Star wars miniatures rulebook download


















Carentan details the building of the Second World War French town. A simple manager for the Star Wars: Miniatures board game.

Star Wars Miniatures is a 34mm scale collectible miniatures tabletop game based on the Star. You can seize your chance to get your boots on the ground and lead your troops to victory with Star Wars: Legion, a miniatures game of..

I'm wondering if anyone has the full complete collection of these miniatures pictures. Rebel scum does have a lot of these, but not all, they have a lot of broken links or things that don't' work..

Players must use glue to attach the miniatures to their bases, and attach some.. At FFG we are aware of possible complicated game situations that can arise from solo arrangements. Precisely for this reason, the feedback from players - and thus from a large number of different gaming experiences - seems to be of fundamental importance for the development and adaptation of the new rules.

The solo rulebook for Star Wars: X-Wing is far from final. Last updated on Star Wars: X-Wing - The fight against yourself The creators cannot manage the project on their own, they need the feedback from the fans in order to be able to bring Star Wars: X-Wing into the right form for solo players. Previous Thunderworks Games cartographer sequel from October 6th on Kickstarter. Next Wings flap: digital board game will be available for PC shortly.

See Terrain on page Low Objects: It costs double to move into a square with low objects. Moving diagonally into a square containing low objects costs 4 times as much. Walls and Pits: Walls and pits block movement.

Some big objects count as walls. Doors: Doors act like walls while closed and have no effect while open. Large Characters and Movement Large characters occupy a space 2 squares wide and 2 squares long. They pay the extra costs for moving into low objects if any part of their space moves into a square containing low objects. They cannot move if any part of their space would move into a square containing an enemy. Squeezing: Large characters can squeeze through small openings such as single-square doors and down narrow hallways, provided that they end their movement in an area that they can normally occupy.

Large characters cannot squeeze past enemies. Attacks and Damage Some characters in the Star Wars universe attack with blasters, others use vibro weapons, and others wield lightsabers. When a character attacks an enemy, you choose your target, make an attack roll, and, if the attack roll hits, deal damage. A Large character takes up 4 squares on the battle grid. A Large character can move through a space that is narrower than its own such as between walls or obstacles but cant stop where it doesnt t.

A Large character cannot squeeze through a space that is narrow because of enemy characters. Two characters have line of sight to can see each other if theres at least one clear line between their spaces. A line that nicks a corner or runs along a wall does not provide line of sight.

A character needs line of sight to an enemy to attack that enemy. A character can attack an enemy with cover only if that enemy is the nearest one to the attacker or tied for nearest.

She cant attack the Battle Droid because it has cover against her and its not the nearest enemy. If one or more enemies are adjacent to an attacking character, the attacker must choose one of those enemies as the target. Choosing Your Target Before making an attack, choose which enemy the attacking character attacker is targeting.

Line of Sight: The attacker must be able to see the enemy. See Line of Sight, below. Cover: A character cant target an enemy that has cover unless that enemy is the nearest. See Cover, below. Adjacent Enemies: If enemies are adjacent to the character, it can target only one of those enemies.

Line of Sight Generally, a character can target any enemy called the defender it can see. Seeing a defender is determined by nding line of sight. Draw an imaginary line from any point in the attackers space to any point in the defenders space. If the player who controls the attacking character can draw that line without touching a wall, that character has line of sight to that defender.

Only walls, closed doors, and big objects that count as walls block line of sight. Characters, low objects, and pits do not block line of sight. Cover Characters and certain kinds of terrain, such as low objects and walls, can provide cover against attacks. A character can attack an enemy with cover only if its the nearest enemy. To nd out whether a defender has cover against an attack, the attacker chooses a corner in its space.

In this example, there is a clear line from Padms chosen corner to the Battle Droids space. Padm can attack the Battle Droid even though it has cover because its the nearest enemy. To determine whether an enemy has cover, the player who controls the attacking character chooses a corner of a square in the attackers space.

If any line traced from this point to any point in the enemys space passes through a wall or a square that provides cover, the enemy has cover. The enemy does not have cover if the line runs along or merely touches the edge of a wall or other square that would otherwise provide cover. A character never has double cover. An adjacent enemy never has cover.

Low Objects and Cover: Low objects provide cover to enemies in those squares. However, an attacking character ignores low objects in its own space and adjacent squares. Low objects in the attackers space and in adjacent squares dont provide cover to enemies. The attacker can shoot over them. Characters and Cover: Characters provide cover, whether theyre allies or enemies. Making Attacks Making an attack means rst making an attack roll and then, if the attack hits, dealing damage.

Attack Rolls When your character attacks, you make an attack roll. Roll 1d20, add the characters Attack number, and add any other modiers that apply. A line that runs along a wall or that nicks a corner of a wall does not provide line of sight. But if some other line does provide line of sight, a line that runs along a wall or that nicks a corner also does not grant cover. When determining line of sight or cover, dont count lines that run along walls or that nick corners.

In this example, Captain Typho can attack one of the three enemies. Padm provides cover to the Battle Droid. Since these three enemies are equally close to Typho, he can attack any one of them even though they have cover. Padm Amidala When checking to see whether the target of an attack has cover, the attacker can ignore low objects in its own space and in adjacent squares.

Low objects in these squares dont provide cover to enemies. Neither enemy has cover against her attack. The Wookiee Commando, however, has cover from the low objects.

Since the Wookiee Commando has cover and is not the nearest enemy, Padm cant shoot that character. If the result of an attack roll equals or exceeds the enemys Defense number, the attack hits.

The attacking character deals damage its Damage number , which reduces the enemys Hit Points. For example, Jango Fett shoots at General Kenobi.

The Separatist player rolls 1d20 and adds 13 for Jangos Attack assuming no other modiers come into play. The die comes up 12, for a total of General Kenobis Defense is 19, so thats a hit. He drops from to Natural 20 is a Critical Hit: If you roll a natural 20 when making an attack roll a roll of 20 on the die, regardless of modiers , the attack automatically hits, no matter how high the defenders Defense.

In addition, it is a critical hit and deals double damage. Droid characters are immune to critical hits and do not take double damage, but a natural 20 still hits automatically. Natural 1 is an Automatic Miss: If you roll a natural 1 when making an attack roll a roll of 1 on the die, regardless of modiers , the attack automatically misses, no matter how high the bonus on the attack roll is.

Characters do not block line of sight. They do grant cover to other characters behind them. This restriction doesnt prohibit the use of special abilities and Force powers that also harm alliesonly attacks. Use the counters in this Starter Set to keep track of damage. Reduced to 0 Hit Points: When a characters Hit Points drop to 0 or lower, it is defeated and removed from the battle grid. Combined Fire Multiple characters can combine their attacks in combined re.

When a character makes an attack on its own turn, allied characters that have not yet activated this round can combine re to aid in the attack.

These allied characters must have line of sight to the target. Characters with the Melee Attack special ability, or characters that deal no damage, cannot use or benet from combined re. The characters dont do anything with their activation other than grant the combined re bonus, and they cant activate again that round.

In a sense, they give up their turns for the round to aid in the attack. You have to decide which allies combine re before making the attack roll. You cant make the attack roll and then decide how many allies help out with combined re.

The bonus from combined re is only good for a single attack. If a character has a special ability that lets it make more than one attack on its turn, the bonuses are good only for the attack they apply to.

You cant combine re on an attack of opportunity. Attacks of Opportunity If an enemy moves out of a square adjacent to a character, that character can make a single, immediate attack against that enemy even if the character has already activated this round. This is called an attack of opportunity. One Per Turn: There is no limit to the number of attacks of opportunity a character can make in a round, but it can make only one during a given characters turn.

Attack is Optional: A character does not have to make an attack of opportunity when one is available. Timing: A character makes an attack of opportunity in response to an enemys movement.

The attack takes place when the enemy is about to leave the adjacent square, but before it actually does. Pause the movement and make the attack; if the enemy is not defeated, it continues moving. In a skirmish with more than two players, if characters from several different squads are able to make an attack of opportunity, resolve attacks in play order acting player rst, then clockwise around the table. Battle Droid 3 When a character attacks, allied characters that have not yet activated this round and that have line of sight to the defender can combine re.

Characters with the Melee Attack special ability, and those that deal no damage, cant use or benet from combine re. In this example, the Dwarf Spider Droid shoots at Padm. Battle Droid 1 cant combine re because it doesnt have line of sight to Padm. If a character moves out of a square thats adjacent to an enemy, that enemy can make an immediate attack against that character, called an attack of opportunity.

A character can make only one attack of opportunity per turn. In this example, Padm starts her turn adjacent to a Battle Droid. A character adjacent to an enemy can attack only that enemy or another adjacent enemy. This provokes an attack of opportunity from the Battle Droid. Then Padm attacks the Dark Side Acolyte. Single Attack. An attack of opportunity is a single attack. Characters with special abilities that allow them to make additional attacks can still make only one attack of opportunity.

Walls: Two characters are adjacent only if they have line of sight to each other. If two characters are on opposite sides of a wall, they arent adjacent, so neither can make attacks of opportunity against the other. Replaces Attacks: Some special abilities take the place of attacks. They cannot be used in place of attacks of opportunity. Special Abilities and Attacks Sometimes a special ability deals damage, or it adds to the damage dealt by an attack.

See the description of the special ability in the glossary at the end of this rulebook for its effects. Some special abilities allow a character to make additional attacks in a single turn. Roll for each attack separately: If you defeat one enemy, you can target another enemy with any remaining attacks. Melee Attack: Characters with the Melee Attack special ability can attack only adjacent enemies. Characters with Melee Attack cannot use combined re, either to gain a bonus or to give a bonus to another character.

She activates a Dwarf Spider Droid. Look at the Combined Fire diagram on page At the end of the Droids movement, it has a clear shot at Padm. That is, Padm has no cover. After all, the Separatist player moved the Droid into position to shoot Padm.

Combined Fire: Before making the attack roll, the Separatist player decides to include two Battle Droids in the attack. She rolls 1d20, which comes up 7. Padms Defense is 17, so thats a hit.

She started with 60 Hit Points, so she has 30 left. Special Abilities, Force Powers, and Commander Effects Some characters have special abilities, Force powers, and commander effects listed on their stat cards. Look in the glossary at the end of this booklet for rules about specic special abilities, Force powers, and commander effects. Using Special Abilities Most special abilities are automatic.

They either always work, or they work under certain conditions. If youre activating Aurra Sing, you dont have to choose whether to use a special ability, and you dont have to decide between one or the other. They both work whenever you need them to. Force Points and Force Powers Some characters have access to the Force and can use it for a number of effects. These characters have Force points and a Force rating on their stat cards.

Reroll: A character can spend 1 Force point to reroll an attack or save that it has just made. You can even reroll a natural 1 on an attack normally an automatic miss.

You must take the result of the second roll, even if its worse. Since an initiative roll affects a whole squad, not just an individual character, you cant spend a Force point to reroll initiative.

Move Faster: A character can spend 1 Force point to move 2 extra squares on its turn. This extra distance is added onto the characters regular move. General Kenobi, for example, can use this option to move 8 squares and attack or move 14 squares without attacking. He cant, however, move 6 squares, attack, and then spend 1 Force point to move another 2 squares. Force Powers: A character can spend Force points to use a Force power listed on its stat card.

The Force powers rules text lists how many Force points it costs to use. A few characters with Force points dont have any special Force powers; they can only use their Force points to reroll or to move faster.

Spending Force Points: When a character spends Force points, theyre gone for the rest of the skirmish. Use them wisely. Once per Turn: A character can spend Force points only once per turn. However, it may spend Force points during other characters turns, if appropriate, and can do so multiple times in a round up to the limit of its Force rating. For example, Kit Fisto starts with 4 Force points. On his turn, he uses 1 Force point to move 8 squares and end up adjacent to several enemies.

Hes down to 3 Force points. He wants to attack all the adjacent enemies, but he cant use his Lightsaber Sweep Force power to do so, because hes already spent Force points this turn. He can attack just one enemy instead. After his turn is over, an enemy takes its turn and targets Kit Fisto with Grenades. Kit Fisto fails his save.

Since its another characters turn, he can spend 1 Force point to reroll his failed save. Timing: Some Force powers can be used in response to an event, such as an enemys attack.

Using the Force in this way is an immediate action and does not require the character using. Occasionally a Force power affects something outside a characters actions such as Anticipation, which allows an initiative reroll.

Again, this does not activate the character; spend the Force points at the appropriate point in the round. Commander Effects Some characters are able to inuence allies on the battleeld. These characters have commander effects. Commander effects do not normally affect Droid or Savage characters. Replaces Attacks Many special abilities and Force powers allow a character to use them anytime during its turn, and their use doesnt prevent that character from being able to attack during that turn.

If using a special ability or Force power replaces attacks, this fact is noted in the abilitys rules text on the stat card and in the denition in the glossary at the end of this booklet. Special abilities and Force powers that replace attacks can be used only on the acting characters turn, not in place of an attack of opportunity.

Targets of Special Abilities and Force Powers When you choose an enemy as a target for a special ability, use the same rules as for attacks. Line of Sight: You can choose only an enemy that the acting character can see. Cover: If an enemy has cover, you cant choose it as the target unless its the nearest enemy. Adjacent Enemy: If one or more enemies are adjacent to the acting character, you must choose one of these enemies as the target.

Simultaneous Effects If several effects happen at the same time, play them out one after the other. Usually it doesnt matter what order these effects happen in. If it does matter, use the following rules. Players Choice: If several effects apply to one players character or characters, that player determines the order. Acting Player First: If the effects apply to more than one players characters, the acting player the one whose character is doing something goes rst.

If there are more than two players in the skirmish, the player to the left goes next, and so on. Terrain The Muunilinst side of the battle grid and the terrain tiles included in this Starter Set contain a variety of terrain. Terrain can affect movement, line of sight, and cover.

Squares and Edges: Different kinds of terrain have color-coded borders to remind you to treat the whole square or edge as that terrain, to make it clear what sort of terrain it is, and to indicate which corners can be crossed diagonally.

Terrain applies to an entire square or edge if the color-coded borders extend to the corners of that square or edge. For example, the image of a statue which counts as a wall might not ll a whole square, or it might spill across a border into another square, but for game purposes, only the indicated square is treated as containing a wall.

All squares inside a larger bordered space count as that kind of terrain. Low Objects Computer terminals, chairs, countertops, and similar obstacles are collectively referred to as low objects. A square containing low objects has a green outline. Movement: It costs twice as much to move into a square containing low objects. This means it counts as 2 squares, or 4 squares if moving diagonally. Line of Sight: Low objects do not block line of sight. Cover: Low objects provide cover. The attacking character ignores low objects in the space it occupies and in adjacent squares for determining cover.

Walls Walls are high objects that separate squares. Some very large objects, such as columns, are high enough to be considered walls. An edge thats a wall has a magenta line along it. Movement: Characters cannot move through walls. They cannot move diagonally across a wall corner if its color-coded border extends to that corner. Line of Sight: Walls block line of sight. Characters on opposite sides of a wall are not adjacent.

Cover: Walls can provide cover when they dont block line of sight altogether. Doors Doors can open and close during the course of a skirmish. An edge thats a door has a series of blue squares along it. Doors are closed and considered walls unless they are open. Opening a Door: A door becomes open at the end of any characters turn when a character is adjacent to the door. An open door has no effect on movement, line of sight, or cover.

Its effectively not there anymore. A character can usually shoot around a nearby corner at no penalty. In this example, Padm and the Battle Droid have line of sight to each other. Remember, you only need a single clear line from one characters space to anothers to get line of sight. To determine whether a defender has cover against an attack, the attacker chooses a corner in its space. If all the lines to the defenders space from this point are clear, then the defender doesnt have cover.

In this example, Padm can shoot around the corner, and the Battle Droid has no cover. A door acts like a wall when theres no character next to it. If a character ends its turn next to a door, the door is now open, as if its not there. The door remains open until a characters turn ends with no character adjacent to it. In this example, 1 Padm moves to a square adjacent to the door any of the shaded squares but cant go through it.

At the end of Padms turn, the door opens. Closing a Door: A door remains open until a characters turn ends with no character adjacent to it, at which point it becomes closed. Setup: If a character sets up next to a door so that the skirmish starts with the character there , the door starts the skirmish already open. Pits Pits are deep craters plunging into the depths of the planet. A square that counts as a pit has an orange outline.

Movement: Characters cannot move into a square containing a pit unless they have the Flight special ability. Characters with Flight can move through a square containing a pit but cannot end their movement in that square. Line of Sight and Cover: Pits do not block line of sight, nor do they provide cover. Scenarios In addition to setting up skirmishes as described in these rules, you can ght other sorts of battles.

This section gives you more rules for setting up different kinds of skirmishes. Fringe Squads The basic rules assume that one player has a Republic squad and the other a Separatist squad. Its also possible to create a Fringe-only squad, which cant have Republic or Separatist characters in it. In the basic, two-player skirmish, a Fringe squad sets up at either end of the battle grid, depending on what the opponent is playing.

If both players have Fringe squads, dice off to decide where each squad sets up. Terrain Tiles You can use the terrain tiles in the Starter Set to change the battleeld. These can either modify the Muunilinst side of the battle grid or add terrain to the blank side. Muunilinst Side: Changing the Muunilinst battle grid presents you with new tactical challenges. You can lay terrain tiles over preprinted buildings and other features. Dont block corridors or streets when you do this.

Blank Side: Adding terrain to the blank battle grid lets you create a setting of your own design. Lay the terrain tiles out as you choose, to represent an open battleeld, a smaller community, or other contested location.

No Tight Spaces: Place the terrain tiles so that theres always at least a 2-square gap between any impassable terrain, such as two walls or a wall and a pit. You can place a terrain tile so it lines up along the edge of the battle grid, but you cant leave a 1-square gap between impassable terrain and the grid edge. No Overlapping: Two tiles cant overlap. Starting Areas: Dont place terrain tiles on a players starting area unless that player agrees to it.

Competitive Terrain Placement: This option lets you place terrain tactically, to help you and get in your opponents way. Players each roll 1d Whoever rolls highest places a terrain tile. If there are more than two players, the player to the left places a tile next, and so on until theyre all placed or theres no room for the remaining tiles.

The blank side of the battle grid has designated starting areas, depending on the number of players. You cannot place terrain in an opponents starting area. Setting Up: When setting up your squad on the blank side of the battle grid, place your characters in a designated starting area. Dice off to see who deploys rst; the player who rolls highest decides.

If there are more than two players, the player to the left deploys next, and so on. Multiple Battle Grids You can put more than one battle grid together for larger battles.

If you put two or more Muunilinst sides together, you make a larger area of the city. In that case, the edges arent completely impassable: The streets and buildings are set up so that you can join them in various ways to connect one battle grid to another. If you put two or more blank battle grids together, you can make a larger location of your own design. Characters can cross the connected edges unless you place impassable terrain there.

Three-Way Squads No more than one player can play a Republic squad, and no more than one player can play a Separatist squad. At least one player plays a Fringe squad maybe more than one. As a special rule, the Republic and Separatist squads cant have Fringe characters.

That way, the Fringe player has access to different characters from the other players. Three-Way Setup On the Muunilinst side of the battle grid, each squad starts in one of the three large building complexes at the edges of the grid. Players each roll 1d20, and whoever rolls highest chooses a building to be his or her setup building.

The player to that players left chooses one of the two remaining buildings, and the nal player sets up in the last building. All characters start in their squads setup building.

No characters can set up adjacent to doors leading to the street no outside doors can be open at the start of the skirmish. For setup on the blank side of the battle grid, see the rules for using terrain tiles, above. Three-Way Victory In a three-way skirmish, you dont play until one player is the only one left with characters on the battle grid. Instead, players score points as they defeat enemies.

Once you have scored points equal to your squads total value, you win, even if there are enemies left.



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