Condition sometimes refers to the literal atmospheric conditions of the battlefield, or can also impact how some units are placed on the battlefield, as well as have an impact on specific game mechanics. Like the other battle deck cards, there are eight condition cards used for competitive play, but many more used for scenario games.
Condition Cards for 800pt competitive play:[]
Name | Card | Card Text |
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Clear Conditions | "This card has no effect."
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Hostile Environment | Trooper units whose leader is not in base contact with a piece of terrain cannot remove suppression tokens during the End Phase. | |
Limited Visibility | During the first round, units cannot perform ranged attacks beyond range 2.
During the second round, units cannot perform ranged attacks beyond range 3. | |
Minefield | Starting with the blue player, players alternate placing condition tokens on the battlefield until 4 tokens have been placed. Each token must be placed beyond range 1 of each deployment zone and beyond range 2 of any other condition token. After a non-repulsor unit performs a move, if it is at range 1 and in line of sight of a condition token, roll a red defense die. On a block result the condition token detonates; on a surge result it detonates twice before being removed.
Minefield Blast, Impact 1
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Rapid Reinforcements | Starting with the blue player, each player sets aside 1 to 2 friendly non-commander, non-operative trooper units, marking each unit with a condition token. When a player draws an order token with a rank that matches a friendly set-aside unit, if they cannot choose a unit on the battlefield with a matching rank, they must place that set-aside unit onto the battlefield, beyond range 2 of all enemy units if able. That unit is treated as activated and its order token is placed facedown. | |
Fortified Positions | Setup: Starting with the blue player, players alternate placing barricades on the battlefield until 8 barricades have been placed. When a player places a barricade, it must be placed inside their deployment zone or within rage 1-2 of their deployment zone. Each barricade must be placed horizontally. | |
Supply Drop | Setup: Prepare the supply deck. Starting with the blue player, players alternate placing condition tokens facedown on the battlefield until 6 tokens have been placed. Each token must be placed beyond range 1 of each deployment zone and beyond range 1 of any other condition token.
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War Weary | When checking whether a unit is panicked, the range at which a unit can use a friendly commander's courage instead of its own is reduced by 2 (to a minimum of 1). |
Scenario Condition Cards:[]
Skirmish Condition Cards[]
Skirmish games require different skirmish-only battle cards instead of the standard battle cards above. These cards are for use in 500pt skirmish games played on a 3 foot by 3 foot play area, not standard 800 pt games.
Name | Card | Card Text |
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Clear | This card has no efect. | |
Dawn | During the first round, units cannot perform ranged attacks beyond range 2. | |
Improvised Defenses | Starting with the blue player, players alternate playing barricades on the battlefield until 4 barricades have been played. When a player places a barricade, it must be placed inside their deployment zone or within range 1-2 of their deployment zone. Each barricade must be placed horizontally. | |
War Weary | When checking whether a unit is panicked, the range at which a unit can use a friendly commander's courage instead of its own is reduced by 2 (to a minimum of 1). |