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Star Wars: Unlimited – Jump to Lightspeed thumbnail

Star Wars: Unlimited – Jump to Lightspeed

Expansion for Star Wars: Unlimited

Star Wars: Unlimited – Jump to Lightspeed Rulebook

Table of Contents

Table of Contents

  • Card Anatomy
    • 2.9 Power Modifier
    • 2.11 HP Modifier
    • 2.12 Traits
    • 2.13 Text Box
  • Card Types
    • 3.5 Unit: Units Attached as Upgrades
    • 3.6 Upgrade: Attachment Restrictions of Non-Upgrade Cards
  • Action Timing and Clarifications
    • 6.2 Play a Card: Declaring How a Card Is Played
  • Abilities and Effects
    • 7.5.17 Piloting [Y]
  • Glossary
    • Unique, Unique Icon (Glossary item 29)

Card Anatomy

2.9 Power Modifier

Printed as item 1 under "9. POWER MODIFIER."

  1. A card’s power modifier is located on the left side of the card, and modifies the power of the unit it is attached to by the specified number. Only upgrades and PILOT units have a power modifier.

2.11 HP Modifier

Printed as item 1 under "11. HP MODIFIER."

  1. A card’s HP modifier is located on the right side of the card, and modifies the HP of the unit it is attached to by the printed number. Only upgrades and PILOT units have an HP modifier.

2.12 Traits

Printed as item 3 under "12. TRAITS." Items 1 and 2 (trait placement and faction, species and profession traits) are base rules and are not reproduced.

  1. Units with the PILOT trait can be in play either as a unit or as an upgrade.

2.13 Text Box

Printed as item 3 under "13. TEXT BOX." Items 1, 2 and 4 (ability definition, reminder text, FORCE watermark) are base rules and are not reproduced.

  1. Some units (like those with the PILOT trait) have split text boxes to account for the fact that they can be in play either as a unit or as an upgrade. This split text box has no rules meaning and is purely a visual cue to indicate which abilities apply when the card is an upgrade and which apply when it is a unit. A card with a split text box still has all of the text in its text box, regardless of how it is in play.

Card Types

3.5 Unit: Units Attached as Upgrades

Printed as item 6 under "5. UNIT." Items 1 to 5 are base rules and are not reproduced.

  1. Some units can also attach to units as upgrades. If an ability causes a unit in play to be attached as an upgrade, all damage is removed from that unit and all upgrades on that unit are defeated. While a unit is attached to another unit as an upgrade, it is considered an upgrade and not a unit for all purposes.

3.6 Upgrade: Attachment Restrictions of Non-Upgrade Cards

Printed as item 3, sub-items b and c, under "6. UPGRADE." Item 3 and its sub-item a, and the Phantom II example inside sub-item b, are not pilot rules and are not reproduced.

b. While a non-upgrade card is attached as an upgrade, it is considered to have an attachment restriction including any attributes specified by the ability that attached it as an upgrade. If the card ceases to be in play as an upgrade, it loses this attachment restriction. For another unit to be considered “eligible” for that upgrade, it must account for this attachment restriction (i.e. the upgrade must have been able to attach to that unit via the original ability).

For example, a card with Piloting specifies that if the card is played as an upgrade, it must be played on a friendly Vehicle unit. If a player uses Piloting to play a card as an upgrade, that upgrade has the attachment restriction: “Attach to a friendly Vehicle unit without a Pilot on it”.

[…]

c. Some unit abilities may override an upgrade’s attachment restriction for the purposes of attaching that upgrade to that unit.

For example, Millennium Falcon: Get Out and Push (JTL #249) has the ability: “You may play or deploy one additional Pilot on this unit.” This ability overrides the standard attachment restriction for Pilots that they must attach to a unit without a Pilot on it.

Action Timing and Clarifications

6.2 Play a Card: Declaring How a Card Is Played

Printed as sub-item a under item 1 ("Declare intent") of "2. PLAY A CARD." Item 1 body text and items 2 to 5 are base rules and are not reproduced.

a. When declaring intent, the player also declares how they intend to play the card, if it can be played as multiple card types. If performing a modified Play a Card action that specifies the type of card to play, the intent must be to play that card in that way.

For example, a card with Piloting can be played as either a unit or an upgrade. If a player takes a modified Play a Card action that specifies they must “play a unit,” they must declare the intent to play a card as a unit, and cannot use the Piloting keyword to play that card as an upgrade.

Abilities and Effects

7.5.17 Piloting [Y]

Printed as item 17 under "5. KEYWORD ABILITIES."

  1. Piloting [Y]

a. “Piloting” is a keyword whose effect is the same as the constant ability: “You may play this unit as an upgrade on a friendly VEHICLE unit without a PILOT upgrade on it by paying cost Y instead of its printed cost,” where Y is the cost in brackets following “Piloting.” Paying this cost follows all normal rules for paying costs, including accounting for any aspect penalties that modify this cost.

b. Each Piloting ability on a unit is considered an independent ability. A unit can have multiple Piloting abilities.

c. A card with Piloting is considered an upgrade for the purpose of abilities that instruct a player to “play an upgrade.” If a player is instructed to “play an upgrade” or “play a non-unit card,” they may choose to play a unit with Piloting as an upgrade using Piloting. If a player is instructed to “play a unit,” they cannot choose to play a unit with Piloting as an upgrade (though they can play it as a unit). If a player is instructed to “play a card,” they may play a unit with Piloting as a unit or an upgrade.

d. Units with Piloting are still considered units while in out-of-play zones. Abilities that interact specifically with upgrades in out-of-play zones (e.g. “Search your deck for an upgrade and draw it”) do not interact with Piloting units, except as indicated above.

Glossary

Unique, Unique Icon (Glossary item 29)

Printed as sub-item a under item 3 of the glossary entry "UNIQUE, UNIQUE ICON." Items 1, 2, 3 (body text), 4 to 6 are base rules and are not reproduced.

a. The unique copy limit applies to all in-play copies of a unique card, regardless of how that card is in-play.

For example, Hera Syndulla: We’ve Lost Enough (JTL #047) is a unique PILOT unit. If Aitor controls a copy of Hera Syndulla: We’ve Lost Enough attached to a VEHICLE space unit and plays another copy of Hera Syndulla: We’ve Lost Enough as a ground unit, he will have to defeat one of the copies according to the uniqueness rule.