated units, proceeding through the following steps:

  1. Choose Unit: The player either chooses a unit with a faceup order token or takes a random order token from their order pool and chooses a unit with a matching rank that does not have a faceup order token.
  2. Activate Unit: Activate a corresponding unit, roll to remove suppression, and check for panic. Perform up to two actions, plus any free actions.
  3. Place Order Token: The player places the unit's order token facedown on the battlefield next to the unit's leader.

End Phase. Players refresh the battlefield by following these steps:

  1. Remove Tokens: Players remove all aim and dodge tokens from the battlefield, return their order tokens to their matching unit cards, and remove one supression token from each unit.
  2. Nominate New Commander: If all of a player's commanders have been destroyed, they must nominate a trooper unit leader to be their new commander.
  3. Advance Round Counter: The player who has the round counter rotates it so the next highest number is positioned in the window and passes the round counter to their opponent.

Attack Resolution

To perform an attack, a unit resolves the following steps:

  1. Declare Defender: The attacking player chooses one enemy unit to attack and measures range to that unit; this enemy unit is now the defender.
  2. Form Attack Pool: Each mini in the attacking unit with line of sight to the defender can add 1 eligible weapon to the attack pool.
  3. Declare Additional Defender: If there are any weapons remaining that have not been added to the attack pool, the player may repeat steps 1-2, forming a separate attack pool with the new weapons.
  4. Roll Attack Dice: Choose an attack pool and roll the dice. Then, reroll dice and convert attack surges as necessary.
  5. Apply Dodge and Cover: Apply the effects of dodge tokens and cover to cancel hit results.
  6. Modify Attack Dice: Resolve effects that modify attack dice.
  7. Roll Defense Dice: For each hit and critical result, roll a defense die that matches the defender's defense value.
  8. Modify Defense Dice: Resolve effects that modify defense dice.
  9. Compare Results: The attacker adds up all hit and critical results, and the defender adds up all block results. Subtract the defender's number from the attacker's; then the defender suffers wounds equal to the difference.
  10. Choose Additional Attack Pool: If the attacker declared multiple defenders, the attacker repeats steps 4-9, choosing a new attack pool.

Vehicle Damage

After a player's vehicle miniature is assigned wounds equal to its resilience value, that player rolls a red defense die and suffers one of the following results:

  • If the result is a block, the mini is damaged and gains a damaged token. When a player activates a damaged unit, they roll a white defense die. If the result is a blank, that vehicle performs one fewer action during its activation.
  • If the result is a blank, the mini is disabled and gains a disabled token. A unit that is disabled cannot reverse and must spend two actions to perform a single move.
  • If the result is a defense surge, a weapon is destroyed. The player's opponent chooses a weapon and places a weapon destroyed token on the corresponding card; that weapon cannot be used.