Keyword Glossary
Unit Keywords
Advanced Targeting: Unit Type X
When a unit with the Advanced Targeting X keyword makes an attack against an enemy unit with the unit type listed, during the Form Attack Pool step, it may gain X Aim tokens. A unit that uses the Advanced Targeting X keyword may only form 1 Attack Pool and skips the Declare Additional Defender step of the attack sequence.
Agile X
When a unit with the Agile X keyword makes a Standard Move as part of an action or free action, after the effect is resolved, it gains X Dodge tokens.
Ai: Action
When a unit that has the AI keyword starts its Make Actions step, it must make 1 of the actions listed in its AI keyword if it does not have a faceup Order token and if 1 of the following conditions are met:
- The unit is Suppressed but not Panicked.
- The unit has a Vehicle Damage token.
- The unit is a Vehicle unit and half or more of the miniatures it started the game with have been defeated.
If the unit with the AI keyword cannot make any of its listed actions, it makes 1 fewer action during its Make Actions step.
Aid: Affiliation/Unit Type
Each time a unit with the Aid keyword would gain an Aim, Dodge, or Surge token, another allied unit of the Affiliation or unit type listed within 2 and in LOS may gain that token instead. If it does, the unit with the Aid keyword gains 1 Suppression token, if able.
For example, Logray gains 2 Aim tokens and 1 Dodge token at the start of his Activation from his Secret Ingredients Upgrade Card. Logray chooses to use the Aid keyword and have an Ewok Skirmisher unit gain 1 of those Aim tokens, and an Ewok Slingers unit gain the other Aim token. Logray gains 1 Suppression token for each time he uses Aid, for a total of 2 Suppression tokens, and still has the Dodge token from Secret Ingredients.
Allies of Convenience
Units with the Allies of Convenience keyword may issue Orders to allied Mercenary units regardless of Affiliation. Additionally, when building an army, players may include 1 extra Mercenary unit in their army regardless of Rank if there is at least 1 unit with the Allies of Convenience keyword, though they cannot take more units of a particular Rank than normally allowed.
Armor X
During the Modify Attack Dice step of the attack sequence, if the defending unit has the Armor X keyword, the defending player may cancel up to X hit hit results, removing those dice from the Attack Pool.
Arsenal X
A unit with the Arsenal X keyword can contribute X weapons to Attack Pools during the Form Attack Pool step. Each weapon or combination of weapons may form a new Attack Pool, but each weapon may only be added to 1 Attack Pool.
Associate: Unit Name
During Army Building, a unit with the Associate keyword does not count its Rank towards the maximum Rank requirements for that Rank if a unit with the specified unit name is included in the same army.
Ataru Mastery
A unit with the Ataru Mastery keyword can make up to 2 Attack actions during its Activation. When it attacks, it gains 1 Dodge token after the attack is resolved. When it defends, it gains 1 Aim token after the attack is resolved.
Attack Run
At the start of its Activation, a unit with the Attack Run keyword may increase or decrease its Speed by 1 until the end of that Activation.
Barrage
If a unit has the Barrage keyword, it may make 2 Attack actions during its Activation instead of 1 if it does not use the Arsenal keyword during that Activation.
Block
When a unit with the Block keyword is defending, if it spends 1 or more Dodge tokens during the Apply Dodge and Cover step, it gains def. surge:block until the end of that attack.
Bolster X
As a Card action, a unit with the Bolster X keyword can choose up to X allied units within 2 to each gain 1 Surge token.
Bounty
p. 47During Setup, a unit with the Bounty keyword chooses an enemy operative or commander unit. The chosen unit gains 1 Bounty token. After an allied unit with the Bounty keyword defeats an enemy unit that has 1 or more Bounty tokens with an attack or effect, the allied unit’s controlling player scores 1 VP.
Cache
During Setup, a unit with an equipped Upgrade Card that has the Cache keyword places the listed token(s) on the card with the Cache keyword. The unit may spend those tokens, even if any miniatures added to the unit with that card are defeated.
Calculate Odds
As a Card action, a unit with the Calculate Odds keyword can choose an allied Trooper unit within 2 and in LOS to gain 1 Aim token, 1 Dodge token, and 1 Suppression token.
Charge
After a unit that has the Charge keyword makes a Move action during its Activation that brings it into base contact with an enemy miniature to start a Melee, it may make a free Attack action against that unit using only Melee weapons.
Climbing Vehicle
A unit with the Climbing Vehicle keyword can make Climb moves and is treated as a Trooper unit for the purposes of Climbing.
Complete the Mission
During Setup, for each allied unit with the Complete the Mission keyword, place an allied Priority Mission token (Advantage) on the battlefield within Contested Territory.
While a unit with the Complete the Mission keyword is within 1 of 1 or more allied Priority Mission tokens, that unit gains def. surge:block. When a unit with the Complete the Mission keyword attacks an enemy unit within 1 of 1 or more allied Priority Mission tokens, the attacking unit’s Attack Pool gains the Critical 2 keyword.
Compel: Rank/Unit Type
After another allied non-Droid Trooper unit of the matching Rank or unit type, if specified, within 2 of an allied unit with the Compel keyword Rallies and is Suppressed but not Panicked, at the start of its Make Actions step, it may gain 1 Suppression token to make a free Move action.
Coordinate: Unit Name/Unit Type
- After a unit with the Coordinate keyword is issued an Order, it may issue an Order to an allied unit within 1 that has the unit name or unit type specified. A unit that has 1 or more unit names or unit types listed can only choose 1 of these listed unit names or unit types to issue an Order to using the Coordinate keyword. If a unit already has the Coordinate keyword and gains another instance of the keyword, the unit may choose which targets to issue an Order to from the multiple instances of the keyword; it does not issue 2 Orders.
Command Vehicle X
When an allied unit within 3 of a unit that has the Command Vehicle X keyword checks for Panic, if both units have the same Affiliation or Faction, the allied unit treats the unit that has the Command Vehicle X keyword as a commander unit with a ? value of X.
Counterpart
Some units are faithful companions or subservient minions and are almost never seen apart from another unit. A unit like this has the Counterpart keyword and the miniature that represents this unit is always added to another unit. That miniature has a Counterpart Card and their miniature is a Counterpart miniature. The combined unit has the Rank, unit type, Defense, ?, surge conversion chart, and Speed as shown on the Unit Card.
Sometimes, a Counterpart Card has a different unit type only for the purposes of equipping Upgrade Cards.
- A unit leader in a combined unit can be assigned Wounds when it is the only non-Counterpart miniature in the unit.
- When a Wound token would be assigned to a non- Counterpart miniature in a combined unit, that unit’s controlling player may assign that Wound token to an undefeated Counterpart miniature in that unit instead. That Wound token must be assigned to a Counterpart miniature if it would cause the last non-Counterpart miniature in the unit to be defeated.
- Upgrade Cards without weapons equipped to a Counterpart miniature are usable by the rest of the unit, unless the Counterpart miniature is defeated.
- Upgrade Cards with weapons are usable only by the miniature which has them equipped.
- The non-Counterpart miniatures in the unit use the Wound threshold on their Unit or Upgrade Card, the Counterpart miniature uses the Wound threshold on the Counterpart Card.
- The combined unit has the keywords on both the Unit Card and the Counterpart Card.
- Miniatures in a combined unit may only use weapons that are on their respective cards. If a combined unit gains a weapon from a Command Card, only the non-Counterpart miniature may use it.
If the Counterpart miniature is defeated, the unit loses any keywords, abilities, or effects on the Counterpart Card.
Cover X
p. 48When a unit with the Cover X keyword defends against a Ranged attack, during the Apply Dodge and Cover step, it increases its Cover by X.
Cunning
When determining priority during the Command Phase, if a player reveals a commander or operative specific Command Card that belongs to a unit with the Cunning keyword and there would be a tie for priority, treat that Command Card as having 1 fewer pip, to a minumim of 0. If both players reveal a specific commander or operative Command Card that belongs to a unit with the Cunning keyword, there is still a tie for priority.
Danger Sense X
When a unit with the Danger Sense X keyword would remove any number of its Suppression tokens, it may choose to not remove up to X tokens, including 0.
While a unit with the Danger Sense X keyword defends against an attack, it rolls 1 extra defense die during the Roll Defense Dice step for each Suppression token it has, up to X additional dice.
Dauntless
After a non-Droid Trooper unit with the Dauntless keyword Rallies and is Suppressed but not Panicked, at the start of its Make Action step, it may gain 1 Suppression token to make a free Move action.
A unit with the Dauntless keyword may not be affected by the Compel keyword.
Death from Above
When a unit with the Death From Above keyword attacks, the defending unit cannot use Cover to cancel hit hit results during the Apply Cover step if the attacking unit's unit leader is overlapping a piece of non-area terrain of greater height than any terrain the defending unit's unit leader is overlapping.
Defend X
After a unit with the Defend X keyword is issued an Order, it gains X Dodge tokens.
Deflect
While a unit with the Deflect keyword defends against a Ranged attack or uses the Guardian X keyword, its surge conversion chart gains def. surge:block. Additionally, during the Convert Defense Surges step before converting def. surge results, the attacker suffers 1 Wound if there is at least 1 def. surge result in the defense roll. When a unit with the Deflect keyword uses the Guardian X keyword, before converting any defense surges, the attacker suffers 1 Wound if at least 1 of the dice rolled with Guardian X rolled at least 1 def. surge result.
If the Deflect keyword causes the attacking unit to be defeated, the attack continues, and the defender can still suffer Wounds.
While defending or using the Guardian X keyword against an attack made only with weapons that have the High Velocity keyword, the Deflect keyword has no effect.
Demoralize X
After a unit with the Demoralize X keyword Rallies, add up to X total Suppression tokens to enemy units within 2.
Detachment: Unit Name/Type
A unit with the Detachment keyword doesn’t count against the maximum number of units of its Rank that can be included during Army Building. A unit with the Detachment keyword can be included in a player’s army only if another unit that has the unit name or unit type specified and does not have the Detachment keyword is also included in that army. Each unit with the Detachment keyword needs its own matching specified unit. Additionally, during the Deploy in Prepared Positions step, a unit with the Detachment keyword gains the Infiltrate or Prepared Position keyword for the remainder of the game if its matching specified unit has that keyword.
For example, a player wishes to add a DF-90 Mortar Trooper to their army. Because the DF-90 Mortar Trooper has the Detachment: Shoretroopers keyword, the player must first add a unit of Shoretroopers to their army before adding the DF-90 Mortar Trooper. The player does so, and the army now contains a Shoretroopers unit and a DF-90 Mortar Trooper unit. The player then wishes to add a second DF-90 Mortar Trooper unit to their army, and therefore must first select a second unit of Shoretroopers to include in their army.
Direct: Unit Name/Unit Type
During the Issue Orders step of the Command Phase, a unit with the Direct keyword may issue an Order to an allied unit within 2 that has the unit name or unit type specified.
Disciplined X
After a unit with the Disciplined X keyword is issued an Order, it may remove up to X Suppression tokens.
Disengage
A Trooper unit with the Disengage keyword can make Moves as normal while it is Engaged with a single enemy unit.
Distract
As a Free Card action, a unit with the Distract keyword can choose an enemy Trooper unit within 2 and in LOS. Until the end of the Round, when the chosen enemy unit makes an attack, it must attack the unit that used the Distract action, if able.
While the chosen enemy unit is attacking the unit with the Distract keyword, each miniature in the enemy unit must choose an eligible weapon to contribute to an Attack Pool. The enemy unit may only declare additional defenders and form additional Attack Pools if, after first forming an Attack Pool with eligible weapons, there are still weapons usable by miniatures in the unit that were not eligible to be added to the first Attack Pool.
When a unit uses the Distract keyword, if it has the Inconspicuous keyword, it loses Inconspicuous until the end of the Round.
Divine Influence
p. 49Other allied ? Trooper units gain Guardian 2: C-3PO while they are within 1 and in LOS of an allied C-3PO. While allied ? Trooper units within 1 and in LOS of an allied C-3PO use Guardian X, they may cancel crit results as if they were hit results.
Djem So Mastery
When a unit with the Djem So Mastery keyword defends against a Melee attack, during the Compare Results step, the attacking unit suffers 1 Wound if the attack roll contains 1 or more Blank results.
Duelist
When a unit with the Duelist keyword makes a Melee attack, if it spends 1 or more Aim tokens during the Reroll Attack Dice step, the Attack Pool gains the Pierce 1 weapon keyword. While a unit with the Duelist keyword defends against a Melee attack, if it spends at least 1 Dodge token during the Apply Dodge and Cover step, it gains the Immune: Pierce keyword.
A unit with the Duelist keyword gets these effects in addition to the normal effects of spending Aim or Dodge tokens.
Enrage X
When a unit with the Enrage X keyword has Wound tokens greater than or equal to X, that unit gains the Charge keyword and its ? becomes “-”. If a unit with the Enrage X keyword has Wound tokens greater than or equal to X but removes Wound tokens through an effect so that it has fewer than X, it no longer benefits from the Enrage X keyword until it has Wound tokens greater than or equal to X again.
Entourage: Unit Name
During Army Building, for each unit a player includes with the Entourage keyword, 1 unit specified by the Entourage keyword does not count its Rank towards the maximum Rank requirements for that Rank. This can allow a player to bring more units of a specific Rank than Rank requirements allow.
In the Command Phase, during the Issue Orders step, a unit with the Entourage keyword may issue an Order to an allied unit within 2 that has the name specified by the Entourage keyword.
Additionally, the unit specified by the Entourage keyword ignores the corps Rank requirement to provide Backup to the unit with the Entourage keyword.
For example, Director Orson Krennic has Entourage: Death Troopers. If an army includes Director Orson Krennic, 1 unit of Death Troopers in the same army does not count towards the maximum number of special forces Ranks allowed in the army, allowing a player to bring up to 3 other special forces units in addition to the Death Troopers. In the Command Phase, Director Orson Krennic may issue an Order to an allied Death Trooper unit within 2.
Equip
During Army Building, if a player includes a unit with the Equip keyword, that unit must equip the upgrades listed after the keyword.
Exemplar
While attacking or defending, if an allied unit is within 2 and in LOS of 1 or more allied units that have the Exemplar keyword and share the same Faction or Affiliation as that attacking or defending unit, that attacking or defending unit may spend an Aim, Dodge, or Surge token belonging to 1 of those units with Exemplar as if that attacking or defending unit had the token.
Expert Climber
When a unit with the Expert Climber keyword makes a Climb, it may Move a vertical distance up to height 2.
Eyes on the Prize: Keyword
While a unit with the Eyes on the Prize keyword has its unit leader within ½ of 1 or more Objective tokens or is holding 1 or more Objective tokens, it has the listed keyword.
Field Commander
During Army Building, an army that includes a unit with the Field Commander keyword may ignore the minimum commander Rank requirement. If a player’s army contains no commander units during Setup but does contain a unit with the Field Commander keyword, that unit gains a Commander token. When a player reveals a non-commander or operative specific Command Card, they may nominate an allied unit with the Field Commander keyword to be Commander and issue Orders. A unit with the Field Commander keyword is not a commander and only counts as one for the purposes of issuing Orders with a Command Card during the Command Phase. A unit with the Field Commander keyword counts as a commander of that Faction or Affiliation when building a Command Hand.
Additionally, if an allied Unit is within 3 of the unit with the Commander token and both units share the same Faction or Affiliation, that allied unit may treat the unit that has the Field Commander keyword as a commander unit with a ? of 2.
Fire Support
p. 50After a unit with the Fire Support keyword is issued an Order, it gains a Standby token.
Flexible Response X
During Army Building, a unit with the Flexible Response keyword must equip X heavy weapon upgrades.
Full Pivot
When a unit with the Full Pivot keyword makes a Pivot, it may Pivot up to 360°.
Generator X
During the End Phase, a unit with the Generator X keyword may flip up to X inactive Shield tokens to their active side.
Guardian X
While an allied Trooper unit within 1 and in LOS of a unit that has the Guardian X keyword defends against a Ranged attack, it may cancel up to X hit hit results during the Modify Attack Dice step. For each hit hit result canceled in this way, the unit with the Guardian X keyword rolls 1 defense die matching the one on its Unit Card. After converting any defense surge def. surge results according to its surge chart or by using Surge tokens, the unit with the Guardian X keyword gains 1 Suppression token, then suffers 1 Wound for each Blank result. A defending unit that has the Guardian X keyword used on it gains a Suppression token as normal.
A unit cannot use Guardian X if the defending unit also has the Guardian X keyword. If multiple allied units can use the Guardian X keyword during an attack, the player who controls those units declares which unit is using the Guardian X keyword and resolves their ability before choosing whether to declare that another unit is using the Guardian X keyword.
A unit cannot use Guardian X if it has a number of Suppression tokens equal to or greater than its ?.
The Pierce X keyword can be used to cancel block block results on defense dice rolled by a unit using Guardian X; treat canceled block block results as Blank results. After using Pierce X in this way, any unused Pierce X value can still be used to cancel block block results rolled by the defending unit.
Additionally, a unit with the Guardian X keyword cannot benefit from Backup and ignores the corps Rank requirement to provide Backup.
Guidance
As a Card or Free Card action, a unit with the Guidance keyword may choose another allied unit of the specified unit type within 2. The chosen unit makes a free non-Attack action.
Gunslinger
When a unit with the Gunslinger keyword reaches the Declare Additional Defender step, it may declare an additional defender and create an Attack Pool consisting solely of a Ranged weapon that has already been contributed to another Attack Pool. The Gunslinger keyword can only be used once per attack sequence.
Heavy Weapon Team
A unit with the Heavy Weapon Team keyword must equip a heavy weapon Upgrade Card. The miniature added to the unit with this Upgrade Card becomes the unit leader.
Hold the Line
While a unit with the Hold the Line keyword is engaged, it gains surge: hit and def. surge: block.
Hover: Ground/Air X
A unit with the Hover: Ground or Hover: Air X keyword can make Standby actions during the Make Actions step and can gain and spend Standby tokens. A unit with the Hover: Ground or Hover: Air X keyword can make Reverse Moves.
A unit with the Hover: Ground keyword is treated as a Ground Vehicle by other units for all LOS purposes. For all other game effects, the unit is still treated as a Repulsor Vehicle.
A unit with the Hover: Air X keyword ignores terrain of height X or lower while Moving and may end a movement overlapping such terrain.
Strafe Move
If a unit with the Hover: Ground/Air X keyword has a base with side notches, the unit may make a Strafe Move as part of a Move action instead of moving normally. A Strafe Move is a normal notched base Standard Move with the following exceptions:
- When making a full Strafe Move, instead of placing the Movement Tool in the front notch of the unit leader’s base, place it in one of the side notchs. Then place the opposite side notch of the unit leader’s base on the other end of the Movement Tool.
- When making a partial Strafe Move, instead of placing the Movement Tool wholly in the front notch of the unit leader’s base at the start of the Move, place the Movement Tool wholly in one of the side notches. When ending a partial Strafe Move, the miniature must be placed in such a way so that the line of the two side notches on its base are parallel to the section of the Movement Tool the miniature reached at the farthest part of the move.
- While making a Strafe Move, a unit reduces its Speed by 1 to a minimum of 1.
Hunted
p. 51During Setup, if 1 or more enemy units have the Bounty keyword, each unit with the Hunted keyword gains 1 Bounty token.
I’m Part of the Squad Too
A unit with the I’m Part of the Squad Too keyword is Contesting an Objective token if its unit leader is within 1 of that Objective token instead of ½.
Immune: Blast
While a unit with the Immune: Blast keyword is defending, the effects of the Blast keyword are ignored.
Immune: Enemy Effects
A unit with the Immune: Enemy Effects keyword ignores all enemy card effects and cannot be targeted by any enemy card effects.
Immune: Melee
Units with the Immune: Melee keyword cannot be targeted by Melee attacks and cannot be Engaged.
When forming an Attack Pool targeting a unit with the Immune: Melee keyword, the attacking unit can add Ranged weapons to the Attack Pool even if they are in Melee with the defending unit.
Immune: Melee Pierce
While a unit with the Immune: Melee Pierce keyword is defending against a Melee attack, the attacker cannot use the Pierce X weapon keyword to cancel block results on defense dice during the Modify Defense Dice step.
While a unit with Immune: Melee Pierce is using the Guardian X keyword during a Melee attack, the attacking unit cannot use the Pierce X keyword to cancel block results on defense dice rolled by that unit for the Guardian X keyword.
Immune: Pierce
While a unit with the Immune: Pierce keyword is defending, the attacker cannot use the Pierce X weapon keyword to cancel block results on defense dice during the Modify Defense Dice step.
While a unit with Immune: Pierce is using the Guardian X keyword, the attacking unit cannot use the Pierce X keyword to cancel block results on defense dice rolled by that unit for the Guardian X keyword.
Immune: 1 Weapons
An Attack Pool that is assigned to a unit with the Immune: 1 Weapons keyword cannot contain weapons with a maximum Range of 1.
Impervious
When an Attack Pool is being resolved against a unit with the Impervious keyword, at the start of the Modify Defense Dice step, reduce that Attack Pool's Pierce X keyword value by 1, to a minimum of 0.
Incognito
A unit with the Incognito keyword cannot be attacked by enemy units that are not within 1 of it, cannot Contest Objectives, and cannot provide Backup.
If a unit with the Incognito keyword ever makes an attack or defends against an attack, it loses the Incognito keyword for the remainder of the game. Additionally, at the beginning of a unit with the Incognito keyword’s Activation, it may choose to lose the Incognito keyword for the remainder of the game.
Inconspicuous
While a unit with the Inconspicuous keyword has 1 or more Suppression tokens, attacking enemy units must target another unit, if able. When a unit with the Inconspicuous keyword Rallies, it may choose to not remove any number of Suppression tokens, including 0.
Independent: Token X/Action
At the start of the Activation Phase, if a unit with the Independent keyword does not have an Order token, that unit may gain X of the listed token(s) or make the listed action as a free action.
Indomitable
When a unit that has the Indomitable keyword Rallies, it rolls red defense dice instead of white defense dice.
Infiltrate
When a unit with the Infiltrate keyword starts its Activaiton, if it is undeployed, it may Deploy by placing the unit leader of that unit completely within allied Territory. Then the remaining miniatures in that unit are placed in Cohesion with their unit leader and completely within allied Territory. Miniatures cannot overlap impassable terrain when they are placed using Infiltrate.
Inspire X
When a unit with the Inspire X keyword ends its Activation, remove up to X total Suppression tokens from other allied units within 2.
Interrogate
p. 52During the Command Phase, if a player reveals a Command Card that belongs to a unit within 1 of 1 or more enemy units with the Interrogate keyword and there would be a tie for priority, treat that Command Card as having 1 more pip.
Jar'kai Mastery
When a unit with the Jar'Kai Mastery keyword makes a Melee attack, it may spend any number of Dodge tokens after converting attack surges during the Convert Attack Surges step. For each Dodge token spent in this way, change a Blank result to a hit result, a hit result to a crit result, or spend 2 Dodge tokens to change a Blank result to a crit result.
Jedi Hunter
When a unit with the Jedi Hunter keyword attacks a unit with a force upgrade icon on its upgrade bar, the attacking unit gains surge:crit until the end of that attack.
Jump X
A unit that has the Jump X keyword can make the Jump X Card action any time it could make a Move action. The unit makes a Move action as normal and can ignore or end its movement on top of terrain that is height X or lower. While making a Move with the Jump X action, a unit ignores the effects of difficult terrain and other miniatures with a height equal to or lower than X. When making a Move with the Jump X action, a unit may place the Movement Tool overlapping impassable terrain but may not end its Move overlapping it. When a unit makes the Jump X action, measure height from that unit’s starting position.
Juyo Mastery
While a unit with the Juyo Mastery keyword has 1 or more Wound tokens, it can make 1 additional action during its Make Actions step. A unit with Juyo Mastery may only make 2 Move actions during its Activation, including free actions.
Latent Power
When a unit with the Latent Power keyword ends its Activation, it may gain 1 Suppression token to roll 1 red defense die. If it does, on a def. surge result, choose an enemy unit within 1 of this miniature. The chosen unit gains 2 Suppression tokens and 2 Immobilize tokens. On a Blank result, remove 1 Wound or 1 Poison token from an allied non-Droid Trooper Trooper unit within 1 of this miniature.
Low Profile
When a unit with the Low Profile keyword would roll 1 or more defense dice during the Roll Cover Pool step, it rolls 1 fewer defense die and instead adds an additional block result to the Cover Pool after rolling.
Mandalorians Are Stronger Together
When an allied unit with the Mandalorians Are Stronger Together keyword spends 1 or more Aim tokens during an attack, after the attack is resolved, it gains 1 Dodge token if it is within 2 of another allied unit with the Mandalorians Are Stronger Together keyword.
When an allied unit with Mandalorians Are Stronger Together keyword spends 1 or more Dodge token during an attack, after the attack is resolved, it gains 1 Aim token if it is within 2 of another allied unit with the Mandalorians Are Stronger Together keyword.
Makashi Mastery
When a unit with the Makashi Mastery keyword makes a Melee attack, it can reduce the Pierce X value of a weapon in the Attack Pool by 1 during the Choose Weapons and Gather Dice step. If it does, the defender cannot use the Immune: Melee Pierce, Immune: Pierce, and/or Impervious keywords during this attack.
Marksman
A unit with the Marksman keyword may spend any number of Aim tokens after converting attack surges during the Convert Attack Surges step. For each Aim token spent in this way, instead of rerolling dice, change 1 Blank result to a hit result, 1 hit result to a crit result, or spend 2 Aim tokens to change 1 Blank result to a crit result.
Master of the Force X
When a unit with the Master of the Force X keyword ends its Activation, it may ready up to X of its exhausted Force force Upgrade Cards.
Master Storyteller
As a Card action, a unit with the Master Storyteller keyword may choose up to X allied ? units within 2, where X is the current Round number. Each chosen unit gains 2 Surge tokens.
Mechanized Infantry
At the start of the Activation Phase, each unit with the Mechanized Infantry keyword may choose a different allied vehicle unit within 2. If they do, the unit with the Mechanized Infantry keyword and each chosen unit gain 1 Aim token or 1 Dodge token.
Mercenary: Faction
A unit with the Mercenary: Faction keyword is a Mercenary unit. The Faction(s) specified by the Mercenary: Faction keyword can include that unit in an army as a Mercenary unit.
Mobile
p. 53When a unit on notched bases with the Mobile keyword makes a move, it skips step 1 of the notched base movement section, rotating the unit leader's base.
A unit with the Mobile keyword must make a free compulsory Move action at the start or end of its Make Actions step. A unit with the Mobile keyword cannot make Reverse Moves.
If a unit with the Mobile keyword makes more than 1 non- compulsory Move action during its Activation, it may not claim Asset tokens that Activation. Additionally, a unit with the Mobile keyword that has claimed an Asset token can make only 1 non-compulsory Move action during its Activation.
My Mood Is Based on Profit
Keywords and stats that have an X value on the Unit Card of a unit with the My Mood is Based on Profit keyword have an X value equal to the number of pips on the Command Card that unit’s controlling player most recently played and revealed that Game, to a minimum of 1. If a player has not yet played and revealed a Command Card this Game, treat X as 1 instead.
Nimble
When a unit with the Nimble keyword defends against an attack and spends at least 1 Dodge token during any point of the attack sequence, after the attack is resolved, it gains 1 Dodge token.
Observe X
As a Card action, a unit with the Observe X keyword can choose an enemy unit within 3 and in LOS. The chosen enemy unit gains X Observation tokens. Observation tokens are removed during the Remove Tokens step of the End Phase.
When an allied unit makes an attack, during the Reroll Attack Dice step it may spend any number of Observation tokens that belong to the defending unit. The attacking unit rerolls 1 attack die for each Observation token spent in this way. Observation tokens are spent 1 at a time, and the same die can be rerolled multiple times by spending subsequent Observation tokens or Aim tokens. An attacking unit may spend Aim tokens and Observation tokens in any order.
One Step Ahead
If 1 or more allied units have the One Step Ahead keyword, during the Resolve Command Card Effects step, after revealing Command Cards but before resolving Command Card effects, if the number of pips on the revealed Command Cards do not match, 1 allied unit with the One Step Ahead keyword on the battlefield may make a Speed-1 Move. If the number of pips do match, and there is 1 or more allied units with the One Step Ahead keyword on the battlefield, choose an allied unit on the battlefield. The chosen unit may make a Speed-1 Move.
Outmaneuver
A unit with the Outmaneuver keyword can spend Dodge tokens to cancel crit results during the Apply Dodge and Cover step.
Override
When an allied unit with the AI keyword starts its Activation within 3 of 1 or more allied units that have the Override keyword, choose 1 of those units that has the Override keyword that is not Panicked. The chosen unit may gain 1 Suppression token. If it does, the activating unit ignores the AI keyword during its Activation.
Plodding
A unit with the Plodding keyword can only make 1 Move action during its Activation.
Precise X
Each time a unit with the Precise X keyword spends an Aim token during the Reroll Attack Dice step, it can reroll up to X additional attack dice per Aim token spent.
Prepared Position
During the Deploy in Prepared Positions step of Setup, a unit with the Prepared Position keyword may Deploy by placing the unit leader of that unit completely within allied Territory. Then the remaining miniatures in that unit are placed in Cohesion with their unit leader and within allied Territory. That unit then gains 1 Dodge token. Miniatures cannot overlap impassable terrain when they are placed using Prepared Position.
Programmed
A unit with the Programmed keyword must equip at least 1 programming Upgrade Card during Army Building.
Pulling the Strings
As a Card action, a unit with the Pulling the Strings keyword may choose another allied Trooper unit within 2. The chosen unit may make a free Attack action or a free Move action.
Quick Thinking
When a unit makes the Quick Thinking Card action, it gains 1 Aim and 1 Dodge token.
Ready X
After a unit with the Ready X keyword makes a Standby action, it gains X Aim tokens.
Recharge X
p. 54When a unit with the Recharge X keyword makes a Recover action, it may flip up to X inactive Shield tokens from their inactive side to their active side.
Reinforcements
At the start of the End Phase of the first Round, a Unit with the Reinforcements keyword may make a Speed-1 Move.
Regenerate X
When a unit with the Regenerate X keyword ends its Activation, it rolls 1 white defense die for each Wound token it has, up to X. For each block or def. surge result, it removes 1 Wound token.
Reliable X
A unit with the Reliable X keyword gains X surge tokens at the start of each Activation Phase.
Relentless
After a unit that has the Relentless keyword makes a Move action during its Activation, it may make a free Attack action.
Reposition
When a unit with the Reposition keyword makes a Standard Move, it may make a Pivot either before or after making that Standard Move.
Retinue: Unit/Unit Type
At the start of each Activation Phase, if a unit with the Retinue keyword is within 2 of another allied unit or unit type specified by the Retinue keyword, the unit with the Retinue keyword gains either 1 Aim or 1 Dodge token.
Additionally, a unit with the Retinue keyword ignores the corps Rank requirement to provide Backup to the specified unit.
Ruthless
When an allied corps Trooper unit with a faceup Order token starts its Activation within 2 and in LOS of a unit with the Ruthless keyword, that allied unit may suffer 1 Wound to make 1 free action.
Scale
When a unit with the Scale keyword makes a Climb, it may Move a vertical distance up to height 2.
When a unit that has the Scale keyword makes a Move, it does not reduce its Speed for moving out of, into, or through difficult terrain.
Scout X
When an undeployed unit with the Scout X keyword activates, at the start of its Make Actions step, it may Deploy by making a free Speed-X Move action, ignoring difficult terrain. A unit can make this Move regardless of its Speed.
The Scout X keyword is cumulative but cannot exceed 3. If a unit would ever have Scout X exceeding Scout 3, it has Scout 3 instead.
Scouting Party X
During Setup, each unit with the Scouting Party keyword may choose up to X allied Trooper units that do not have the Scout keyword that share the same Faction or Affiliation as the Scouting Party unit. Each chosen unit gains the Scout X keyword, where X is the Scout X value of the unit with the Scouting Party keyword.
Secret Mission
At the beginning of each Command Phase, if a unit with the Secret Mission keyword is completely within enemy Territory, it gains 1 Secret Mission token. A unit may only ever gain 1 Secret Mission token per game.
When scoring VP during the End Phase, if a player controls 1 or more units that have a Secret Mission token and are within enemy Territory, that player may choose to remove those unit's Secret Mission tokens from the game. That player scores 1 VP for each Secret Mission token removed in this way.
Self-Destruct X
A unit may make a Self-Destruct X Card action only if it has a number of Wound tokens equal to or greater than half of its Wound threshold, rounding up. For each unit within 1 and in LOS, roll X black attack dice, completely resolving each roll before moving to the next unit. That unit suffers 1 Wound for each surge and crit result rolled, then gains 1 Suppression token for each hit result rolled. After all rolls are resolved, this unit is defeated.
Self-Preservation
A unit with the Self-Preservation keyword cannot use the ? of units that are not of the same Affiliation when checking for Panic.
Sentinel
A unit with the Sentinel keyword can spend a Standby token after an enemy unit makes an attack, Move, or action within 3, rather than within 2.
During the Determine Cover step, a unit with the Sharpshooter X keyword subtracts X from the numerical value of the defender’s Cover.
For example, a unit with heavy Cover and 1 Suppression token that is attacked by a unit with Sharpshooter 1 has light Cover.
Shielded X
A unit with the Shielded X keyword has X Shield tokens. Shield tokens belong to the unit and are not assigned to individual miniatures. If a unit gains the Shielded X keyword, it gains X Shield tokens. Similarly, if a unit loses the Shielded X keyword it loses X Shield tokens.
Shield tokens are double-sided, with an active side and an inactive side, and always enter play with their active side faceup. When a unit flips an active Shield token, that Shield token is flipped to its inactive side and is now inactive. When a unit flips an inactive Shield token, that Shield token is flipped to its active side and is now active.
While defending against a Ranged attack, a defending unit may flip any number of its active Shield tokens to their inactive side during the Modify Attack Dice step to cancel 1 hit hit or 1 critical crit result for each Shield token flipped in this way.
Shien Mastery
When a unit with the Shien Mastery keyword uses the Deflect keyword, the attacker suffers 1 Wound for each def. surge result in the defense roll instead of any other Wounds Deflect would cause. Additionally, when a unit with the Shien Mastery keyword is the defending unit of a Ranged attack, if it does not suffer Wounds from that attack, it does not gain Suppression tokens during the Assign Suppression Token to Defender step of that attack.
Smoke X
A unit that has the Smoke X keyword can make the Smoke X action to place X Smoke tokens comepletely within 1 and in LOS of its unit leader.
Smoke tokens cannot overlap any Objective, Advantage, Charge, or other Smoke tokens and must be placed on a flat surface.
Smoke Tokens
Trooper units whose unit leader is within 1 of a Smoke token improve the numerical value of their Cover by 1 during the Determine Cover step. While a Trooper unit is attacking, if the attacking unit leader is within 1 of a Smoke token, the defending unit improves the numerical value of their Cover by 1. Effects that improve a unit’s Cover are cumulative. A unit cannot be affected by the same Smoke token more than once. Smoke tokens are removed during the Remove Tokens step of the End Phase.
For example, a Trooper unit whose unit leader is within 1 of 2 Smoke tokens would improve the numerical value of its Cover by 2.
Special Issue: Battle Force
A unit with the Special Issue keyword can only be included in an army using the specified Battle Force.
Soresu Mastery
When a unit with Soresu Mastery defends against a Ranged attack, it may reroll all of its defense dice during the Reroll Defense Dice step. Additionally, when a unit with Soresu Mastery is using the Guardian X keyword, it may spend 1 Dodge token before converting any def. surge results. If it does, it rerolls all its defense dice before converting def. surge results. Each die cannot be rerolled more than once using Soresu Mastery.
Speeder X
A unit with the Speeder X keyword can Move over or end its movement on terrain equal to or less than height X. Additionally, when a unit with the Speeder X keyword on notched bases makes a Move, it skips step 1 of notched base movement.
A unit with the Speeder X keyword must make a free compulsory Move action at the start or end of its Make Actions step.
If a unit with the Speeder X keyword makes more than 1 non-compulsory Move action during its Activation, it may not claim Asset tokens that Activation. Additionally, a unit with the Speeder X keyword that has claimed an Asset token can make only 1 non-compulsory Move action during its Activation.
Compulsory Move
A compulsory Move is a free Move action. To make a compulsory Move, the unit makes a full Standard Move at its Speed. If it cannot do so, or if a full Move would cause any part of the unit leader’s base to be outside the battlefield, it can make a partial Move instead, ending its movement as far along the Movement Tool as possible.
Spotter X
As a Card or Free Card action, a unit with the Spotter X keyword can choose up to X allied units within 2. Each chosen unit gains 1 Aim token.
Spur
p. 56When a unit with the Spur keyword makes a Move, its controlling player may assign it 1 Suppression token. If they do, that unit increases its Speed by 1 during that Move to a maximum of 3. When a unit makes a Move, apply any effects that increase the unit’s Speed before applying any effects that reduce that unit’s Speed.
For example, a unit that normally has a Speed of 1, but has 1 Immobilize token, can use the Spur keyword to make a Move with a total Speed of 1. However, a unit that normally has a Speed of 1, but has 2 Immobilize tokens, cannot use the Spur keyword to make a Move because its Speed would still be 0.
Stationary
A unit with the Stationary keyword cannot make Moves unless the Move is a Pivot. A unit with the Prepared Position and Stationary keywords must Deploy during the Deploy in Prepared Positions step of Setup.
Steady
After a unit that has the Steady keyword makes a Move action during its Activation, it may make a free Attack action. Only Ranged weapons can be added to Attack Pools during this Attack action.
Strategize X
When a unit makes the Strategize X action, it gains 1 Suppression token, then chooses X allied units within 2. Each chosen unit gains 1 Aim token and 1 Dodge token.
Swashbuckler
When a unit with the Swashbuckler keyword spends 1 or more Aim tokens during an Attack action, after the effect is resolved, it gains 1 Dodge token.
Tactical X
When a unit with the Tactical X keyword makes a Standard Move as part of an action or free action, after the effect is resolved, it gains X Aim tokens.
Take Cover X
As a Card or Free Card action, a unit with the Take Cover X keyword can choose up to X allied units within 2. Each chosen unit gains 1 Dodge token.
Teamwork: Unit Name
While a unit with the Teamwork keyword is within 2 of an allied unit that has the unit name specified by the Teamwork keyword, if either unit gains 1 or more Aim tokens or 1 or more Dodge tokens, the other unit gains 1 token of the same type.
Target X
After a unit with the Target X keyword is issued an Order, it gains X Aim tokens.
Tempted
If an allied unit is defeated by an enemy attack and the attacking unit is within 3 of a unit with the Tempted keyword, after the attack is resolved, that unit with the Tempted keyword may make a free Attack action or a Speed-2 Move ignoring difficult terrain. A unit may use the Tempted keyword only once each Round.
This Is the Way
When an allied unit with the This is the Way keyword is issued an Order, choose up to X other allied units within 2 of that unit. Each chosen unit performs the Action listed by the unit that was issued the order's This is the Way keyword as a free action.
Transport
During Setup, a unit with the Transport keyword may choose an allied corps Trooper or special forces Trooper unit to transport. During the first Round's Issue Orders step, a unit with the Transport keyword may issue an Order to the chosen unit. If the chosen unit is undeployed when the unit with the Transport keyword Deploys, after the effect is resolved, the chosen unit Deploys by making a Speed-1 Move. Measure the start of this Move with both prongs of one side of the Movement Tool touching the base of the unit with the Transport keyword. A unit can make this Move regardless of its Speed. When the chosen unit Deploys in this way, the unit leader of that unit measures the vertical distance changed during that Move starting from the unit with the Transport keyword.
Uncanny Luck X
While a unit with the Uncanny Luck X keyword defends, it may reroll up to X defense dice during the Reroll Defense Dice step. Any dice rerolled with the Uncanny Luck X keyword must be rerolled at the same time, and each die cannot be rerolled more than once.
Unconcerned
A unit with the Unconcerned keyword cannot benefit from Cover, and miniatures in the unit cannot be Repaired or Restored.
Unhindered
When a unit that has the Unhindered keyword makes a Move, it does not reduce its Speed for moving out of, into, or through difficult terrain.
Unstoppable
p. 57A unit with the Unstoppable keyword is eligible to activate during the Activation Phase while it has 1 or fewer Order tokens. This unit may never have more than 1 faceup Order token. While this unit is not defeated, when its controlling player is creating their Order Pool, they add an additional Order token corresponding to this unit’s Rank to their Order Pool.
Weak Point X: Front/Rear/Sides
While a unit with the Weak Point X: Front/Rear/Sides keyword defends, if the attacking unit’s unit leader is at least partially inside the specified firing arc of the defending unit, the Attack Pool gains the Impact X keyword where X is equal to the value of Weak Point X.
While a unit with the Weak Point X keyword defends against a Ranged attack made by an area weapon, treat the Charge token or Advantage token as the attacking unit leader.
Weighed Down
A unit with the Weighed Down keyword cannot use the Jump keyword while it is holding 1 or more Objective tokens,
We're Not Regs
A unit with the We’re Not Regs keyword cannot spend Green tokens on other Clone Trooper units, and other Clone Trooper units cannot spend this unit’s Green tokens. Additionally, this unit cannot benefit from Backup.
Wheel Mode
At the start of its Activation, a unit with the Wheel Mode keyword may change its Speed to 3 until the end of that Activation. If it does, until the end of the Round, it loses the Unconcerned keyword, gains the AI: Move and Cover 2 keywords, and cannot make attacks or flip its active Shield tokens.
To indicate that a unit of Droidekas is using the Wheel Mode keyword, a player may replace their standing Droideka miniatures with ball-form Droideka miniatures, or simply mark the unit with a Wheel Mode token until the end of the Round.
Players should use the ball-form Droideka miniatures only when the unit uses the Wheel Mode keyword and only for the duration of that Round. At the end of the Round, any ball- form Droideka miniatures should be replaced with standing Droideka miniatures.
We Fight for Our Family
When a unit with the We Fight for Our Family keyword makes an attack action, after the effect is resolved, choose another allied unit with the We Fight for Our family keyword within 2, if able. The chosen unit gains 1 Dodge token.
Wound X
The first time a unit with the Wound X keyword enters play, that unit suffers X Wounds.
Vaapad Mastery
When a unit with the Vaapad Mastery keyword attacks, before rolling dice, it adds 1 white attack die to the pool for each Wound token it has, to a maximum of 3.
When a unit with the Vaapad Mastery keyword defends, before rolling dice it adds 1 white defense die to the pool for each Wound token it has, to a maximum of 3.
Victory or Death
When an allied unit with the Victory or Death keyword suffers 1 or more Wounds from an enemy attack, after the attack is resolved, the allied unit may gain 1 Suppression token. If it does, it may gains 1 Aim token or 1 Dodge token.
Weapon Keywords
p. 58Anti-Materiel X
When a unit makes an attack that has the Anti-Materiel X keyword in the Attack Pool, if the defending unit is a Vehicle unit, upgrade X of that weapon’s attack dice.
Anti-Personnel X
When a unit makes an attack that has the Anti-Personnel X keyword in the Attack Pool, if the defending unit is a Trooper unit, upgrade X of that weapon’s attack dice.
Area Weapon
A weapon with a yellow Range icon is an area weapon. When using an area weapon, make a separate attack against each unit, allied and enemy, that is in LOS and within the Range indicated by the number on the Range icon, even if that unit is Engaged. Attacks made by area weapons are always Ranged attacks.
Area weapons can never be in an Attack Pool made by a unit and must always be the only weapon in an Attack Pool.
Arm X: Charge Token Type
A unit that is equipped with a card that has the Arm X: Charge Token Type keyword can make the Arm X action. When a unit makes the Arm X action, the unit places X Charge tokens (Advantage) of the specified type and matching its controlling player’s color completely within 1 and LOS of its unit leader.
Charge tokens cannot overlap any Objective, Advantage, or other Charge tokens and must be placed on a flat surface completely flush with that surface.
Assault X
When a weapon with the Assault X keyword is added to an Attack Pool, if the defending unit is within 1 of the attacking unit's unit leader, you may upgrade X of that weapon's attack dice.
Beam X
If a weapon with the Beam X keyword is in a unit’s Attack Pool during the Declare Additional Defender step, that unit may declare up to X additional attacks, forming Attack Pools using only the weapon with the Beam X keyword, even though the weapon has already been added to an Attack Pool. These additional attacks do not generate further attacks.
Each additional attack must be against a different defending unit that is within 1 of the last defending unit declared. These additional attacks must be in LOS of the attacking unit but do not have to be within the maximum Range of the weapon with the Beam X keyword.
Units may not use the Beam X and Gunslinger keywords during the same attack.
Blast
A defending unit cannot use light or heavy Cover during the Apply Dodge and Cover step to cancel hit hit results produced by an Attack Pool that contains the Blast keyword.
Critical X
When a unit attacks, if the Critical X keyword is in the Attack Pool, during the Convert Surges step it may convert up to X surge results to crit results.
Cumbersome
When a unit adds a weapon with the Cumbersome keyword to an Attack Pool, it downgrades each of that weapon's attack dice if that unit has made any Moves during the same Activation.
Detonate X: (Charge Type)
After a unit attacks, Moves, or makes an action, each unit that has a weapon with the Detonate X keyword may Detonate up to X allied Charge tokens (Advantage) of the specified type. If a token would detonate, that token detonates before any other abilities or effects that occur after a unit Moves or makes an action, with the exception of spending a Standby token which can be spent by a unit before the token detonates. If both players have units that could detonate Charge tokens, the player that does not control the unit that just made the attack, Move, or action may use their unit’s Detonate X keyword first.
When a token detonates, make a separate attack against each unit, allied and enemy, that has LOS to the token and is in Range of the area weapon, using the surge conversion chart and weapon keywords on the card for the token being detonated. The detonating token is considered the attacking unit when making attacks, meaning that it cannot spend Aim tokens or modify attack dice, regardless of any abilities on the unit that placed the token. After a token detonates, remove it from the battlefield.
Fixed: Front/Sides/Rear
To add a weapon that has the Fixed: Front/Sides/Rear keyword to an Attack Pool, the defending unit must have at least 1 of its miniatures' bases partially inside 1 of the specified firing arcs of the attacking miniature.
High Velocity
A unit that defends against an attack that only has weapons with High Velocity in its Attack Pool cannot spend Dodge tokens during the Apply Dodge and Cover step.
Immobilize X
p. 59A unit that suffers 1 or more Wounds from an attack that has Immobilize X in the Attack Pool gains X Immobilize tokens.
When a unit makes a Move, its Speed is reduced by 1 for each Immobilize token it has. After modifiers, if a unit is Speed is 0 it cannot make Moves of any kind. At the end of a unit’s Activation, it removes any Immobilize tokens that it has.
When a unit makes a Move, apply any effects that increase the unit’s Speed before applying any effects that reduce its Speed.
Immune: Deflect
When a unit attacks with an Attack Pool that has Immune: Deflect, it cannot suffer Wounds from the Deflect keyword.
Impact X
When a unit attacks, if its Attack Pool has the Impact X keyword and the defending unit has the Armor X keyword, the attacking unit can modify up to X hit results to crit results during the Modify Attack Dice step.
Ion X
When a Vehicle or Droid Trooper unit suffers 1 or more Wounds from an attack that has the Ion X keyword in the Attack Pool, after the attack is resolved, it gains X Ion tokens.
When a unit starts its Activation with 1 or more Ion tokens, roll 1 white defense die for each Ion token it has. If any Blank results are rolled, that unit makes 1 fewer action during that Activation. At the end of a unit’s Activation, it removes any Ion tokens that it has.
If an Attack Pool includes the Ion X keyword, at the start of the Modify Attack Dice step, before resolving other effects the defending unit must flip 1 active Shield token, if able, for each hit or crit result in the attack roll, to a maximum of X tokens flipped.
Lethal X
When a unit makes an attack with an Attack Pool that has Lethal X, it can spend up to X Aim tokens during the Modify Attack Dice step. If it does, the Attack Pool gains Pierce 1 for each Aim token spent. The attacking unit may not reroll dice with any Aim tokens spent in this way.
Long Shot
When a unit with 1 or more weapons that have the Long Shot keyword makes an attack, before choosing an enemy unit to attack during the Declare Defender step, it may spend 1 Aim token to increase the maximum Range of each weapon with the Longshot keyword by 1 until the end of that attack sequence. The attacking unit may not reroll dice with any Aim tokens spent in this way. Only 1 Aim token may be spent in this way per attack sequence.
Overrun X
A weapon with a red overrun Range icon (OR) is an Overrun weapon and can only be used during Overrun attacks. Overrun attacks are not Ranged or Melee attacks. A unit may make X Overrun attacks during its activation. A unit with an Overrun weapon can make an Overrun attack after it makes a Standard Move in which the Movement Tool or one of its miniatures’ bases overlapped an enemy miniature’s base. After the Move is resolved, the unit with the Overrun weapon makes an attack against the unit it moved through, and ignores Range when making this attack. A unit can only form 1 Attack Pool when making an Overrun attack, and only weapons with the Overrun X keyword can be added to the Attack Pool. The Overrun weapon is only added to the Attack Pool once, even if there are multiple miniatures in the unit.
If a unit can make multiple Overrun attacks during its Activation, it must make a separate Move through an enemy unit for each Overrun attack.
Overwhelm
When a unit attacks with an Attack Pool that has 1 or more weapons with the Overwhelm keyword, if it spends at least 1 Aim token during the Reroll Dice step, the defending unit gains 1 Suppression token during the Assign Suppression Token to Defender step.
Pierce X
When a unit attacks with an Attack Pool that has Pierce X keyword it may cancel up to X block results during the Modify Defense Dice step.
The Pierce X keyword can be used to cancel block results on defense dice rolled by a unit using the Guardian X keyword. When doing so, treat canceled block results as Blank results. After using the Pierce X keyword in this way, any unused Pierce X value can still be used to cancel block results rolled by the defending unit.
For example, a unit with Pierce 3 attacks an enemy unit, and another enemy unit uses Guardian 2 to cancel 2 hit results. After converting defense def. surge results, the unit using Guardian has rolled 2 block results. The attacking unit uses Pierce to cancel the 2 block results and the unit using Guardian suffers 2 Wounds.
Now the defending unit rolls defense dice and the attacking unit may cancel 1 more block result rolled by the defending unit since only 2 of its original Pierce 3 have been used so far.
Poison X
p. 60A non-Droid Trooper Trooper unit that suffers 1 or more Wounds caused by an Attack Pool that has the Poison X keyword gains X Poison tokens.
When a unit with 1 or more Poison tokens ends its Activation, it suffers 1 Wound for each Poison token it has, then removes all of its Poison tokens.
Primitive
When a unit attacks, if its Attack Pool has the Primitive keyword and the defending unit has the Armor X keyword, after resolving any instances of the Impact X keyword during the Modify Attack Dice step, the attacking unit must modify all crit results to hit results.
Ram X
While a unit makes an attack with an Attack Pool that has the Ram X keyword, during the Modify Attack Dice step, it may change X results to crit results if it meets either of the following conditions:
- The unit leader has a notched base and the unit made at least 1 full Standard Move at its Speed during the same Activation as an attack using Ram X.
- The unit leader has an unnotched base and the unit made at least 1 Move during the same Activation as an attack using Ram X.
Scatter
When a unit attacks a small based Trooper unit with an Attack Pool that has the Scatter keyword, after the attack is resolved, it may place any of the non-unit leader miniatures in the defending unit in Cohesion.
Sniper Team
When a unit makes an attack during its Activation, if one of its Attack Pools contain only weapons that have the Sniper Team keyword, upgrade each of those weapon's attack dice if the unit meets the following requirements:
- The unit has not made a Move during this Activation.
- Each miniature in the attacking unit has LOS to 1 or more miniatures in the defending unit.
If you upgrade any dice in this way, at the end of the Convert Attack Surges step for that Attack Pool, you may cancel all the attack dice in that Attack Pool and skip to the Assign Suppression Token to Defender step. If you do, and if 1 or more crit results were canceled, the defending unit suffers 1 Wound.
Spray
When a miniature adds a weapon that has the Spray keyword to an Attack Pool, that weapon adds its dice a number of times equal to the number of miniatures in the defending unit that are in LOS of the miniature using that weapon.
For example, if an AT-RT with a flamethrower attacks a unit of 3 Death Troopers, since the flamethrower has the Spray keyword and an attack value of 2 black die, the flamethrower contributes 6 black attack dice to the Attack Pool.
Suppressive
When a unit defends against an Attack Pool that has Suppressive, it gains 1 additional Suppression token during the Assign Suppression Token to Defender step.
Tow Cable
After a Vehicle suffers 1 or more Wounds from an attack that has Tow Cable in the Attack Pool, the attacking player makes a Pivot with that Vehicle, then it gains 1 Immobilize token.
Versatile
Units can make Ranged attacks with a weapon that has the Versatile keyword even when they are Engaged. A weapon with the Versatile keyword that is both a Ranged weapon and a Melee weapon can be used to make either a Ranged attack or a Melee attack.
Upgrade and Command Card Keywords
p. 61Bane Tokens
Cad Bane has a set of 3 unique Bane tokens that he can place on the battlefield. Bane tokens are double-sided, with a uniform back and 3 different images on the front, each linked to a unique effect.
Bane tokens must be placed facedown on the battlefield and cannot overlap Objective or Advantage tokens. Bane tokens are enemy effects. Each player may only have 1 copy of each different Bane token on the battlefield at the same time.
When an enemy miniature Moves, Deploys, or is placed within 1 of an enemy Bane token, if that miniature has LOS to the token, that Bane token is revealed. Miniatures can Move through but not overlap Bane tokens. When a Bane token is revealed, it has 1 of the following effects:
Here I Am: If Cad Bane is not on the battlefield and is not defeated, his Here I Am token is replaced by his miniature. Then, Cad Bane issues himself an Order.
- If Cad Bane is on the battlefield, his Here I Am token is replaced by his miniature. Any tokens assigned to Cad Bane remain assigned to him.
- If Cad Bane is defeated, the token is removed.
- At the start of each Round, starting with the blue player, a player may reveal an allied Here I Am token and resolve it.
Smoke and Mirrors: The token is removed.
Kablamo!: The token detonates using the weapon profile on Cad Bane’s I Make the Rules Now Command Card, then the token is removed.
Cycle
At the end of a unit’s Activation, ready each of its exhausted Upgrade Cards with the Cycle keyword that was not used during that Activation. Only using the weapon, keywords, or other card text on the card counts as using that Upgrade Card.
Divulge
Some Command Cards have the Divulge keyword. Command Cards that contain the Divulge keyword are divided by a horizontal line, which serves to visually separate the Divulge keyword effect from the normal Command Card effect. Some Divulge cards have multiple options, in this case the player must pick 1. These cards can be revealed at the start of the phase or step indicated by the Divulge keyword. If a card is revealed in this manner, resolve the text that follows the Divulge keyword.
A card that is revealed in this way is not played and is returned to that player’s Command Hand at the end of the step in which it was Divulged. If a card with the Permanent keyword is Divulged, it does not return to a player's Command Hand and it remains in play. Players can Divulge as many Command Cards as they wish. If both players have Command Cards that are Divulged at the same time, the blue player can reveal their Command Card first. If this opportunity is declined, that card can no longer be Divulged.
Graffiti Tokens
A Graffiti token (Advantage) represents a striking image or symbol painted onto the terrain of the battlefield. Graffiti tokens affect a unit’s morale. Players should place the Graffiti token flat on a surface.
During a unit's Rally step, it may roll 1 additional die if it has LOS to and is within 2 of an allied Graffiti token. If it has LOS and is within 2 of an enemy Graffiti token, it must roll 1 fewer die, to a minumum of 1.
Graffiti tokens remain in play until the end of the game. Units may Move through and end a movement overlapping Graffiti tokens.
Leader
A miniature with the Leader keyword is treated as a unit’s unit leader for all rules purposes.
If a miniature with the Leader keyword and a Wound threshold of 2 or more is defeated while in a unit with a Wound threshold of 1, replace 1 of the remaining miniatures in that unit as normal, then assign the miniature with the Leader keyword 1 Wound token.
Each unit may only equip 1 upgrade card with the Leader keyword.
Noncombatant
A miniature with the Noncombatant keyword cannot add any weapons to Attack Pools, and any Wounds suffered must be assigned to non-unit leader miniatures without the Noncombatant keyword, if able. If a miniature with the Noncombatant keyword already has 1 or more Wound tokens, it must be assigned Wounds before miniatures that do not have Wound tokens. If the unit leader miniature in a unit with the Noncombatant keyword is defeated, a Noncombatant miniature cannot be replaced by a new unit leader miniature unless there are no other miniatures without the Noncombatant keyword.
Permanent
p. 62Some Command Cards have the Permanent keyword. Unlike ordinary Command Cards, these cards are not discarded from play during the End Phase and their effects persist as long as they are in play.
Reconfigure
When a unit equipped with an Upgrade Card that has the Reconfigure keyword makes a Recover action, that unit's controlling player may flip that Upgrade Card to a different side in addition to any other effects of that Recover action.
If an Upgrade Card has the exhaust icon, using the Reconfigure ability does not cause that Upgrade Card to be exhausted.
Repair X: Capacity Y
When a unit uses the Repair X: Capacity Y Card or Free Card action, choose an allied Droid Trooper or Vehicle unit within 1 and LOS and place 1 Wound token on the card that has the Repair X: Capacity Y keyword. Remove a total of up to 1 Wound, Ion, and/or Vehicle Damage tokens from the chosen unit or Restore up to X miniatures to that unit. This ability cannot be used if the card that has the Repair X: Capacity Y keyword has a number of Wound tokens on it equal to or exceeding Y.
Wound tokens on cards are not considered to be on units and do not count toward a unit’s Wound Threshold, nor can they be removed by abilities that remove Wound tokens from units.
A unit that has multiple Repair X: Capacity Y actions treats each keyword as a separate action, and can use each action once during its Activation, even if the unit has access to mutiple identical actions from different sources.
Restore
Some abilities, such as the Treat and Repair keywords or certain card effects, allow a player to Restore miniatures to allied units. To Restore a miniature to a unit, that unit must have had 1 or more miniatures defeated that Round. Choose a miniature that was defeated during the current Round and place that miniature on the battlefield in Cohesion with its unit leader. Then, give that miniature a number of Wound tokens equal to 1 less than the Wound threshold indicated on its Upgrade Card or Unit Card.
Sidearm: Melee/Ranged
If an upgrade has the Sidearm: Melee keyword, the miniature added by that upgrade or that has that upgrade equipped cannot add any Melee weapons to Attack Pools other than any Melee weapons on the Upgrade Card with the Sidearm: Melee keyword.
If an upgrade has the Sidearm: Ranged keyword, the miniature added by that upgrade or that has that upgrade equipped cannot add any Ranged weapons to Attack Pools other than any Ranged weapons on the Upgrade Card with the Sidearm: Ranged keyword.
For example, the T-series Tactical Droid Upgrade Card provides a Ranged weapon and has the Sidearm: Ranged keyword. The miniature added by that upgrade can only use the weapon on the T-series Tactical Droid upgrade during a Ranged attack. That miniature may still use any available Melee weapon, such as the Melee weapon on the B1-Battle Droids Unit Card, during a Melee attack.
Small
A unit that has 1 or more Counterpart miniatures with the Small keyword cannot be targeted with attacks if the attacking unit leader only has LOS to the Counterpart miniature with the Small keyword
Treat X: Capacity Y
When a unit uses the Treat X: Capacity Y Card or Free Card action, choose an allied non-Droid Trooper Trooper unit within 1 and LOS and place 1 Wound token on the card that has the Treat X: Capacity Y keyword. Remove a total of up to X Wound and/or Poison tokens from the chosen unit or Restore up to X miniatures to that unit. This ability cannot be used if the card that has the Treat X: Capacity Y keyword has a number of Wound tokens on it equal to or exceeding Y.
Wound tokens on cards are not considered to be on units and do not count toward a unit’s Wound threshold, nor can they be removed by abilities that remove Wound tokens from units.
A unit that has multiple Treat X: Capacity Y actions treats each keyword as a separate action, and can use each action once during its Activation, even if the unit has access to mutiple identical actions from different sources.