Army Building

Build an Army, a Command Hand and a Battle Deck

Before the game begins, each player builds an army using the Star Wars: Legion miniatures in their collections. In addition to their miniatures, each player prepares a command hand, a Battle Deck, and the Unit and Upgrade Cards containing the rules for their units.

Factions

Units in Star Wars: Legion are grouped together in factions: the Galactic Empire (Empire), the Rebel Alliance (Rebel), the Separatist Alliance (Separatist), and the Galactic Republic (Republic). A unit’s faction is shown by the faction icon printed in the top left corner of its Unit Card. All units in an army must share the same faction, unless otherwise specified by a special rule.Occasionally a rule references the Light Side or the Dark Side. The Rebel Alliance and the Galactic Republic are the Light Side, and the Galactic Empire and the Separatist Alliance are the Dark Side. Armies not built using these factions state whether they are part of the Light Side or the Dark Side in their rules text.

Points

Each army is made up of a collection of miniatures organized into units. These units may further be equipped and customized with Upgrade Cards. Each unit and upgrade have a point cost printed on the corresponding card. The total point cost of all units and Upgrade Cards in an army cannot exceed 1,000 points. An updated list containing the points for all Unit and Upgrade cards can be found at atomicmassgames.com.

Upgrade Cards

Upgrade Cards contain additional rules that can be equipped by units during Army Building. Upgrades vary between additional miniatures, weapons, equipment, or even special training or programming.The types of upgrades available for a the unit’s upgrade bar.The types of upgrades are as follows:
  1. black/upgrade-heavy.png Heavy Weapon
  2. black/upgrade-personnel.png Personnel
  3. black/upgrade-force.png Force
  4. black/upgrade-command.png Command
  5. black/upgrade-hardpoint.png Hardpoint
  6. black/upgrade-gear.png Gear
  7. black/upgrade-grenade.png Grenades
  8. black/upgrade-programming.png Programming
  9. black/upgrade-comms.png Comms
  10. black/upgrade-pilot.png Pilot
  11. black/upgrade-training.png Training
  12. black/upgrade-generator.png Generator
  13. black/upgrade-armament.png Armament
  14. black/upgrade-crew.png Crew
  15. black/upgrade-ordnance.png Ordnance
  16. black/upgrade-squad-leader.png Squad Leader
For each icon on the unit’s upgrade bar, the unit may equip one Upgrade Card with a matching icon. Points listed on the Upgrade Card are counted towards an army’s points total. A unit may not equip the same Upgrade Card twice. Some Upgrade Cards have restrictions on which units may equip them. Any restrictions for an Upgrade Card are listed on the card.Cards with the black/upgrade-squad-leader.png, black/upgrade-heavy.png, or black/upgrade-personnel.png icons add a miniature armed with the weapon shown on the Upgrade Card to the unit in addition to any weapons on the Unit Card. Only the miniature added to the unit by the Upgrade Card may use the weapon on the Upgrade Card.Cards with the black/upgrade-armament.png, black/upgrade-pilot.png, black/upgrade-generator.png, black/upgrade-ordnance.png, black/upgrade-gear.png, black/upgrade-grenade.png, or black/upgrade-hardpoint.png icons add an additional weapon, as shown on the Upgrade Card. Any miniature in a unit with an black/upgrade-armament.png, black/upgrade-pilot.png, black/upgrade-generator.png, black/upgrade-ordnance.png, or black/upgrade-hardpoint.png Upgrade Card equipped may use the weapon on the Upgrade Card. Only one miniature may use the weapon on a black/upgrade-grenade.png Upgrade Card per attack sequence.

Exhaust and Expend

Most Upgrade Cards provide a static game effect, but some cards must be exhausted or expended after being used. A card that must be exhausted or expended after use has the exhaust or expend icon on the card. Cards that exhaust or expend start the game readied, and only readied cards may be exhausted or expended.Two icons showing an arrow turning right, and the other with an X.When a card is exhausted, turn the card 90° to the right so that it is sideways. Exhausted cards may not be used for an effect that would exhaust them until they are readied.When a card is expended, turn the card 180° so that it is upside down. Once a card is expended, it cannot be used for the rest of the game. Expended cards cannot be unexpended or readied.After a miniature adds a weapon on an exhaust or expend Upgrade Card to an attack pool, exhaust or expend the Upgrade Card. If the weapon is an black/upgrade-armament.png upgrade that exhausts or expends, then any number of miniatures in the unit may add the weapon to the attack pool.The black/exhaust-action.png and black/exhaust-free.png icons indicate that an Upgrade Card is exhausted after that action or free action is resolved.When a unit recovers, it readies all of its exhausted cards. When a card is readied, turn it 90° to the left so it is in its original orientation. The card is no longer exhausted.
A Fleet Trooper unit card and an upgrade card being turned sideways.The Fleet Trooper unit adds the MPL-57 Barrage Trooper’s weapon to an attack pool, exhausting the card once the dice are added. It cannot be added to another attack pool until it is readied.Luke Skywalker unit card and an upgrade card being rotated upside down.Luke Skywalker expends Burst of Speed to increase his speed. The card is expended and cannot be used for the rest of the game.

Factions

Units in Star Wars: Legion are grouped together in factions: the Galactic Empire (Empire), the Rebel Alliance (Rebel), the Separatist Alliance (Separatist), and the Galactic Republic (Republic). A unit’s faction is shown by the faction icon printed in the top left corner of its Unit Card. All units in an army must share the same faction, unless otherwise specified by a special rule.Occasionally a rule references the Light Side or the Dark Side. The Rebel Alliance and the Galactic Republic are the Light Side, and the Galactic Empire and the Separatist Alliance are the Dark Side. Armies not built using these factions state whether they are part of the Light Side or the Dark Side in their rules text.

Building a Command Hand

Each player prepares a command hand of exactly seven Command Cards. A player must include two 1 pip cards, two 2 pip cards, and two 3 pip cards, with no duplicates. Additionally, players must always include the 4 pip card “Standing Orders.”Some Command Cards require certain units. The required unit must be in a player’s army for these Command Cards to be included in a command hand. Occasionally, a Command Card requires a player to be fielding an army from a certain faction or Battle Force to be included in the command hand. These restrictions are printed on the Command Card.Command Card: Call me Captain

Secret Information

The contents of a player’s command hand are secret information and are never shared with their opponent. However, the number of cards in a player’s command hand is not secret, nor is the contents of a player’s discard pile. Non-secret information must be freely shared between players at all times.
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