Activating a Unit

Activating a Unit
When a unit is chosen to activate, it first attempts to Rally, and then the unit may make actions. After the unit has completed its actions, flip the unit’s faceup Order token facedown or assign it the drawn Order token facedown.
  1. Resolve Any Abilities or Effects at the Start of a Unit's Activation
  2. Rally Step
  3. Make Actions
  4. Resolve Any Abilities or Effects at the End of a Unit's Activation
  5. Place Order Token

Cohesion

When a unit leader miniature changes position in any way, all other miniatures in the unit must be put into Cohesion. For a miniature to be in Cohesion, all of the following must be true:
  1. Each miniature must be within black/range-half.png of its unit leader. When measuring Cohesion, the range tool may not overlap impassable terrain.
  2. Each miniature must have LOS to its unit leader.
  3. Each miniature must be within a vertical distance equal to the height of the unit leader’s Silhouette of its unit leader.
If a miniature cannot be put into Cohesion, place it as close as possible to its unit leader instead.

Rally Step

Each time a unit activates, it has a chance to Rally and remove Suppression tokens. To Rally a unit, its controlling player rolls 1 white defense die for each Suppression token the unit has. Then its controlling player removes 1 Suppression token for each black/block.png or black/block-surge.png result rolled.After a units Rally step, if a unit begins its Make Actions step while Suppressed, it makes 1 fewer action during its Make Actions step.If a unit begins its Make Actions step while Panicked, it cannot make any actions or free actions. Then, if a unit did not make any actions or free actions due to Panic, at the end of the unit’s Activation, it removes Suppression tokens equal to its black/courage.png.
On Ryan’s turn, he chooses to activate a Rebel Trooper unit with 2 Suppression tokens. After resolving any effects at the start of the Rebel Trooper unit’s Activation, he performs the unit’s Rally step and rolls 2 white defense dice, 1 for each Suppression token. Unfortunately, he rolls 2 Blanks and does not remove any Suppression tokens from the unit.Because the Rebel Troopers have black/courage.png of 1 and have a number of Suppression tokens equal to or greater than their black/courage.png, they are still Suppressed and must make 1 fewer action during the Make Actions step of their Activation.Additionally, because the Rebel Troopers have Suppression equal to or greater than double their black/courage.png, they are still Panicked as well as Suppressed. Therefore, they make no actions or free actions, and at the end of their Activation, they remove Suppression tokens equal to their black/courage.png.
  • Aim: A unit that performs an aim action gains an Aim token which it can use to reroll dice during attacks.
  • Attack: The unit attacks with its weapons.
  • Card Action: black/action.png The unit makes an action listed on its Unit Card or one of its Upgrade Cards. Card actions have this symbol black/action.png. A unit may make more than one Card action, as long as they are different. A Card action with black/action.pngblack/action.png requires two actions to make.
  • Dodge: The unit gains 1 Dodge token, which allows it to cancel incoming black/hit.png results when defending.
  • Free Card Action: black/action-free.png The unit makes an action listed on its Unit Card or one of its Upgrade Cards. Free Card actions do not cost the unit any actions to make. Free Card actions have this symbol black/action-free.png. A unit may make more than one free Card action, as long as they are different. A unit may only make free actions during their Make Actions step and may only make each instance of a free action once per Activation. Free actions do not allow a unit to make a non-Move action more than once during its activation.
  • Move: When a unit makes a Move action, it makes a Standard Move or Climb.
  • Recover: A unit that makes a Recover action removes any number of Suppression tokens from the unit and readies any number of the unit’s exhausted Upgrade Cards.
  • Standby: The unit gains 1 Standby token, which it can use to make actions in response to enemy actions. Only Trooper units and Ground Vehicles can make the Standby action.
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