Star Wars: Rebellion
347 questions players ask about Star Wars: Rebellion, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-23.
347 questions players ask about Star Wars: Rebellion, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-23.
FFG's official FAQ and errata (May 2019) answers this directly.
On the "Rebel Base" space and/or in any one system that contains no Imperial units — split however you like, or all in one place. The May 2019 errata replaced the old "Rebel or neutral system" wording, so a remote system is now legal, while a subjugated system (which holds Imperial ground units) is not. You can't spread starting units over more than one system plus the base space.
The Empire places its starting units before the Rebels, anywhere among its systems with Imperial loyalty or subjugation markers, with at least one ground unit in every Imperial system — Coruscant counts, so that's six systems in a standard setup. Beyond that minimum the units can be stacked however you like.
Several experienced players agree; there is no official ruling.
They go back in the game box — the Empire doesn't keep them. Those five systems can therefore never be chosen as the Rebel base, and effects like "Plant False Lead" can't return them to the probe deck. Coruscant has no probe card at all, so it can never hold the base.
Several experienced players agree; there is no official ruling.
Keep revealing probe cards until you have three Rebel and five Imperial systems; extra cards of a side that's already filled are skipped, and remote systems (which have no faction symbol) never become starting systems.
Two each, dealt at random from your faction's action cards without a recruit icon on the back. You keep both; the unchosen starting cards go back to the box unseen and can't be drawn later. Starting action cards don't cost you a leader — they come on top of your four starting leaders.
FFG's official FAQ and errata (May 2019) answers this directly.
The Rebel player resolves his Immediate cards first, then the Imperial player. Immediate cards (for example the ones that attach a ring) are revealed and resolved as soon as they're gained, so they're used during setup rather than held.
Yes — the Rebel player draws his first objective and both sides place starting units (Empire first) and receive starting action cards before the Rebel player secretly picks the base location; drawing the starting mission hand comes last. So the base can be chosen knowing where the Imperial fleet starts.
A single reply answers this, matching the Rules Reference setup steps; there is no official ruling.
Six — all four of your starting missions (marked with an arrow at the bottom) plus the top two cards of your shuffled mission deck.
Several experienced players agree; there is no official ruling.
Shuffle that deck's own discard pile and place it facedown as the new deck. The project deck keeps its own discard pile, separate from the mission discard.
Several experienced players agree; there is no official ruling.
Yes — every plastic miniature is a unit, and structures are ground units that simply can't move. Leaders are not units.
Several experienced players agree; there is no official ruling.
The number beside a ship is its transport capacity (a Rebel Transport carries 4). The icon on ground units and TIE Fighters means they need transport to move, and the immobile icon on structures and the Death Star Under Construction means they can never move. On cards, blue unit icons mean ships and orange icons mean ground units.
Several experienced players agree; there is no official ruling.
Effectively yes — there's no explicit rule, but cards are drawn and played openly, discard piles are public and note-taking is allowed, so card counts can always be worked out anyway. One player argued counts should stay hidden.
In the introductory game, action cards are only used for recruiting and their text is ignored, and the starting action cards (no recruit icon) aren't dealt. The full setup adds two starting action cards per side and uses all card abilities.
FFG's official FAQ answers this directly, clarifying the rulebook's "base must be revealed" wording, which covers only the occupation win.
Yes — destroying the system that holds the Rebel base with "Superlaser Online" wins the game for the Empire even if the base was never revealed. The rulebook's "base must be revealed" condition only applies to winning by occupying the base system; the official FAQ confirms the hidden-base case.
The rulebook's "Overview and Win Conditions" section states this plainly.
No — the Empire wins only when the base is revealed, there is at least one Imperial unit in its system, and there are no Rebel units there at all, ships or ground. A single surviving Rebel ship or trooper (even a lone Ion Cannon) keeps the game going.
The rulebook's "Overview and Win Conditions" section states this plainly.
No — any Imperial unit counts. Once the base is revealed, ships alone in its system with no Rebel units present are an immediate Imperial win; ground units are only needed to reveal a hidden base in the first place.
FFG's official FAQ and errata (May 2019) answers this directly.
The Empire — the official FAQ rules that the Imperial victory happens before the Rebel player gets the chance to fulfill the objective. This assumes Imperial units remain in the system; if both sides are wiped out, the Imperial condition isn't met.
The rulebook's "Overview and Win Conditions" section states this plainly.
No — the Empire must have at least one unit of its own in the base's system. If both sides are wiped out the game simply continues.
The rulebook's "Overview and Win Conditions" section states this plainly.
Retreating doesn't move the base — if the Rebels pull every unit out (for example with "Escape Plan") while Imperial units remain, the Empire wins immediately. The base itself only moves with "Rapid Mobilization", so the Rebels survive the assault by keeping at least one unit alive in the system.
The rulebook's "Overview and Win Conditions" section states this plainly.
No — neither is a win condition. The Empire must reveal the base and have its own units in the base system with no Rebel units there, or destroy the base system with the Death Star.
The rulebook's "Overview and Win Conditions" section states this plainly.
Yes — the moment the reputation marker reaches the time marker's space the Rebels win; nothing else in the combat is resolved.
The rulebook's "Assignment Phase" section states this plainly.
Neither — the Rebel player makes all of his assignments first (mission cards facedown, leaders on top), and only then does the Imperial player assign his, able to see which Rebel leaders went on how many missions. The Rebel player can't change anything after the Empire starts. Hiding assignments behind screens isn't part of the rules.
The rulebook's "Assignment Phase" section states this plainly.
One or two leaders per mission card, and each leader goes on only one mission. You may assign as many missions as your leaders allow — or none at all, keeping every leader in the pool for activations and opposing. A second leader can only be added during the Assignment Phase, never when revealing.
The rulebook's "Command Phase" section states this plainly.
No and yes. To reveal a mission, the combined matching icons of its assigned leaders must meet the number in the card's corner — so one leader with Logistics plus any other leader can reveal Rapid Mobilization and get its two-leader bonus. You may assign any leaders to any mission as a bluff; if they don't meet the requirement you simply can't reveal it, and it returns to your hand.
The rulebook's "Command Phase" section states this plainly.
No — only the leaders assigned to the mission card count toward the requirement for revealing it. Leaders you already have in that system do add their matching icons as extra dice once the mission is attempted.
Several experienced players agree; there is no official ruling.
Yes to both. Every non-captured leader in the system takes part on its own side — your leaders there add their matching icons, and enemy leaders there oppose automatically, however they arrived. The opponent may still send one more leader from his pool. A captured leader only rolls when the mission is attempted against it.
Several experienced players agree; there is no official ruling.
Yes — any leader can oppose. It rolls no dice, but the mission is now opposed rather than automatically successful, so the attempting player must roll at least one success to succeed.
The rulebook's "Command Phase" section states this plainly.
No — you may send at most one leader from your leader pool, however many leaders are attempting. Your leaders already in that system oppose as well.
The rulebook's "Command Phase" section states this plainly.
The opposing player — the attempting player needs more successes than the opponent, so a tie means the mission fails. Per the rulebook, a special result counts as two successes. (Combat has no equivalent tie rule.)
Ten per side in the base game, of any color, however many leaders contribute; Rise of the Empire's three green dice can be rolled on top. A leader's bonus successes aren't dice, so the limit doesn't touch them.
Several experienced players agree; there is no official ruling.
A portrait with the crossed lightsabers gives that leader two automatic extra successes when attempting the mission — not extra dice, so effects that change dice can't alter them. A portrait without the lightsabers (e.g. Luke on "Seek Yoda") just flags a leader-specific bonus described in the card text; those are usually resolve missions where successes don't matter.
Several experienced players agree; there is no official ruling.
The leader must be assigned to the mission card — being in the system isn't enough. If he is, his two bonus successes alone beat an opposing leader with no matching icons, even if you roll all blanks.
Several experienced players agree; there is no official ruling.
Each side counts every skill icon of every type on its own leaders in that system — the attempting leaders, any leaders already there, the captured target, and any leader sent to oppose — up to the normal dice limit. The attempting leaders must still meet the card's skill requirement to reveal it.
No — opposing, joining combat and activating all need a leader from your leader pool. A leader sitting on a mission card can only reveal that mission; if you never reveal it, the leader stays there until the Refresh Phase.
The rulebook's "Refresh Phase" section states this plainly.
No — you can leave it facedown and pass, even with unrevealed missions. Not revealing isn't an action in itself: each turn you still activate, reveal another mission or pass. In the Refresh Phase's Retrieve Leaders step, the leaders return to your pool and the card returns to your hand unrevealed, so it can serve as a bluff.
The rulebook's "Command Phase" section states this plainly.
Yes — any revealed mission is used up whether it succeeds or fails: non-starting missions (including projects) are discarded, while the four starting missions (yellow arrow) always return to your hand, so they can be used every round.
The rulebook places the discard in the Draw Missions step; several players quote the Rules Reference that starting missions can never be discarded.
No — starting missions can never be discarded, though they do count toward the limit. The limit is only enforced in the Refresh Phase's Draw Missions step, so you can be over 10 during the rest of the round.
Several experienced players agree; there is no official ruling.
Project cards do, because they are missions. Rebel objective cards and action cards don't — they have no hand limit at all. Tactic cards are only held during combat.
Several experienced players agree; there is no official ruling.
Into a faceup discard pile beside the mission deck — used missions and those discarded for the hand limit alike. Discard piles are public, and the pile only becomes a new deck when the deck runs out.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — you may reveal and resolve a mission that gives no benefit or only part of one, for example "Superlaser Online" in an already destroyed system just for the loyalty.
Several experienced players agree; there is no official ruling.
No — the card's first line sets where it can be attempted or resolved, and if no legal system or leader exists the mission can't be revealed (just as with missing skill icons). It stays facedown and returns to your hand in the Refresh Phase.
FFG's official FAQ and errata (May 2019) answers this directly.
"Attempt" missions can be opposed and must out-roll any opposition; with no enemy leader in the system they succeed automatically. "Resolve" missions can never be opposed — and per FFG, only attempted missions count as "succeeding", so a resolve mission doesn't trigger "after you succeed" effects like the Millennium Falcon ring or "Son of Skywalker".
FFG's official FAQ and errata (May 2019) answers this directly.
Only if it happens during the Assignment Phase — after "Our Most Desperate Hour" puts Leia on a mission you may still add another leader from your pool. If the ability is used in the Command Phase, like "Contingency Plan", no extra leader can be added.
No — if any leader on a facedown mission is eliminated, captured or moved off it, the card returns to its owner's hand unrevealed. The remaining leader stays put until the Refresh Phase. The same applies to "Lure of the Dark Side" when its captured target is rescued first.
FFG's official FAQ and errata (May 2019) answers this directly.
No — as a general rule you fully resolve the mission or card first, then resolve any combat it causes. FFG's ruling on "Single Reactor Ignition" is the standard example: the card resolves completely, and only then do any Rebel ships it reveals fight.
Several experienced players agree; there is no official ruling.
Yes — a revealed mission is flipped faceup and you choose its target system before the opponent decides whether to send a leader, so he knows what success would do.
Several experienced players agree; there is no official ruling.
It can't be opposed. When you reveal it, its leader (or both leaders) moves onto one of your four starting missions taken from your hand — even one you already used this round, since starting missions return to hand. You then reveal that starting mission on a later turn as normal, so in effect you perform a starting mission twice.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ allows it. Both resolve at the end of the Command Phase, so you may relocate the base twice, move units to the base twice, or one of each.
Only a mission Lando himself later attempts that round — normally the starting mission he was moved onto. If that mission is resolved rather than attempted (e.g. Rapid Mobilization), the bonus does nothing.
FFG's official FAQ and errata (May 2019) answers this directly.
The Rebel ability resolves first, then the Imperial one. If both abilities belong to the same player, that player picks the order.
Several experienced players agree; there is no official ruling.
Only by effects that draw them, chiefly the starting mission "Research and Development". A project card joins your mission hand (counting toward the limit), is assigned leaders like any mission and is discarded after use.
It's a choice: draw two project cards, or remove a sabotage marker and draw one. It must be resolved in a system with Imperial loyalty, so it can't clear sabotage from a merely subjugated system.
FFG's official FAQ and errata (May 2019) answers this directly.
Remote systems are fine as long as the card's other requirements are met. Neither works in a sabotaged system: per the FAQ, sabotage stops any ability that says "build" or "deploy", and "Oversee Project" uses "deploy". Loyalty isn't a requirement, so deploying ground units this way into a Rebel-loyal system with no Rebel units is legal and subjugates it.
Several experienced players agree; there is no official ruling.
Yes — if the system has a sabotage marker you remove it as part of the card, then place the units on the build queue. No sabotage marker is required.
Several experienced players agree; there is no official ruling.
Yes — the gained units can be any combination of ground and space units matching the card's icons, placed in the mission's system. If no enemy units share a theater with them, no combat happens.
Several experienced players agree; there is no official ruling.
No — it only targets Imperial units on the build queue that match the system's resource icons.
Several experienced players agree; there is no official ruling.
No — the additional unit must be a different unit, but each can come from space 2 or 3 independently (e.g. two from space 3, or one from 3 and one from 2).
Only a lone reply supports this reading; there is no official ruling.
Yes — a mission's requirements are checked when you reveal it, so you can activate the system and move units there first. Any single Imperial unit satisfies "an Imperial unit"; subjugation isn't needed.
Only a lone reply supports this reading; there is no official ruling.
No — missions with leaders on them aren't in the Rebel player's hand, so Stolen Intel only sees cards still in hand.
It protects the chosen leader's mission when you reveal it on a later turn that round (not necessarily your next turn), and the Empire can't send a leader from its pool to oppose that mission even if a second Rebel leader is assigned to it.
The rulebook's "Command Phase" section states this plainly.
No fixed order. Players alternate single turns, Rebel first; on each turn you either activate a system, reveal one mission, or pass, mixing the two kinds of action however you like until both players have passed.
FFG's official FAQ and errata (May 2019) answers this directly.
No — passing is taken instead of a turn, not in addition to one. Once you pass you take no more turns that Command Phase: no more missions, activations or (for the Rebels) voluntarily revealing the base.
Several experienced players agree; there is no official ruling.
Yes — passing only ends your own turns. Leaders still in your leader pool can be sent to oppose your opponent's missions and added to combats he starts (during the Add Leader step).
Several experienced players agree; there is no official ruling.
Yes — when play reaches you, you still have a turn on which you must pass, and start-of-turn effects (voluntarily revealing the Rebel base, "Secret Facility", "Under the Radar") can be used at its start before passing.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ confirms you can place a leader and move zero units, for example to set a leader up for later missions or combat, or to avoid passing. The leader still needs tactic values.
The rulebook's "Command Phase" section states this plainly.
No — leaders without tactic values can't activate systems at all. They can still go on missions, oppose, and be placed in systems by mission cards.
The rulebook's "Command Phase" section states this plainly.
No to both — every activation takes exactly one new leader from your leader pool. A leader placed earlier by a mission or activation can't be reused that round, though leaders already present still contribute to combat and missions there.
The rulebook's "Command Phase" section states this plainly.
No — your units can never move out of a system that holds one of your own (uncaptured) leaders, whether that leader has tactic values or not and whether it arrived by activation, mission or opposing. Units can still leave by retreating. Enemy leaders and captured leaders don't block you.
Yes — the opposing leader is now in that system, so your units there can't move out for the rest of the round. Luring enemy leaders into systems this way is a legitimate tactic. Opposing doesn't let that leader move any units either.
Yes — a leader only stops units moving out of its system. Another leader from your pool can activate the same system on a later turn and bring in more units from adjacent systems, e.g. moving the Death Star in after an earlier battle there.
The rulebook's "Command Phase" section states this plainly.
Yes — one leader lets you bring units from any or all adjacent systems (except those holding one of your leaders), within transport capacity. All of the movement happens at once; the system doesn't stay "active" for later moves.
Several experienced players agree; there is no official ruling.
No — once units arrive in a system with your activating leader they can't move out again that round. Units that merely fought a battle elsewhere, with no friendly leader present, can still move later.
Several experienced players agree; there is no official ruling.
No — only "attempt" missions can be opposed. The only way to stop enemy units moving is to draw his leaders into their systems (they then can't leave).
Several experienced players agree; there is no official ruling.
All of them except the ones the card explicitly names. Movement has three separate limits — adjacency, transport capacity, and no friendly leader in the origin system — plus immobile units can never move. So "ignore transport restrictions" still can't move structures, and a card that ignores adjacency still needs transport capacity unless it says otherwise.
Several experienced players agree; there is no official ruling.
No — it ignores only adjacency and transport, so units can come from any distance (even Coruscant) but not from a system holding one of your leaders.
Several experienced players agree; there is no official ruling.
Ground units and TIE Fighters must start in the same system as the moving ship carrying them, up to its capacity. There's no loading or unloading: transported ground units land in the destination immediately (joining battle and subjugating). Units that don't fit simply stay behind, and you never track which ship carries which unit.
Several experienced players agree; there is no official ruling.
Yes — they just can't move on their own. A lone TIE Fighter or X-wing can sit in a system indefinitely and still blocks enemy building there. The only exception is a destroyed system, where ground units beyond your transport capacity are destroyed.
Several experienced players agree; there is no official ruling.
No — Hidden Fleet can only place units in a system with no Imperial units, so it can't start a battle. Players often clear a system first (e.g. with Hit and Run) and then use it.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the errata, not into a system containing Rebel ground units; if there's no legal destination, the card can't be used. Rebel ships alone in the destination don't prevent the move.
The rulebook's "Refresh Phase" section states this plainly.
Every round. Building new units (and recruiting leaders) only happens when the time marker enters a space with the matching icon, but sliding the build queue and deploying happen in every Refresh Phase.
The rulebook's "Refresh Phase" section states this plainly.
Yes — building (step 5) comes before deploying (step 6), so a unit placed on space 1 deploys immediately, and units placed on space 2 or 3 also slide one space that same round.
Several experienced players agree; there is no official ruling.
It's the build queue space the system's units are placed on — every unit that system builds goes there (Corellia's TIE Fighter and Star Destroyer both start on space 3). Systems without a number build nothing.
No — for each icon the Rebel player picks one unit of the matching shape and color.
Several experienced players agree; there is no official ruling.
It builds only from its left-most resource icon — a system with a single icon still builds that unit — as long as no Rebel unit or sabotage marker blocks it. A loyal Imperial system builds from all its icons.
Several experienced players agree; there is no official ruling.
No — a single enemy unit in either theater (even a lone TIE Fighter or transport in orbit) stops you using that system's resource icons and deploying there, even if the system is loyal to you. Moving units into it is still allowed.
Several experienced players agree; there is no official ruling.
At most two units per system each Refresh Phase. Units you can't or choose not to deploy go back onto space 1 of the build queue and can be deployed in a later round — they're never lost.
No — the build queue doesn't track origins. Deployed units can go to any of your loyal systems (or, for the Empire, subjugated systems) that has no sabotage marker and no enemy units, even if you have no units there. A sabotaged or occupied production system doesn't freeze units already on the queue.
Several experienced players agree; there is no official ruling.
No — during the game the Rebels deploy only to the hidden "Rebel Base" space and to systems with Rebel loyalty (no subjugation, no sabotage, no Imperial units). Having units in a neutral system doesn't make it a Rebel system; neutral placement is only allowed during setup.
The Rebel player deploys first, then the Imperial player. (At setup it's the other way round: the Empire places its starting units first.)
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ confirms you may build fewer units than you theoretically could.
FFG's official FAQ and errata (May 2019) answers this directly.
Only in step 5 of the Refresh Phase, when you're placing a unit on the build queue and have zero units of that name left in your supply — you may then take one off the board. You can't do it for any other reason, so the Empire can never scrap its own Death Star. Units are otherwise limited to the miniatures in the box.
FFG's official FAQ answers this directly; it reversed an earlier designer email ruling relayed on BGG.
Yes — the official FAQ (2.0 onward) allows destroying your own units at that moment to gain them immediately. An earlier designer reply relayed on BGG said you only gained what was in your supply; the FAQ reversed it, so older forum answers saying "no" are out of date.
You draw two action cards, keep one and recruit one leader shown on it — never both. You keep the chosen card facedown to use later, and the other card goes to the bottom of your action deck without being revealed.
FFG's official FAQ and errata (May 2019) answers this directly.
You may keep drawing cards one at a time until one shows a leader you can recruit, or simply take one of the cards for its ability and recruit nobody. The designer has also confirmed you don't have to keep the last card you drew — you can choose any of the cards drawn.
The rulebook's "Refresh Phase" section states this plainly.
Only when the time marker enters a space with the recruit icon (or when a card specifically lets you recruit). The bold timing on an action card only says when its ability can be used, not when you recruit.
No — the choice is secret, but the Rebel player announces his recruited leader first, then the Imperial player. Recruiting a leader that doesn't match your kept card counts as cheating, which loses the game when discovered at the end.
The rulebook's "Combat" section states this plainly.
No — combat only happens in a theater where both factions have units, so ships facing only enemy ground units (or vice versa) don't fight at all. Your presence still stops the opponent building in or deploying to that system.
The rulebook's "Combat" section states this plainly.
Yes — combat continues only while both factions have units in the same theater. Once each theater holds just one side, combat ends and both stay: e.g. Rebel troops on the planet under an Imperial fleet (even the Death Star). Neither player can build or deploy there while enemy units are present.
The rulebook's "Combat" section states this plainly.
No — every combat round resolves one space battle and then one ground battle (each only if both sides have units in that theater), and rounds repeat until combat ends. Ground units are on the planet from the moment they arrive.
Several experienced players agree; there is no official ruling.
No to both. There's no "aboard" state: ground units are in the ground theater as soon as they move in, so losing the ships doesn't kill them, enemy ships can't stop them landing, and they must fight any enemy ground units there. The only exception is a destroyed system, which has no ground theater.
Several experienced players agree; there is no official ruling.
No — combat starts as soon as the active player's movement ends, and only units already in the system fight. The defender may only add a leader from his pool (if he has no leader with tactic values there).
The rulebook's "Combat" section states this plainly.
Only in the Add Leader step at the start of combat, and only if none of your leaders already in the system has tactic values — so the player who activated the system normally can't. The current player decides first. Adding a leader is optional and moves no units.
Several experienced players agree; there is no official ruling.
You use the highest space value and the highest ground value among all your non-captured leaders in the system, which can come from different leaders — they don't add together. Leaders count however they got there, including by missions.
The combat still happens and your units roll normally. You just draw no tactic cards at the start (you can still draw them by spending special results), and you can't retreat. Defending without a leader also keeps your pool leader free for later.
FFG's official FAQ and errata (May 2019) answers this directly.
Only if there's at least one Imperial ship in the system. In the retreat step, lone Transports facing Imperial ships must retreat or are destroyed; if the Empire has no ships there (for example it retreated them), the Transports survive.
Several experienced players agree; there is no official ruling.
In the base game the structures are destroyed at the end of that combat round and the ground battle ends — they can't hold a planet alone. They still work during that round (the Ion Cannon cuts dice, the Shield Generator draws a card). Rise of the Empire's cinematic combat changes this; see that section.
It's destroyed at the end of the combat round, which is why the Empire keeps escorts with it. A single Rebel Transport can't do this, though: lone Transports must retreat or die in the retreat step, which comes first.
Several experienced players agree; there is no official ruling.
Nobody — the battle has no winner, so objectives that need you to win it (e.g. "Return of the Jedi", "Liberation") can't be played. Space and ground battles are judged separately.
The rulebook's "Combat" section states this plainly.
Yes to both. When a player retreats all his units from a theater, his opponent wins the battle there; and destroying all enemy units in a theater wins it even if you retreat afterwards. Each theater can have a different winner.
FFG's official FAQ and errata (May 2019) answers this directly.
No one — when both players retreat all of their space units, neither has won the space battle. The winner is only determined after all retreats in that step are resolved.
Several experienced players agree; there is no official ruling.
Nothing — the leader stays in the system until the Refresh Phase returns it to the pool. Leaders are only captured or eliminated by specific card effects, never by losing a battle.
Yes — every combat works the same however it starts: each player without a leader with tactic values may add one, both draw tactic cards, and so on. That's when the active player may need to add a leader, e.g. after "Incite Rebellion" or an Assignment-phase card.
Several experienced players agree; there is no official ruling.
Units with an orange resource icon are ground units — for the Rebels that's troopers, Airspeeders and structures — and they fight only in ground battles. Ships (blue icon) fight only in space; capital ships have red health, fighters black health, and the Death Star is neither.
The rulebook's "Combat" section states this plainly.
No — leader tactic values are drawn once, at the start of combat. After that you only gain cards by spending special results, or from a Shield Generator's ability in each ground battle. (Rise of the Empire's cinematic combat works differently.)
The rulebook's "Combat" section states this plainly.
No — at the end of combat both players discard every tactic card in hand and the decks are reshuffled, so each combat starts fresh. Within a combat you may hold cards across rounds and play them later.
Several experienced players agree; there is no official ruling.
Shuffle that deck's discard pile into a new deck right away and keep drawing — you don't wait for the combat to end.
The rulebook's "Combat" section states this plainly.
At most five red and five black dice per attack, however many units you have; extra units just add health to soak losses. (Missions use a separate 10-die limit.)
Several experienced players agree; there is no official ruling.
Before — total your units' attack dice, subtract the reduction, then cap at five per color. So a fleet with 7 red dice facing one Ion Cannon (−2) still rolls 5, and two Ion Cannons against 8 red dice leave 4.
Each Ion Cannon reduces the Empire's red dice in the space battle (not rolled results, and the Empire can't swap the color), and multiple structures each give their full benefit, so two Ion Cannons remove twice as many dice and two Shield Generators draw two ground tactic cards each round.
The rulebook's "Combat" section states this plainly.
You do — the player who rolled assigns his damage to the opponent's units; your own units can never be chosen. Your opponent may then block with tactic cards.
Several experienced players agree; there is no official ruling.
You must assign every die you're able to, but you may pile as much as you like on one unit — useful to make sure it dies despite blocks, or to spare another unit (e.g. dumping hits on a TIE Fighter instead of the Death Star Under Construction). If the only legal target is a unit you'd rather spare, the damage must go on it.
The rulebook's "Combat" section states this plainly.
Only with direct hits. A normal hit can only be assigned to a unit whose health color matches the die, while a direct hit on either color can go on any unit — which is how a Y-wing's red dice can kill a TIE Fighter.
The rulebook's "Combat" section states this plainly.
No — in the base game a special result is only spent to draw a tactic card of the current theater or to pay for a tactic card that shows the special icon. It never counts as a hit. (Rise of the Empire's cinematic combat gives specials other uses.)
Yes, and as many as you like. After rolling you take combat actions one at a time in any order — spend a special to draw, look at the card, play it immediately (a card with the special icon needs another unspent special), and so on — before assigning damage. Cards without the special icon cost no die.
Several experienced players agree; there is no official ruling.
Only right after your opponent assigns his damage, during his attack, using cards already in your hand; you can't play blocks during your own attack. A card you draw in your own attack is too late for the hits already assigned to you that round, but you can keep it to block in later rounds. The attacker also can't reassign hits after you block.
Several experienced players agree; there is no official ruling.
Yes — units with enough damage are only removed at the end of that battle step, after both players have attacked, so they still roll. The only exception is a card that explicitly destroys a unit immediately.
Damage markers stay on units through every round of the same combat and are all removed when the combat ends (or when a unit retreats out of it). Damaged units fight and move normally.
Separate abilities can each reroll the same die, but one ability rerolls all its dice together (one "Concentrate Fire" can't reroll the same die twice). A die spent to draw or play a tactic card is set aside for that attack and can't be rerolled.
Several experienced players agree; there is no official ruling.
The player who played the card picks any enemy units in that theater (respecting a color if the card names one). Units damaged this way still roll that round unless the card destroys them.
Several experienced players agree; there is no official ruling.
It deals damage equal to the red attack value of one of your ships in that system (no dice rolled), which you split among enemy ground units as you like, regardless of their health color. You need a ship there; the Death Star counts because it's a ship (a space station).
The number is total health, not a unit count: choose any units whose combined health is equal to or less than that number and destroy them.
Several experienced players agree; there is no official ruling.
No — the played card is no longer in your hand, so you must discard a different tactic card of the same theater as the cost.
Several experienced players agree; there is no official ruling.
Yes — its ability triggers in every round's ground battle, one extra card per Shield Generator, which is why it's strong; the counterbalance is that it can be destroyed.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ says you can always choose to leave ground units and TIE Fighters (or TIE Strikers) behind; it isn't limited to units that exceed your transport capacity. All your other ships must leave together. Units left behind keep fighting if enemy units share their theater, and ground units with no ships left to carry them can't retreat at all.
FFG's official FAQ and errata (May 2019) answers this directly.
You can retreat as long as your opponent still has at least one unit anywhere in the system, in either theater — so you may retreat after winning the space battle while the ground battle continues. Once he has no units there at all (destroyed or retreated), you can't retreat. If the active player retreats his ships but leaves ground units, the opponent may also retreat in the same step.
The rulebook's "Combat" section states this plainly.
To an adjacent system, never one with enemy units (structures count) and never one your opponent moved units from to start the combat. If any adjacent system has your units or your loyalty, you must pick one of those; only if none qualifies may you retreat to another adjacent system without units — even an empty one loyal to your opponent. Enemy loyalty alone never blocks a retreat, and Rebels can't retreat to the "Rebel Base" space.
The rulebook's "Combat" section states this plainly.
Both — the ban on retreating to the system units came from only applies to the defender (he can't retreat to where the attack came from). The attacker can go back, or retreat to any other legal adjacent system, which is sometimes used to advance.
The rulebook's "Combat" section states this plainly.
You need one of your leaders already in the combat system — the retreat moves that leader to the adjacent system and your units follow it — but any leader will do, even one without tactic values like Mon Mothma. A leader from your pool can't be used, so without a leader there you can't retreat.
Several experienced players agree; there is no official ruling.
Yes, you can retreat — the rule against moving units out of a system with your leader doesn't stop a retreat — but only one leader goes with the retreating units; the others stay. A leader can't retreat alone without units.
No — while a Death Star or Death Star Under Construction is in the combat, the Imperial player can't retreat any units. Once the Death Star is destroyed, the remaining Imperial units may retreat. The restriction doesn't affect the Rebels.
Several experienced players agree; there is no official ruling.
Only in the retreat step at the end of a full combat round (after the space and the ground battle) — never before the first round or between the battles. The current player decides first, then the opponent. There's no limit on rounds, so combat goes on until a side retreats or is wiped out in every shared theater.
Yes, if it's otherwise a legal destination. Units coming from the "Rebel Base" space don't count as coming from the base's system, so that system isn't barred. If Imperial ground units retreat there, the base is revealed — but the current combat is finished first, and only then is a new combat fought at the base. Rebels who want to prevent this can reveal the base before attacking.
FFG's official FAQ and errata (May 2019) answers this directly.
No to both — per the official FAQ, Escape Plan only lets the Rebels ignore transport restrictions during that round's retreat step. Every other retreat rule still applies: a leader in the system, Imperial units still present, a legal destination, and all ships leaving. Using it is optional.
Several experienced players agree; there is no official ruling.
The "No Escape" tactic card stops retreat for the current combat round; the "Keep Them From Escaping" action card has no round limit, so it lasts the whole combat. Escape Plan only removes transport restrictions, so it can't override either.
Occasionally, yes — attacking a system and then retreating after a round of combat can move units two systems in one round. But it needs a leader, follows strict destination rules (you must pick a system with your units or loyalty if one is adjacent) and costs a round of losses, and the retreated units end up pinned with that leader.
Several experienced players agree; there is no official ruling.
Any system whose probe card is still in the deck — so never Coruscant or the Empire's starting systems, whose cards were removed. Populous and Rebel-loyal systems, even ones holding your starting units, are legal; they're just more likely to draw Imperial attention.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the official FAQ confirms that a Death Star or Death Star Under Construction in the base's system doesn't reveal it; only Imperial ground units moving in do (or Imperial loyalty there). With ships alone, the Rebel player gives no information at all, and the units in the "Rebel Base" space don't fight them.
The rulebook's "The Rebel Base" section states this plainly.
Yes — if the Empire ever has loyalty or ground units in the base's system, the base must be revealed. Merely removing Rebel loyalty (making the system neutral) doesn't count, and a base in a remote system can't be revealed this way since remote systems never have loyalty.
Several experienced players agree; there is no official ruling.
No — the Rebel player only confirms whether the base is there; it isn't flipped, its units stay in the "Rebel Base" space, and effects that need a hidden base still work. Only ground units, Imperial loyalty, an effect that explicitly reveals it, or the Rebel player's choice reveal the base.
The base is revealed after all of the activation's movement is complete and before combat — the Empire doesn't need to win anything first, and it doesn't matter whether Rebel ground units are already on the planet. Everything in the "Rebel Base" space is placed in the system and joins the combat.
FFG's official FAQ and errata (May 2019) answers this directly.
Only at the start of one of his Command Phase turns, before activating, revealing a mission or passing — per the official errata. Not mid-combat or mid-mission, not on the Empire's turn, and not after he has passed. Revealing doesn't use up the turn: he then takes his normal action.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ says combat is resolved immediately. The Rebel player is the current player, since he can only reveal on his own turn.
Several experienced players agree; there is no official ruling.
Yes — until it's revealed, the "Rebel Base" space and the base's system are separate places. The system works like any other: you can move units there, gain loyalty and build from it, and attempt missions there. Units in the system aren't in the base, and units in the base aren't in the system, until the reveal merges them.
The rulebook's "The Rebel Base" section states this plainly.
Yes — while hidden, the "Rebel Base" space takes up to two deployed units (any type, structures included) whatever kind of system it's in, and the base's system can separately take two more if it's a normally eligible Rebel system (Rebel loyalty, no sabotage, no Imperial units).
The rulebook's "The Rebel Base" section states this plainly.
Out: units can move from the "Rebel Base" space to the base's own system or any system adjacent to it, as part of a normal activation. In: activate the "Rebel Base" space with a leader and move units from the base's system or adjacent systems. Transport capacity still applies, and doing either hints at where the base is.
Several experienced players agree; there is no official ruling.
No — units in the "Rebel Base" space aren't in that system, so they leave directly to the activated system without fighting, and the base keeps building and taking deployments as normal until it's actually revealed.
Several experienced players agree; there is no official ruling.
No — Ion Cannons in the base space don't help a space battle in the system, and leaders there don't oppose missions in it. If the base is revealed during that turn, they're placed in the system and join from then on.
Several experienced players agree; there is no official ruling.
Each blocks only its own location: a leader in the "Rebel Base" space (e.g. a rescued leader, or one from Rapid Mobilization) stops units moving out of the base space, and a leader in the base's system stops units in that system. Cards like "Plan the Assault" and "Hidden Fleet" override the base-space restriction.
The rulebook's "The Rebel Base" section states this plainly.
No — the "Rebel Base" space isn't a system and has no real loyalty; its printed icons only show what it builds. It never counts toward objectives like "Popular Support" or "Defend the People", can't be targeted by "any system" effects, and missions can't be attempted there unless a card says so.
Several experienced players agree; there is no official ruling.
Yes — the base's own icons keep building unless the Empire has a unit (even a ship) or loyalty in the base's system. A sabotage marker there doesn't stop the base's icons, though it does stop deploying. The system's own icons follow the normal rules.
The rulebook's "The Rebel Base" section states this plainly.
Not to the "Rebel Base" space — deploying there is only possible while it's hidden. They can deploy to the base's system only if it's normally eligible (Rebel loyalty, no Imperial units, no sabotage), so a revealed base in a remote, neutral or Imperial system receives no deployments, and a loyal one takes the usual two, not two extra.
Several experienced players agree; there is no official ruling.
No — revealing the base (or moving it) never changes a system's loyalty. A neutral system stays neutral, so it isn't a Rebel system for missions like "Base Defenses" and doesn't give its own production without loyalty gained the normal way.
Yes — while the base is revealed, anything that refers to the "Rebel Base" space applies to the base's system instead. For example, "Gather Intel" counts the Rebel units in that system. A card only needs a hidden base if its text says so.
Several experienced players agree; there is no official ruling.
Yes — a mission that puts an Imperial ground unit into the base's system (for example in a remote system with no Rebel units) reveals the base under the normal rules, and combat follows; if no Rebel units end up there, the Empire wins. Normal Refresh Phase deployment can't do this, because the Empire can only deploy where it already has loyalty or subjugation, which would already have revealed the base.
Several experienced players agree; there is no official ruling.
Yes — structures are Rebel units, so a lone Shield Generator or Ion Cannon in the base system prevents the Imperial win. Imperial ships alone can't remove them; they're only destroyed automatically when left alone against Imperial ground units in combat.
Several experienced players agree; there is no official ruling.
You reveal it on one of your Command Phase turns (its leaders go to the "Rebel Base" space, or the base's system if revealed), but its effect — and every choice it involves — resolves at the end of the Command Phase, after both players have passed. The Empire therefore sees it coming and can still attack the old base; it can't be used to escape a combat in progress, and capturing its leader afterwards doesn't stop it.
No — the card is one option or the other. Drawing probe cards commits you to the relocation option, even if you then keep the base where it is. Moving the base is always optional, and the units option is only available while the base is hidden.
Several experienced players agree; there is no official ruling.
No — the old base is revealed and all units and leaders in the "Rebel Base" space (structures included) are placed in the old base's system. The new base starts empty until you move or deploy units to it. Since units are placed rather than moved, no transport is needed.
Several experienced players agree; there is no official ruling.
The old base's probe card goes to the Imperial player. The drawn cards you don't choose go to the bottom of the probe deck. The Empire keeps every probe card it already holds — nothing is returned.
Several experienced players agree; there is no official ruling.
Any system on a drawn probe card that has no Imperial loyalty, no Imperial units (ships included) and no destroyed-system marker. A system with Rebel units or loyalty, or a sabotage marker, is fine — nothing there changes when the base arrives. If none of the drawn systems is legal, the base stays put this round.
Several experienced players agree; there is no official ruling.
Yes — relocation works whether the base is hidden or revealed, as long as the Empire hasn't already won before the end of the Command Phase. The new base is hidden again (its card goes facedown). Only the "move units to the base" option needs a hidden base.
Several experienced players agree; there is no official ruling.
Only adjacency is ignored. Ground units and TIE Fighters still need transport capacity, units can't leave a system containing one of your leaders, and structures can't move at all.
No — only leaders assigned to the mission card count; with one assigned leader you draw 4 probe cards, regardless of other leaders already at the base.
Several experienced players agree; there is no official ruling.
Draw as many as remain and choose among the legal ones. The probe deck is never reshuffled, so once it's empty (or holds only unusable systems) the base can't be moved — unless a card like "Plant False Lead" puts cards back. An empty probe deck doesn't reveal the base.
Several experienced players agree; there is no official ruling.
Yes — when the old base is revealed and its units are placed in a system where they share a theater with Imperial units (for example a Death Star Under Construction), a combat is fought immediately. Since the base is no longer there, the Empire can't win from it.
Several experienced players agree; there is no official ruling.
No — searched or subjugated systems keep their cards in the deck; the Empire only gains probe cards by drawing them (Refresh Phase, missions, or a relocation). Players simply track what's been checked.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ says both players may take notes about any information they wish. The game isn't meant to be a memory test.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, he sees the faces of the probe cards as the Rebel player takes them, and sees how many go on top and how many on the bottom of the deck — but not which cards go where. The Rebel player can split them between top and bottom however he likes.
Several experienced players agree; there is no official ruling.
At least one, plus more for larger numbers of Rebel units at the base, rounding down (one card for every 4 units, minimum 1). Once the base is revealed, count the Rebel units in the base's system.
Several experienced players agree; there is no official ruling.
Yes — probe draws continue every Refresh Phase. Each card the Empire holds is one less place the base can relocate to, so they stay useful.
Several experienced players agree; there is no official ruling.
No — he names the systems (one of them the base's) without looking at the probe deck; seeing it would reveal which probe cards the Empire holds.
Several experienced players agree; there is no official ruling.
At most one per combat (a space and ground battle in the same combat count as one) and one at the start of each Refresh Phase. Separate combats in the same round are separate opportunities, so the maximum is one per combat that round plus one in the Refresh Phase.
FFG's official FAQ and errata (May 2019) answers this directly.
Immediately — per the official FAQ, an objective must be played the moment its requirement is fulfilled; you can't hold out until the end of combat to pick the best one. Objectives that require you to win a battle are played at the end of combat, after retreats. Once you play any objective in a combat, you can't play another there, not even "Death Star Plans".
The rulebook's "Combat" section states this plainly.
No — space and ground are separate battles, and winning either one is enough. You win a battle in a theater when your opponent has no units left there, including when he retreats all of them.
No — combat objectives can't be fulfilled by units destroyed outside a combat, so mission kills (or an Assignment-phase "Ambush") don't count, and they never "win a battle".
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, the player resolving his turn when a battle happens initiated it; if no one is taking a turn, the player who used the card that caused the combat did. So combats you start by activating a system or with a card both count.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes to both, per the official FAQ: Crippling Blow uses the health printed on the Imperial faction sheet, so an AT-AT killed with two damage after Point Blank Assault still counts as 3. And if the Rebels destroy a transport in a destroyed system so the 3-health worth of ground units aboard is destroyed too, that counts in a combat the Rebels initiated.
FFG's official FAQ and errata (May 2019) answers this directly.
They count toward "destroy X-health worth of units" objectives, but if the card wipes out every enemy unit in a theater before the battle step, no battle happens there — so nobody "wins a battle" in that theater for objectives like "Liberation" or "Return of the Jedi". The official FAQ rules this way for "Baze's Loyalty".
Several experienced players agree; there is no official ruling.
No to both. Winning either battle in a system with Darth Vader or the Emperor scores it; Luke Skywalker (Jedi) only matters for the bonus of eliminating an Imperial leader of your choice there (which needn't be Vader or the Emperor).
FFG's official FAQ and errata (May 2019) answers this directly.
Yes to both. You can still play it if the Emperor or Darth Vader retreated, but that leader is no longer in the system, so it can't be the one eliminated. For the elimination, Luke Skywalker (Jedi) only has to be in the system — it works even if he is captured or carries a different Imperial ring.
FFG's official FAQ and errata (May 2019) answers this directly.
Destroyed systems are no longer populous and have no loyalty, so you only need loyalty in the region's surviving populous systems — but per the official FAQ you need at least one loyalty in that region, so a region with every populous system destroyed can't qualify.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the official FAQ says objective card backs are open information, so the opponent can see which stage cards end up where.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the official FAQ says a leader with the Lure of the Dark Side ring isn't a captured leader for cards and abilities. It's now an Imperial leader, so it doesn't block Leave No One Behind.
Yes to both. Its own text returns it to your hand after scoring, overriding the normal rule, so it can score again in later rounds. A destroyed Coruscant keeps its name, so Rebel ships there with no Imperial units still qualify — but even a single Imperial TIE Fighter in the system stops it.
Several experienced players agree; there is no official ruling.
For objectives that count systems with Rebel loyalty, yes — subjugation leaves the Rebel loyalty marker in place. Objectives that count "Rebel systems" don't include them, because a subjugated system is an Imperial system.
Several experienced players agree; there is no official ruling.
Yes — for "Threaten the Galactic Core" the units can be split between Coruscant and adjacent systems in any combination, and for "Cut Supply Lines" each of the three Imperial systems needs either a sabotage marker or a Rebel unit, not all the same.
Only a lone reply supports this reading; there is no official ruling.
Yes — the requirement is total health, so three 1-health TIE Fighters count as 3.
Only a lone reply supports this reading; there is no official ruling.
No — objectives are drawn in step 4, after the start of the Refresh Phase has passed, so a newly drawn one has to wait for the next round.
Several experienced players agree; there is no official ruling.
No — loyalty doesn't move the reputation marker. Reputation comes from objective cards, plus a few cards that say so explicitly (some Imperial effects push it back, moving the marker away from the time marker).
The rulebook's "Refresh Phase" section states this plainly.
No — only the time marker's new space triggers building and recruiting. The reputation marker only matters when it meets the time marker, which wins the game for the Rebels; it moves one space at a time, so a multi-point gain can't skip past.
The rulebook's "Objectives, Reputation, and the Death Star" section states this plainly.
No — it's revealed after the space battle step of any combat round in which a Death Star (or Death Star Under Construction) is present and at least one Rebel fighter survived, whatever other Imperial ships remain. You then roll the card's 3 dice to try to destroy it. Only one copy can be used per combat round.
Several experienced players agree; there is no official ruling.
Both. A failed roll isn't "playing" the objective: the card returns to your hand with no reputation, and you can try again after a later space battle step while a fighter survives — or play another objective in that combat instead (which then rules out the Plans for the rest of it).
Several experienced players agree; there is no official ruling.
Any ship with black health, so X-wings and Y-wings both count, alone or together. Corellian Corvettes, Mon Calamari cruisers and transports don't, and neither does the Death Star Under Construction.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ confirms it, provided the leader with the ring is in the system.
"One in a Million" can — it sets a die's result instead of rolling it (declare it before rolling, not after), needs Luke or Wedge in the system, and can also be applied to a die you're about to reroll with Yoda's ring. Tactic cards can't: the Plans roll isn't a combat attack, so "Concentrate Fire" and the like don't apply.
FFG's official FAQ and errata (May 2019) answers this directly.
Only if "Death Star Plans" destroys it — the Plans can be used against a Death Star Under Construction. Destroying it with ordinary combat damage or by the lone-DSUC rule gives no reputation, per the official FAQ.
Several experienced players agree; there is no official ruling.
Yes — one attempt. The Plans are used after the space battle step, while the lone DSUC is only destroyed at the end of the round. If the attempt fails, the DSUC is still destroyed (for no reputation) unless the Rebels retreat. Your attack dice may destroy it before that, since damage must be assigned if possible.
The Death Star and Death Star Under Construction are units and ships — specifically space stations — but neither capital ships, fighters nor structures (the shared icon only means immobile). So they count as "an Imperial ship" for cards like "Plan the Assault", but not for effects that target capital ships, fighters or structures.
The rulebook's "Objectives, Reputation, and the Death Star" section states this plainly.
The completed Death Star has no health and can't be assigned damage — only "Death Star Plans" destroys it, so without the Plans the Rebels can only retreat or be destroyed. The Death Star Under Construction is different: it has health (4 black) and can be destroyed by normal damage like any other unit.
FFG's official FAQ and errata (May 2019) answers this directly.
Only into the Death Star Under Construction's system, replacing it — any ability that deploys a Death Star can place it nowhere else. So "Oversee Project" resolved in some other system still puts the finished Death Star where the DSUC is, not in the mission's system.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ says that when the Death Star leaves the build queue it goes into the DSUC's system even if Rebel ground units are there; the normal ban on deploying into enemy-occupied systems doesn't stop it.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the official FAQ says the Death Star has no health value, so it can't be picked as part of the health worth of units the mission destroys. (The Death Star Under Construction is on the map, not on the queue.)
FFG's official FAQ and errata (May 2019) answers this directly.
No — per the official FAQ, an ability that refers to the "Death Star" doesn't apply to the Death Star Under Construction unless it says so. "Death Star Plans" is the exception the rules specifically allow.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, the Rebel ships are forced to retreat at the end of the combat round if all of these are true: the Death Star is the only Imperial ship there and can't roll because of two or more Ion Cannons, the Empire has no ground units in the system, and the Rebels didn't reveal "Death Star Plans" that round. If they can't retreat (e.g. no leader there), their ships are destroyed. Rebel ground units may stay.
Two completed Death Stars, yes — "Construct Death Star" builds a second while the first is still on the map, which is why there are two Death Star miniatures. There's only one Death Star Under Construction, so never two under construction.
Several experienced players agree; there is no official ruling.
No — moving in is an activation, and "Superlaser Online" is a separate mission revealed on a later turn while the Death Star is still there, which gives the Rebels a window to react. Each system destroyed needs its own "Superlaser Online" card.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — missions and action cards can still be attempted or resolved in destroyed systems, because a destroyed system keeps its name. That includes "Seek Yoda".
FFG's official FAQ and errata (May 2019) answers this directly.
No — per the official FAQ, a destroyed system is no longer populous or remote: it has no resource icons and no loyalty, so it can't be built from or subjugated and normal deployment can't target it. Units can still move in and space battles happen there as normal, and the designer has ruled that "Oversee Project" can still deploy there.
Several experienced players agree; there is no official ruling.
In a destroyed system there is no ground theater, so ground units there (including TIE Fighters, and any that move in later) count as carried by their side's ships: units beyond the transport capacity of that player's ships in the system are destroyed, and if those ships are later destroyed, the excess ground units go with them. Ground battles never happen there.
Several experienced players agree; there is no official ruling.
No — destroying a system doesn't affect space units, so the DSUC survives there and can still be replaced by the completed Death Star.
No — apart from leaders and attachment rings, markers aren't limited by the components; use a substitute if you run out. The real limit is how many "Superlaser Online" cards the Empire draws.
Yes — the completed Death Star moves like any ship (so a friendly leader in its system pins it, usually limiting it to one move a round) and has transport capacity for ground units and TIE Fighters. It never fights in ground battles. The Death Star Under Construction is immobile and carries nothing.
No — it's resolved in an Imperial system but affects any units on the build queue, so it can advance the Death Star from anywhere. Only deploying it is tied to the DSUC's system.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the subjugation marker sits on top of the Rebel loyalty marker, which stays. Per the errata, "neutral" always refers to loyalty, so a system can likewise be neutral and subjugated. A subjugated system is an Imperial system (the Empire builds and deploys there), not a Rebel system, but it still has Rebel loyalty for effects that check loyalty itself.
No — loyalty only changes when a card or rule says a faction gains or loses loyalty (mostly missions). Rebel units in an Imperial-loyal system just block its building and deploying; Imperial ground units in a non-Imperial system subjugate it without touching its loyalty marker.
Loyalty moves one step per point: gaining 1 in a system with your opponent's loyalty removes his marker (neutral); gaining 1 in a neutral system places yours. So 2 loyalty can flip an enemy system all the way to yours, while in a neutral system the second point does nothing. A system never holds more than one loyalty marker.
Several experienced players agree; there is no official ruling.
One gain removes the Rebel loyalty marker; the system is now neutral and still subjugated. A second gain makes it Imperial-loyal — the subjugation marker is simply flipped to its loyalty side, and the system can then build from all its icons.
Several experienced players agree; there is no official ruling.
In a subjugated system, the Rebel loyalty marker goes under the subjugation marker; the system stays subjugated (Imperial) while Imperial ground units remain. If the Rebels knock out Imperial loyalty (e.g. Build Alliance) where Imperial ground units stand, the system becomes neutral and is immediately subjugated — flip the marker to its subjugation side.
The rulebook's "Command Phase" section states this plainly.
Subjugation is automatic whenever at least one Imperial ground unit is in a populous system without Imperial loyalty, with or without combat; ships alone never subjugate, and Rebel ships in orbit don't prevent it. The marker is removed as soon as no Imperial ground units remain there. Remote and destroyed systems can't be subjugated.
Several experienced players agree; there is no official ruling.
Yes — loyalty and units are independent, so loyalty can change with enemy units present, and those units stay. Neither side can build or deploy there while enemy units remain; and Imperial loyalty in the hidden base's system forces the base to be revealed.
Several experienced players agree; there is no official ruling.
They count as Imperial systems — any system with an Imperial loyalty marker or a subjugation marker is one — so cards like "Imperial Propaganda", "Construct Super Star Destroyer" or "Cut Supply Lines" can use them. They are not Imperial-loyal, so cards requiring Imperial loyalty (e.g. "Research and Development") can't.
FFG's official FAQ and errata (May 2019) answers this directly.
No — per the official FAQ, such abilities use all of the system's resource icons regardless of its loyalty or subjugation. The "left-most icon only" limit applies just to normal building from a subjugated system.
Several experienced players agree; there is no official ruling.
Remote systems have no resource icons or loyalty space, so they're always neutral: they can't gain loyalty, be subjugated, or receive normally deployed units, and so are never Rebel or Imperial systems. Units of either side can move in freely, and the Rebel base may be there.
Several experienced players agree; there is no official ruling.
No marker is needed — Coruscant is always loyal to the Empire and can never gain or lose loyalty; its loyalty is effectively printed on the board.
FFG's official FAQ and errata (May 2019) answers this directly.
Only abilities that use the word "build" or "deploy" in that system — the Refresh Phase build and deploy steps, "Oversee Project" and the like. Abilities that don't use those words, such as "Build Super Star Destroyer", "Address Delays" or anything that lets you "gain" units there, are unaffected. Sabotage affects both factions.
FFG's official FAQ and errata (May 2019) answers this directly.
Remote, no — the errata changes Sabotage to "attempt in any populous system", so it can't be used against, say, a Death Star Under Construction in a remote system. Any populous system qualifies, including Rebel-loyal and subjugated ones. A system can hold only one sabotage marker, though you may still attempt the mission there for its side effects.
Several experienced players agree; there is no official ruling.
Only by Imperial effects: "Research and Development" (which needs an Imperial-loyal system, so not a merely subjugated one) or the "Construct Factory" project (which works in any Imperial system, subjugated included). The Rebels can't remove sabotage in the base game, and the marker stays even if subjugation ends.
No — units are the plastic miniatures; leaders aren't units, so a lone leader never satisfies "contains an Imperial unit" and is never destroyed in combat or by the Death Star. There's no limit on how many leaders (or units) can be in one system.
Several experienced players agree; there is no official ruling.
A leader can hold only one ring: a new ring — the captured ring included — replaces the old one, which goes back to the supply and doesn't return when the new ring later comes off. Rings can't be moved between leaders; only the captured ring transfers, to a newly captured leader.
No — all ring abilities are optional; for example you may keep C-3PO's ring and let a diplomacy mission fail. (Immediate action cards that grant rings must still be attached when gained.)
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ lets the Rebel player see what both players rolled before choosing to use either ring. R2-D2 works whenever the opponent rolls for a mission in its system, attempting or opposing; it doesn't apply to combat.
Several experienced players agree; there is no official ruling.
No — it turns a failed diplomacy mission that you attempted into a success; an opposing player never "fails" a mission, so it doesn't apply.
FFG's official FAQ and errata (May 2019) answers this directly.
Any leader pictured on the card, even if that's not the one you just recruited (e.g. Chewbacca from an earlier card) — per the official FAQ. It can't go on a leader carrying an Imperial ring (captured, Lure of the Dark Side, or the expansion's Bounty ring). The ring is attached right away, not saved for later.
FFG's official FAQ and errata (May 2019) answers this directly.
After all mission steps are complete (not during step 6), and per the official FAQ before any combat the mission causes — e.g. with "Plan the Assault" the captured leader is rescued first, then the combat. Any mission succeeding in the captured leader's system works.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — though the Falcon's rescue isn't itself a mission, it resolves with one, so per the official FAQ "It Is Your Destiny" can capture a leader who was assigned to that mission (not the Falcon's owner if he wasn't assigned). The Falcon can't be used in response to that capture.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ allows replacing Luke with Luke Skywalker (Jedi) and attaching the Master Yoda ring to the other leader. Any assigned leader can take the ring, even one with no Intel icons, and the change and ring take effect as soon as the mission resolves.
He counts as Luke Skywalker for all card abilities and action card restrictions (One in a Million, Son of Skywalker, Return of the Jedi). You can't recruit regular Luke again while Jedi Luke is on the board, in a pool or eliminated.
Several experienced players agree; there is no official ruling.
No to both. A captured leader is treated as absent except for missions attempted against it (e.g. Interrogation, Lure of the Dark Side), where it opposes and rolls. It adds nothing to rescue missions (they're attempted in its system, not against it), and it doesn't pin Rebel units.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the official FAQ says captured leaders contribute no tactic values in their system's combats and can't use action cards. Since a captured leader isn't a leader with tactic values there, the Rebels may add a leader from their pool to that combat.
Several experienced players agree; there is no official ruling.
Yes — the targeted captured leader opposes and rolls, any uncaptured Rebel leaders in the system add their icons, and the Rebels may still send one leader from their pool. If several captured leaders are there, only the one targeted takes part.
FFG's official FAQ and errata (May 2019) answers this directly.
Any Imperial unit will do — a lone TIE Fighter in orbit is enough; Imperial loyalty alone with no units isn't. Per the designer and the official FAQ, the capture missions ("Capture Rebel Operative", "Collect Bounty") can't be attempted against a leader who is already captured.
FFG's official FAQ and errata (May 2019) answers this directly.
The Empire moves it like a ground unit carried by a ship, without using transport capacity, as part of a normal move — including with Imperial cards that move units to an adjacent system under normal movement rules. It can't be moved when retreating, and the official FAQ says the Rebel card "Independent Operation" can't move it either.
Several experienced players agree; there is no official ruling.
It's rescued the moment no Imperial units of any kind remain in its system — so Imperial ships in orbit are enough to keep it captive even if the Rebels win the ground battle. Retreating the leader out isn't possible.
FFG's official FAQ and errata (May 2019) answers this directly.
The rescued leader loses its captured ring and must be placed in the "Rebel Base" space (or the revealed base's system). Leaders assigned to the rescuing mission may follow — moving them is optional, so one can go and another stay — while other leaders in the system stay put.
FFG's official FAQ and errata (May 2019) answers this directly.
The assigned leaders can't move to the Rebel base — the leader was freed as a side effect, not by an effect that "rescues". Darth Vader can use "It Is Your Destiny" to capture one of the leaders assigned to that mission, per the official FAQ — whether the mission started a combat or destroyed units directly; with no Imperial units left, that leader is immediately rescued again (losing any ring).
FFG's official FAQ and errata (May 2019) answers this directly.
Only a leader assigned to the rescuing mission — not other leaders who merely added icons — and Vader must already be in that system (sending him from the pool to oppose the rescue gets him there). The Imperial player may decide after the Rebels choose which leaders move to the base, and may capture one of those.
FFG's official FAQ and errata (May 2019) answers this directly.
There's one captured ring: capturing a second leader moves it to the new prisoner and the first is rescued (to the "Rebel Base" space). But a leader frozen in carbonite swaps the captured ring for the carbonite ring, so the official FAQ lets the Empire then capture another leader and hold two.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — a leader frozen in carbonite still counts as captured, so missions against a captured leader (Interrogation, Lure of the Dark Side) can target it, and it can be rescued like any captured leader.
FFG's official FAQ and errata (May 2019) answers this directly.
It becomes an Imperial leader for the rest of the game: it's no longer captured and can't be rescued. The designer has ruled that the ability of an action card whose leader has been lured to the Dark Side can't be used. With no one in the captured ring, the Empire can capture someone else.
Only when Lure of the Dark Side succeeds against Luke himself — either version, since Luke Skywalker (Jedi) counts as Luke. Being captured alone costs nothing, and Luke merely opposing a Lure against another leader doesn't trigger it.
Several experienced players agree on how Detained works; the official FAQ is cited but its text isn't quoted here.
No — the detained leader simply stays in its system instead of returning to the pool in the Refresh Phase. No ring is placed and any ring it already has stays; it isn't captured.
Several experienced players agree; there is no official ruling.
No — it's placed in the "Rebel Base" space (or the revealed base's system), not the leader pool, so it can't activate, oppose or join combat from the pool that round. It returns to the pool in the next Refresh Phase.
FFG's official FAQ and errata (May 2019) answers this directly.
If the mission's system already contains an Imperial unit, the official FAQ says the captured leader stays there. Otherwise it moves to the closest system with an Imperial unit (counted in moves; the Imperial player breaks ties), and both leaders assigned to the mission go along.
Several experienced players agree; there is no official ruling.
You choose the target leader when you attempt the mission; it takes place in that leader's system, and only that leader is captured on success — other Rebel leaders who oppose aren't at risk. Imperial leaders already there don't prevent it, and several missions (e.g. capture, then Lure) can hit the same system in one round.
Several experienced players agree; there is no official ruling.
Yes — an action card used during a mission or combat needs one of its pictured leaders already in that system, unless the card itself moves the leader there. Only a pictured leader can use it ("this leader" means them), but it doesn't matter which card that leader was recruited from. Sending the leader from the pool to oppose is a common way to get them there in time.
The rulebook's "Assignment Phase" section states this plainly.
During your own part of the Assignment Phase, instead of assigning that leader to a mission — before, between or after your other assignments, but not held until after your opponent assigns. The card resolves immediately and fully (even a combat it starts), and the leader stays wherever the card puts it until the Refresh Phase.
Several experienced players agree; there is no official ruling.
It works like an activation played in the Assignment Phase: units may come from any adjacent systems not holding an Imperial leader, following all normal movement rules including transport capacity. Its value is timing — the Empire effectively strikes before the Rebels' first Command Phase turn.
Each action card is used once (flip, resolve, return to the box) and is optional — you play it when you choose, unless it's an Immediate card. There's no limit per turn; if both players want to use one at the same time, the current player resolves first.
Several experienced players agree; there is no official ruling.
Yes to both — Start of Combat cards are played after leaders are added (current player first), and each player may use any number of them, even two with the same leader.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, Luke or Wedge only needs to be in the system — not assigned to the mission — and can use it even without matching skill icons. It works when attempting or opposing a mission, and sets dice to chosen faces instead of rolling them, so it must be declared before rolling (it can also be applied to dice you're about to reroll).
Several experienced players agree; there is no official ruling.
Chewbacca must be in the mission's system before dice are rolled — sending him from the pool to oppose is enough (unless Blindside stops pool leaders). It works against any Spec Ops mission there, including one targeting Chewbacca, and must be declared before anyone rolls.
FFG's official FAQ and errata (May 2019) answers this directly.
It moves Lando or Obi-Wan (one of them) from a system on the board to the system where the Empire is attempting a mission, so he can oppose it — on top of the one leader you may send from your pool. A captured leader can't be moved this way. Per the official FAQ, the card is used in the mission's system, so it can't move a leader into a system blocked by "Boba Fett? Where?", but can move one out of it.
FFG's official FAQ and errata (May 2019) answers this directly.
No to both. Per the official FAQ, using a ring isn't using an action card, so R2-D2, C-3PO or the Millennium Falcon still work. The card stops Rebel mission attempts in that system; "resolve" missions like Rapid Mobilization or Behind Enemy Lines are unaffected.
Several experienced players agree; there is no official ruling.
It lowers every unit's health by 1 (to a minimum of 1) for that combat — an AT-AT drops to 2, not 1 — and it applies to all units in the system, Rebel ones included.
It affects the Rebels' attacks in the first space and first ground battle of that combat: total the Rebel dice for the theater, subtract the reduction (1 red and 2 black), then apply the normal five-per-color cap — so a large fleet can partly absorb it.
Several experienced players agree; there is no official ruling.
Yes — the extra cards come on top of the tactic cards you'd normally draw, and Tagge only needs to be in the system; another leader's tactic values can set your normal draw.
No — they're starting action cards with Immediate effects, dealt and resolved during setup only, so their rings are attached then and can't be played later to replace rings or rescue anyone.
Several experienced players agree; there is no official ruling.
Turns alternate between the four roles — Rebel Admiral, Imperial Admiral, Imperial General, Rebel General, then back to the Rebel Admiral — so after the first Rebel turn each team takes two turns back to back. A team can use its double turn to combine actions (for example moving the Death Star in, then revealing "Superlaser Online").
Several experienced players agree; there is no official ruling.
The lone player takes the Rebels and plays both the Admiral and the General, keeping them separate exactly as if two players held the roles — so the turn order runs Rebel Admiral, Imperial Admiral, Imperial General, Rebel General, then back to the Rebel Admiral.
Only one reply addresses this directly; there is no official ruling.
Yes — a teammate who still has leaders keeps taking turns after the other passes, and can reveal a mission that both teammates' leaders were assigned to, including a matching leader's bonus.
Several experienced players agree; there is no official ruling.
Either teammate — a player can reveal any mission one of his own leaders is assigned to, so a mixed mission can be revealed by either of them, even after the other has passed. The two leaders' icons combine to meet the requirement. The General holds the mission hand and can refuse to let the Admiral assign a leader to a mission.
Several experienced players agree; there is no official ruling.
Yes — the Admiral and General can each put a leader on the same card (still at most two leaders per mission). Initiative order only matters in the Command Phase; in the Assignment Phase the whole Rebel team assigns before the Imperial team.
A single reply answers this, matching the Rules Reference's team-game setup rule; there is no official ruling.
Two per team, not per player. Each card goes to the teammate who controls the leader pictured on it; a card without a leader can be used by either teammate.
A single reply answers this, matching the Rules Reference's team-game combat rule; there is no official ruling.
No — each team may add at most one leader to a combat, and not at all if a teammate's leader with tactic values is already in the system. The team then uses the highest space and ground tactic values among its leaders present.
Several experienced players agree; there is no official ruling.
Only one player on the opposing team may send a leader, and each player can only send one of his own. Teammates can discuss the choice openly first.
Only a lone reply supports this reading; there is no official ruling.
Yes — either teammate can activate a system with one of his own leaders and move any of the team's units, space or ground. The Admiral/General split matters in combat (the Admiral handles the space battle, the General the ground battle) and for card hands and building.
They mark whether the leader belongs to the Admiral (blue) or the General (orange) in the team game. In a two-player game they don't matter — all your leaders share one pool.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the errata corrects the expansion's replacement setup step to add that the Rebel player draws an objective card during that step as normal. The expansion's wording leaving it out was an oversight.
FFG's official FAQ and errata (May 2019) answers this directly.
Both players agree on one list — the base game's or the expansion's (which starts a Death Star Under Construction in any remote system with 4 TIE Fighters and a Stormtrooper as a minimum there). The Empire may also place units in the DSUC's system. Per the errata, the Rebels place theirs on the "Rebel Base" space and/or any one system without Imperial units — so not the DSUC's system.
Not by the rules. Every deck uses all the leader-icon missions plus either the base set (no icon) or the expansion set (Darth Vader icon), never a mix; each player chooses his own set, using a card to reveal the choices simultaneously. Starting missions and all project cards are used every game, and the expansion's replacement cards (Sabotage, Son of Skywalker, Good Intel, Construct Super Star Destroyer) replace the base versions.
Several experienced players agree; there is no official ruling.
Yes — those come from project cards, and the whole project deck (base plus expansion projects) is used whichever mission set you choose.
Several experienced players agree; there is no official ruling.
Stage III: one "Death Star Plans" plus four random stage III cards, shuffled. Stage II: the other "Death Star Plans" plus four random stage II cards, shuffled and placed on top. Then five random stage I cards on top, drawn from the base and expansion cards combined.
Several experienced players agree; there is no official ruling.
Still the four leaders without recruit icons per side. Some expansion starting action cards (e.g. Saw Gerrera's, Admiral Motti's) can add a fifth under their conditions; all other new leaders are recruited normally.
Several experienced players agree; there is no official ruling.
The limit counts only leaders actually in your leader pool, so captured leaders (and leaders on the board) don't count, while a leader lured to the Dark Side counts for the Empire. You still recruit normally; whenever the pool would exceed eight — in practice when leaders return in the Refresh Phase — choose eight to keep and eliminate the rest (possibly the new one). The base game has no limit.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ says it can be used even if the Empire has neither Motti nor Jabba when there are 8 leaders in the pool.
After adding leaders: for each battle (space, then ground), both players secretly choose one advanced tactic card for that theater and reveal them together; the current player resolves his card first, then the opponent (unless a cancel changes that). Then the current player rolls and resolves his attack, then the opponent. Units with lethal damage are removed at the end of that round of battle. Cards are never played mid-attack.
Several experienced players agree; there is no official ruling.
Yes — each player must play one card in each battle that round, leader or not, but may discard it without resolving either ability. Cards are only played for a theater where a battle actually happens. On each card you resolve the top or the bottom ability, never both.
Several experienced players agree; there is no official ruling.
No. You hold your whole space and ground decks separately and pick from them; played cards go to a faceup discard pile that persists across combats. When you play the last card of a deck, take that deck's discard pile back into hand except the card you just played. There's no shuffling.
Several experienced players agree; there is no official ruling.
You instead take that many cards of your choice from your discard pile back into your deck (Tagge's card, "More Dangerous Than You Realize", etc.). Each Shield Generator does this once per ground battle round, just before cards are chosen — it lets you recover a card, not play an extra one.
Several experienced players agree; there is no official ruling.
They no longer draw cards. Once per attack — so once in each theater every combat round — you may reroll up to your best leader's tactic value in that theater, choosing and rerolling all those dice at once; each die can be rerolled only once this way. If your only leader with tactics retreats, the units left behind get no rerolls. Leader rerolls don't apply to the Death Star Plans roll.
Several experienced players agree; there is no official ruling.
Each special removes one damage from one of your units whose health matches the die's color; they can't draw or play tactic cards. They only remove damage already on your units (from earlier rounds or tactic cards) and can't be banked, so the player rolling first often gets nothing from them in round one — while the second roller can heal hits just taken, since units aren't destroyed until the end of the round.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the official FAQ says special results can only remove damage from units in their own theater.
Several experienced players agree; there is no official ruling.
Units are destroyed at the end of the round of battle if their damage equals or exceeds their health, so damage — from dice or cards — can still be removed before then, and damaged units still roll. A card that destroys a unit is different: that unit doesn't roll, can't be saved, and is removed after both tactic cards resolve (so it still counts for card requirements). A ship destroyed in the space battle is gone before the ground battle.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, prevent effects resolve after the opponent rolls: he must remove the matching dice before assigning damage, and only the exact symbol and color shown (so they never stop card damage, and direct hits only if the card shows that icon). Deal effects place damage directly and can't be prevented. Remove effects (and specials) take off damage already on your units.
FFG's official FAQ and errata (May 2019) answers this directly.
The defender resolves first only if he actually uses the cancel ability. Per the official FAQ: both cards are flipped, the defender reads his cancel card and chooses whether to use it, then the current player resolves his card, then the defender resolves his. If the defender declines to cancel, the current player may cancel the defender's card before it resolves. A cancelled card is still discarded.
No to both — the extra card can't be cancelled and can't use its cancel ability. You choose it after seeing your opponent's card, and resolving it is part of resolving the first card. A cancelled card gives nothing, including any extra card.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, the current player's card resolves first and is then overridden by his opponent's. An effect that changes attack order lasts until the end of the combat (or until another effect changes it again); other advanced tactic abilities last only until the end of that round of battle.
FFG's official FAQ and errata (May 2019) answers this directly.
Its retreat happens immediately when it resolves (before dice) and cancels the Imperial card; if you don't retreat, nothing is cancelled. Normal retreat rules still apply: a leader in the system, all ships leave, ground units and TIE Fighters may stay. Per the official FAQ, retreating units shed all their damage, even lethal damage.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, after the retreat step has fully resolved, which comes after the ground battle — so the leader keeps contributing (rerolls included) for the rest of the round. It works however the Rebel ships came to be gone (retreated, destroyed or Escape Plan) but can't capture a leader who retreated out.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, the leader can retreat but is still eliminated at the end of the Command Phase. The mark isn't damage — leaders aren't units — so specials can't remove it, and until then the leader works normally ("Return of the Jedi" can still be played in that system).
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — the official FAQ allows it. Remove all damage from each unit no longer in the combat, even if it equalled or exceeded the unit's health or would have been destroyed by a tactic card.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, there's no ground battle — one only happens if both sides have ground units at the start of the ground battle step — so "Confrontation" can't be used and no one "wins a ground battle". The destroyed units do count for objectives that require destroying X-health worth of units in combat.
FFG's official FAQ answers this directly; it reversed an earlier designer email ruling relayed on BGG.
Yes — the official FAQ (from version 2.0) rules they're destroyed. An earlier designer reply relayed on BGG said they survived; the FAQ reversed it.
At the end of a ground round in which that side rolled no dice while the opponent still has ground units. If they rolled at least one die that round (e.g. a Golan Arms Turret), they survive and another round is fought; dice rolled in space don't count. If the opposing ground units are gone, the structures survive.
FFG's official FAQ and errata (May 2019) answers this directly.
Normally like any unit, and also to any system (remote ones included, per the official FAQ) that has at least one Imperial ground unit and no Rebel units, whatever its loyalty. It still counts toward the two-units-per-system limit, and units can't be deployed to a remote system through it in the same step it arrives. A Death Star Under Construction isn't a ground unit, so it doesn't enable Easy Deployment.
Several experienced players agree; there is no official ruling.
It's an immobile Imperial ground unit (a structure): no ability can move it, "Independent Operation" included; on its own it keeps a populous system subjugated; and placing one in the hidden base's system reveals the base, as any Imperial ground unit would.
Several experienced players agree; there is no official ruling.
While a Shield Bunker is in the system, the Death Star Under Construction can't be damaged or destroyed by any means, so the lone-DSUC rule doesn't apply. The Rebels must first destroy the bunker in a ground battle. Players expect that if Rebel ships alone can't hurt anything there, the Death Star–Ion Cannon ruling applies and they must retreat.
Several experienced players agree; there is no official ruling.
No to both. Objectives naming Star Destroyers (e.g. "Rebel Assault") don't include Interdictors, and relocating the base with Rapid Mobilization isn't a retreat, so an Interdictor doesn't block it.
FFG's official FAQ and errata (May 2019) answers this directly.
Both are ships that roll only in space (their tactic cards can affect the ground). Cards that name TIE Fighters don't include TIE Strikers, though cards that refer to fighters do — a U-wing counts as a fighter for Death Star Plans. Strikers need transport, and per the official FAQ can be left behind when retreating, like TIE Fighters.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes, but only if the mission is resolved in the Death Star Under Construction's system, per the official FAQ (same as "Oversee Project").
Several experienced players agree; there is no official ruling.
No — there's only one Death Star Under Construction; "Construct Death Star" does nothing useful until the current one is completed (the deployed Death Star replaces it) or destroyed.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, the Imperial player fully resolves the mission first; if revealing the base brought Rebel ships into the system, a space combat follows. Since Ignition destroys every Rebel ground unit there and the Death Star is an Imperial unit, the Empire wins unless Rebel ships remain and survive. It needs a completed Death Star, not a DSUC.
FFG's official FAQ and errata (May 2019) answers this directly.
Assign leaders to it like any mission, but it's never attempted: reveal it when your opponent attempts a mission (during the Send Leaders to Oppose step), moving its leaders there to oppose — even after you've passed, and alongside a leader from your pool. Because it is never attempted it neither succeeds nor fails, so it doesn't trigger Son of Skywalker or the Millennium Falcon.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — per the official FAQ these missions automatically succeed if unopposed (for Son of Skywalker or the Millennium Falcon); the roll just determines the effect. They are attempt missions, so they can be opposed normally.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes, per the official FAQ — as long as the leader with that ability is in the mission's system.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, the Rebels can't replace the Bounty ring with the Master Yoda or Millennium Falcon ring. It only goes away if the Empire attaches a different ring (e.g. by capturing that leader), or if the Rebels eliminate that leader to meet the leader limit. It doesn't change any dice.
Yes — any leader failing a mission in Jabba's system triggers it, Rebel or Imperial (even Jabba's own). Jabba must be in that system when it fails, but needn't be assigned; the ring goes on a Rebel leader there who has no ring.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, it gives no reputation in the Refresh Phase it's played — only from the start of the next one, as long as at least one of its target markers is on the board. You can't play it and another objective in the same Refresh Phase, but in later rounds its reputation doesn't stop you playing another objective.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, any objective that places target markers stays in play while at least one of its markers is on the board, then it's discarded. A player removes a marker by having a ground unit in its system while the opponent has none, or with card effects (e.g. the Heist mission, Rogue One).
FFG's official FAQ and errata (May 2019) answers this directly.
No — per the official FAQ, cards that apply to the "Rebel Base" space also apply to the revealed base's system. It can be used in that system while the base is hidden, or after the Rebels move the base.
FFG's official FAQ and errata (May 2019) answers this directly.
Per the official FAQ, it's discarded without effect and no replacement is drawn. The "Rebel Base" space isn't a system, so the marker needs an actual Rebel system on the board (which can be the base's system if you have loyalty there).
FFG's official FAQ answers this directly, changing the base rulebook's "return to the box" rule.
Per the official FAQ, all objective cards are discarded after use and can't be used again unless an ability allows it — overriding the base rulebook's "return it to the box". Jyn's "Something to Fight For" can therefore take any objective in the discard pile, scored or just discarded, but puts it on top of the objective deck rather than in your hand.
FFG's official FAQ and errata (May 2019) answers this directly.
No — the errata changes it to "After you win a battle", so winning either the space or the ground battle is enough.
FFG's official FAQ answers this directly; it reversed an earlier designer email ruling relayed on BGG.
Per the official FAQ, no — unlike "Plant False Lead" it doesn't say "and/or", so all cards go on top or all on the bottom. (An earlier designer reply relayed on BGG said otherwise; the FAQ reversed it.) Its probe card can be returned at the start of any of your Command Phase turns, that round or later, but not at the end of the phase.
FFG's official FAQ and errata (May 2019) answers this directly.
No — per the official FAQ, the leader requirement on action cards applies only to abilities resolved during combats and missions, so these work even if the pictured leaders are captured, eliminated or lured. The errata also corrects Secret Facility to "At the start of your turn".
FFG's official FAQ and errata (May 2019) answers this directly.
No — per the official FAQ those cards aren't in the Imperial player's probe hand while under the action card; once revealed they return to his probe cards and can then be affected. The probe cards set aside at setup can't be used by these cards either.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — per the official FAQ, it's still the Assignment Phase, so he can be assigned. "Track Them" is used right after the Rebels retreat.
FFG's official FAQ and errata (May 2019) answers this directly.
Target the Star Destroyers happens first, per the official FAQ: the converted hits are red, so cards preventing black hits can't stop them, but cards preventing red hits can.
FFG's official FAQ and errata (May 2019) answers this directly.
Yes — per the official FAQ you can, even though it exceeds the generator's remaining health. The generator must still be in the system to receive it.
Several experienced players agree; there is no official ruling.
Each minor skill icon adds one green die when its skill is rolled. Minor skills apply when opposing as well as attempting, and count for "count all skill icons". At most 3 green dice, on top of the normal 10-die mission limit (or 5 red + 5 black in combat); other abilities that roll dice use red or black unless they say otherwise.
Several experienced players agree; there is no official ruling.
While its target marker is on the board, the Rebels can't play "Death Star Plans" anywhere — they must remove the marker first. The Empire can play it whether or not the Rebels already hold the Plans, and without a usable Plans card the Rebels can't win a space battle against the Death Star.
Officially the expansion's components are meant to be used together, and the advanced tactic cards only work with cinematic combat. Players disagree on mixing: many use cinematic combat without the new units (unit-specific abilities just go unused), while others say the system is balanced around those units. Playing the expansion with base-game combat is a house rule.
Several experienced players agree; there is no official ruling.
No — you pick one pictured leader from your leader pool and place him in the combat, even if another Imperial leader activated the system. He returns to the pool right after the combat, so he can still be used later that round (and can still be assigned if this happens in the Assignment Phase).
Several experienced players agree; there is no official ruling.
Only an Imperial leader sitting alone on a mission card — not a mission with two leaders, and not a leader placed by an Assignment action card (those aren't missions). The leader returns to the pool and the mission card to hand.
Several experienced players agree; there is no official ruling.
Yes — while the base is hidden it pulls units from the "Rebel Base" space; once revealed, it pulls from the base's system instead. If that leaves Imperial units there with no Rebel units, the Empire wins immediately.
Several experienced players agree; there is no official ruling.
The Rebel player reveals one objective from his hand at random (neither player chooses) and puts it on top of the objective deck, so it can't be played until drawn again.
Several experienced players agree; there is no official ruling.
No — it adds a ground unit, the space battle resolves as normal, and the new unit joins the ground battle afterwards in the same round (which may start a ground battle that then alternates as usual).