Aim[edit | edit source]

When a unit performs an aim action, that unit gains an aim token. The token is placed on the battlefield near the unit leader, and will remain with the unit as it moves around the battlefield.

  • Unit abilities and other game effects can allow units to gain aim tokens. If a game effect specifically instructs a unit to gain an aim token, that effect is different than performing an aim action and therefore does not trigger abilities that occur after aim actions are performed.
  • During a unit’s activation, it is possible for a unit to gain more than one aim token; however, that unit can perform only one aim action.
  • During an attack, a unit can spend one or more aim tokens to reroll up to two dice for each aim token spent.
  • Aim tokens are spent during the “Reroll Dice” substep of the “Roll Attack Dice” step of an attack.
  • To spend a unit’s aim token, a player removes it from the battlefield and places it in the supply.
  • If a unit has multiple aim tokens, that unit can choose to spend each subsequent aim token after determining the results of rerolls granted from a prior aim token.
  • A unit can reroll the same die multiple times by spending multiple aim tokens; however, each die can only be rerolled once per aim token.
  • During the End Phase, all unspent aim tokens are returned to the supply.

Attack[edit | edit source]

Units can perform attacks to attempt to defeat enemy units.

  • A unit typically performs an attack by performing an attack action during its activation.
  • During a unit’s activation, it is possible for a unit to perform more than one attack through the use of card abilities or other game effects; however, that unit can only perform one attack action during a single activation, regardless of whether it is an attack action or a free attack action.
  • During an attack, the unit that is performing the attack is the attacker and the target of the attack is the defender.
    • Multiple units can be chosen as defenders.
  • There are two types of attacks: ranged and melee.
    • During a ranged attack, the attacker and defender are not in a melee, and the attacker can use only weapons that have a blue range icon.
    • During a melee attack, the attacker and defender are in a melee, and the attacker can use only weapons that have a red melee icon.
  • Command cards, unit abilities, and other game effects can allow units to perform attacks. The card granting the attack will specify whether the attack is an attack action, a free attack action, or neither.


Card Action[edit | edit source]

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 (Card Action icon-2.png). 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.


  • Each card action is a unique action; a unit can perform different card actions during its activation. However, a unit cannot perform the same card action more than once during its activation.
  • If a card action provides a unit with either a move or an attack, performing that move or attack is different than performing a move action or attack action, even though the result is the same.
  • Card actions can allow units to gain aim, dodge, and standby tokens. If a card action specifically instructs a unit to gain an aim, dodge, or standby token, that effect is different than performing an aim, dodge, or standby action and therefore does not trigger abilities that occur after aim, dodge, or standby actions are performed.


Dodge[edit | edit source]

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.

  • When a unit performs a dodge action, that unit gains a dodge token. The token is placed on the battlefield near the unit leader and will remain with the unit as it moves around the battlefield.
  • During the “Apply Dodge and Cover” step of an attack, a unit can spend one or more dodge tokens to cancel one hit result for each dodge token spent.
  • Dodge tokens cannot be spent to cancel critical results.
  • To spend a unit’s dodge token, a player removes it from the battlefield and places it in the supply.
  • During the End Phase, all of a unit’s unspent dodge tokens are removed from the battlefield.
  • When a unit spends a dodge token to trigger the deflect keyword, that unit also receives the benefit of that dodge token in addition to the effects of deflect.
  • Unit and weapon abilities can allow units to gain dodge tokens. If a game effect specifically instructs a unit to gain a dodge token, that effect is different than performing a dodge action, even though the result is the same.
  • During a unit’s activation, it is possible for a unit to gain more than one dodge token; however, that unit can only gain one dodge token from performing a dodge action during a single activation.
  • A unit may spend a dodge token even if there are no hits to cancel.


Move[edit | edit source]

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.

  • The primary way that units move is by performing a move action. When a unit performs a move action, it performs a standard move, reverse, pivot, climb, or clamber.


Recover[edit | edit source]

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.

  • Unit abilities and other game effects can allow units to recover. If a game effect specifically instructs a unit to recover, that effect is different than performing a recover action and therefore does not trigger abilities that occur after recover actions are performed.


Standby[edit | edit source]

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.

  • A trooper unit can perform the standby action if it has not performed an attack during its activation. 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.
  • After an enemy unit attacks, moves, or performs an action, if that unit is at range 1–2 and in line of sight of a trooper unit with a standby token, that trooper unit may spend that standby token to perform a free attack action or a free move action.
  • A trooper unit cannot perform a standby action if it has performed an attack during its activation.
  • If a trooper unit gains a suppression token or performs a move, an attack, or an action, it discards all standby tokens.
  • A unit cannot have more than one standby token.
  • During the End Phase, all unspent standby tokens are returned to the supply.
  • A unit must have line of sight to an enemy unit moving, attacking, or performing an action in order to spend a standby token.
  • A standby token may be spent before any effects that trigger after an attack, attack action, move, or move action.
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