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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
Clear Conditions
Clear conditions1
"This card has no effect."


Hostile Environment
Hostile environment1
Trooper units whose leader is not in base contact with a piece of terrain cannot remove suppression tokens during the End Phase.
Limited Visibility
Limited Visibility v2
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
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

Range: 1 | Attack die red1 Attack die black1

Blast, Impact 1


Surge: Critical Hit

Rapid Reinforcements
Rapid Reinforcements v2
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
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
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.


Non-creature troopers gain: RESUPPLY (Choose a condition token in base contact with your unit leader and flip it faceup if able, otherwise, remove it. Then, draw 2 supply cards; equip 1 and shuffle 1 into the supply deck.)

War Weary
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:[]

Name Card Card Text
The Downed AT-ST (Act 1)
Swl30 a1 DownedATST 1
At the start of the Place Terrain step, place the Downed AT-ST terrain piece in the center of the battlefield.
Site of Battle (Act 2)
Site of battle
At the start of the Place Terrain step, place the Downed AT-ST terrain piece between the center of the battlefield and the nearest edge of the blue deployment zone.
Prisoners (Act 1)
Prisoners act1
Setup: At the start of the Place Terrain step, the red player places the Bunker terrain piece within the green deployment zone with its door closed. Then, the blue player places 4 barricades at range 1 of the Bunker. During setup, all other terrain pieces must be placed beyond range 1 of the Bunker.

During the Deploy Units step, the blue player must deploy 2 trooper units with their unit leaders in base contact with the Bunker. At the end of the Deploy Units step, the red player may choose up to 2 friendly Corps units. Each chosen unit performs a speed-2 move.

When a unit is set aside, it is placed inside the Bunker. Units cannot otherwise move into or be placed inside the bunker.

Defended Fortification (Act 2)
Defend fortification act2
Setup: At the start of the Place Terrain step, the red player places the Bunker terrain place within the green deployment zone with its door closed. Then, the blue player places 4 barricades at range 1 of the Bunker. During setup, all other terrain pieces must be place beyond range 1 of the Bunker.

Each trooper unit controlled by the blue player that is inside the Bunker gains:: Card Action icon-2Card Action icon-2 Broadcast (Choose up to 2 other friendly units. Each chosen units gains 1 aim, 1 dodge, or 1 standby token.)

Each trooper unit that has a unit leader in base contact with the Bunker gains: Card Action icon-2Card Action icon-2 Open (Remove the Bunker door.)

Each trooper unit that has a unit leader in base contact with the door of the Bunker gains: Card Action icon-2 Open (Remove the Bunker door.)

All trooper units gain: Card Action icon-2 Secure Munitions (Claim an unclaimed objective token that is in base contact with your unit leader.)

Crash Landing
Crash-landing
During round 1, at the start of the End Phase, reveal each condition token. Then, the 1-pip condition token detonates. Before removing the 1-pip condition token, the blue player replaces it with the Crashed Escape Pod terrain piece, centering the terrain piece on the location of the condition token, and then displaces each mini under the terrain piece, even if they cannot normally be displaced. Remove any remaining condition tokens. Then the red player places 2 condition tokens in base contact with and on opposite sides of the Crashed Escape Pod.

Crash Landing

Range: 1-2 | Attack die red1 Attack die black1 Attack die white1

Impact 1


Surge: Critical Hit

Lost in the Wilderness
Lost-in-the-wilderness
Setup At the start of the Place Terrain step, the blue player places the Crashed Escape Pod terrain piece in the center of the battlefield.

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
Clear
Skirmish Contition Clear
This card has no efect.
Dawn
Skirmish Contition Dawn
During the first round, units cannot perform ranged attacks beyond range 2.
Improvised Defenses
Skirmish Contition 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
Skirmish Contition 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).
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