StarCraft: Tabletop Miniatures Game
StarCraft: Tabletop Miniatures Game Rulebook
Table of Contents
Table of Contents
- PART 1: LEARN TO PLAY
- PART 2: CORE CONCEPTS
- PART 3: DICE AND ROLLING
- PART 4: MEASURING AND MOVEMENT
- PART 5: CARDS AND CHARACTERISTICS
- PART 6: THE SUPPLY SYSTEM
- PART 7: THE BATTLEFIELD
- PART 8: THE GAME SEQUENCE
- PART 9: PREPARING FOR BATTLE
- PART 10: ADVANCED RULES
- PART 11: KEYWORD GLOSSARY AND DEFINITIONS
- PART 12: QUICK REFERENCE
- MAP LAYOUTS
PART 1: LEARN TO PLAY
Worked Example: Starting Rounds
The battles in StarCraft: Tabletop Miniature Game are fast-paced, similar to those played on-screen for many years. To help each player understand the game's flow, we've prepared a battle report that will serve as a great introduction for new players. Below are the first two rounds of the game between the TERRANS, played by Katherine, and the ZERGS, played by James.
They both agree to choose a Mission and Deployment Card together to create a classic clash on no man's land. The objective of the Frontlines mission is to take control of up to 3 Mission Markers to gain Victory Points (VPs), gaining even more if any of them succeed in retaking objectives controlled by the Enemy. Abandoned Camp is a relatively standard deployment – each player claims one whole border of the playmat to be their respective Entry Edge. After that, they prepare the battlefield together, placing terrain in a way that allows them to learn the game and make the most of their actions, special abilities, and tactic cards. Once the battlefield is set up, the dice are prepared, and both players are ready to play, they roll for initiative in the first Round!
Terran (Katherine)
- Units: 6 Marines – with two upgrades: 1x AGG-12, which replaces one C-14 rifle, and 1x Rocket Launcher, with the SIDEARM keyword, which is added onto a model equipped with a C-14 rifle; 6 Marines; 2 Marauders; 3 Medics.
- Tactical Card: Barracks.
- Faction Card: Terran Armed Forces.
Zerg (James)
- Units: 12 Zerglings – with the Shredding Claws upgrade, which replaces their regular Claws – it's equipped on all models in the Unit; 12 Zerglings; 3 Roaches – with the Burrow Ambush upgrade; 1 Queen.
- Tactical Cards: Roach Warren.
- Faction Card: Zerg Swarm.
- Special Card: Accelerating Creep.
Round 1: Movement Phase
They both roll 2d6: James rolls 7, and Katherine rolls 5. James wins and decides that the Terrans under Katherine's command will start the first round. As their first action, Katherine brings a Unit of Marines from Reserves, equipped with special weapons. She moves this unit towards the middle to cover the area with all of her weapons.
James responds with his basic Unit of Zerglings that have a passive Special Ability which allows him to put the models in this unit In Coherency 4", and he tries to hide from the Marines. He hopes that as many models as possible survive before he's in range for close combat.
Katherine deploys a Unit of Medics that can provide healing. This Unit is very vulnerable, so she puts all models behind the Marines.
James uses the Burrow Ambush special ability, which allows the Unit to be set up within 18" of his Entry Edge, and puts the Roaches 2" from the Mission Marker.
To counter these Roaches, Katherine deploys her heavy guns onto the field – Marauders. This unit has an anti-armour ranged weapon that can do considerable damage to Roaches. After deploying this Unit, she uses the "Go! Go! Go!" special ability from the Barracks tactical card.
James wants to add some survivability to his Army, so he deploys a Queen. After moving onto Battlefield, James uses Queen's Active Ability "Spawn Creep Tumor" and puts a Creep Tumor token in base contact. He needs to pay 1 Biomass for this ability, but he can reduce that cost by 1 with "Psionic Link" Passive Ability, because there are 7 Friendly models Within 6" of the Queen. Additionally, to save the life of James' favourite Roaches, he uses the "Rapid Burrowing" special ability from the Zerg Swarm Faction Card. Now, the Roaches are BURROWED and HIDDEN. Katherine can't target them with her Marauders.
Katherine has deployed all units up to the limit of 3 Supply this Round, so she must Pass and claim the First Player Marker for the next Phase. James also reached that limit and must Pass as well.
Round 1: Assault Phase
Katherine decides that the Zerg will activate first. She could go first, but the only juicy target – the Roaches – is HIDDEN and BURROWED. She wants to wait and force the Zergs to move. James activates Queen and moves 5" towards the middle of the battlefield.
Katherine responds by moving Medics towards the middle. In a future activation, they will be able to heal the Marine unit.
James activates Zerglings, which move towards the middle, and Katherine responds with Marines, which also move towards the middle. In future turns, it will be very important who goes first.
James activates Roaches, uses the "Nasty Surprise" special ability from the Roach Warren Tactical Card to remove the BURROWED Status, and declares a Charge action against the Marauders. After checking the range, Roaches need to move at least 7" to reach their target. As a reaction to the charge, Katherine uses the "Concussive Shells" Special Ability of the Marauders to reduce the charge distance of the Roaches by 2". She uses the Terran Armed Forces Tactical Card to pay the cost. Unfortunately, James rolls a 6 for charge distance, so it is enough to engage the Marauders in close combat.
After finishing the charge, James uses the IMPACT Special Ability of the Roaches. He rolls 6 dice and hits 3 of them. Marauders have an Armour characteristic of 4+ and need to roll 3 dice. Luckily, they succeeded in blocking two hits, receiving only 1 Damage.
In response, the Marauders declare a Ranged Attack. These anti-armour weapons hit hard, but when a Unit is Engaged, Enemies are more likely to avoid taking Damage. The Roaches will be eligible for an Evade Roll in addition to an Armour Roll. Even if Katherine wanted to, she could not shoot at other enemy units, because an Engaged Unit can only target units which it is Engaged with. Dice are rolled, many shots are fired – the Marauders hit 5 times, and the Surge Dice apply 2 surges. First, James needs to resolve an Armour Roll. He puts 2 dice directly into the Damage Pool because of Surge, and then he rolls 3 dice. He succeeds twice, so only 1 die goes to the Damage Pool. In the Damage Pool, we now have 3 dice, and after this, James rolls for Evade – he succeeds in evading one of them.
Because 2 hits go through, it's now time to apply Damage. The damage of the Marauder's Quad K12 weapon is 1, but as the weapon has PIERCE Armoured (2), each die deals 2 Damage to the Roaches. Roaches have a Hit Points (HP) characteristic of 4. One Roach is dead and removed from the battlefield.
The first player to pass is James. He receives the First Player Marker and his Zergs will attack first in the Combat Phase!
Round 1: Combat Phase
In the Combat Phase, both players can activate only Engaged Units; they must activate those units. Everyone is fighting to survive! James, with Zerg, has the First Player Marker. He activates Roaches. Each Roach has a Rate of Attacks of 2, and hits on a 3+. Roaches successfully hit the Marauders with all 4 attacks, and the Marauders' armour value of 4+ blocks two hits. Katherine adds 2 more Damage to Marauders for a total of 3. It's still not enough to destroy one of them. At the end of that strike, James removes the Activation Marker to mark that this Roach Unit has already fought this turn. In the first combat phase, we've only got two Units in combat, so Katherine responds with the Marauders hitting Roaches two times. Roaches are very tanky, with an Armour value of 3+. They block 1 hit, and James puts one Damage Marker next to the Unit. Katherine removes the Activation Marker from the Marauders as well to mark that this Unit has already fought. This is the last fight of the first round.
Round 1: Scoring Phase
No Unit had its supply value dropped in the first round, and controlling Mission Markers doesn't grant points in the first Round. Because the Roaches charged off of the objective marker they were on, all objectives are still unclaimed.
Round 2: Movement Phase
Because neither side scored points in the last Round, both players roll off to see who will decide initiative for this Round. James rolls a 3, and Katherine rolls a 1. James decides that this time his Zergs will go first! He activates the Queen and moves the Queen closer to the middle of the table, near the Zerglings. Next, he uses Active Ability "Spawn Creep Tumor" to put a new Creep Tumor token, using the Passive Ability "Psionic Link" to reduce the cost of "Spawn Creep Tumor" to 0.
Katherine responds with a bold move of her own, closing in on the middle of the table with Marines. Just after activating Marines, she uses the Active Ability "StimPack" – an iconic ability that boosts the movement and firepower of the unit at the cost of receiving some Non-Lethal Damage. She puts 2 Damage Markers next to the Marines, but it does not trigger the Remove Casualties step, despite having damage equal to the Marines' Hit Points (HP) characteristic of 2. She also needs to pay 1CP for this ability, so she chooses to use her "Barracks" Tactic Card for this.
It's time for James to activate his Unit. He wants to see where the Terran player will go, so he activates Roaches and uses the Hold Action. This action allows him to activate the Unit, do nothing and end the activation. He did not plan to move because the Roaches were engaged and did not want to disengage. Their supply value was the same as the Marauders. If they disengaged, they wouldn't be able to shoot or charge in the next phase.
Katherine sees that she can dominate the middle of the table, so she brings some fire support from the reserves. StarCraft: Tabletop Miniature Game features escalation. Every player can bring something new to the table with each round. Katherine uses 1 Available Supply to bring a new unit of Marines to the party. They head towards the middle to shoot Zerglings or the Queen, and support the other Unit of Marines.
James sees that his Zerglings are going to have a hard time in the middle of the board, so he decides to use some cover and help his Roaches win his right flank! He moves his Zergling and uses his "squadron" passive ability to its full extent, hiding them behind terrain pieces with a Size of 1 (statue head) and terrain with a Size of 2 – grass. This unit of Zerglings is completely hidden from the unit of Marines that just arrived, and the unit of Marines in the middle can now see only 4 Zergling models.
Katherine activates a unit of Medics, moves them closer to the injured Marines, and uses the active ability "MedPack" on them to heal the Damage caused by the stimpack. 3 Medics are in range of the Marines, so she can remove up to 3 Damage from them. The Marines only have 2 Damage on them, so the rest of the "heal" effect is lost.
The Zerg player decides to bring a Unit from the Reserves. He also has 1 Available Supply and adds 12 Zerglings to the left flank. Maybe they are late to the party, but they have the potential to secure the left objective marker in the future Rounds.
Katherine decides to perform a disengage action with the Marauders and tries to hide them behind the wall. She moves the Leading Model as far as possible. In the end, she can only hide one Marauder from the Line of Sight of the Roaches. She will not be able to shoot or charge in the next Phase, because the Marauder's supply value was the same as Roaches when disengaging. James has activated all of his Units. He decides to pass and claim the First Player Marker. Katherine also passes, and we can move to the next phase.
Round 2: Assault Phase
The Zerg player has the First Player Marker. He decides to go first. He sees an opportunity to kill the Marauders with Roaches and activates them first. He knows that his Unit only sees one model, but he is fine with that. If he succeeds, the Marauders will drop in Supply to 0. He shoots with the Roaches, using their acid-saliva ranged weapon. Each model has a Rate of Attack of 3 and hits on 3+, with each unsaved Armour Roll dealing 1 Damage. The Roaches hits 4 times. Katherine rolls for Armour, blocking the Damage on 4+, but manages to defend only 1 die! The Marauders receive 3 Damage, and adding the Damage they received earlier, this brings the total to 6 Damage – enough to kill one Marauder, which has 5 HP. There is 1 Damage leftover, but the Roaches cannot see the last Marauder, so this Damage is not applied. The Marauders lose 1 Supply Value, and James receives 1 Victory Point during the Scoring Phase.
Now it's Katherine's time for payback! She activates Marines in the middle of the battlefield. This Marine Unit is equipped with five C-14 Rifles and two SPECIALIST weapons: an AGG-12 that replaces one standard rifle, and 1 Rocket Launcher with the SIDEARM keyword, which is shoulder-mounted on a Marine. It can be used alongside a standard rifle. Each weapon type can target different enemies, and all attacks from a weapon type must first be fully resolved before going to the next. Katherine used the Stimpack in the previous phase, so her C-14 Rifle will have PRECISION (3). Katherine decides to shoot the Queen with AGG-12 first. This weapon has a Rate of Attack of 2 and is specialised in hunting armoured targets because of its Surge Type – Armoured. She hits twice and rolls a 2 on a D3 for Surge Value. Both hits are successful, and they go directly to the Damage Pool because of Surge. The Queen won't be able to make Armour Rolls. She receives 2 Damage. The next weapon that Katherine will use is the Rocket Launcher. She targets the Unit of Zerglings that arrived this round, standing near the Queen. The Rocket Launcher has a Rate of Attack of 4 and hits on 3+. All 4 shots find the target. The Zerglings roll for Armour on 6+ and find one success. There are 3 dice in the Damage Pool, totalling to 3 Damage, but as a reaction, James uses the Queen's Special Ability "Transfusion" to reduce the Total Damage by 2. Only 1 Zergling dies. James pays the cost of that skill with the Tactical Card "Roach Warren". Finally, the Marines shoot with their trusty C-14 Rifles. 5 models are equipped with them, and Katherine targets the Zerglings Unit at the 2nd Mission Marker. James and Katherine discuss how many Zerglings are visible and agree that 4 are in Line of Sight. They also check the range to enemy models, and only 4 of the 5 Marines equipped with the C-14 Rifle are in Range. 4 Marines have 8 shots because of the C-14's Rate of Attack of 2. Katherine's Marines hit on 3+, and out of 8 shots, they hit with 5 and scored 1 success on the Surge Dice. Luckily, Katherine used the Stimpack on those Marines, converting 3 misses into additional hits. One die is automatically added to the Damage Pool, and James makes an Armour Roll of 6+ for the remaining 7 dice. He managed to save 2 of them, so 6 Damage is assigned to the Zerglings. They have an HP characteristic of 1. However, before shooting, James and Katherine agreed that her Marine unit only sees 4 Zergling models. Only that many die, and the rest of the damage is discarded.
Now it's James' turn to activate a Unit. He goes with the Queen, declaring a charge against the Marines in the middle. The Queen's speed characteristic is 4, but she is on creep, getting 1 more. Now the charge is successful on 2+ instead of 3+. She rolls a 2 and engages the Marines in combat. The Queen, as well as many other Zerg units, have a "Devastating Charge" ability, so she rolls 4 dice on 3+ to hit. She succeeds twice and Marines with an Armour Roll of 5+ block one hit, so Katherine puts 1 Damage Marker near the Unit.
Katherine moves the Marauders. Normally, a Unit of Marauders has a Speed Value of 4, but when there is only one model in the Unit, Katherine can use the second value of 7 and Move the last Marauder closer to the Medics. James declares a charge with Zerglings to support the Queen with a fresh Unit of Zerglings. He needs to roll a 5+ to engage. Sadly for him, he only rolls a 4.
Katherine moves the Medics closer to Mission Marker 5, towards the Queen, but not within the Unit's Engagement Range. James declares a multi-charge with a Unit of Zerglings. These were upgraded with Shredding Claws to chew through armoured Units as easily as through light Units. He declares a Charge against the Marauder and the fresh Unit of Marines. He needs to be able to engage both Units with the Leading Model to succeed with this Charge. He rolls a 6 and succeeds. Zerglings move over the grass, removing it. Now he needs to roll for IMPACT hits. Models engaged with only one Unit must resolve impact hits against that Unit, but when engaging with multiple Units, you get to decide how to split their impact hits. James decides that 3 IMPACTs will hit the Marauder and 5 will hit the Marines. Impact hits on Zerglings hit on 5+. He scores 1 success against the Marauder, and the Marauder fails the Armour Roll, taking 1 Damage. Next, James rolls 5 dice for Impact hits against the Marines, and he hits 4 of them. Katherine does an Armour Roll for the Marines at 5+ but fails 2 of them. She has to remove one Marine that is not engaged with the Zerglings.
Next, Katherine activates the Marines, engaged in close combat with a Unit of Zerglings. They can only target the Zergling Unit they are engaged with. This Unit of Marines has no upgrades; all 5 remaining Marines will fire their C-14 Rifles. She hits 7 times. The Zerglings are engaged, so they perform an Armour Roll of 6+ and manage to succeed once. Next, the Zerglings have 6 dice in the damage pool. James now makes an Evade Roll. Zerglings are fast, especially in close combat, so they have an Evade characteristic of 4+, and he manages to succeed 3 times. At the end, he needs to deal 3 Damage to his Zergling Unit, killing 3 models that are not in base-to-base contact with the Marines. The Supply Value of these Zerglings now drops because there are only 5 left. In the Scoring Phase, Katherine will receive 1 Victory Point. James has activated all of his Units. He passes and claims First Player Marker. Katherine has already activated everything as well and passes second.
Round 2: Combat Phase
James activates the Zergling Unit Engaged with the Marauder and the Marines. All models are in base-to-base contact. James can't perform the Close Ranks. Two models are Engaged with the Marauders, two models are Engaged with the Marines and one model is Engaged with both – this individual model will target the Marauders. His surge die works against light and armoured targets, so he decides that the surge die will be used against the Marauder.
Zerglings' weapons have a RoA of 2, so 6 attacks go toward the Marauders and 4 toward the Marines. Marauders are hit 4 times, 3 of those dice go directly into the damage pool thanks to the Surge Die. The Marauder's Armour Roll is successful. They receive 3 Damage and stay on the table with 1 wound remaining!
Now for the Marines – 3 of the attacks hit, but as James has already used his Surge in this combat, he doesn't have it against the Marines. Katherine makes 3 Armour Rolls on 5+ value and fails to block all of them. 1 Marine is dead, and 1 Damage Marker is put near the Unit.
Katherine activates Marines Engaged with the Queen. She can perform the Close Ranks on each model to move it closer to the target. Each Marine attacks with a Strike (RoA 1, hits on 5+). They hit the Queen 4 times, but she manages to save 2 of them with an Armour Roll of 4+.
James activates the Queen with 3 attacks on a 4+ and manages to hit once. Unfortunately, the Marines fail their Armour Roll and receive 1 Damage. The Marines already had 1 Damage in the pool, so one of them dies.
Katherine activates the Marines engaged with Zerglings to attack them. She hits 3 times, but James succeeds with two Armour Rolls of 6+. Only one Zergling dies. James has no more unactivated Units engaged with the Terran army. He passes. Katherine still has a Marauder to activate – she hits the Zerglings once, and James failed to save that hit. One Zergling dies. This was the last attack of the second Round, and now it is time to calculate some points!
Round 2: Scoring Phase
In the second Round, objectives will now give Victory Points in addition to the points that players receive for eliminating Supply. Mission Markers 1 and 2 are currently not under any player's control, but Marker 5 in the middle is a different story. James has a Queen there with a Supply Value of 1, but Katherine has 2 Units there: Marines with a Supply Value of 1 and Medics with a Supply Value of 1. She takes control of this point and is awarded 1 Victory Point.
During the Round, both sides manage to drop the Supply Value of enemy Units. Marauders lost 1 Supply, and the Zerglings lost 1 Supply as well, so both Katherine and James receive 1 Victory Point for this. At the end of the second Round, the Terrans under the command of Katherine are winning 2 to 1 against James' Zerg. In the next Round, it will be James who decides who goes first.
That concludes two full Rounds of this epic battle. You can learn from it, or recreate this map and play the next two Rounds to see which side would come out on top.
PART 2: CORE CONCEPTS
Before the first shot is fired, every commander must understand the language of the battlefield. This Part covers the basic building blocks of the game: models, Units, measurements, and the terminology used throughout the rest of the rulebook.
2.1 Models
Every Archon Studio miniature in a player's army is a model – a single entity (Marine, Zergling, Ultralisk) mounted on its own independent base. All rules apply to the model through its base. The physical miniature above the base is purely for aesthetic purposes.
2.2 Units
An army is made up of Units. A Unit is one or more models acting together as a single formation.
- Composition: Each Unit Card specifies the number of models it contains. An infantry squad may have many soldiers; a vehicle may operate alone.
- Cohesion: Models within a Unit fight and move as a single entity. They are bound by the rules of Coherency (Part 4.4), representing the discipline and communication required to operate on a battlefield.
- Friendly & Enemy: A player's own Units are Friendly. The opponent's Units are Enemies.
2.3 Bases
Every model stands on a base, and that base is the single most important physical object in the game. It does not matter how a miniature is posed, whether a Zealot is mid-leap or a Hydralisk is rearing back to strike; the rules see only the base. Every measurement, every Line of Sight check, and every question about whether two models are touching or overlapping is resolved by looking at their bases, nothing else.
Every model must be mounted on the correct base size as specified on its Unit Card. Using the wrong base size changes a model's physical footprint and directly affects gameplay, so consistency matters.
- No Overlap: Bases may never overlap. If a model cannot be set without its base overlapping another base or impassable terrain, it simply cannot go there.
- Scenic Freedom: Players are free to add scenic basing, custom conversions, player dramatic poses, and flight stands. The game encourages creativity – just know that, for rules purposes, the base and the Size Characteristic on the Unit Card are the only things that count. A Marine standing on a pile of rubble is no taller than one standing on a bare base. A Mutalisk on a towering flight stand has the same Size as one on a short peg.
- Flight Stands: If a model uses a flight stand, the bottom of the stand counts as the model's base for all measurements and positioning.
- Wobbly Model Syndrome: When a model cannot sit flat on the terrain, both players should agree on where the model would stand if the surface allowed it. Set the model as close to that spot as possible, or use a marker to indicate its actual position. The model is treated as occupying the agreed position for all purposes.
2.4 Tags
Tags are keywords printed at the bottom of each Unit Card. They allow rules to target specific types of Units without repeating lengthy definitions.
2.4.1 Faction Tags
Faction Tags identify a Unit's allegiance.
- Race Tags: Terran, Zerg, Protoss.
- Sub-Faction Tags: Specific broods or organisations, e.g., Kerrigan's Swarm, Raynor's Raiders.
- Function: During Army Building, a player may include only Units and Tactical Cards that share Faction Tags with the chosen Faction Card.
2.4.2 Combat Tags
Combat Tags identify a Unit's physical nature and tactical class.
Type Tags: Armoured, Biological, Light, Mechanical, Psionic, Flying, and Ground.
- Targeting: Some weapons can fire only at specific tags (e.g., "Target: Flying").
- Surge: A weapon's Surge efficiency triggers only when the target has the Combat Tag listed in the weapon's Surge Type (Part 8.7.4).
- Bonuses: Abilities such as ANTI-EVADE (X) or PIERCE (X) often apply only against specific tags.
NOTE: The Ground Combat Tag and the GROUND LEVEL elevation (Part 8.5.3) are distinct concepts. A Flying Unit standing on the playmat is at GROUND LEVEL but does not have the Ground Combat Tag. Throughout these rules, Ground in bold always refers to the Combat Tag. GROUND LEVEL always refers to elevation.
2.5 Player Roles
At any given moment, each player occupies one or more of the following roles. These terms appear throughout the rules and determine who makes decisions, who rolls dice, and who is affected by an ability.
- Active Player: The player whose turn it is to act. Some rules, particularly Reactions, refer to this to determine priority when both sides respond to the same event.
- Controlling Player: The player who commands a specific Unit, model, or Token. They make all decisions and roll all dice. Certain abilities (e.g., Neural Parasite) can transfer control; the new controller then acts in every respect as though the Unit were their own.
- Friendly and Enemy: Anything belonging to the controlling player or their teammates is Friendly. Anything belonging to an opponent is an enemy. In team games, all teammates are Friendly to one another.
2.6 Keywords and Rule Priority
2.6.1 Keywords
Keywords are written in BOLD CAPS (e.g. SIDEARM, PIERCE, HIDDEN). A keyword always means the same thing, regardless of the Unit in which it appears. Full definitions are in Part 11: Keyword Glossary and Definitions.
Keywords do not stack. Gaining the same keyword twice provides no extra benefit. If a keyword has a numeric value (e.g., PRECISION (1) and PRECISION (2)), use only the highest value.
2.6.2 The Priority
Specific Rules take precedence over General Rules. If text on a Unit Card, Mission Card, or Special Ability contradicts the Core Rules, the card or ability takes precedence.
2.7 Ability Types
Every Special Ability falls into one of three categories. Understanding the difference is essential, as it determines when the ability can be used, whether it requires a conscious decision, and what happens if both players want to act at the same time. Part 10 covers these in full detail; what follows is a working summary.
2.7.1 Active Abilities
Active Abilities are deliberate choices, a stim injection, a mode switch, a called shot. They require the Unit to be Activated, and must be triggered immediately before declaring an action or immediately after one fully resolves. A player cannot interrupt an action mid-flow to use one.
A Unit in Reserves cannot use Active Abilities unless the ability explicitly states otherwise. Each named Active Ability may be used only once per Round by a specific Unit, unless it has the REPEATABLE keyword. Effects granted by Active Abilities expire at the End of the Current Round unless otherwise stated.
2.7.2 Passive Abilities
Passive Abilities are always active. They represent innate traits, permanent equipment, or biological adaptations that require no decision to activate; they simply function as long as the Unit is on the battlefield.
Like Active Abilities, Passive Abilities are inactive while the Unit is in Reserves, unless otherwise stated.
2.7.3 Reaction Abilities
Reaction Abilities are the battlefield's reflexes. They fire in response to a specific trigger, such as an incoming attack, an Enemy Charge, or a model being Destroyed, and allow a player to act outside the normal activation sequence. The catch is timing: a Reaction must be declared at the exact moment its trigger occurs. If the moment passes, the opportunity is gone.
Each player may resolve only one Reaction per Activation. Each named Reaction Ability may be used only once per Round by a specific Unit. This limit applies across the entire Round (all Phases and all Activations). A single Unit cannot use the same-named Reaction more than once per Round, even on different triggers.
Different Units may each use the same named Reaction once per Round. If both players want to react to the same trigger, the Active Player resolves their Reaction first. Like Active and Passive Abilities, Reaction Abilities cannot be used while the Unit is in Reserves unless stated otherwise.
EXAMPLE: If a Zealot Unit is attacked, it may use Zealous Round OR Ground Armour, not both in the same Enemy Activation. If a Marine Unit is attacked, and it uses Infantry Armor for its Armour Roll, the Medic Unit behind will not be able to use its Life Support in the same Enemy Activation.
PART 3: DICE AND ROLLING
Chance plays a vital role on the battlefield, as a well-aimed volley can harmlessly ricochet off reinforced armour, or a desperate last stand can turn the tide of an entire battle. In this Part, we'll discuss how dice are used to resolve uncertain outcomes, from basic rolls and modifiers to the Roll-Off, which settles disputes and decides initiative.
3.1 Dice
The game uses standard six-sided dice (D6).
- D6: Roll one die. The result is the number shown.
- D3: Roll one D6 and halve the result, rounding up: 1–2 = 1, 3–4 = 2, 5–6 = 3.
- Multiple Dice (2D6, 3D6): Roll the stated number of dice and add the results together.
3.2 Roll-Offs
When a rule calls for a Roll-Off, both players roll 2D6. The higher total wins. Ties are re-rolled until a winner is determined.
3.3 Re-Rolls
Some abilities grant the chance to re-roll, allowing a second attempt when the first result is unfavourable. Pick up the die and roll it again. The new result replaces the original, even if it is worse. Unless stated otherwise, a re-roll applies to a single die. If an ability specifies re-rolling multiple dice, follow its instructions.
3.4 Modifiers
Modifiers adjust the Target Number of a roll. Apply all modifiers before rolling.
- +X Modifier: Makes the roll easier, reducing the Target Number by X.
- -X Modifier: Makes the roll harder, increasing the Target Number by X.
Modifiers from different named sources are cumulative unless otherwise stated.
EXAMPLE: A Marine needs 5+ to hit. A +1 Modifier reduces the Target Number by 1. He now hits on 4+. A -1 Modifier increases the Target Number by 1. He now hits on 6+.
Ability text: "+1 to Armour" means the Armour Roll improves (Target Number decreases). "-1 to Hit" means hitting becomes harder (Target Number increases). A Target Number can never be modified below 2+ or above 6+. A Null Value (-) indicates that the capability does not exist. No modifier can grant a roll where a Null Value applies.
Regardless of the final Target Number, a natural roll of 6 always succeeds, and a natural roll of 1 always fails. No modifier or ability can override these boundaries.
DESIGNER'S NOTE: Modifiers adjust the Target Number, not the dice roll itself. This keeps arithmetic simple, as a player always knows exactly what the Target Number is before rolling the dice. It also ensures that automatic successes on a roll of 6 and automatic failures on a roll of 1 are clear, no matter how many modifiers are applied to a single roll.
3.5 Fixed Additions
If a rule says "D3+1", roll the die and add 1 to the result. This is not a modifier to a Target Number – it generates a value (e.g. 4 Damage instead of 3).
3.6 Automatic Results
No amount of preparation guarantees a perfect outcome, and no situation is ever truly hopeless. The dice always leave room for the unexpected.
Regardless of the final Target Number, a natural roll of 6 always succeeds, and a natural roll of 1 always fails. No modifier or ability can override these boundaries.
3.7 Tests
Whenever the rules ask a player to roll against a number, an Armour Roll, a Hit Roll, or an Evade Check, that roll is a Test. Every Test follows the same logic: there is a Target Number, the player rolls, and the result either meets the threshold or it does not.
Tests come in two flavours:
- Characteristic Tests use a value from the Unit's own profile, its Armour, its Evade, and its native resilience. When a squad of Marines takes fire and rolls their Armour Rolls, that is a Characteristic Test.
- Attribute Tests use a value from a Weapon Profile or Special Rule, such as a weapon's Hit characteristic. When those same Marines fire their C-14 Rifles and roll to hit, that is an Attribute Test.
Not everything involving dice is a Test. Value Generation – a Charge Roll, a D3 Damage result, simply produces a number. The player adds the die result to the base value as instructed. There is no Target Number to beat.
To resolve any Test: identify the base Target Number, apply all Modifiers to determine the final Target Number, and roll the die. If the result is equal to or exceeds the Target Number, the Test succeeds. If it falls short, the Test fails.
3.8 Cocked Dice
If a die does not land flat on the playing surface, lodged against terrain, tilted on a base, or off the table entirely, the roll is invalid. Pick it up and roll it again. Players should agree before the game on what constitutes a cocked die. The simplest test: if the result isn't obvious at a glance, re-roll it.
PART 4: MEASURING AND MOVEMENT
Positioning is everything. A few inches can be the difference between a deadly flanking charge and an exposed Unit caught out in the open. This Part covers how distances are measured, how models move across the battlefield, and the rules of Coherency that bind a Unit together.
4.1 Measuring Distances
All distances are measured in inches (") using a tape measure or ruler. Players may measure any distance at any time, including before declaring an action, during an opponent's activation, and between Phases. There are no restrictions on pre-measuring. Players are encouraged to measure thoroughly and agree on distances before committing to an action.
- Between Models: Measure from the nearest point of one model's base to the nearest point of the other model's base. For models on flight stands, the bottom of the stand is treated as the model's base for all measurements (Part 2.3).
- Ignore Overhang: Weapons, wings, limbs, and scenic elements extending beyond the base rim are ignored.
- Base-to-Base Contact: If two bases are physically touching, the distance between them is 0".
- Tokens and Markers: Measure to the nearest physical edge.
- Elevation: When calculating distances between models at different elevations, always measure horizontally from a top-down perspective. The vertical height difference should not be included in your measurements. This applies to Range, Engagement Range, and the ranges of abilities. Movement distances are measured as specified by the action being performed (see Part 8.5.3).
Diagram captions: In the first example, the distance between models is measured from the closest point of one model's base to the closest point of the other model's base. In the second, the distance between a model and a terrain piece is measured from the closest point of the model's base to the closest edge of the terrain piece. In the third, the distance measurement from a Marine on HIGH GROUND to a Marine at GROUND LEVEL is measured horizontally from a direct overhead view, ignoring the vertical height of the terrain.
DESIGNER'S NOTE: Some Units have special rules that allow their models to occupy different elevations. When this occurs, all distances between models within the Unit are still measured horizontally.
4.2 Within vs. Wholly Within
WITHIN: A model is Within a distance if any part of its base touches or crosses into that range. A Unit is Within a distance if at least one model's base touches or crosses into that range.
WHOLLY WITHIN: A model is Wholly Within a distance only if its entire base sits inside that range – no part of the base may extend beyond the edge. A Unit is Wholly Within only if every model's base in the Unit satisfies this condition.
Example (diagram): a Marine measures 3" from its base. Zergling A is Wholly Within this 3" range – its entire base sits inside it. Zergling B is Within 3" of the Marine – part of its base touches the range, but not all of it. Zergling C is outside the 3" range entirely. The Zergling Unit is considered to be Within 3" of the Marine because at least one model (Zergling A) is in range. However, the Zergling Unit is not Wholly Within 3" since models B and C are not Wholly Within this range.
Example (diagram): a Unit of Raptors with all of its models Wholly Within 3" of its Leading Model that is on HIGH GROUND. The distance is measured horizontally as viewed from directly above – the vertical height of the terrain is ignored.
4.3 The Leading Model
The Leading Model is a temporary reference point used to execute a Unit's movement. Whenever a Unit resolves a Move, Deploy, Run, Charge, Disengage, or Close Ranks action, or any other action or ability that instructs the Unit to nominate a Leading Model. Move the Leading Model first, measuring its exact path. Then set the remaining models in valid Coherency around the Leading Model's new position. The Leading Model nomination ends once the action resolves.
4.4 Unit Coherency
Coherency is checked at the end of any action that repositions models, including Move, Deploy, Charge, Disengage, Close Ranks, Run, PLACE, and SUMMON. At the end of such an action, all models in the Unit must be Wholly Within 3" of the Leading Model and able to trace a valid Coherency Link to it. If this condition is met, the Unit is In Coherency.
The battlefield is rarely so accommodating. Terrain and crowded positions may prevent a model from reaching a legal position Wholly Within 3" of the Leading Model. When this occurs, set the affected model as close as possible to the Leading Model. The model must still maintain a valid Coherency Link. A Unit with one or more models set beyond 3" is Out of Coherency. If a model cannot be set in any legal position while maintaining a valid Coherency Link, it is removed as a casualty immediately.
A Unit that is In Coherency remains so until its next repositioning action. Casualties from any source never trigger a Coherency check and never cause a Unit to become Out of Coherency.
A Unit is Out of Coherency only if this condition was not met at the end of its last repositioning action. While In Coherency, the Unit may control and contest Mission Markers normally (see 8.9.1).
COHERENCY LINK: When placing models after a move, set the Leading Model first. Then set each remaining model one at a time, Wholly Within 3" of the Leading Model, and able to trace a Coherency Link to it. A Coherency Link is a chain of imaginary lines drawn model-to-model through models of the same Unit. Links cannot pass through models from other Units, terrain, or gaps that the Leading Model itself could not move through. A link may pass through Enemy models that the Unit is currently Engaged with and ACCESS POINTS. Any model that cannot find a legal position maintaining the Coherency Link is immediately removed as a casualty.
FLYING UNITS AND COHERENCY LINKS: When drawing Coherency Links for a Flying Unit, ignore terrain. Links may pass freely through terrain pieces of any Size, and may also pass through models from other Units.
OUT OF COHERENCY: If at the end of an action that repositions models, any model is not Wholly Within 3" of the Leading Model, the Unit is Out of Coherency. Out of Coherency Units cannot control or contest Mission Markers (Part 8.9.1).
Example (diagram): a Unit of Marines In Coherency. All of its models are Wholly Within 3" of the Leading Model (marked in blue) with Coherency Links (marked in red) drawn from its other models to the Leading Model. The Marine model on the left links to the Leading Model through another model from its Unit to bypass the blocking terrain.
Example (diagram): a Unit of Marines with illegal placement. All models in the Unit are Wholly Within 3" of its Leading Model, but the model behind the wall (marked in red) cannot draw a Coherency Link to another model from its Unit without passing through the terrain shown. Since the model cannot draw a link through another model without passing through restricted terrain, the player cannot set the model here.
4.5 Directly Towards & Directly Away
Some abilities force a Unit to move DIRECTLY TOWARDS or DIRECTLY AWAY from another Unit. Draw an imaginary straight line from the centre of the acting model's base through the centre of the target model's base. The affected model follows this line. If terrain or another model blocks the path, the affected model bypasses it via the shortest possible route, then continues in the original direction. If two routes are equally short, the controlling player chooses. After completing the move:
- A model moving DIRECTLY TOWARDS cannot end further from the target than it started.
- A model moving DIRECTLY AWAY cannot end closer to the target than it started.
When multiple models exist in the target Unit, draw an imaginary line to the model that is physically closest (when moving towards) or furthest (when moving away) from the acting model. If a model is forced to move off the battlefield edge by any involuntary movement effect, it stops at the edge of the battlefield in contact with the table edge. The model cannot be moved beyond the battlefield boundary.
4.6 Gap Clearance and Model Size
Not every gap in the terrain is wide enough to squeeze through, and a Siege Tank does not thread the same needle as a Zergling. A gap is any physical space between terrain pieces or models, through which a model's path of movement passes. The Leading Model can pass through gaps depending on the Unit's Size:
- Size 2 or lower: May pass through gaps at least 1" wide. Infantry and smaller creatures exploit narrow corridors that larger Units cannot.
- Size 3 or larger: Requires a gap at least 3" wide.
Regardless of clearance, a model cannot be set where its base doesn't physically fit. Clearance governs movement through a space, not stopping inside one. Openings in terrain pieces – such as archways, doorways, and breaches – are treated as gaps for the purpose of Gap Clearance, even if the surrounding terrain piece is Size 2 or larger. The gap must be wide enough for the model's Size category. Players should agree on which terrain openings are passable during Battlefield Setup. This applies to all movement types: Move, Run, Charge, Disengage, and Close Ranks.
Multi-model Units moving DIRECTLY TOWARDS: The Leading Model must be the one with the shortest route to the target. Move it first. Set the remaining models as close to the target as possible while maintaining Coherency.
Multi-model Units moving DIRECTLY AWAY: The Leading Model must be the one with the shortest route to the target. Move it first. Set the remaining models as far from the target as possible while maintaining Coherency.
Flying Units ignore Gap Clearance during movement. Their Leading Model moves point-to-point, bypassing all terrain in transit. However, the Leading Model must still end in a legal position where its base or stand physically fits without overlapping another model's base or stand, or terrain.
PART 5: CARDS AND CHARACTERISTICS
Each Unit, weapon, and ability in the game has a set of characteristics represented on cards. This Part explains the anatomy of Unit Cards and Weapon Profiles, what each statistic means, and how to read the data that drives every action on the battlefield.
5.1 Unit Cards
Every Unit has a Unit Card that provides all the information needed to use it in a game.
Unit Card obverse:
- UNIT NAME
- SPEED: The maximum distance in inches the Leading Model may traverse in a standard Move.
- Split Values (e.g. 4"/7"): Use the second value only when the Unit is reduced to a single remaining model, or when the Unit started with a single model.
- Null Value (-): The Unit cannot move or be repositioned by any means, including PLACE and involuntary movement effects.
- ARMOUR: The Target Number the defender must meet or exceed on a D6 to cancel a hit.
- EVADE: A secondary defensive characteristic representing agility. Used only when a rule or condition specifically grants an Evade Roll.
- A Null Value (-): The Unit cannot make Evade Rolls. An ability that explicitly grants an Evade Roll does not override this.
- HIT POINTS (HP): Damage a single model must sustain before it is removed.
- SHIELD (OPTIONAL): If this value is present on a Unit Card, add it to the Hit Points (HP) of the first model. The Unit is Shielded. The Unit loses its Shielded Status when the Total Damage assigned to it exceeds its Shield value or when the first model in the Unit is removed.
- The Shielded Status is referenced by other abilities. Losing Shielded Status does not remove any remaining Hit Points, it only ends effects that require the Unit to be Shielded. Shielded Status cannot be restored by HEAL.
- SIZE: The model's vertical height category, used for Line of Sight and terrain interaction.
5.2 Special Rules and Upgrades
The reverse of each Unit Card lists optional Upgrades available during Army Building.
Unit Card reverse:
- UPGRADE: New abilities or weapons added to the profile.
- REPLACEMENTS (FOR): An entry showing "FOR [Weapon Name]" means the new weapon replaces the original entirely.
- COMBAT RANGE: The preferred distance this Unit seeks to maintain from enemy Units.
- ARMY SLOT: The slot type (Core, Elite, Support, Air, or Hero) required to field this Unit. Each Unit occupies a number of slots of this type equal to its starting Supply Value (Part 9.1.6).
- Flavour text describing the Unit's role.
- Base diameter on which the model must be mounted on.
5.3 Tactical Cards
No commander goes into combat alone with guns. A creep tumor in a good position, a sensor sweep in reserve, or a psionic storm held back can change a lost battle into a rout. The Tactical Cards are the strategic resources, orders, and doctrines a military leader has available to them, bought before the battle and deployed when they are most needed. Tactical Cards are purchased with Vespene Gas during Army Building (Part 9.1.4).
- NAME: The name of the Tactical Card.
- UNIQUE MARKING: If present, only one copy of this card may be included in an army.
- FACTION TAGS: The Race Tag and any Sub-Faction Tags that determine which armies may include this card (Part 9.1.2).
- ARMY SLOTS: The organisation slots unlocked when this card is included in the army (e.g., 2× Core, 1× Support). These slots are in addition to those provided by the Faction Card.
- RESOURCE TYPE AND VALUE: The faction's resource (CP for Terran, BM for Zerg, PE for Protoss) and the amount generated when this card is Exhausted instead of using its Special Ability.
- SPECIAL ABILITIES: One or more Active, Passive, or Reaction Abilities resolved using the standard rules (Parts 10.1–10.4).
5.4 Faction Cards
The Faction Card is the foundation of every army. It defines who you are, what doctrine you follow, and what forces you are permitted to bring to the battlefield.
Every army must include exactly one Faction Card, selected during Army Building.
- FACTION NAME: The name of the Faction. This may also function as a keyword referenced by other rules and abilities.
- FACTION TAGS: The Race Tag and any Sub-Faction Tags that specify which Units and Tactical Cards can be included in the army (Part 9.1.2).
- STARTING ARMY SLOTS: The organisation slots provided by the Faction Card itself (e.g. 3× Core, 1× Hero, 2× Support). Additional slots are unlocked by purchasing Tactical Cards.
- RESOURCE TYPE AND VALUE: The faction's resource (CP for Terran, BM for Zerg, PE for Protoss) and the amount generated when this card is Exhausted instead of using its Special Ability.
- SPECIAL ABILITIES: One or more Active, Passive, or Reaction Abilities resolved using the standard rules (Parts 10.1–10.4).
5.5 Mission Cards
Every conflict has a purpose. A contested line of minerals, a crashed shuttle with vital information, or a Xel'Naga relic glowing with power buried deep beneath the surface. Mission Cards decide what the conflict is about, how long the battle will last, and what must be achieved to win. The mission determines the fight, not the other way round.
Mission Cards are chosen during the Draft (Part 9.2).
- NAME: The name of the Mission.
- ENGAGEMENT SCALE: The game scale this mission is designed for (Skirmish, Standard, or Grand Offensive).
- STARTING SUPPLY: The Supply Pool available to each player in Round 1.
- SUPPLY ESCALATION: The amount by which the Supply Pool increases at the start of each subsequent Round.
- GAME LENGTH: The number of Rounds played before the game ends (usually 5).
- MISSION PARAMETERS: Setup instructions, Mission Marker states, and any special conditions that apply from the start of the game.
- SCORING CONDITIONS: How players earn Victory Points at the end of each Round.
- ADDITIONAL CONDITIONS: Special rules or winning conditions unique to this mission, including any instant victory triggers.
5.6 Deployment Cards
The location from which you engage in the battle is as important as what you bring into it. A narrow canyon channels the entire attack into a kill zone. Parallel zones of deployment across open ground give the victory to whoever shoots first. The Deployment Cards determine the war's geometry, entry points, restricted zones, and the ground that must be taken. Deployment Cards are selected during the Draft.
- NAME: The name of the Deployment layout.
- ENGAGEMENT SCALE: The game scale this deployment is designed for (Skirmish, Standard, or Grand Offensive).
- BATTLEFIELD DIMENSIONS: The required table size for this deployment.
- ENTRY EDGES: The table edges assigned to each player. Units enter the battlefield from their assigned Entry Edge when deploying from Reserves.
- ZONE OF INFLUENCE: A restricted area extending 6" inward from each player's Entry Edge. Enemy Units arriving from Reserves cannot end their deployment within this area. The Zone of Influence does not affect Units already on the battlefield.
- MARKER COORDINATES: The precise measurements for positioning each numbered Mission Marker on the battlefield.
Using the Deployment Card during Setup: Once the Deployment Card is selected, follow its instructions in this order: confirm the table dimensions, assign Entry Edges to each player, set Zone of Influence Markers at the corners of each player's Entry Edge, where applicable, then set Mission Markers at the listed coordinates. See Part 9.3 for the full setup sequence.
PART 6: THE SUPPLY SYSTEM
The armies in StarCraft: Tabletop Miniature Game do not deploy at full strength. Reinforcements arrive in waves, and as Units take casualties, their ability to deploy effectively shrinks. The Supply system governs when and how many Units a player can field, creating a constant tension between committing forces now and holding them in reserve.
Supply represents a Unit's battlefield presence, its manpower, momentum, and command resources necessary to keep it fighting. Unlike fixed characteristics, Supply is dynamic: as a Unit takes casualties, its Supply declines.
6.1 The Supply Profile
Every Unit Card includes a Supply Profile in the top-right corner, linking the number of remaining models to a Current Supply Value. As casualties reduce the model count into a lower bracket, update the Current Supply Value immediately.
EXAMPLE: A squad of 9 Marines has a Supply of 2. A squad of 6 Marines has a Supply of 1. When reduced to 3 models, their Supply drops to 0.
DESIGNER'S NOTE: Supply is the heart of the game's Strategic layer. The direct link between a Unit's combat presence and the number of models it has left means every model lost carries a consequence beyond mere Damage. A Unit with fewer models consumes less Supply (enabling the deployment of a new Unit from Reserves), contests objectives less effectively, and possesses less Tactical Mass to safely Disengage. This is a tactical decision: do you keep a Unit for its firepower, or sacrifice it to free Supply for a new Unit from Reserves?
6.2 How Supply Is Used
DEPLOYMENT
Each mission establishes a Supply Pool, which is the maximum amount of Supply that can be on the battlefield at any one time. The Supply Pool starts at the value listed on the Mission Card and increases by the Supply Escalation value each Round.
A player can only set a Unit in play from Reserves if the Unit's Current Supply Value is less than or equal to the Available Supply, which is the current Supply Pool value minus the total Supply of all Friendly Units already in play on the battlefield.
At no point can the Total Current Supply of a player's Units on the battlefield exceed the Supply Pool.
In the final Round of play (as determined by the Mission Card), the Supply Pool is unlimited. All Units remaining in Reserves may be set into play without Supply restrictions, following the normal alternating activation sequence.
MISSION MARKER CONTROL
Supply determines who controls the ground. To determine control of a Mission Marker, each player calculates the Current Supply Value of all their eligible Units contesting that Marker (see Part 8.9.1 for full eligibility requirements), not the number of models, but their total Supply. The player with the highest total controls the Marker.
A Unit with Supply 0 can control a Marker if no Enemy Units are contesting it. However, a Unit that is Out of Coherency can never control or contest a Mission Marker.
Flying Units cannot Contest or Control Mission Markers, as they are airborne and do not hold ground.
TACTICAL MASS
Breaking away from a melee is a desperate act. A Unit that Disengages suffers a severe penalty: it cannot perform Ranged Attack or Charge actions in the following Assault Phase. The squad is too busy pulling back to mount an effective attack. However, if at the moment the Disengage is declared, the Disengaging Unit's Current Supply Value exceeds the Combined Supply of all Enemy Units it is Engaged with, this penalty is ignored.
A superior force has the mass to pull away cleanly. A lone screening squad should slow the enemy, not shut them down entirely.
UNIT STARTING SUPPLY
Some Mission Cards award Victory Points equal to the Enemy Supply destroyed in a Round. In such cases, the Supply Value destroyed in that Round is added to the score during the Scoring Phase.
PART 7: THE BATTLEFIELD
The terrain where a battle takes place is as crucial as the armies involved. Walls block Line of Sight, height offers a commanding fire position, and narrow passages can funnel an entire assault into a killing zone. This part explains how Line of Sight functions, how terrain impacts models of various Sizes, and how cover and elevation influence the flow of combat.
7.1 Line of Sight
Every shot, every ability, and every order that requires a clear view of the target follows the same process. Line of Sight determines what a model can see and, by extension, what it can shoot at. StarCraft: Tabletop Miniature Game uses a 2D Line of Sight (LoS) system. All Line of Sight checks are resolved from a top-down perspective, looking directly down at the battlefield from above. To determine whether an acting model can see a target, trace an imaginary straight line from any part of the acting model's base to any part of the target model's base.
If the line does not pass through any Blocking Terrain (any terrain piece with an Effective Size of 1 or greater – see Part 11), the target is Visible. No further checks are required. If the line passes through Blocking Terrain, the target is not automatically hidden. Check the Cover rules (Part 7.1.1) to determine whether the terrain actually blocks Line of Sight. Terrain that intersects the trace but does not meet the requirements for Full Cover or Direct Cover does not block Line of Sight. The target remains Visible. For Line of Sight purposes, a terrain piece's footprint is defined by its physical base or, if it has no base, the outermost edges of its solid structure viewed from above. Unless players agree otherwise during Battlefield Setup, gaps, windows, doorways, and open interiors within the footprint do block the Line of Sight.
DESIGNER'S NOTE: Our game uses a top-down Line of Sight method rather than a precise measurement from the model's eye. This prevents disputes over exact posture, slouching torsos, and weapon placement. It also ensures terrain interacts correctly regardless of model posture or base design. The downside is a slight loss of cinematic feel, but it is well worth it for speed and balance.
A terrain opening may be passable for movement without counting as open for Line of Sight (see Part 4.6 for Gap Clearance rules). Players must agree during Battlefield Setup on the footprint of each terrain piece and on which openings, if any, count as passable gaps for movement.
Example (Line of Sight blocked by same Size terrain): a player checks Line of Sight from a Marauder (Size 2) to a Roach (Size 2) through a ruined wall (Size 2). The wall is large enough to completely block the Line of Sight. Neither model is Visible to the other.
Example (viable Line of Sight due to Unit Size being greater than terrain): a player checks Line of Sight from a Goliath (Size 3) to a Marauder (Size 2) through a ruined wall (Size 2). The wall is too short to hide the Goliath. The Line of Sight is not blocked, and both models are Visible to each other.
7.1.1 Cover
Terrain pieces may block the Line of Sight between models. A terrain piece provides Cover in one of two ways:
- Full Cover: A terrain piece blocks Line of Sight if its Effective Size (Part 7.1.2) is equal to or greater than the Effective Size of both the attacker and the Target. Neither model can see over the terrain – Line of Sight is blocked.
- Direct Cover: If the Line of Sight trace passes through a terrain piece, and either the attacker or the target is Within 1" of that terrain, the Line of Sight between them is blocked, provided the terrain piece's Effective Size is equal to or greater than the Effective Size of the model that is Within 1". This applies in both directions – neither model can see the other.
Each terrain piece is assessed for Cover independently. Terrain pieces do not combine their Effective Size or proximity. If no single terrain piece meets the requirements for Full Cover or Direct Cover, Line of Sight is not blocked, regardless of how many terrain pieces the trace passes through.
CLOSE QUARTERS: If both models are Within 1" of the same terrain piece and Within 3" of each other, Direct Cover, Elevation and Dead Zone do not apply. Resolve Line of Sight normally using the standard trace (Part 7.1).
Example (Direct Cover): a player checks Line of Sight from a Goliath to a Unit of Marines through a ruined wall. The wall is too short to block the Goliath's view entirely. However, two Marines are Within 1" of the wall. Because the wall's Effective Size equals the Marines' Size, they benefit from the Direct Cover rule. The Line of Sight to and from those two Marines is blocked.
ELEVATION DEAD ZONE: If a model on HIGH GROUND (Size 3+) draws Line of Sight to a model at GROUND LEVEL that is Within 1" of the base of the same terrain piece, Line of Sight is blocked. This applies in both directions – neither model can see the other.
Example (Line of Sight blocked by High Ground): a Marine on HIGH GROUND checks Line of Sight to a Zergling at GROUND LEVEL. The Zergling is Within 1" of the base of the same terrain piece the Marine is standing on, but the two models are more than 3" apart. The Zergling is too close to the foot of the cliff to be seen from above – Line of Sight is blocked. This works in both directions – the Zergling cannot see the Marine above it either. If the two models were Within 3" of each other, Close Quarters would apply, and standard Line of Sight rules would be used instead.
Example (Close Quarters Line of Sight): a player checks Line of Sight from a Goliath to a Roach through a ruined wall. The roach would normally benefit from the Direct Cover rule, but because the Goliath is also Within 1" of the same wall and the models are Within 3" of each other, the Close Quarters rule applies. Direct Cover is bypassed, and standard Line of Sight rules are used instead.
7.1.2 Verticality and Effective Size
When a model stands on top of a terrain piece (such as HIGH GROUND): Effective Size is equal to the model Size plus the terrain Size.
EXAMPLE: A Marine (Size 2) on HIGH GROUND (Size 4) has an Effective Size of 6. He can see over Size 5 walls that would blind him at GROUND LEVEL.
- Top-Down Perspective: Only terrain pieces that rise vertically between the two models' positions (as viewed from above) can block the shot. The horizontal surface a model stands on does not obstruct the top-down trace.
- Stacking Terrain: When a terrain piece is set on HIGH GROUND or MID GROUND, its Effective Size increases in the same way as a model's – it gains the Size of the terrain it stands on.
Example: a Marauder (Size 2) is on HIGH GROUND (Size 3), giving it an Effective Size of 5. A ruined wall (Size 2) is also on HIGH GROUND (Size 3), giving it an Effective Size of 5. Because they have the same Effective Size, the Marauder cannot see over the ruined wall. The Roach (Size 2) at GROUND LEVEL cannot make a Line of Sight with the Marauder because the ruined wall (Effective Size 5) blocks it. However, the Hydralisk at GROUND LEVEL can make a Line of Sight with the Marauder because there is no obstacle in the way.
ABATHUR'S TIP: HIGH GROUND is powerhouse on the battlefield. When a Unit is on terrain with a Size of 3 or 4, the Effective Size of that Unit goes through the roof, letting it peer over barriers that would block the Line of Sight of Units on lower ground. The best position for ranged support is to utilise HIGH GROUND, as you can rain down fire from above. The downside, of course, is that Units on HIGH GROUND are exposed to just about everything, so only put Units there if they can handle whatever is coming their way. Ranged specialists with good Armour or Evade stats are the ones that really shine from HIGH GROUND, but Units with lower stats should remain on the ground if they want to stay hidden.
7.1.3 High Ground Cover
If all models of a Unit are standing on HIGH GROUND (Size 3 or larger terrain) with any part of their bases, the Unit becomes eligible to make an Evade Roll against all Ranged Attacks originating from a lower elevation. The attack originates from the lower elevation if at least one model of the attacking Unit isn't standing on the HIGH GROUND with any part of their base.
Exception: Flying Units never benefit from HIGH GROUND Cover, regardless of their physical position on the battlefield. Ranged Attacks made by Flying Units never originate from the lower elevation, regardless of their position on the battlefield.
DESIGNER'S NOTE: HIGH GROUND is already a strong position on the battlefield, thanks to the bonus from Effective Size and Line of Sight. However, a Unit occupying HIGH GROUND is also more Visible to almost everything on the table, creating a weakness. The Evade Roll provided to Units occupying HIGH GROUND reflects the defensive benefit of being in a raised position. It is more difficult to fire uphill. This provides players with a strong reason to occupy a raised position, aside from the Line of Sight bonus.
7.1.4 Flying Units and Cover
When checking Line of Sight to or from a Flying model, ignore the Full Cover rule. Direct Cover and the Elevation Dead Zone rules still apply. For Cover purposes, treat a Flying model's Effective Size as higher than the Effective Size of any terrain piece on the table. Because of this, terrain can never provide Full Cover against a Flying model and can never provide Direct Cover to a Flying model as the model that is Within 1" of terrain. However, a Flying model still obeys any Direct Cover or Elevation Dead Zone rule that applies to the other model in the attack.
LoS and Cover Summary Tables
Line of Sight – Core Rules
| Rule / case | Result | Detail |
|---|---|---|
| BASE SYSTEM (§7.1) | ||
| LoS method | 2D TOP-DOWN | Trace a straight line from any part of the attacker's base to any part of the target's base, viewed from directly above. |
| Measurement | HORIZONTAL ONLY | Vertical height never factors into Range or LoS checks. |
| Trace does not pass through Blocking Terrain | VISIBLE | No further checks required. |
| Trace passes through Blocking Terrain | CHECK COVER | Apply Full Cover or Direct Cover rules (§7.1.1). Target may still be Visible. |
| Terrain footprint definition | OUTER EDGE | Gaps, windows, and doorways inside a terrain piece do block LoS. |
| EFFECTIVE SIZE & ELEVATION (§7.1.2) |
Cover – Full Decision Table
| Cover type | Condition | LoS result | Reference |
|---|---|---|---|
| Full Cover | Terrain Effective Size ≥ Effective Size of BOTH attacker AND target | LoS BLOCKED | §7.1.1 |
| Direct Cover (attacker behind terrain) | LoS trace passes through terrain, AND attacker is Within 1" of that terrain AND terrain Effective Size ≥ attacker Effective Size. Close Quarters exception: if both models are Within 1" of the same terrain piece AND Within 3" of each other, this rule is bypassed – use standard LoS instead. | LoS BLOCKED (unless Close Quarters) | §7.1.1 |
| Direct Cover (target behind terrain) | LoS trace passes through terrain, AND target is Within 1" of that terrain AND terrain Effective Size ≥ target Effective Size. Close Quarters exception: if both models are Within 1" of the same terrain piece AND Within 3" of each other, this rule is bypassed – use standard LoS instead. | LoS BLOCKED (unless Close Quarters) | §7.1.1 |
| No cover / visible despite terrain: Terrain too small | Full Cover fails, AND neither model is Within 1" of terrain (Direct Cover fails) | VISIBLE | §7.1.1 |
| No cover: Multiple small terrain pieces |
IMPORTANT: Each terrain piece is evaluated independently for Cover. Pieces do not combine Effective Size or proximity – one piece must satisfy the full condition on its own. GRASS, unlike other Size 2 terrain, does not block movement but does block Line of Sight.
Blocking Terrain & Elevation – Quick Reference
| Size | Blocking? | Passable? | Elevation | How to reach / rule |
|---|---|---|---|---|
| Size 0 | NOT BLOCKING | PASS FREELY | GROUND LEVEL | Standing on the battlefield |
| Size 1 | BLOCKING | PASS FREELY | MID GROUND | Horizontal terrain Size 1–2 |
| Size 2 | BLOCKING | CANNOT PASS | HIGH GROUND | Horizontal terrain Size 3+ |
| Size 2 – GRASS | BLOCKING | PASS (destroyed) | Change elevation | Must use an ACCESS POINT |
| Size 3+ | BLOCKING | CANNOT PASS |
(Note: the last two columns of the printed table are laid out as two independent lists – elevation levels GROUND LEVEL / MID GROUND / HIGH GROUND with how to reach each, and "Change elevation: must use an ACCESS POINT" and "Flying Units: ignore terrain; move point-to-point" – and are transcribed here in the order printed.)
7.2 Engagement and Engagement Range
The Engagement Range extends 1" horizontally from any model's base. When two Enemy models are Within 1" of each other, they are Engaged – locked in close combat. Unless stated otherwise, a Unit cannot end any movement or be PLACE within the Engagement Range of any enemy model. When any model in a Unit is Engaged with any model in an Enemy Unit, both Units are considered Engaged.
7.2.1 Engagement Restrictions
Models are Engaged only when all of the following conditions are met:
- Combat Tags match: Ground models Engage only Ground models. Flying models cannot be Engaged by any model.
- Terrain does not block:
- Size 0–1 terrain: Engagement is possible across it.
- Size 2+ terrain: Models cannot Engage through it. Even Within 1", a Size 2+ wall between them means they are not Engaged.
- Models on HIGH GROUND cannot Engage models on GROUND LEVEL, and vice versa.
- Models on MID GROUND can Engage models on HIGH GROUND or GROUND LEVEL only if both models are adjacent to the same ACCESS POINT connecting their respective elevations.
7.3 Markers and Tokens
7.3.1 Tokens
Tokens represent tangible battlefield assets – Creep Tumors, Corrosive Bile, and Shades. Treat them as Terrain (Size 0) with their own base. Models may move through Tokens, but cannot end movement overlapping them unless specified. Tokens are removed at the end of the Game Round unless stated otherwise. Always measure to the closest base edge of a Token.
7.3.2 Markers
Markers are used to keep track of status or game states. Unlike Tokens, they have no physical presence. They do not block Line of Sight or Movement.
- Mission Markers are numbered Markers used on the battlefield during Setup at coordinates shown on the Deployment Card. Each Marker is 32mm in diameter and has two sides: Activated or Deactivated. Each one is colour-coded by number: Markers 1 & 3 are Red, Markers 2 & 4 are Blue, and Marker 5 is Neutral.
- Activation Markers are set beside the Unit that has completed its turn in a Phase. They are double-sided with the arrow facing upwards, showing that the Unit has finished its turn in Phase 1 (Movement). The reverse side indicates that the Unit has completed its turn in Phase 2 (Assault).
- Faction Indicators are used on Mission Markers to show which player controls that Mission Marker at any moment. Some Special Abilities utilise Faction Indicators to mark an area of the battlefield.
- Modes Markers are used to track operational shifts (e.g. SIEGE MODE, BURROWED). Those Status Markers have STAY IN PLAY.
- Zone of Influence Markers are used to define the Zone of Influence when the Entry Edge doesn't extend along the entire table edge. These are L-shaped corner markers that must be set exactly as shown on the Deployment Card.
- First Player Marker is used to track which player has initiative. The holder chooses which player activates first at the beginning of each Phase. The Marker passes between players throughout the game, usually when a player Passes early in a Phase or when Victory Points are tallied at the end of the Round.
- Buff/Debuff Markers are used to track effects and some statuses affecting the Unit. Positive effects are tracked with Buff Markers (Blue), and negative effects are tracked with Debuff Markers (Red).
7.4 Destroyed Units
When the last model falls, the Unit is Destroyed. Every effect, ability, and condition currently on the Destroyed Unit immediately ends. Tokens created by the destroyed Unit are removed (unless they are STAY IN PLAY). Effects that the Destroyed Unit applied to other Units remain on those Units unless the effect explicitly states otherwise. A Destroyed Unit cannot return to play unless a specific rule states otherwise.
PART 8: THE GAME SEQUENCE
With the basics covered and the troops assembled, the time to fight has arrived. Each Round of the battle follows a straightforward progression: moving Units, shooting, savage close combat, and scoring objectives. This section will cover each step of the fight cycle, beginning with the initial Move action and concluding with the final Victory Point tally.
8.1 Rounds and Phases
A game lasts up to 5 Rounds. Each Round has four Phases resolved in strict order:
| Phase | Name | Key Actions |
|---|---|---|
| 1 | The Movement Phase | Deploy, Move, Disengage, Hold |
| 2 | The Assault Phase | Ranged Attack, Charge, Run, Hold |
| 3 | The Combat Phase | Close Ranks, Close Combat Attack |
| 4 | The Scoring & Cleanup Phase | Control Markers, Score VP, Cleanup |
8.2 The Activation System
During Phases 1, 2 and 3, players use Alternating Activation. The holder of the First Player Marker decides which player activates first each Phase. Players then alternate, each activating one Unit per turn. Each Activated Unit performs exactly one action from the list available in that Phase.
8.2.1 Passing and Initiative
At any point during a turn, the Active Player may Pass instead of activating a Unit. A player must Pass if they have no eligible Units left.
The first player to Pass in a Phase takes the First Player Marker for the next Phase. Once a player Passes, they cannot activate any further Units this Phase. The opponent then completes their remaining activations.
8.2.2 Determining the First Player
Players Roll-Off (Part 3.2). The winner assigns the First Player Marker to either player for Round 1.
DESIGNER'S NOTE: The Roll-Off winner can give the First Player Marker to their opponent – and this can sometimes be the right call. Going second in the Movement Phase means your opponent commits their Units first, allowing you to react. Going first in the Assault Phase rewards you for Passing early in Movement. Deciding who starts Round 1 with that Marker is itself a strategic decision, not just a formality.
8.3 Deployment and Reserves
No Units begin on the battlefield. All Units included in the Army List start in Reserves. Bring them onto the battlefield during the Movement Phase as Supply allows.
DESIGNER'S NOTE: Starting each Unit in Reserve is a deliberate departure from traditional miniature wargaming. Instead of deploying the whole army on the table at the start and committing to those positions before rolling a single die, players develop their battlefield presence gradually through each Round. This approach is similar to how a traditional real-time strategy game develops its economic presence – early Rounds require decisions on which Units to commit with limited Supply, while later Rounds punish those who didn't manage these early decisions effectively. It also helps to eliminate the common problem of alpha-striking on Turn 1.
8.3.1 The Supply Pool
Reinforcements do not arrive all at once; Warp conduits take time to stabilise, Overlords require flight corridors, and Dropships queue on orbital approach vectors.
The Supply Pool is the total available capacity that any commander may have at any instant, and this increases as logistics close the gap on the frontline.
- Round 1: Supply Pool equals the Mission Card's starting Supply.
- Later Rounds: Supply Pool increases by the Supply Escalation value each Round.
- Final Round: In the last Round of every game (as defined by the Mission Card), the Supply Pool becomes unlimited. All remaining Units in Reserves may be deployed without Supply restrictions, following the normal alternating activation sequence.
- Hard Cap: Total Current Supply of on-table Units may never exceed the Supply Pool.
8.3.2 Available Supply
A commander's resources are only so plentiful. Every squad draws from the same pool of ammunition, bandwidth, and command focus. The resources you've committed so far will determine what remains available. Managing the gap between what's been committed and what's still accessible is what distinguishes a measured escalation from an army peaking too early.
Available Supply equals the Current Supply Pool minus the Total Supply of Friendly Units on the Battlefield. A Unit can only be fielded if its Current Supply Value is less than or equal to the Available Supply. Units Destroyed in battle (or reduced by casualties) free up Available Supply for new arrivals.
When you begin, resources will be limited, and the board will still be taking shape. If you deploy a high-value Unit too early, it will be vulnerable to heavy fire before you have enough board presence to support it. On the other hand, holding Units in Reserve for too long will waste their potential. A good strategy is to start by deploying cheap Units to contest Markers and gather information, then deploy your high-value Units in Rounds 2 and 3.
8.3.3 Deployment Restrictions
When a Unit arrives from Reserves, that Unit cannot end its arrival during that Activation inside the opponent's Zone of Influence. This restriction applies to all forms of arrival, whether the Unit enters from an edge, arrives via a Warp Prism, or is summoned. Additionally, a Unit can never end a Deploy action Out of Coherency. If all models cannot be placed legally while maintaining Coherency, the Unit cannot be deployed in that location.
Information about the Influence Zone can be found on the deployment card.
8.4 Phase 1: The Movement Phase
The ground is constantly shifting even before the first shot is fired. Teams dig in, reinforcements pour in from above, and exhausted Units fall back to regroup. During the Movement Phase, the battlefield terrain changes as a command decides where the battles will be fought.
At the start of the Movement Phase:
- Resolve all "Start of the Round" abilities. The first player resolves their first if both players have effects. If a player has multiple "Start of the Round" effects to resolve, that player chooses the order in which their effects resolve. Each effect is fully resolved before the next begins.
- Verify Available Supply for all players.
8.4.1 Activations
Orders are issued one at a time. A squad moves, a position is taken, and the Enemy reacts. Every activation is a commitment. On the Active Player's turn, choose one:
- Activate a Unit on the battlefield without an Activation Marker – perform a Move, Hold or Disengage action.
- Activate a Unit in Reserves without an Activation Marker – perform a Deploy action to enter the battlefield.
8.4.2 Passing
The first player to Pass takes the First Player Marker for Phase 2. Set Activation Markers (Movement side) next to any Friendly on-table Units that did not activate.
ABATHUR'S TIP: Making a Pass early in the Movement Phase is a game-changing move. The first player to make a Pass gains the First Player Marker for the Assault Phase and gets to shoot first. If you have already set up your key Units or have nothing left to deploy, make a Pass immediately. This allows you to gain perfect information as your opponent uses their activations, while you observe. However, moving too early means missing opportunities to manoeuvre, so it's a constant balancing act between the benefits of information and maintaining flexibility.
8.5 Movement Phase Actions
8.5.1 Hold
The Unit performs no action. Set an Activation Marker beside it. The Unit counts as Activated for the current Phase.
8.5.2 Move
An Unengaged Unit changes its position on the battlefield.
8.5.3 Resolving a Move
When a rule instructs a Unit to Move, Run, or otherwise reposition using standard movement, resolve it as follows:
STEP 1 – THE LEADING MODEL
- Choose a Leading Model and move it up to the Unit's Speed (see Part 5.1 for split Speed values). Measure the actual path travelled.
- The Leading Model may pass through Friendly models in its own Unit.
- The Leading Model may not pass through Enemy models or Friendly models from other Units. Ground models may pass through a Flying model's base as if it were not there, and vice versa.
- The Leading Model cannot move through terrain of Size 2 or larger.
- Follow Gap Clearance rules (Part 4.6).
- The Leading Model cannot change elevation unless it passes through an ACCESS POINT.
- The Leading Model may not end overlapping terrain or another model's base.
- The Leading Model's entire base must end on the battlefield.
- The Leading Model cannot end Within 1" (Engagement Range) of an Enemy Ground Unit.
- No part of a base of the Leading Model can move more than its unit Speed value.
Example (diagram): the Terran player chooses a Leading Model and moves it up to the Unit's Speed characteristic which is 4". Then, the remaining models in the Unit are placed In Coherency. This means they must be set up Wholly Within 3" of the Leading Model and be able to trace a valid Coherency Link to it.
STEP 2 – OTHER MODELS
- Pick up all remaining models and set them In Coherency (Part 4.4) around the Leading Model.
- These models are set, not moved – they may ignore intervening obstacles. However, they must end in a legal position: no overlapping bases, entire bases on the battlefield, and not Within 1" of an Enemy Unit.
After the action, set an Activation Marker (Movement side) next to the Unit.
TERRAIN INTERACTIONS
- Size 0 & Size 1: Pass through freely. Cannot end movement overlapping the terrain's footprint.
- Grass (Size 2 – special case): Refer to the GRASS keyword (Part 11) for the full rules. Grass does not block movement but does block Line of Sight, following the standard Cover rules (Part 7.1.1). If the Leading Model's path of travel passes through or any model of a Unit ends on a Grass terrain piece, that Grass piece is immediately removed from the game for the remainder of the battle.
- Flying Units: A Flying Unit moving over Grass does not destroy the Grass terrain piece. Flying models pass above the terrain, not through it. If any model of a Flying Unit ends on a Grass terrain piece, it is removed as normal.
- Size 2 and larger: Cannot move through.
ELEVATION
Models can stand on one of three elevations:
- GROUND LEVEL: Standing directly on the playmat.
- MID GROUND: Standing on horizontal terrain of Size 1 or 2.
- HIGH GROUND: Standing on horizontal terrain of Size 3 or larger.
The model stands on Elevation if its base is at that elevation. If the model's base is on multiple elevation levels, assume it is standing on the highest of those elevations. ACCESS POINTS connect different elevation levels. Models change elevation only by moving through an ACCESS POINT (examples: ladders, portals, doors). Coherency links may pass through ACCESS POINTS. RAMPS are Size 1 MID GROUND terrain. A model on a ramp at any point along its surface is at MID GROUND elevation. Models cannot pass through a ramp freely – they may only enter and exit through the ramp's two ACCESS POINTS (one at the base, one at the top) and may end their movement on the ramp.
FLYING MOVE
Units with the Flying Combat Tag ignore all normal movement restrictions. The Leading Model moves point-to-point, ignoring all terrain and models between the start and end. Other models may pass through a Flying model's base as if it were not there.
Flying Units and Engagement Range:
- A Flying Unit may end its movement in Base-to-Base contact with Ground Units and vice versa – Flying models are never Engaged, and this proximity has no effect on either Unit's ability to act.
- Flying models are never Engaged (Part 7.2.1). A Flying Unit must end its movement at least 1" away from all Enemy Flying Units.
8.5.4 Disengage
The most challenging manoeuvre a squad will ever make is to pull back under heavy fire. Losing the initiative on a pinned position demands calm discipline, swift action, and enough firepower to keep the pursuers at bay. An Engaged Unit withdraws from melee.
- Move it following the standard Move rules (Part 8.5.3).
- Any individual model that cannot end its movement strictly outside the Engagement Range of all Enemy Units is immediately removed and considered Destroyed. Other models in the Unit that successfully clear the Engagement Range remain unaffected – the Unit continues with its remaining models.
- If the Leading Model itself cannot end its movement outside the Engagement Range of all Enemy Units, the Disengage fails. The Unit does not move, the Leading Model is removed, and the Unit's activation ends.
- A Unit that Disengages cannot perform Ranged Attack or Charge in the following Assault Phase – unless its Current Supply Value is greater than the Combined Supply of all enemies it was Engaged with.
DESIGNER'S NOTE: The Tactical Mass exception to the Disengage penalty prevents small screening Units from holding up a much larger and more valuable force indefinitely. It should not be possible for a small group of Zerglings to hold up a Siege Tank locked in melee indefinitely. When the disengaging Unit has significantly more mass than its opponent, it has the mass to Disengage and still operate at full effectiveness. This creates a paradox: Units that slow down the Enemy have limited ability to stop them completely.
8.5.5 Deploy
The moment boots hit the ground, there is no going back. Timing a deployment correctly can swing an entire flank. Timing it wrong feeds reinforcements into a meat grinder. A Unit from Reserves enters the battlefield.
- Confirm the Unit's Current Supply Value fits within the Available Supply.
- Set the Leading Model in contact with the player's Entry Edge outside of the battlefield, then move it up to the Unit's Speed following standard Move rules (Part 8.5.3).
- Treat the Entry Edge as a base of a Leading Model, then move it up to the Unit's speed following standard Move rules (Part 8.5.3).
- The Leading Model enters first. Set the rest of the Unit In Coherency.
- The Unit cannot finish its activation within the enemy's Zone of Influence.
- Unit can never end a Deploy action Out of Coherency. If all models cannot be placed legally while maintaining Coherency, the Unit cannot be deployed in that location.
UNITS RETURNED TO RESERVES
Some rules will remove the Unit from the battlefield and return it to the Reserves. The Unit is not Destroyed; it has left the battlefield. When the Unit is returned to the Reserves, the Current Supply used by the Unit is released, and the Available Supply is recalculated from that moment onwards. The Unit keeps all the equipment it had when it left the battlefield. The Damage recorded by the Damage Marker that the Unit suffered before it was removed remains with the Unit. When the Unit is redeployed, it will carry the same Damage. Any buffs, debuffs, or mission effects with a set duration "until the End of the Round" and similar effects stay on the Unit. However, the clock does not pause just because the Unit has left. If an effect were to expire during Cleanup & Refresh (Part 8.9.5), it still would, whether the Unit is on the table or not. While in Reserves, the Unit keeps all its Active, Passive, and Reaction Abilities, but none of them function. They cannot be triggered, they produce no effects, and they cannot be used to pay costs or respond to events. They are on the card, not on the battlefield. When the Unit redeploys, all its abilities resume immediately unless an ability explicitly states otherwise.
However, the Tokens and Markers that the Unit left behind on the battlefield will be removed, unless they have the STAY IN PLAY keyword. If the Unit was Activated during the current Phase, once it is returned to the Reserves, it will remain Activated and will not be able to take further action within the current Phase.
8.6 Phase 2: The Assault Phase
It is here that the line finally breaks. Gauss Rifle fire cracks along the fire lanes, siege shells soar over the barricades, and Zealots charge the last metres in a last-ditch push. The Assault Phase is when the Damage is done, Ranged Attacks tear through exposed Units, and Charges strike defenders who chose a poor position.
8.6.1 Activations
On the Active Player's turn, activate a Unit with an Activation Marker (Movement side) and select one action: Run, Hold, Charge, or Ranged Attack. After completing the action, set an Activation Marker (Assault side) next to it. Units still in Reserves cannot act during this Phase.
8.6.2 Passing
The first player to Pass takes the First Player Marker for Phase 3. Set Activation Markers (Assault side) next to any Units that did not activate.
8.7 Assault Phase Actions
8.7.1 Run
Sometimes the best use of a Unit's activation is not to fight at all. A squad repositioning to claim a Marker next Round, a flanking force closing the gap before a decisive Charge, or a screening Unit pulling back from an exposed position are all valid reasons to give up an entire Assault Phase activation without firing a shot.
An Unengaged Unit moves across the battlefield following the standard Move rules (Part 8.5.3). The procedure is identical to a Movement Phase Move: Nominate a Leading Model, move it up to the Unit's Speed, and set remaining models In Coherency. All standard restrictions apply, including Gap Clearance (Part 4.6) and the prohibition on ending Within the Engagement Range of Enemy Units.
ABATHUR'S TIP: Running in the Assault Phase is one of the most underused tools available to a new player. If your Unit cannot reach a worthwhile target with a Ranged Attack or Charge, do not waste the activation on a Hold. Use the Run to close the distance for the next Round, reposition onto a Mission Marker, or pull back behind Cover before the Enemy can respond. Two Moves across two Phases (a Move in Phase 1 followed by a Run in Phase 2) will cover twice the ground of a single Move, and that extra distance can be the difference between contesting an objective and watching your opponent score it unopposed.
8.7.2 Hold
The Unit does not take any action. Set an Activation Marker (Assault side).
8.7.3 Ranged Attack
Fire is the language of the Assault Phase. A volley of Gauss Rifle rounds tears through a Unit caught crossing open ground. A Hydralisk spine salvo pins down an advancing squad behind a wall. A single Siege Tank shell lands among a cluster of infantry and scatters them. Every ranged weapon on the battlefield has the potential to reshape the fight before the enemy can close the distance, but only if the shot is aimed at the right target, at the right time, with the right weapon.
A Ranged Attack is resolved in two stages. First, the attacking player selects a valid target and assigns weapons to it. Second, the attack is resolved through the three-pool system: dice move from the Attack Pool through the Armour Pool to the Damage Pool, with each stage giving both sides a chance to influence the outcome. Units with multiple weapon profiles may split their fire across different targets, resolving each weapon as a separate Batch.
1. TARGET ELIGIBILITY
A valid target must meet all of the following criteria:
- At least one Visible model from the target Unit is Within the weapon's maximum Range. Measure from the attacking model's base to the target model's base.
- Only models Within Range to at least one Visible model from the target Unit contribute dice to the Attack Roll.
- The target's Combat Tag matches the weapon's target characteristic (Ground, Flying or All).
- Engagement Status: An Unengaged attacking Unit cannot select an Engaged Unit as a target (except Spillover from Template Weapons – see Part 8.7.6). An Engaged attacking Unit may only target the Unit(s) it is currently Engaged with.
DESIGNER'S NOTE: If a Batch Destroys the Enemy Unit your Friendly Unit was Engaged with, that Friendly Unit immediately becomes Unengaged (unless still Engaged with another enemy). Remaining Batches may target freely.
2. WEAPON SELECTION AND BATCHING
Each model fires one of its available Assault Phase weapons. All models using the same Weapon Profile must fire at the same target – the player cannot split a single profile's fire. A Batch consists of all models firing the same weapon at the same target. This same-profile, same-target rule applies to SIDEARM weapons as well – all models firing the same SIDEARM profile must target the same Unit, although that Unit may differ from the target of the Unit's other weapons.
If a Unit has multiple Weapon Profiles, it may fire at different targets – resolved in separate Batches.
REMOVING DICE: When a Special Ability reduces the number of dice within a Batch, the player controlling the Unit resolving that ability chooses which dice are removed.
BATCH SEQUENCE: Declare the target of one Batch, resolve it fully, and then declare the next Batch. The player does not declare all targets simultaneously.
ABATHUR'S TIP: Batch sequencing provides a slight advantage. By declaring and resolving each Batch individually, you can use the first Batch to weaken or eliminate your target, then modify the second Batch depending on the result. If your Unit has two weapon profiles, use the one more likely to eliminate your Damaged Enemy first. If that works out, your second profile can be used to engage a new enemy. Remember that if your models have the same weapon, they must fire at the same target. When building your army, Units with single powerful weapon profiles are more Damage-focused but less flexible, while Units with multiple profile Damage are more flexible with multiple targets.
8.7.4 Ranged Attack Resolution
Every attack is resolved by moving dice through three pools. Dice begin in the Attack Pool, pass through the Armour Pool, and end in the Damage Pool. Dice that survive the entire sequence inflict casualties.
- ATTACK POOL. Generate a number of dice equal to each attacking model's Rate of Attack (RoA). Roll all dice in this pool against the weapon's Hit characteristic. Each die that meets or exceeds the Hit value is a success. Move it to the Armour Pool. Discard all failures.
- ARMOUR POOL. The defender rolls all dice in this pool against the target Unit's Armour characteristic. Each die that meets or exceeds the Armour value is a success. Discard it. Move all failures to the Damage Pool. Some effects bypass this roll entirely: dice moved out of the Armour Pool by Surge or CRITICAL HIT are set directly into the Damage Pool without an Armour Roll.
- DAMAGE POOL. Each die remaining in this pool inflicts Damage equal to the weapon's Damage characteristic. If the target Unit is eligible for an Evade Roll, the defender rolls all dice in this pool against the Unit's Evade characteristic before Damage is applied. Each die that meets or exceeds the Evade value is a success and is discarded. Remaining dice inflict Damage as normal.
Resolve each Batch in sequence:
1. ROLL TO HIT
- For each attacking model with an eligible target, add dice equal to the weapon's RoA to the Attack Pool.
- If the weapon has an S Dice characteristic, add one Surge Die (use a different colour). If there is no S Dice, the Surge Result is 0.
- Roll all Attack Dice. Results equal to or higher than the weapon's Hit value are successes. Move successful dice to the Armour Pool.
2. RESOLVE SURGE
- Check if the target Unit's Combat Tag matches the weapon's Surge Type. If not, the Surge Die result is ignored entirely – discard it. No dice move from the Armour Pool at this step.
- If it matches, move a number of dice equal to the Surge Die result from the Armour Pool directly to the Damage Pool. These bypass Armour entirely. Surge can never move more dice than are currently in the Armour Pool.
ABATHUR'S TIP: Surge stands out as one of the most efficient sources of Damage because Surge Dice bypasses the entire Armour rolling process. Before firing off any Rounds, always check that the Surge Type of your chosen weapon aligns with the target's Combat Tag. Using Anti-Ground Surge on a Ground target can double or triple your Damage output compared to firing at a Flying target with the same weapon. When building your army, be sure to select weapons with Surge Types that match the Combat Tags you are most likely to encounter.
3. ARMOUR ROLLS
- The defender rolls all dice in the Armour Pool.
- Results equal to or higher than the Unit's Armour characteristic: success – discard the die.
- Results lower than Armour: failure – move the die to the Damage Pool.
4. EVADE ROLLS
Perform this step only if the target Unit qualifies:
- A Special Ability or keyword grants an Evade Roll.
- The target is Engaged and is suffering Damage from a Ranged Attack.
If eligible, the defender rolls all dice in the Damage Pool. Results equal to or higher than the Unit's Evade characteristic: success – remove those dice. Remaining dice are confirmed Damage.
DESIGNER'S NOTE: If dice in the same Batch have different modifiers, roll them separately. It still counts as the same Batch.
5. RESOLVE DAMAGE AND CASUALTIES
If there are no dice left in the Damage Pool, ignore this phase.
- Multiply the remaining dice in the Damage Pool by the weapon's Damage characteristic.
- Add any previously accumulated Damage (from earlier attacks in this or previous Rounds), indicated by a Damage Marker. This total is the Total Damage.
- Apply any Special Skills that reduce the Total Damage.
- Remove casualties model by model. The defending player removes models from the target Unit, following these rules:
- The attack cannot remove more models than the number of Visible models in the target Unit.
- While Total Damage equals or exceeds a model's HP, remove one Visible model and reduce Total Damage by that model's HP. Repeat.
- If all Visible models are Destroyed, discard remaining Total Damage – it does not carry over to non-Visible models.
- If Total Damage remains but cannot Destroy the next Visible model, record it with a Damage Marker (e.g. a D6 set next to the Unit).
Damage resolution for Ranged Attacks (example, diagram): only Marines A can be removed as a casualty. Marine B is Within 1" of the terrain piece, satisfying the conditions for Direct Cover. Because Line of Sight is blocked, Marine B is not Visible to the attacking Unit.
8.7.5 Removing Models from Engaged Units
When the target Unit is Engaged, ignore standard Visibility rules. Whenever an Engaged Unit suffers casualties from any source, ignore standard Visibility rules and apply the following priority order instead. The defending player must remove casualties in this strict priority order:
- Priority 1: Models not Within the Engagement Range of any Enemy Unit.
- Priority 2: Models Within the Engagement Range but not in Base-to-Base contact.
- Priority 3: Models in Base-to-Base contact with an Enemy model.
When selecting a model to remove at Priority 2 or 3, the defending player cannot choose a model if removing it would cause the Unit to stop being Engaged with a specific Enemy Unit – provided there is another valid casualty in any priority tier.
Damage resolution for Engaged Units (example, diagram): Miniature B cannot be removed first (Priority 2) because doing so would break the Zealot Unit's Engagement with the Hydralisk. Once only one valid casualty remains, the controlling player may choose either the last A or B.
DESIGNER'S NOTE: The Engaged casualty priority system prevents the defending player from picking off models to escape Engagements they would rather not be in. Otherwise, an opponent could absorb Damage from shooting by taking the single model that is holding them in a difficult melee combat, effectively giving their Enemy a free Disengage action. The priority makes shooting at a melee force eat away at the outer models first, protecting the core of the melee until the Engaged models are removed.
8.7.6 Template Weapons
BLAST TEMPLATE (BT) / FLAMER TEMPLATE (FT)
ABATHUR'S TIP: Template weapons need careful placement. A well-timed Blast Template can hit two or three Units at once, causing spillover Batches in addition to the main Damage. Pay attention to turns when the Enemy has a "bunch" of Units around the same terrain piece or Mission Marker. Flamer Templates have a shorter range but almost always hit everything Within the cone, making them very effective against tightly packed melee Units. When facing armies that heavily rely on Templates, keep your Units at maximum Coherency and avoid having too many Units on a single objective.
1. ALIGNMENT
- BT: The template must cover as much of the target model's base as possible. The centre of the target model's base is the Target Point.
- FT: The narrow end must be flush with the attacking model's base edge and aimed at the target. The centre of the target model's base is the Target Point.
- Templates affect only models at the same elevation level as the Target Point.
- Flying models are not on any elevation level for template purposes. A template set at GROUND LEVEL does not affect Flying models, and a template cannot be set on a Flying model's elevation level, unless the template weapon has Target: ALL or Target: Flying.
2. DECLARING TARGETS
Follow standard Target Eligibility (Part 8.7.3) with this exception: select one Enemy Unit as the Primary target – all models in that Unit covered by the template are the Main target. Every other model (Friendly or Enemy) covered by the template is resolved under Spillover, provided they share the same elevation and Combat Tag as the Primary target.
3. DETERMINING HITS
A model is affected if all of the following are true:
- Its base is partially or fully covered by the template.
- It is on the same elevation as the declared Target Point.
- A line traced from the target model's base (BT) or Attacking Model's base (FT) to the model's base is not blocked by a terrain (Size 2+).
- It is an eligible target type (e.g., a Ground-only template does not affect Flying models, even if it is covered).
4. ATTACK POOL GENERATION
- Main Target: Generate a number of Attack Dice equal to the number of Affected models in the target Unit, plus any weapon Rate of Attack modifiers.
- Spillover (separate Batches per Unit): Generate a number of Attack Dice equal to the number of Affected models in that Unit only. Do not apply Rate of Attack modifiers. Do not apply Surge.
5. RESOLUTION
- Roll to Hit as normal. Roll the generated Attack Dice for the Batch. Any result equal to or higher than the weapon's Hit characteristic is a success and is moved to the Armour Pool.
- Do not roll a Surge Die. For the Main target, the Surge Result equals the number of Affected models in that Unit. Spillover attacks do not generate Surge.
- Apply Surge efficiency normally for the Main target if the Combat Tag matches. Do not apply Surge to Spillover.
Using a Blast Template (example, diagram): a Siege Tank performs a Ranged Attack against a Unit of Zerglings using a Blast Template (BT). The template must sit over the target model's base to cover as much of it as possible. The template also partially covers the base of another Zergling model from the same Unit, meaning it is affected as part of the Main Target. Additionally, the template partially covers a Roach model from a different Unit. It will also be affected by the attack and resolved as a Spillover.
Using a Flamer Template (example, diagram): a Firebat performs a Ranged Attack against a Unit of Zerglings using a Flamer Template (FT). The narrow end of the template must be flush with the attacking model's base edge and aimed at the target. The template partially covers the bases of two Zergling models from the same Unit. They are both affected as part of the Main target.
8.7.7 Charge
The last few metres are the longest. A charging squad crosses open ground with nothing between them and the Enemy but speed, aggression, and the hope that the dice fall right. An Unengaged Ground Unit moves into the Engagement Range of Enemy Units.
1. DECLARE TARGETS
- All targets must possess the Ground Combat Tag. Flying Units cannot Charge or be Charged.
- A Charge does not require Line of Sight.
- Declare all intended targets before rolling.
DESIGNER'S NOTE: Charges do not require a Line of Sight. This is because melee combatants are assumed to be able to detect threats through sound, vibration, and general battlefield awareness. Charges would require a Line of Sight if they didn't, and attacking an opponent behind a wall or barricade would be impossible. This would make melee Units impossible to play in a map-heavy game.
2. DETERMINE CHARGE DISTANCE
- Choose the Leading Model and nominate one model per target Unit as the Charge target.
- Roll 1D6 and add it to the Unit's Speed. This is the Charge Roll Distance.
- Measure along the actual path of travel – bypass impassable obstacles. Follow Gap Clearance rules (Part 4.6).
3. SUCCESSFUL AND FAILED CHARGES
The Charge succeeds only if the Leading Model can be legally set in a position that is:
- Wholly Within the Charge Roll Distance of its starting point.
- Within the Engagement Range (1") of every declared Charge target.
- Not overlapping other bases or impassable terrain.
- Not Within the Engagement Range of any Enemy Unit that was not declared as a target.
If the Charge fails, the Unit does not move. Its activation ends immediately.
ABATHUR'S TIP: A failed Charge means you've wasted your whole activation, so be sure to measure carefully before committing to a Charge. The Charge Roll is your Speed plus 1D6, so be aware of your minimum, average, and maximum ranges. If the target is right at the edge of your maximum range, you may want to consider whether a Move or Run this Round to close the distance will put you into position for a guaranteed Charge into them next Round. When you declare multiple Charge targets, remember that the Leading Model has to be Within 1" of all the targets you've declared to Charge at. Multi-charges are powerful but can be very risky – if the targets don't line up just right, you'll have wasted your whole Charge and won't hit any of the targets.
4. EXECUTE THE MOVE
Move the Leading Model into the valid position. Set it in Base-to-Base contact with the Charge target(s) if possible – otherwise as close as possible Within the Engagement Range. Set remaining models In Coherency. Coherency Links may pass through Enemy models the Unit is Engaged with (Part 4.4). None may end Within the Engagement Range of a Unit not declared as a target. Placement priority:
- Priority A: Base-to-Base contact with declared target models (whenever physically possible).
- Priority B: Within the Engagement Range of targets (if Base-to-Base is impossible).
- Priority C: As close as possible to the Leading Model to maintain Coherency.
CHARGING MULTIPLE TARGETS
Example (diagram): a Zergling Unit declares a Charge against two Enemy Units at once. For the Charge to succeed, the Leading Model must end its movement Within the Engagement Range (1") of every declared Charge target.
8.8 Phase 3: The Combat Phase
There is no room for tactics at arm's length. Psi blades clash with claws, bayonets scrape against carapace, and the only thing that matters is who is still standing when the dust settles. During the Combat Phase, Engaged Units close the distance to their foes and trade blows in brutal melee combat. Unlike the previous Phases, where activation is voluntary, every Unit currently in the Engagement Range of an Enemy must act in this Phase. A player cannot choose to skip a fight.
Flying Units are never Engaged and therefore never participate in the Combat Phase. They cannot be Activated, cannot Close Ranks, and cannot be the target of Close Combat Attacks.
DESIGNER'S NOTE: By making the activation of the Close Combat Attack obligatory for all Engaged Units, there is no longer an opportunity to exploit the game by avoiding an unfavourable melee combat. After the Units are in close combat with each other, the combat ensues. This promotes cautious decision-making during the Movement and Assault Phases and prevents any tendency to delay combat in the Combat Phase.
ACTIVATIONS
Players take turns activating one Engaged Unit at a time. The holder of the First Player Marker chooses who activates first. Players then alternate, each activating one Engaged Unit per turn. When an eligible Unit is Activated, it follows the Close Combat Attack (Part 8.8.1).
UNIT ELIGIBILITY
Only Engaged Units may be Activated during this Phase. Unengaged Units cannot act. Once a Unit's Close Combat Attack is fully resolved, remove its Activation Marker.
PASSING
A player Passes only when they have no remaining Engaged Units to activate. When both players Pass, the Phase ends.
ABATHUR'S TIP: Close Ranks is a useful 3" move that many new players overlook. Use it freely: advance your Leading Model, pulling more of your team into Fighting Rank and Supporting Rank. The more models you have touching the enemy, the more dice you get to roll. Just remember that Close Ranks won't get you into Engagement range from Unengaged Enemy Units, so plan ahead when beginning your Charges. And if you're the target of a Charge, don't forget that your Close Ranks turn can reposition your models to get as many as possible into the fight.
8.8.1 The Close Combat Attack
An Engaged Ground Unit attacks Enemy Units it is Engaged with.
1. CLOSE RANKS (OPTIONAL)
Before rolling the dice, the Unit may press into the fight:
- Choose a Leading Model and move it up to 3" – following standard Move rules (Part 8.5.3) with two restrictions:
- The Leading Model must end closer to the Unit(s) it is Engaged with than it started.
- This move cannot bring the Unit into Engagement with new Enemy Units not already Engaged at the start of this Phase.
- Reposition the rest of the Unit into Coherency. Coherency Links may pass through Enemy models the Unit is Engaged with (Part 4.4).
- Set models in Base-to-Base contact with Enemy models wherever possible.
- If Base-to-Base contact is not possible, set models in Base-to-Base contact with Friendly models from the same Unit that are Within the Engagement Range.
- Models already in Base-to-Base contact at the start of this step are not moved – they are physically pinned.
- Models cannot use this move to Disengage from other Enemy Units.
2. DECLARE ATTACKERS
Determine which models may strike:
- Fighting Rank: Within the Engagement Range (1") of an Enemy model.
- Supporting Rank: In Base-to-Base contact with a Friendly model from the same Unit that is in the Fighting Rank.
Line of Sight is not required. Eligible models strike the Enemy Unit as a whole.
Fighting and Supporting Ranks (example, diagram): a Unit of Zerglings performs a Close Combat Attack against a Unit of Marines. Zergling A is in the Fighting Rank (Within the Engagement Range (1") of an Enemy model), and Zergling B is in the Supporting Rank (in Base-to-Base contact with a Friendly model from the same Unit that is in the Fighting Rank). Both of them are eligible to strike the Enemy Unit. Zergling C is in neither the Fighting Rank nor the Supporting Rank and does not participate in the attack.
3. ROLL ATTACKS
Resolve attacks using the same sequence as Ranged Attacks (Part 8.7.4) with this restriction:
- Use only Combat Phase weapons listed on the Unit Card.
- If a model has more than one eligible Combat Phase weapon, the controlling player chooses one.
Note: Evade Rolls are only available in the Combat Phase if the Unit has a Special Ability or keyword that explicitly grants an Evade Roll against Close Combat attacks.
4. FIGHTING MULTIPLE UNITS
If Engaged with more than one Enemy Unit simultaneously:
- A model is eligible to attack an Enemy Unit only if it is in Fighting Rank with a model from that Enemy Unit, or if it is in the Supporting Rank (in Base-to-Base contact with a friendly model that is in Fighting Rank contact with that Enemy Unit).
- Declare which target receives the Surge Die before rolling. The Surge Die cannot be split.
5. CASUALTY REMOVAL
Follow the Engaged Unit rules (Part 8.7.5).
6. POST-COMBAT STATUS
After casualties are removed:
- If none of the Unit's remaining models is Within 1" of an enemy, the Unit is immediately Unengaged.
- A Unit freed from combat that has not yet Activated this Phase is no longer bound by mandatory Combat activation. It effectively Passes, but acts normally from the next Round.
- In rare cases, a Reaction Ability or specific trigger may allow a freed Unit to act in the current Phase.
ABATHUR'S TIP: A Mission Marker is controlled by the total Supply, not by the number of models vying for the Marker. A lone Elite Unit with high Supply will outvote an entire horde of cheap infantry. Hence, placing a high-Supply Unit on the objective can sometimes be a better strategy than scattering weakened Units across it. On the other hand, if your foe is holding a Marker with a single strong Unit, you must have the combined Supply to win the battle, not simply the numbers. It is also worth noting that a Unit at Supply 0 will still hold the Marker if no one contests it, so a weakened Unit is not necessarily useless.
8.9 Phase 4: The Scoring & Cleanup Phase
Score, cleanup, set initiative.
The first player initiates each step in order:
- Determine Mission Marker Control
- Score Victory Points
- End of Game Check
- Resolve End of the Round Effects
- Cleanup & Refresh
- Determine Initiative
8.9.1 Determine Mission Marker Control
IDENTIFY CONTESTING UNITS
A Unit may Contest a Mission Marker only if all three conditions are met:
- It is on the battlefield (not in Reserves).
- At least one model is Within 3", has LoS to the Marker, and is on the same elevation as the marker. For the purpose of tracing LoS, assume that the Marker has Size 0.
- The Unit is In Coherency.
A Flying Unit cannot Contest or Control Mission Markers, regardless of its position or Coherency state.
CALCULATE CONTROL
For each Marker:
- Each player sums the Current Supply Value of all their contesting Units.
- The player with the higher total Controls the Marker.
- A tie means the Marker is Contested – control does not change.
- A Unit at Supply 0 may still Control a Marker if no Enemy Units contest it.
STICKY CONTROL
Set a Faction Indicator on each controlled Marker. Once a Marker is controlled, it remains under that player's control – even if they move Units away – until the opponent actively reclaims it by ending a Scoring Phase with a higher contesting Supply total. A Contested result (tied Supply) never transfers control: the Marker stays with whoever currently holds it, or remains neutral if it has never been controlled. A Marker cannot become neutral again once a player has taken control of it.
DESIGNER'S NOTE: Sticky Control means that a location becomes yours until the opponent re-takes it from you. This prevents the irritating problem in some wargames where you grab a location, push forward to grab another, and the first location reverts to no one in particular. It encourages bold play, taking what you want and holding it, and moving forward to take more. It creates a real strategic challenge, too, because taking a Marker forces the opponent to use real resources to take the objective rather than just waiting for you to leave.
Example (diagram): a Unit of Marines with a Current Supply Value of 0 and a Unit of Ravagers with a Current Supply Value of 1. Both Units are eligible to contest and have at least one model Within 3" of a Mission Marker. To determine control, players sum the Current Supply Value of all their contesting Units. The Zerg player wins the contest (1 to 0) and takes control of the Mission Marker.
Mission Marker – Calculating Control
| Scenario | Outcome | Notes |
|---|---|---|
| HOW CONTROL IS DECIDED (§8.9.1) | ||
| Player A Supply > Player B Supply | PLAYER A CONTROLS | Sum Current Supply Value of all eligible contesting Units – not model count. |
| Player A Supply = Player B Supply | CONTESTED | No change of control. Stays with current owner (or neutral if never held). |
| Only one player contests | THAT PLAYER CONTROLS | Includes the case where the only contesting Unit is at Supply 0. |
| No player contests | NO CHANGE | Sticky Control – Marker stays with the current owner until actively reclaimed. |
| STICKY CONTROL (§8.9.1) | ||
| Controlled Marker owner moves away | STAYS CONTROLLED |
KEY RULE: Control is determined by Current Supply Value, not the number of models. A single high-Supply Elite Unit outvotes many low-Supply models on the same Marker.
Mission Marker – Contesting Eligibility
| Condition | Required? | Detail |
|---|---|---|
| ELIGIBILITY TO CONTEST – ALL THREE MUST BE MET (§8.9.1) | ||
| Unit on the battlefield | REQUIRED | Units in Reserves cannot contest. |
| At least one model Within 3" of the Marker has LoS, on the same elevation | REQUIRED | Measured from base edge. LoS and elevation checks are both required. |
| Unit is In Coherency | REQUIRED | Out of Coherency Units cannot contest or control any Marker. |
| SPECIAL STATES | ||
| Supply 0 Unit | CONDITIONAL | Can control a Marker if no Enemy Units contest it. Cannot win a contest. |
| BURROWED Unit | CANNOT CONTEST |
8.9.2 Score Victory Points
Both players simultaneously tally VPs based on the Mission Card's scoring conditions.
8.9.3 End of Game Check
The game ends immediately if:
- A Special Winning Condition is fulfilled. The player who meets it wins outright.
- A player has no models on the battlefield and no Units in Reserves. The surviving player gains +10 VP.
- The final Phase of the final Round (usually Round 5) is complete – proceed to Part 8.10.
8.9.4 Resolve End of the Round Effects
Resolve all "End of the Round" abilities. The holder of the First Player Marker resolves their first. If a player has multiple "End of the Round" effects to resolve, that player chooses the order in which their effects resolve. Each effect is fully resolved before the next begins.
8.9.5 Cleanup & Refresh
- Remove all Tokens and Markers except:
- Tokens and Markers with STAY IN PLAY.
- Damage Markers.
- Mission Markers.
- Faction Indicators that represent Control over Mission Markers.
- Flip all Exhausted Tactical and Faction Cards back to their active (face-up) side.
8.9.6 Determine Initiative
- Award the First Player Marker to the player with fewer Victory Points.
- If tied, conduct a Roll-Off. The winner takes the First Player Marker.
- Begin Phase 1 of the next Round.
DESIGNER'S NOTE: The choice of initiative going to the player with fewer Victory Points is a "catch-up" mechanic. The player behind goes first in the next Round, giving them a chance to reposition and compete for objectives before the leading player can secure their position. This prevents a runaway lead where the player who starts ahead always remains ahead by an ever-widening gap. When the Passing mechanic is included (where the first player to Pass gets the First Player Marker for the next Phase), initiative is no longer a static advantage but a fluid resource.
8.10 The Final Score
When the last round is fired, and silence falls, the final victory hinges on territory gained and lives lost. Every objective taken, every Enemy line crossed, every soldier kept in reserve – all details contribute to deciding the day's victor. The battlefield tells a story, but the scoreboard tells who wrote it.
If the game ends by the Round Limit:
- Mission Score: Total all VP earned from objectives.
- Final Round – All Units Destroyed: At the start of the final Scoring Phase, all Units remaining in Reserves are considered Destroyed. Each player is awarded Victory Points for these Units as normal, following the Mission Card's scoring conditions for Destroyed Enemy Units.
Determine Winner: The player with the highest final VP total wins.
Tiebreaker: If both forces have scored the same number of total VPs, apply the Mission Card's tiebreaker. If none is defined, the game is a Draw.
PART 9: PREPARING FOR BATTLE
Before any game begins, each player must prepare their forces, choose the mission and deployment type, and set up the board. This section covers the entire pregame procedure: building your army with Minerals and Vespene Gas, drafting the Mission and Deployment, and setting up the battlefield.
9.1 Army Building
Every battle begins long before the first shot is fired. Players will build an army using two resources: Minerals, which are used for Units and Upgrades, and Vespene Gas, which is used for Tactical Cards.
9.1.1 Engagement Scale
To ensure that forces are equal, players agree on the Engagement Scale before building an army:
| Scale | Mineral Limit | Vespene Limit | Battlefield |
|---|---|---|---|
| Skirmish | Up to 1 000 | 10% of Minerals | 36" × 36" |
| Standard | Up to 2 000 | 10% of Minerals | 36" × 54" |
| Grand Offensive | 2 001+ | 10% of Minerals | 36" × 72" |
9.1.2 Selecting Race and Faction
The player chooses one of the three races – Terran, Zerg, or Protoss, and then selects a single Faction Card. This card forms the basis of the army, providing the initial organisation slots (e.g., Kerrigan's Swarm 3× Core, 1× Hero, 2× Support) and determining which Units and Tactical Cards may be included.
FACTION TAG ELIGIBILITY
Every card in the game features Faction Tags, which indicate the faction it belongs to. A Faction Card always displays a Race Tag (e.g., Zerg) and usually includes a Sub-Faction Tag as well (e.g., KERRIGAN'S SWARM). Unit Cards and Tactical Cards also carry their own Faction Tags in the same manner. When building an army, the player checks whether a Unit or Tactical Card is allowed by comparing its tags to the Faction Card. The rule is simple: every tag on the Unit or Tactical Card must also appear on the Faction Card. If even one tag does not match, that card cannot be included in the army. It does not matter how many other tags match; a single incorrect tag is enough to disqualify it. Cards with fewer tags than the Faction Card are perfectly fine. A Unit only requires its own tags to be present; it does not need to match every tag the Faction Card has.
EXAMPLE: A player selects the Zerg Swarm Faction Card, which has one Faction Tag: Zerg. Zerglings (Faction Tags: Zerg) – Eligible. The only tag on the card is Zerg, and Zerg appears on the Faction Card. Kerrigan Swarm Raptor (Faction Tags: Zerg, Kerrigan's Swarm) – Not eligible. Kerrigan's Swarm does not appear on the Faction Card. Even in Zerg matches, a single missing or incorrect tag disqualifies the card.
9.1.3 Minerals
Spend Minerals to recruit Units and purchase Upgrades. The total Mineral cost must not exceed the Engagement Scale limit. Unspent Minerals are lost.
9.1.4 Vespene Gas
Spend Vespene Gas exclusively on Tactical Cards. It cannot be converted into Minerals. Unspent Vespene Gas is lost.
EXAMPLE: At Standard scale (2,000 Minerals), players have 200 Vespene Gas (10%) to spend on Tactical Cards.
9.1.5 Tactical Cards and Army Slots
Tactical Cards unlock additional Army Slots (Core, Elite, Support, Air, Hero) beyond those provided by the Faction Card. Tactical Cards may be purchased with Vespene Gas to increase the number of available slots. All Tactical Cards and the Faction Card are set face-up on the table before the game begins.
Consult the Army Reference section (Part 12.11) for each Tactical Card's Vespene Gas Costs. If a Tactical Card is marked as Unique, only one copy may be included in the army.
EXAMPLE: A Barracks card opens additional Core slots for Marine Units. An Academy card opens Support slots for Medics.
9.1.6 Mustering Units
Fill available Army Slots with eligible Units. Consult the Army Reference section (Part 12.12) for each Unit's available Composition Options. Each Composition Option lists a model count and its corresponding Mineral Cost. The player must select one Composition Option per Unit, which determines the number of models in the Unit and its starting Supply Value, as shown on the Unit Card's Supply Profile. A player cannot field a Unit at a model count that does not appear as a Composition Option. Each Unit occupies a number of Army Slots equal to its starting Supply Value. Pay the Mineral Cost for every Unit recruited. Unused Army Slots are lost.
Consult the Army Reference section (Part 12.10) for each Unit's available Composition Options and Mineral Costs.
EXAMPLE: A Zerg player chooses Kerrigan's Swarm as their Faction Card, which provides them with 2 Elite Army Slots. The player can recruit one small Hydralisk Unit, as its Supply Value indicates that it occupies exactly 2 Elite Army Slots. If the player wishes to include a full-strength Hydralisk Unit instead, it will occupy 3 Elite Army Slots. Therefore, the player must add any Tactical Card to their army that provides an additional Elite Army Slot as needed.
9.1.7 Purchasing Upgrades
Each Unit Card displays available upgrades on its reverse side. During Army Building, a player may purchase any number of upgrades listed for that Unit, paying the listed cost for each. There is no limit to how many upgrades a Unit may have, provided each is a different entry on the card.
A purchased upgrade applies to every model in the Unit unless it has the SPECIALIST keyword. If the upgrade adds a new weapon or ability, all models gain it. If the entry shows FOR [Weapon Name], it is a replacement; every model carrying the named weapon loses it entirely and gains the upgrade weapon instead.
SPECIALIST upgrades work differently. Only one model in the Unit may carry each SPECIALIST upgrade. The player nominates which model receives it during Army Building; all other models keep their original equipment. A Unit may not purchase the same SPECIALIST upgrade more than once, but it can buy two or more different SPECIALIST upgrades, each assigned to a different nominated model.
Since a nominated model now carries a different weapon from the rest of the Unit, it resolves its attacks as a separate Batch during the Attack Sequence (Part 8.7.3).
EXAMPLE: A player purchases a Rocket Launcher (SPECIALIST) and an AGG-12 (SPECIALIST, FOR C-14 Rifle) for a Unit of 6 Marines. One Marine is nominated to carry the Rocket Launcher alongside the C-14 Rifle. A second Marine is nominated to carry the AGG-12, losing their C-14 Rifle. The remaining 4 Marines keep their C-14 Rifles.
ARMY BUILDING EXAMPLE
Standard Engagement Scale: up to 2000 Minerals; up to 200 Vespene Gas. Terran player builds a Raynor's Raiders army.
Step 1 – Select Faction Card. Starting Army Slots: 3 Core slots, 1 Hero slot, 1 Support slot, 1 Air slot, 0 Elite slots.
Step 2 – Purchase Tactical Cards, up to 200 Vespene Gas. Total Army Slots (Faction + Tactical Cards combined): 8 Core slots, 1 Hero slot, 3 Support slots, 1 Air slot, 2 Elite slots.
25 [Barracks] + 40 [Barracks (Proxy)] + 35 [Factory] + 25 [Orbital Command] + 35 [Academy] + 25 [Engineering Bay] = 185 Vespene Gas spent. 15 Vespene Gas remaining (unspent, lost).
Step 3 – Muster Units, up to 2000 Minerals. Slots used: 8/8 Core slots, 1/1 Hero slot, 2/3 Support slots, 0/1 Air slot, 2/2 Elite slots.
| Unit | Composition | Supply | Slot | Minerals | Slots used |
|---|---|---|---|---|---|
| Marine | 9 Models | 2 | CORE | 210 | 2 of 8 |
| Marine | 9 Models | 2 | CORE | 210 | 2 of 8 |
| Marine | 6 Models | 1 | CORE | 160 | 1 of 8 |
| Marauder | 4 Models | 2 | CORE | 280 | 2 of 8 |
1670 Total Minerals used on Units. 330 Minerals remain for upgrades or additional units.
9.1.8 Team Games
In multiplayer games (2v2, 3v3, Free-For-All), agree on a Total Mineral Value per team. Teams divide the budget among players as they wish, provided the team's total remains within the allowed limits. Each player builds their own army independently, selecting their own Faction Card and Tactical Cards. Teammates may choose the same or different Races.
9.1.9 Summoned Units
Some Units, such as the Roachling, Point Defence Drone, and Pylon, have no Mineral Cost. These are Summoned Units:
- They are not included in the Army List during army building and do not occupy any Army Slots.
- They are not in Reserves at the start of the game.
- Summoned Units cannot be deployed using the regular deployment rules. They are deployed only when a Special Ability, such as SUMMON, specifically puts them on the battlefield.
- Once on the battlefield, treat them as Friendly Units for all rule purposes unless stated otherwise.
- Summoned Units are not used for The Final Score.
- Once on the battlefield, a Summoned Unit's Current Supply Value counts towards the player's Total Current Supply on the battlefield.
9.1.10 Army Roster Visibility
Tournament Override: Organised tournaments may use their own roster visibility rules, which override the default rules below. Always check the Tournament Organiser's rules pack before attending.
Default: Open Lists. By default, both players share their entire army rosters – including all Unit selections, upgrades, and weapon swaps – with each other before the game starts. Since Tactical Cards and the Faction Card are already set face-up on the table, Open Lists go one step further by revealing exactly which Units and upgrades the opponent has selected. This enables both players to plan their strategy with full information and is the recommended way to play.
Optional: Closed Lists. Before the game begins, both players may agree to play with Closed Lists instead. If either player does not agree, default to Open Lists. Under Closed Lists, army rosters are hidden. Neither player is required to reveal their Army List or Unit upgrades before the game starts. The specific Units in a player's roster are discovered during play as they are deployed. However, all Tactical Cards and the Faction Card must still be set face-up on the table before the game begins. Both players may inspect each other's Tactical Cards and Faction Cards at any time.
Once a Unit is set on the battlefield, the controlling player must immediately inform the opponent of any upgrades or weapon swaps that the Unit carries. This includes replacement weapons purchased through the Upgrade system (Part 9.1.7) or any other modifications that affect how the Unit behaves. The opponent is entitled to inspect the Unit Card and any associated Tactical Cards at any time while that Unit is on the table.
ABATHUR'S TIP: While Open Lists are the default, we strongly recommend trying Closed Lists for the best StarCraft experience. The way Units are introduced to the battlefield one at a time mirrors the fog of war that defines StarCraft: you scout, you react, you adapt. Not knowing exactly what your opponent is fielding until it hits the table creates genuine tension and rewards sharp play. Before the first Unit ever hits the table, take a look at your opponent's Tactical Cards and Faction Card. Each Tactical Card has its own set of Army Slots: Core, Elite, Support, Air, and Hero. These slots determine which Units can occupy them. By studying what's on the table, an experienced player can make an educated guess about which Units are still viable in their opponent's roster. The Barracks Tactical Card suggests Marines and Marauders. The Spawning Pool Tactical Card suggests Zerglings. The Robotics Facility Tactical Card suggests Colossi and Immortals. Reading your opponent's Tactical Cards is your first act of scouting – just like in the video game.
9.1.11 Representation and Disclosure
All models should, where possible, accurately depict the weapons and equipment listed on their Unit Card. A Marine equipped with an AGG-12 should carry that weapon on the model, not a standard C-14 Rifle. Accurate modelling allows both players to identify each model's loadout at a glance.
Where a model does not accurately represent its equipment – such as a model awaiting conversion, or a Unit carrying weapon swaps that are not visually distinct – the controlling player is obliged to declare all non-represented upgrades and equipment the moment that Unit is deployed to the battlefield. Furthermore, the controlling player must remind their opponent of any such differences before any action where this information could be relevant – including, but not limited to, declaring Charge targets, selecting Shooting targets, or committing to a critical activation. Both players have the right to full and accurate knowledge of all equipment on the battlefield at all times. Failing to disclose non-represented upgrades or equipment is considered unsportsmanlike conduct.
9.2 Mission Selection and the Draft
Before the game starts, players use a short draft to determine the Mission and Deployment for the battle. The draft ensures neither player enters with a prearranged advantage – both sides have equal say in what is played and where.
WHAT YOU NEED
Each player brings 2 Mission Cards and 2 Deployment Cards to the table. A player may not bring duplicate cards in their own set, although both players may independently bring the same cards as each other. Arrange all cards face-up in two rows:
- Row 1: Mission Cards
- Row 2: Deployment Cards
STEP 1 – ROLL-OFF
Both players Roll-Off (Part 3.2). The winner makes two choices, in order:
- Choice 1 – Colour: Declare yourself the Red Player or the Blue Player. This determines your Entry Edge, Zone of Influence, and Mission Marker affinity for the entire game.
- Choice 2 – Draft Control: Choose to control either the Mission Draft or the Deployment Draft. Your opponent automatically controls the other.
STEP 2 – RESOLVE THE MISSION DRAFT
- The player without Mission Draft control removes any 2 Mission Cards from the table.
- The player with Mission Draft control selects 1 of the 2 remaining cards. This becomes the Mission for the game. Discard the last card.
STEP 3 – RESOLVE THE DEPLOYMENT DRAFT
Repeat the same process for the Deployment Cards:
- The player without Deployment Draft control removes any 2 Deployment Cards from the table.
- The player with Deployment Draft control selects 1 of the 2 remaining cards. This becomes the Deployment for the game. Discard the last card.
STEP 4 – MARKER AFFINITY
Once both cards are chosen, assign Mission Markers' affinity according to the Marker number. Marker Affinity:
- Markers 1 and 3 are associated with the Red Player.
- Markers 2 and 4 are associated with the Blue Player.
- Marker 5 begins Neutral.
Marker affinity indicates which player's colour is printed on each Marker. It does not grant starting control.
ABATHUR'S TIP: Controlling the Mission Draft secures the victory conditions that suit your army. Controlling the Deployment Draft shapes the geometry of the battlefield – tight deployment zones favour melee armies; spread-out zones favour ranged ones.
9.2.1 Mission and Deployment Card Details
Mission Cards define the game's victory conditions and pacing. Each Mission Card details timing windows for triggered rules, the Starting Supply and Escalation values that control the rate at which armies grow, the Game Length (usually 5 rounds), and any Additional Conditions such as instant win scenarios.
Deployment Cards define the battlefield's physical layout. Each Deployment Card details the battlefield dimensions, the coordinates for Mission Markers 1 through 5, the Entry Edge definitions for each player, and the Zone of Influence, which extends 6" inward from each player's Entry Edge.
9.3 Battlefield Setup
Once the draft is complete and both cards have been chosen, the battlefield is set up in the following order.
- First, confirm the table dimensions as specified on the selected Deployment Card.
- Second, assign Entry Edges to each player as indicated on the Deployment Card.
- Third, set Zone of Influence Markers at the corners of each player's Entry Edge where the Entry Edge does not run the full length of a table edge, exactly as instructed by the Deployment Card.
- Fourth, set terrain by either selecting or rolling for one of the pre-made maps on the last pages of the rulebook (Roll D6 for Standard Engagement or D3 for Skirmish Engagement), or starting with the Red Player, players alternate placing one terrain piece at a time based on the terrain density guide below.
- Finally, place Mission Markers at the coordinates listed on the selected Deployment Card. Mission Markers can be set up on MID GROUND and HIGH GROUND elevation. However, Mission Markers cannot be placed on impassable terrain. If a Mission Marker's coordinates would overlap with impassable terrain, move that terrain piece as close as possible to the Mission Marker without overlapping it.
TERRAIN DENSITY GUIDELINES
A balanced battlefield requires enough terrain for tactical choices without restricting movement or blocking sight lines. The following guidelines apply to a Standard (36" x 54") table and should be scaled proportionally for other sizes.
Recommended Terrain Count: 8 to 12 pieces total, distributed as follows:
- 0 to 2 pieces of Size 0 (scatter terrain).
- 2 to 4 pieces of Size 1 (barricades, low walls, scatter crates). These provide Cover for infantry but do not block Line of Sight for anything larger than Size 1 models.
- 6 to 8 pieces of Size 2 (ruins, bunkers, wrecked vehicles). These form the backbone of the table, blocking LoS for most standard Units and creating the fire lanes and chokepoints that define the game.
- (If available) 1 to 2 pieces of Size 3+. These create HIGH GROUND positions and block LoS for almost everything. Too many of these make ranged combat nearly impossible; too few leave the table feeling flat.
- 4 to 6 pieces of Grass (Size 2 special). These do not block movement but provide a natural LoS cover for Units advancing across open ground.
Distribution: Divide the table visually into four quarters. Each quarter should contain at least 2 significant pieces (Size 2 or larger). No quarter should be completely empty, and none should be so dense that Units cannot manoeuvre through it.
The Centre: The area Within 6" of the table centre should contain at least one significant terrain piece. An empty centre creates a kill zone that punishes whoever moves first and can stall the game. Conversely, a completely blocked centre forces all engagements to the flanks.
Fire Lanes: Ensure that at least 2 clear fire lanes of 6" or wider exist, running roughly from one Entry Edge towards the other. Without fire lanes, ranged Units have no role, and melee armies dominate unchecked.
Access Points: Every piece of Size 3+ terrain that models can stand on should have at least one ACCESS POINT reachable from GROUND LEVEL without passing through another Size 2+ terrain piece. Elevated positions that are unreachable waste table space.
ABATHUR'S TIP: The placement of terrain is the very first strategic move of the game, made before any miniature is set on the board. If you have a force that excels at ranged combat, position your tall blocking terrain pieces towards the centre to block fire lanes along the edges and direct melee armies into confined spaces. If your force is better at close-range combat, manipulate the terrain to create opportunities for sneaky movements unseen by ranged fire. Always consider the Mission Markers; placing terrain near a Marker makes it easier to hold with Cover, while leaving a Marker exposed likely benefits those with the most aggressive ranged fire.
PART 10: ADVANCED RULES
The basic systems outline the essentials of movement, firing, and hand-to-hand combat, but the true depth of StarCraft: Tabletop Miniature Game lies in the complex systems built upon these fundamental ones. This section will introduce Special Abilities (Active, Passive, and Reaction), the Tactical and Faction Card systems, which give every army a unique personality, and the resources needed to unleash powerful abilities in crucial moments.
10.1 Special Abilities
All Special Abilities follow the same structure and universal rules. Each ability on a Unit Card or Tactical Card is presented using a consistent format:
- A Name identifying the ability.
- A Phase Limitation restricting when it can be used (if applicable).
- A Type declaring whether it is Passive, Active, or Reaction.
- A Cost specifying the resource payment required in CP, BM, or PE, and the Instruction text describing exactly what occurs when the ability resolves. Special Abilities with 0 cost are free. They don't use any resources.
An ability may be used only when all its requirements are met:
- The timing or trigger condition must be correct, and any Phase restrictions must be satisfied.
- The target must be Within Range and Line of Sight (unless the ability explicitly states otherwise).
- If a Special Ability does not specify a target, the Line of Sight requirement does not apply, unless stated otherwise. Setting a Token or Marker on the battlefield is not a target, and so does not require Line of Sight or a target Unit.
- All Costs must be paid in full before the ability resolves, and the Unit using the ability must be on the battlefield.
- If a Unit is affected by multiple instances of a Special Ability with the same name simultaneously, their effects do not stack. The Unit applies the effects of only one instance of that ability at any given time.
Unless stated otherwise, all effects granted by Active or Reaction Abilities that expire "at the End of the Round" remain active until all End of the Round effects (Part 8.9.4) are resolved. They are removed during Cleanup & Refresh (Part 8.9.5).
10.2 Active Abilities (Full Rules)
Active Abilities represent deliberate manoeuvres, technologies or enhancements that require a command to execute. A Unit may only use an Active Ability when it is currently Activated.
- The ability must be triggered either immediately before declaring an action or immediately after fully resolving one.
- It cannot be used during an action.
- Active Abilities cannot be used while the Unit is in Reserves unless the ability explicitly states otherwise.
- Unless stated otherwise, modifiers and effects granted by an Active Ability expire at the End of the Current Round.
Once Per Round: A specific Unit may use a named Active Ability only once per Game Round, unless the ability has the REPEATABLE keyword. This limit applies to each Unit individually. Two different squads of the same Unit type can both use the same-named ability in the same Round, but a single squad may not use it twice. If a Unit gains access to an Active Ability via a Tactical Card, the Once Per Round limit still applies, regardless of how many copies of that card the player controls.
Effects granted by Active Abilities that expire at the End of the Round remain active through the resolution of all End of the Round effects (Part 8.9.4). They are removed during Cleanup & Refresh (Part 8.9.5).
10.3 Passive Abilities (Full Rules)
Passive Abilities represent innate traits, permanent equipment or constant biological adaptations.
- They are always active as long as the Unit is on the battlefield and do not require the Unit to be Activated to function.
- Like Active Abilities, Passive Abilities on a Unit are not in effect while that Unit is in Reserves, unless the ability explicitly states otherwise.
Priority: If multiple Passive Abilities trigger simultaneously, the controlling player chooses the order in which they resolve. If both players have Passive Abilities triggering at the same time, the Active Player resolves theirs first.
10.4 Reaction Abilities (Full Rules)
Reaction Abilities allow a player to act outside the usual activation sequence, responding to specific events as they occur. A Reaction is used in direct response to a defined trigger (for example, "When this Unit is targeted by an attack").
- It must be declared at the exact moment the trigger occurs.
- If the window is missed, the ability cannot be used retroactively.
- Like Active Abilities, Reaction Abilities cannot be used while the Unit is in Reserves unless stated otherwise.
- Unless stated otherwise, modifiers and effects granted by a Reaction Ability expire at the End of the Current Round.
Frequency Limit: A specific Unit may use a named Reaction Ability only once per Game Round. This follows the same rules as the Active Ability frequency limit described in Part 10.2.
Reaction Limit: Each player may resolve only one Reaction per each Activation. If both players wish to use a Reaction in response to the same trigger, the Active Player resolves their Reaction first, and the opponent resolves theirs second.
EXAMPLE: If a Zealot Unit is attacked, it may use Zealous Round OR Ground Armour, not both in the same Enemy Activation. If a Marine Unit is attacked, and it uses Infantry Armor for its Armour Roll, the Medic Unit behind will not be able to use its Life Support in the same Enemy Activation.
Summary Table
| Active ability | Passive ability | Reaction ability | |
|---|---|---|---|
| When to Use | Immediately before declaring an action or immediately after one fully resolves | Always on – no trigger needed | At the exact moment the specified trigger occurs |
| Requires Activation? | Yes – the Unit must be currently Activated | No | No |
| Player Decision? | Yes – a deliberate choice | No – automatic | Yes – must be declared at the trigger |
| Frequency | Once per Round per Unit per named ability, unless REPEATABLE | Always active – no limit | Once per Round per Unit per named ability, unless REPEATABLE |
| Reactions per Activation | - | - | One Reaction per player per Activation |
10.5 Tactical Cards & Faction Cards
An army isn't just men and guns; it's doctrine, infrastructure, and command structure that keep everything in line. The Faction Cards outline what you are, what philosophy you adhere to, and what command structure your men follow. The Tactical Cards represent the facilities, technology, and strategic planning done before the first bullet is ever fired. Together, they define not just what you can bring to the battlefield, but how you can deploy it.
Each card is presented with a standard layout. It displays a Card Name. The card specifies its Type (either Faction Card or Tactical Card), lists the resources it provides in CP, BM, or PE when Exhausted, and includes any Special Abilities that are resolved using the standard rules described in Parts 10.1 through 10.4. If a card is marked as Unique, only a single copy is allowed (Part 9.1.5).
10.5.1 Resources and Costs
Each faction has a separate resource type to spend on the faction's abilities: Terran uses CP, Zerg uses BM, and Protoss uses PE. These resources are provided by Exhausting cards.
Exhausting a Card: To pay for an ability's cost, such as "Cost: 1 CP," the player must Exhaust a Ready card that matches the resource type of the cost, such as a CP card. Exhausting a card means flipping it face down, after which it is regarded as Exhausted. If the player cannot Exhaust enough cards to pay the entire cost, they cannot activate the ability. If a card generates more resources than are needed to pay for a cost, any excess resources are lost. Resources generated to activate one ability can not be saved or spent on another ability.
10.5.2 Managing Card States
Every Tactical Card and Faction Card is in one of two states: Ready (face-up) or Exhausted (face-down). A Ready card may be Exhausted in two ways: the player Exhausts it to use an Active or Reaction Special Ability printed directly on the card, or the player Exhausts it to generate its Resource in order to pay for an ability located elsewhere (for example, on a Unit Card). Once a card is Exhausted, it provides no resources for the rest of the round, and its abilities can not be used until it is Refreshed (flipped face-up) during Phase 4 Cleanup.
Summary Table (continued)
| Active ability | Passive ability | Reaction ability | |
|---|---|---|---|
| Can interrupt an action? | No – only before or after | Resolves as conditions are met | Yes – fires at the trigger point mid-sequence |
| In Reserves? | No, unless the ability states otherwise | No, unless the ability states otherwise | No, unless the ability states otherwise |
| Effect Duration | Expires at the End of the Round unless stated otherwise | Permanent while the Unit remains on the battlefield | Expires at the End of the Round unless stated otherwise |
| Simultaneous Triggers | - | The controlling player chooses order. The Active Player resolves first if both players trigger | The Active Player resolves first |
| Cost | Pay in full before resolving | None | Pay in full before resolving |
PART 11: KEYWORD GLOSSARY AND DEFINITIONS
Keywords are the shorthand of the battlefield. The word on a Unit Card or weapon profile may change its function in an instant – from giving it armour bypass to allowing it to burrow underground or make itself invisible. This section collates all the keywords used in the game, explains exactly what each does, and sets out the rules on how they combine with each other.
Keywords are written in BOLD CAPS. Unless stated otherwise, keywords do not stack – gaining the same keyword twice provides no extra benefit, and numeric keywords use only the highest value.
ACCESS POINT Part of a Terrain that connects different elevation levels. Models moving through an ACCESS POINT can change their elevation.
ACTIVE PLAYER The player whose turn it is to act.
ANTI-EVADE (X) When resolving an attack with this weapon against Enemy Units, the target Unit suffers a -X Modifier to its Evade Roll for this attack (Part 8.7.4, Step 4).
ARMY SLOT Army Slots determine how many and what types of Units may be included in an army. Each Army Slot has a specific type: Core, Elite, Support, Air, or Hero. Every Unit occupies a number of Army Slots of its designated type equal to its starting Supply Value.
The Faction Card provides the initial pool of Army Slots. Additional Army Slots are unlocked by purchasing Tactical Cards with Vespene Gas during Army Building (Part 9.1.5). Unused Army Slots are lost – they cannot be converted, exchanged, or carried forward.
AVAILABLE SUPPLY Available Supply is the remaining Supply capacity available for new deployments. It equals the current Supply Pool minus the Total Current Supply Value of all Friendly Units on the battlefield (Part 8.3.2). A Unit may only be deployed from Reserves if its Current Supply Value is less than or equal to the Available Supply. At no point may the Total Current Supply of a player's on-table Units exceed the Supply Pool. Units Destroyed or reduced by casualties free up Available Supply for new arrivals. In the final Round of the game, the Supply Pool becomes unlimited, and the Available Supply restrictions are lifted.
BLOCKING TERRAIN Any terrain piece with an Effective Size of 1 or greater. Blocking Terrain obstructs Line of Sight according to the Cover rules (Part 7.1.1). Whether a model may move through that terrain is determined separately by the movement rules, terrain Size, ACCESS POINTS, Gap Clearance, and any relevant terrain keywords.
BUFF [Characteristic] (X) The Unit gains a bonus of X to the specified characteristic until the End of the Round.
- Target Number characteristic (e.g. Armour, Hit): reduce the value by X (easier to roll).
- Value characteristic (e.g. Speed, RoA): increase the value by X.
BULKY This weapon cannot be used to make a Ranged Attack while the Unit is currently Engaged (Part 8.7.3).
BURROWED
- BURROWED is classified as a Status.
- When a Unit gains BURROWED Status it also gains the HIDDEN STATUS.
- At the Start of the Round BURROWED Units gain HIDDEN Status.
- When BURROWED Status is removed, a Unit also loses HIDDEN Status.
- Its Size is treated as 0 for all purposes.
- Its Current Supply Value is treated as 0 for Disengage checks.
- A BURROWED Unit cannot Control or Contest Mission Markers (overrides Parts 6.2 and 8.9.1).
- While BURROWED, the Unit may only perform Deploy, Move, Disengage, Run, Hold and Close Ranks actions. Performing any of these (except Hold) immediately removes the BURROWED status.
- BURROWED Units may use Special Abilities unless stated otherwise.
- BURROWED Units may make an Evade Roll against every attack targeting them.
- Other models may move through a BURROWED Unit's models, provided they do not end Within the Engagement Range of the BURROWED Unit (overrides Part 8.5.3).
- If a BURROWED Unit is Engaged at the start of the Combat Phase, it must be Activated but cannot perform a Close Combat Attack in its BURROWED state. The Unit may perform Close Ranks as its first step, which immediately removes the BURROWED status. Once the status is removed, the Unit completes the remaining steps of the Close Combat Attack normally. If the Unit does not or cannot perform Close Ranks, it does not attack. Enemy Units Engaged with a BURROWED Unit may attack it as normal regardless of its status.
BURST FIRE Y" (X) When making a Ranged Attack against a target Within Y" of the attacking model, increase this weapon's RoA by X for that attack.
COMBAT TAGS Combat Tags are keywords printed on a Unit Card that identify a Unit's physical nature and tactical class.
Type Tags: Armoured, Biological, Light, Mechanical, Psionic, Flying, and Ground.
- Targeting: Some weapons can fire only at specific Combat Tags (e.g., "Target: Flying").
- Surge: A weapon's Surge efficiency triggers only when the target has the Combat Tag listed in the weapon's Surge Type (Part 8.7.4).
- Bonuses: Abilities such as ANTI-EVADE (X) or PIERCE (X) often apply only against specific Combat Tags.
Note: The Ground Combat Tag and the GROUND LEVEL elevation (Part 8.5.3) are distinct concepts. A Flying Unit standing on the playmat is at GROUND LEVEL but does not have the Ground Combat Tag. Throughout these rules, Ground in bold always refers to the Combat Tag. GROUND LEVEL always refers to elevation.
CONCENTRATED FIRE (X) Attacks with this weapon may remove no more than X models as casualties. Once X models have been removed, discard any remaining Total Damage. It is not recorded as a Damage Marker and does not carry over.
CONTROLLING PLAYER The player who commands a specific Unit, model, or Token. They make all decisions and roll all dice. Certain abilities (e.g., Neural Parasite) can transfer control; the new controller then acts in every respect as though the Unit were their own.
CRITICAL HIT (X) Move X dice from the Armour Pool directly to the Damage Pool, bypassing Armour. CRITICAL HIT can never move more dice than are in the Armour Pool.
CURRENT SUPPLY VALUE The Current Supply Value of a Unit is its Supply Value at this moment, based on the number of models remaining in the Unit as shown on the Supply Profile (Part 6.1). Update the Current Supply Value immediately whenever a casualty reduces the model count into a lower bracket.
The Current Supply Value is referenced when checking whether a Unit may be deployed from Reserves (Part 8.3.2), when determining Mission Marker Control (Part 8.9.1), when evaluating Tactical Mass for Disengage (Part 8.5.4), and when calculating Victory Points for Supply-based scoring conditions.
DEBUFF [Characteristic] (X) The Unit suffers a penalty of X to the specified characteristic until the End of the Round.
- Target Number characteristic: increase the value by X (harder to roll).
- Value characteristic: decrease the value by X (minimum 0).
DISPLACEMENT The Leading Model may end a move overlapping this Token or Unit (overrides Part 7.3.1). If the Leading Model ends any Move, Deploy, Run, Charge, Disengage, Close Ranks or Special Ability move Overlapping this Token or model, the controlling player of the Leading Model immediately sets it in Base-to-Base contact with the Leading Model. If Base-to-Base is not possible, sets it as close as possible.
DODGE (X) When this Unit is targeted by an attack, reduce the number of dice moved from the Armour Pool to the Damage Pool by Surge or CRITICAL HIT by X (minimum 0). Apply during the Resolve Surge step.
EFFECTIVE SIZE A model's Effective Size is equal to its Size characteristic plus the Size of any terrain it is standing on (Part 7.1.2).
A model at GROUND LEVEL has an Effective Size equal to its own Size characteristic only. A model on HIGH GROUND (Size 3+) or MID GROUND (Size 1–2) adds the terrain's Size to its own. Terrain pieces set on elevated surfaces stack in the same way – a terrain piece's Effective Size equals its own Size plus the Size of the terrain it stands on.
Effective Size determines which terrain blocks Line of Sight through Full Cover and Direct Cover (Part 7.1.1). Flying models are treated as having an Effective Size higher than any terrain piece on the table for Cover purposes (Part 7.1.4).
ELEVATION LEVEL Models can stand on one of three elevations:
- GROUND LEVEL: Standing directly on the playmat.
- MID GROUND: Standing on horizontal terrain of Size 1 or 2.
- HIGH GROUND: Standing on horizontal terrain of Size 3 or larger.
The model stands on elevation if its base is at that elevation. If the model's base is on multiple elevation levels, assume it is standing on the highest of those elevations.
ENEMY All Units, Tokens, and cards belonging to the opponent are Enemies. In team games, all opposing players' Units, Tokens, and cards are Enemies. A Unit may never target a Friendly Unit with an attack unless a rule explicitly states otherwise. Enemy is the opposite of Friendly and is referenced throughout the rules to determine valid targets, Engagement, and Mission Marker contests.
ENGAGED A Ground Unit is Engaged when any of its models is Within 1" (Engagement Range) of any model in an Enemy Ground Unit, provided the following conditions are met (Part 7.2.1):
- Combat Tags match: Ground models Engage only Ground models. Flying models cannot be Engaged by any model.
- Terrain does not block: Size 2+ terrain between the models prevents Engagement, even if they are Within 1". Models on HIGH GROUND cannot Engage models at GROUND LEVEL, and vice versa.
When any model in a Unit is Engaged, the entire Unit is considered Engaged. An Engaged Unit cannot perform a standard Move – it must Disengage (Part 8.5.4) or Hold. Engaged Units are also subject to restrictions on Ranged Attacks (Part 8.7.3).
ENGAGEMENT RANGE The Engagement Range extends 1" horizontally from any model's base. When two Enemy Ground models are Within each other's Engagement Range, they are Engaged (Part 7.2).
Engagement Range is measured horizontally from a top-down perspective, ignoring vertical height (Part 4.1). It is referenced when resolving Move restrictions (Part 8.5.3), Disengage (Part 8.5.4), Charge (Part 8.6.2), the Fighting Rank (Part 8.8.1), and PLACE effects. Melee weapons list E as their Range, indicating they may only strike targets Within the Engagement Range.
ENTRY EDGE The table edge assigned to a player by the Deployment Card. Units enter the battlefield from this edge when deploying from Reserves.
FACTION TAGS Faction Tags are keywords printed on Unit Cards, Tactical Cards, and Faction Cards that identify allegiance.
- Race Tags: Terran, Zerg, Protoss.
- Sub-Faction Tags: Specific broods or organisations, e.g., Kerrigan's Swarm, Raynor's Raiders.
- Function: During Army Building, a player may include only Units and Tactical Cards whose Faction Tags all appear on the chosen Faction Card. If even one tag on the Unit or Tactical Card does not appear on the Faction Card, that card cannot be included. A Unit with fewer tags than the Faction Card is permitted – it only requires its own tags to be present (Part 9.1.2).
FIGHTING RANK A model is in the Fighting Rank if it is Within the Engagement Range (1") of an Enemy model. Models in the Fighting Rank may strike with their Combat Phase weapons. See Part 8.8.1, Step 2.
FIRST PLAYER MARKER A physical Token used to track which player has initiative. At the start of the game, the winner of the Roll-Off (Part 3.2) assigns the First Player Marker to either player for Round 1. The holder of the First Player Marker chooses which player activates first at the start of each Phase. The Marker changes hands in two ways: the first player to Pass during Phase 1 or Phase 2 takes the First Player Marker for the following Phase, and at the end of Phase 4 the Marker is awarded to the player with fewer Victory Points (Part 8.9.6). If Victory Points are tied, both players Roll-Off and the winner takes the Marker.
FLYING Flying Units trade board control (no Mission Markers, no melee) for mobility and immunity to terrain.
- A Flying Unit ignores all terrain for movement purposes. The Leading Model moves point-to-point, measuring horizontally. Other models may pass through a Flying model's base as if it were not there, and vice versa.
- A Flying Unit is never Engaged. Ground models cannot Engage Flying models, and Flying models cannot Engage other Flying models. A Flying Unit must end its movement at least 1" away from all Enemy Flying Units.
- Flying model ignore the Full Cover rule. Direct Cover and the Elevation Dead Zone rules still apply. Assume that Flying Units' Effective Size is higher than the Effective Size of any terrain piece on the table.
- A Flying Unit does not benefit from HIGH GROUND Cover (Part 7.1.3).
- A Flying Unit cannot Control or Contest Mission Markers (overrides Parts 6.2 and 8.9.1).
- A Flying Unit cannot Charge or be Charged.
- A Flying Unit cannot participate in the Combat Phase (Part 8.8).
- A Flying Unit ignores elevation. It does not use Access Points. For Cover and Line of Sight purposes, treat a Flying Unit's Effective Size as higher than the Effective Size of any terrain piece on the table (Part 7.1.4). Terrain does not contribute to a Flying model's Effective Size.
- A Flying Unit moving over Grass does not destroy the Grass terrain piece. If a Flying Unit ends on a Grass terrain piece, it is removed as normal.
FRIENDLY All Units, Tokens, and cards belonging to the Controlling Player are Friendly to one another. In team games, all teammates' Units, Tokens, and cards are also Friendly. A Unit's own models are always Friendly to it. Friendly is the opposite of Enemy and is used throughout the rules to determine targeting restrictions, movement interactions, and ability eligibility.
GRASS A terrain piece with a Size of 2 that follows special rules. Unlike other Size 2 terrain, Grass does not block movement but does block Line of Sight, following the standard Cover rules (Part 7.1.1).
Grass is destroyed by the passage of war. If a Leading Model's path of travel passes through or any model of a Unit ends on a Grass terrain piece during any movement action (Move, Deploy, Run, Charge, Disengage or Close Ranks), that Grass terrain piece is immediately removed from the game. It does not return during Cleanup & Refresh and cannot be replaced by any means.
A Flying Unit moving over Grass does not destroy the Grass terrain piece. Flying models pass above the terrain, not through it. If any model of a Flying Unit ends on a Grass terrain piece, it is removed as normal.
GROUND LEVEL One of the elevation levels. Model is on the GROUND LEVEL when it is standing directly on the playmat.
Models on GROUND LEVEL cannot Engage models on HIGH GROUND, and vice versa.
Models on GROUND LEVEL can Engage models on MID GROUND only if both models are adjacent to the same ACCESS POINT connecting their respective elevations.
A model at GROUND LEVEL has an Effective Size equal to its own Size characteristic only.
HEAL (X) Remove X points of accumulated Damage from the Unit (reduce its Damage Marker accordingly). HEAL cannot return Destroyed models – it only reduces existing Damage. See also: RESPAWN.
HIDDEN This Unit cannot be selected as the target of a Ranged Attack or any LoS-requiring Special Ability unless the acting model is Within 4" of it. A HIDDEN Unit is immune to the IMPACT keyword. A HIDDEN Unit may make an Evade Roll against every attack targeting it.
HIDDEN is classified as a Status.
HIGH GROUND One of the elevation levels. Model is on the HIGH GROUND when standing on horizontal terrain of Size 3 or larger.
Models on HIGH GROUND cannot Engage models on GROUND LEVEL, and vice versa.
Models on HIGH GROUND can Engage models on MID GROUND only if both models are adjacent to the same ACCESS POINT connecting their respective elevations.
A model on HIGH GROUND has an Effective Size equal to its own Size plus the terrain's Size.
HITS X (Y) The affected Unit suffers X automatic hits. Set X dice directly into the Armour Pool and proceed immediately to Armour Rolls (Part 8.7.4, Steps 3–4). Treat the Damage characteristic as Y. These hits do not generate Surge.
IMPACT (X) Y Immediately after this Unit completes a successful Charge, check every model in the Fighting Rank or Supporting Rank. For each eligible model, generate X Impact Dice:
- If the model is in the Fighting Rank or Supporting Rank against only one Enemy Unit, all X dice go to that Unit.
- If the model is in the Fighting Rank or Supporting Rank against multiple Enemy Units, the controlling player may split the dice between those Units.
Roll the allocated dice for each target Unit separately (this is the Impact Hit Roll). For each result of Y or higher, set 1 die into the target's Armour Pool. Proceed immediately to Armour Rolls. These hits do not generate Surge and treat Damage as 1.
IMPASSABLE TERRAIN A terrain piece is Impassable if it has no Access Point connecting it to an adjacent elevation level. Models cannot move through, onto, or across IMPASSABLE TERRAIN, and no model may end its movement overlapping it. Models can move through Terrain of Sizes 0 and 1.
INDIRECT FIRE Ranged Attacks with this weapon may ignore Line of Sight when selecting a target and resolving Damage. The target must still be Within Range. If the target is not within Line of Sight, it may make an Evade Roll against this attack.
INSTANT Enemy Units cannot declare or resolve Reaction abilities in response to attacks made with this weapon.
LEADING MODEL The Leading Model is a temporary reference point used to execute a Unit's movement. Whenever a Unit performs a Move, Deploy, Run, Charge, Disengage, Close Ranks, or any action that instructs the Unit to nominate a Leading Model, the Controlling Player selects one model in the Unit.
Move the Leading Model first, measuring its exact path. Then set the remaining models in valid Coherency around the Leading Model's new position (Part 4.4). The Leading Model nomination ends once the action resolves. The Leading Model determines the Unit's Gap Clearance category and interacts with terrain restrictions (Part 4.6).
LINE OF SIGHT (LoS) Line of Sight determines what a model can see and, by extension, what it can target with attacks and abilities.
All Line of Sight checks are resolved from a 2D top-down perspective, looking directly down at the battlefield from above. To determine if a model can see a target, trace an imaginary straight line from any part of the acting model's base to any part of the target model's base. Vertical height is never factored into the trace. If the trace does not pass through any Blocking Terrain (any terrain piece with an Effective Size of 1 or greater), the target is Visible. No further checks are required. If the trace passes through Blocking Terrain, the target is not automatically hidden. Apply the Cover rules (Part 7.1.1) to determine whether that terrain actually blocks the Line of Sight:
- Full Cover: The terrain's Effective Size is equal to or greater than the Effective Size of both the attacker and the target. Line of Sight is blocked.
- Direct Cover: The trace passes through a terrain piece, and either the attacker or the target is Within 1" of that terrain, provided the terrain's Effective Size is equal to or greater than the Effective Size of the model that is Within 1". Line of Sight is blocked. Exception: If both the attacker and the target are Within 1" of the same terrain piece and Within 3" of each other, resolve Line of Sight normally.
- Elevation Dead Zone: A model on HIGH GROUND (Size 3+) cannot see a model at GROUND LEVEL that is Within 1" of the base of the same terrain piece, and vice versa. The same Close Quarters exception applies.
Each terrain piece is assessed independently. Terrain pieces do not combine their Effective Size or proximity. If no single terrain piece meets the requirements for Full Cover or Direct Cover, Line of Sight is not blocked, regardless of how many terrain pieces the trace passes through. A terrain piece's footprint is defined by its physical base or outermost edges viewed from above. Gaps, windows, doorways, and open interiors within the footprint do block the Line of Sight unless players agree otherwise during Battlefield Setup (Part 7.1).
Flying models ignore the Full Cover rule. Direct Cover and the Elevation Dead Zone still apply. Treat a Flying model's Effective Size as higher than the Effective Size of any terrain piece on the table (Part 7.1.4).
Line of Sight is mutual: if Model A can see Model B, Model B can see Model A through the same trace.
LOCKED IN (X) When making a Ranged Attack with this weapon, add X to its RoA if the target Unit has Stationary Status.
LONG RANGE (X) The maximum Range of this weapon increases to X". Measure each attacking model's distance to the target individually:
- Within normal profile Range: attack resolves normally.
- Beyond profile Range but Within X": the model suffers a -1 Modifier to its Hit roll.
If a Batch contains models at both Standard and Long Range, generate the total dice but roll the two groups separately to account for different Hit Target Numbers.
MID GROUND One of the elevation levels. Model is on the MID GROUND when standing on horizontal terrain of Size 1 or 2. Models on MID GROUND can Engage models on HIGH GROUND or GROUND LEVEL only if both models are adjacent to the same ACCESS POINT connecting their respective elevations. A model on MID GROUND has an Effective Size equal to its own Size plus the terrain's Size.
MISSION MARKERS Numbered Markers are set on the battlefield during Setup at the coordinates shown on the Deployment Card. Each Marker is 32mm in diameter and has two sides: Activated or Deactivated. Markers 1 & 3 are Red, Markers 2 & 4 are Blue, and Marker 5 is Neutral. Mission Markers are the primary scoring mechanism. At the end of each Round, players determine Control of each Marker by comparing the Total Current Supply Value of their eligible contesting Units (Part 8.9.1). A Unit may Contest a Mission Marker only if it is on the battlefield, In Coherency, and has at least one model Within 3" with Line of Sight to the Marker on the same elevation. Flying Units and BURROWED Units cannot Contest or Control Mission Markers. Control is Sticky – once a player Controls a Marker, it remains under their control until the opponent reclaims it with a higher contesting Supply total. A tied result never transfers control.
MODIFIER A Modifier adjusts the Target Number of a roll. Apply all Modifiers before rolling (Part 3.4).
- +X Modifier: Makes the roll easier by reducing the Target Number by X.
- -X Modifier: Makes the roll harder by increasing the Target Number by X.
Modifiers from different named sources are cumulative unless otherwise stated. A Target Number can never be modified below 2+ or above 6+. Modifiers adjust the Target Number, not the dice result. A natural roll of 6 always succeeds, and a natural roll of 1 always fails, regardless of Modifiers (Part 3.6).
A Modifier is distinct from a Fixed Addition (Part 3.5), which generates a value rather than adjusting a Target Number.
MORPH (Unit Name) X To perform this ability, the controlling player must have sufficient Available Supply. Set one (Name) model in Base-to-Base contact with a model from the active Unit, then remove X models from that Unit from the battlefield. The (Name) model forms a new Unit and cannot be set Within 1" of any Enemy Unit. Place an Activation Marker next to the new Unit; it cannot be Activated for the remainder of the Round.
NON-LETHAL DAMAGE (X) The Unit suffers X points of Damage. Add this amount effectively to the Unit's Damage Marker. Do not remove any models, even if Total Damage exceeds a model's HP. If the Unit subsequently suffers standard Damage, the combined Total Damage triggers casualty removal normally.
ON CREEP A Friendly or Enemy Ground Zerg Unit is considered to be ON CREEP while it is Within 6" of any Creep Tumor Token or any model designated as a Source of Creep. While satisfying this condition, the Unit gains the ON CREEP keyword. This allows the Unit to trigger specific Special Abilities or Upgrades that require this state.
PIERCE [TAG] X When attacking a Unit with the specified Combat Tag, treat this weapon's Damage characteristic as X.
PINPOINT Ranged Attacks with this weapon may target Engaged Enemy Units, ignoring the standard Engagement Status restriction (overrides Part 8.7.3, Step 1).
PLACE (X) Choose a Leading Model. Remove it and set it Wholly Within X" of its starting position. Then remove and replace all other models in the Unit, maintaining Coherency (Part 4.4). PLACE ignores Gap Clearance, and elevation requirements. The Leading Model is removed and set directly, not moved along a path. However, they must end in a legal position and not Within the Engagement Range of any enemy model. Models using the PLACE effect during the Assault Phase may be set Within the Engagement Range of Enemy models (the Unit becomes Engaged).
PRECISION (X) After rolling to Hit, move up to X failed Attack Dice directly into the Armour Pool. Treat them as successful Hits for all purposes, including Surge.
READY The default state of a Tactical Card or Faction Card. A Ready card is face-up, its abilities are available, and it may be Exhausted to pay resource costs or activate its Special Abilities. All Tactical Cards and Faction Cards begin each Round in the Ready state. Cards that have been Exhausted are returned to Ready during Cleanup & Refresh (Part 8.9.5).
REPEATABLE This ability is exempt from the Once Per Round limit (Part 2.7.1). It may be used multiple times per Round and per Activation, provided all Costs and trigger conditions are met each time.
RESERVES A holding area off the battlefield where Units remain until they are deployed. All Units begin the game in Reserves.
While in Reserves, a Unit:
- Cannot be targeted by attacks or abilities unless an ability explicitly states it affects Units in Reserves.
- Cannot use Active Abilities, Passive Abilities, or Reaction Abilities unless the ability explicitly states otherwise.
- Cannot Control or Contest Mission Markers.
- Does not contribute its Current Supply Value to the player's Total Current Supply on the battlefield.
- Retains all equipment, upgrades, and weapon selections assigned during Army Building.
- A Unit leaves Reserves when it is deployed to the battlefield via a Deploy action (Part 8.5.5). Some rules may return a Unit to Reserves during play – see Part 8.5.5 for how Damage, effects, and Supply are handled. In the final Round of the game, all Units still in Reserves that are not deployed are treated as Destroyed for scoring purposes (Part 8.10).
RESPAWN (X) Return up to X Destroyed models to this Unit.
- The return cannot increase the Unit's Current Supply Value. Do not return a model if doing so would push the Unit into a higher Supply bracket.
- Set each returned model in Base-to-Base contact with an existing model in the Unit. Returned models cannot be set Within the Engagement Range of any Enemy Unit.
- If a model cannot be set legally, it cannot be returned.
SHIELDED If a Shield value is present on a Unit Card, add it to the Hit Points (HP) of the first model. The Unit is Shielded. The Unit loses its Shielded Status when the Total Damage assigned to it exceeds its Shield value or when the first model in the Unit is removed.
The Shielded Status is referenced by other abilities. Losing Shielded Status does not remove any remaining Hit Points, it only ends effects that require the Unit to be Shielded. Shielded Status cannot be restored by HEAL.
SIDEARM When this Unit performs a Ranged Attack or Close Combat Attack, models equipped with this weapon may use it, ignoring the normal restriction of one weapon per model (Part 8.7.3). If a model is equipped with multiple SIDEARM weapons, it may use all of them in the same activation.
Attacks made with each SIDEARM must be resolved in separate Batches. Because they are separate Batches, SIDEARM attacks may target a different Enemy Unit than the Unit's other weapons, subject to all standard target eligibility requirements.
SIEGE MODE While a Unit has the SIEGE MODE Status, apply the following rules:
- This Unit cannot perform the Move, Disengage, Run, Charge or Close Ranks actions.
- Weapons profile with Siege Mode Status can only be used while this unit has SIEGE MODE Status.
- While this unit has Siege Mode Status any other weapons can't be used.
- When this Unit is returned to Reserves, it loses the SIEGE MODE Status.
SPECIAL ABILITY A Special Ability is any named ability printed on a Unit Card, Tactical Card, or Faction Card. Every Special Ability falls into one of three categories: Active Ability, Passive Ability, or Reaction Ability (Part 2.7).
- Active Abilities require the Unit to be Activated and are triggered immediately before or after an action. Each named Active Ability may be used once per Round per Unit unless it has the REPEATABLE keyword.
- Passive Abilities are always in effect as long as the Unit is on the battlefield.
- Reaction Abilities fire in response to a specific trigger. Each player may resolve only one Reaction per Activation, and each named Reaction Ability may be used only once per Round per Unit.
All three types are inactive while the Unit is in Reserves unless the ability explicitly states otherwise. A Unit cannot be affected by multiple instances of the same-named Special Ability simultaneously.
SPECIALIST A Unit may include only one model equipped with this weapon. Multiple upgrades configuring more than one instance of this weapon are not permitted (Part 9.1.7).
SPILLOVER Additional hits generated by a Template Weapon that strike models outside the Primary target Unit. When a Blast Template (BT) or Flamer Template (FT) covers models belonging to Units other than the Primary target, those models are resolved as Spillover. Each affected Unit is resolved as a separate Batch. Spillover Batches do not apply Rate of Attack modifiers and do not generate Surge. Spillover may affect both Friendly and Enemy Units. See Part 8.7.6 for the full Template Weapon procedure.
STATIONARY At the Start of the Round, all Units gain this Status. A Unit immediately loses this Status if any model in this Unit moves, is moved, or is PLACED for any reason.
STATUS A category of keyword representing a temporary or persistent operational mode, condition, or statistic modifier affecting a Unit (e.g. BURROWED, SIEGE MODE). Unless stated otherwise, Statuses aren't removed during the Scoring and Cleanup Phase. They stay on the Unit until they are removed by other means.
A Unit's active Status is visually tracked using Status Markers set next to the Unit:
- Modes: Use Plastic Markers to track operational shifts (e.g. SIEGE MODE, BURROWED). Those Status Markers have STAY IN PLAY.
- Other Statuses: Use Markers to track other effects affecting the Unit. Positive effects are tracked with Buff Markers (Blue), and negative effects are tracked with Debuff Markers (Red). Those Status Markers have STAY IN PLAY.
STAY IN PLAY This Token, Marker or Ability Effect persists through Cleanup & Refresh (overrides Part 8.9.5). It remains until a specific condition removes it (e.g. destroyed or duration expires).
SUMMON (Unit Name) Set the Leading Model of the named Unit in Base-to-Base contact with the Parent Unit. Set remaining models In Coherency. Models cannot be set Within the Engagement Range of any Enemy Unit.
Set an Activation Marker next to the summoned Unit – it cannot be Activated during the Phase in which it was summoned. In subsequent Phases, this Unit must be Activated immediately after its Parent Unit's activation ends, before the opponent's next activation.
The Summoned Unit cannot be set Within the opponent's Zone of Influence.
The player must have sufficient Available Supply. If the Unit's Current Supply Value would cause Total Current Supply to exceed the Supply Pool, it cannot be Summoned.
If the Parent is not present on the battlefield, this Unit can be Activated normally.
SUPPLY VALUE The Supply Value of a Unit is the value shown on the Unit Card's Supply Profile corresponding to the Unit's current model count. A Unit's starting Supply Value is determined during Army Building by the Composition Option selected (Part 9.1.6) and defines how many Army Slots the Unit occupies.
Supply Value is a dynamic characteristic – as casualties reduce the model count into a lower bracket on the Supply Profile, the Supply Value decreases. Update immediately when a casualty moves the Unit into a lower bracket. Supply is used for Deployment, Mission Marker Control, Tactical Mass, and scoring.
SUPPORTING RANK A model is in the Supporting Rank if it is in Base-to-Base contact with a Friendly model from the same Unit that is in the Fighting Rank, but is not itself Within the Engagement Range of an Enemy model. Models in the Supporting Rank may strike with their Combat Phase weapons as though they were in the fight. See Part 8.8.1, Step 2.
TACTICAL MASS A Unit has Tactical Mass when its Current Supply Value exceeds the Combined Current Supply Value of all Enemy Units it is Engaged with. A Unit with Tactical Mass ignores the Disengage penalty (Part 8.5.4): it may Ranged Attack and Charge normally in the following Assault Phase after Disengaging.
TOUGH (X) When this Unit resolves an Armour Roll, change up to X failed results into successes. Treat them as meeting or exceeding the Armour characteristic – discard them without moving to the Damage Pool.
UNENGAGED A Ground Unit is Unengaged when none of its models is Within 1" of any Enemy Ground model, or when terrain restrictions (Part 7.2.1) prevent valid Engagement despite proximity. Flying Units are always Unengaged.
An Unengaged Unit may perform a standard Move, Run, Ranged Attack, or Charge without restriction. Only Unengaged Units may be selected to perform a Move action (Part 8.5.2).
VISIBLE A model is Visible to another model if a valid Line of Sight trace can be drawn between them (Part 7.1). If the trace does not pass through any Blocking Terrain, the target is Visible without further checks. If the trace passes through Blocking Terrain, apply the Cover rules (Part 7.1.1) – the target remains Visible unless Full Cover or Direct Cover blocks the Line of Sight.
A model with the HIDDEN keyword is not Visible to any model more than 4" away, regardless of Line of Sight.
WHOLLY WITHIN A model is Wholly Within a distance only if its entire base sits inside that range – no part of the base may extend beyond the edge. A Unit is Wholly Within a distance only if every model in the Unit satisfies this condition.
Wholly Within is a stricter requirement than Within and is used for Coherency checks (Part 4.4), certain ability areas of effect, and Mission Marker eligibility. When a rule specifies Wholly Within, partial overlap is not sufficient.
WITHIN A model is Within a distance if any part of its base touches or crosses into that range. A Unit is Within a distance if at least one model in the Unit meets this condition.
Within is a less restrictive requirement than Wholly Within. When a rule specifies Within without the word "Wholly," partial overlap is sufficient.
ZONE OF INFLUENCE A restricted area of the battlefield extending 6" inward from a player's Entry Edge, as defined by the Deployment Card. Where the Entry Edge does not run the full length of a table edge, the Zone of Influence is marked using Zone of Influence Markers set at the corners of the Entry Edge.
Units arriving from Reserves cannot end their deployment Within the opponent's Zone of Influence. This restriction applies to all forms of arrival – whether by standard deployment, transport, or SUMMON (Part 8.3.3).
The Zone of Influence does not affect Units already on the battlefield. It does not restrict movement, block Line of Sight, or interact with any other rule once a Unit has completed its arrival.
PART 12: QUICK REFERENCE
This Part compiles the most frequently referenced rules, sequences and tables into a single location for quick reference during play. It is not a substitute for the full rules, but it should answer most questions that arise mid-game without the need to search through earlier Parts.
12.1 Pre-Game Protocol
- Select a Mission Card and a Deployment Card.
- Set Mission Markers at the coordinates on the Deployment Card.
- Set Terrain pieces (balanced across four quarters, at least 3" between major structures).
- Roll-Off – winner assigns the First Player Marker for Round 1.
12.2 Round Sequence
- START OF THE ROUND EFFECTS
- PHASE 1: MOVEMENT – Deploy / Move / Disengage / Hold
- PHASE 2: ASSAULT – Ranged Attack / Charge / Run / Hold
- PHASE 3: COMBAT – Close Combat Attack
- PHASE 4: SCORING & CLEANUP – Control Markers; Score VP; End of Game Check; End of the Round Effects; Cleanup; Initiative
12.3 Phase 1: Movement
Actions (choose one per Unit):
- Move: Move across the Battlefield.
- Deploy: Move from Reserves via Entry Edge (must have Available Supply; cannot end in Enemy Zone of Influence) to the Battlefield.
- Disengage: If Engaged – move out of combat. Cannot perform Ranged Attack or Charge next Phase unless own Supply > Enemy Combined Supply.
- Hold: Do nothing.
First to Pass takes First Player Marker for Phase 2.
Moving a Unit: Leading Model moves up to Speed. Set the rest of the unit In Coherency.
Available Supply = Supply Pool – Total Supply of Friendly Units on the Battlefield.
12.4 Phase 2: Assault
Actions (choose one per Unit):
- Ranged Attack: Use ranged weapons to attack Enemies.
- Charge: Move to Engage Enemies.
- Run: Move across the battlefield.
- Hold: Do nothing.
First to Pass takes First Player Marker for Phase 3.
Ranged Attack:
- Declare a target: Select an Enemy not Engaged with any other Unit. Check the weapon's Range, LoS and if the target's tag matches.
- Build Attack Pool: Sum RoA of eligible models + modifiers + Surge Die (if weapon has S Dice).
- Roll to Hit: Each die result equal to or higher than the Hit characteristic is a success and moves to the Armour Pool.
- Resolve Surge: If the target's Combat Tag matches the weapon's Surge Type, a number of dice equal to the Surge Die are not included in the Armour Roll.
- Armour Roll: Each die result equal to or higher than the Armour characteristic is saved and discarded.
- Evade Roll: If eligible, each die result equal to or higher than the Evade characteristic is saved and discarded.
- Damage & Casualties: Multiply all remaining dice by the weapon's Damage characteristic. Remove models accordingly.
Charge:
- Declare Targets: Select Enemy Ground Units (no LoS needed).
- Determine Charge Distance: Roll a D6; the Leading Model moves up to Speed + the result.
- Success: If the leading model is able to end a movement Within the Engagement Range (1") of all targets, move it. Set the rest of the unit In Coherency, following the priority: Base-to-Base; Engagement Range; Coherency.
- Fail: Unit stays, activation ends.
12.5 Phase 3: Combat
All Engaged Units must activate. Players alternate.
Actions:
- Close Combat Attack: Use a Close Combat weapon to attack Enemies.
Pass only when no Engaged Units remain.
Close Combat Attack:
- Close Ranks (Optional): Move Leading Model up to 3" – must end closer to the enemy. Reposition the rest of the Unit for maximum Base-to-Base.
- Declare Ranks: Fighting Rank (Within 1") + Supporting Rank (Base-to-Base with Fighting Rank model). Models in those ranks are eligible for attacking in step 3.
- Roll Attacks: Follow the Ranged Attack sequence, but as a target, choose an Enemy Engaged with this Unit.
- Remove Casualties: Use Engaged Unit priority (Priority 1, 2, 3).
12.6 Phase 4: Scoring & Cleanup
- Control: Sum Supply Within 3" of each Marker. Higher total controls. Ties = Contested.
- Score VP: Per Mission Card conditions.
- End of Game: Check winning conditions.
- End of the Round Effects: Resolve triggered abilities.
- Cleanup: Remove Tokens/Markers (keep STAY IN PLAY, Damage Markers, Mission Markers, Faction Indicators). Refresh all Exhausted cards.
- Initiative: Fewer VP = First Player Marker. Tie = Roll-Off.
12.7 Casualty Removal
Unengaged target:
- Cannot remove more models than are Visible to the attacker.
- Excess Damage beyond Visible kills is discarded.
Engaged target (strict order):
- Models not Within the Engagement Range of any Enemy Unit.
- Models Within the Engagement Range but not in Base-to-Base contact.
- Models in Base-to-Base contact with an Enemy model.
Cannot remove a model if doing so breaks Engagement with an enemy, provided another valid casualty exists.
12.8 Template Weapons
| BLAST (BT) | FLAMER (FT) | |
|---|---|---|
| Alignment | As much of a template over the target model's base | Narrow end flush with the attacker base |
| LoS check | From the target model's base to each model | From the attacker base through the template to each model |
| Hit Roll | Roll to Hit as normal | Roll to Hit as normal |
| Surge Die | No Surge Die is rolled | No Surge Die is rolled |
| Surge Result | Equals affected models in the Main target Unit only | Equals affected models in the Main target Unit only |
Resolve each affected Unit as a separate Spillover Batch. Do not apply Rate of Attack modifiers or Surge to Spillover attacks.
12.9 Dispute Resolution
If a rules dispute cannot be resolved swiftly:
- Both players Roll-Off (2D6). Higher total wins.
- The winner decides how the rule applies in this specific instance.
- Continue playing. Verify the ruling after the match.
This rule exists to keep the game moving, not to provide a tactical loophole.
12.10 Units and Upgrade Points
This section lists the Mineral Cost and available Composition Options for each Unit in the game. When mustering a Unit during Army Building (Part 9.1.6), select one Composition Option from the Unit's entry below. The chosen option determines the number of models in the Unit, the Mineral Cost paid, and the Unit's initial Supply Value as shown on its Unit Card's Supply Profile.
Upgrade costs are listed separately beneath each Unit's Composition Options. A purchased upgrade applies to every model in the Unit unless it has the SPECIALIST keyword (Part 9.1.7).
(Transcription note: in the printed tables, a small icon marks upgrades that replace a weapon, shown as "FOR [Weapon Name]" in the Type column, and a small icon beside sub-faction Unit names such as "Raptor (Zergling)" shows the base Unit the variant is built on. The icons themselves do not extract and are omitted here.)
TERRAN
MARINE
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 6 | 160 | 1 |
| 9 | 210 | 2 |
| Upgrade | Type | Mineral Cost (6 models) | Mineral Cost (9 models) |
|---|---|---|---|
| AGG-12 | SPECIALIST, FOR C-14 Rifle | 10 | 10 |
| Bayonet | FOR Strike | 20 | 30 |
| Combat Shield | - | 20 | 30 |
| Grenades - Frag | - | 10 | 10 |
| Rocket Launcher | SPECIALIST | 40 | 40 |
| Slugthrower | - | 10 | 20 |
RAYNOR'S RAIDERS (MARINE)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 6 | 230 | 1 |
MARAUDER
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 2 | 150 | 1 |
| 4 | 280 | 2 |
| Upgrade | Type | Mineral Cost (2 models) | Mineral Cost (4 models) |
|---|---|---|---|
| Kinetic Foam | - | 20 | 40 |
| Laser Targeting Systems | - | 20 | 40 |
| Veteran of Tarsonis | - | 20 | 30 |
MEDIC
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 3 | 110 | 1 |
| Upgrade | Type | Mineral Cost (3 models) |
|---|---|---|
| A-13 Flash Grenade Launcher | - | 20 |
| Advanced Medic Facilities | - | 60 |
| Stabilizer Medpacks | - | 30 |
GOLIATH
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 1 | 190 | 2 |
| Upgrade | Type | Mineral Cost (1 model) |
|---|---|---|
| Ares-Class Targeting System | - | 20 |
| Haywire Missiles | FOR Hellfire Missiles | 40 |
| Scatter Missiles | FOR Hellfire Missiles | 30 |
JIM RAYNOR
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 1 | 250 | 1 |
| Upgrade | Type | Mineral Cost (1 model) |
|---|---|---|
| C-14 Rifle | FOR Commando Rifle | 0 |
ZERG
ZERGLING
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 12 | 180 | 1 |
| 18 | 220 | 2 |
| Upgrade | Type | Mineral Cost (12 models) | Mineral Cost (18 models) |
|---|---|---|---|
| Adrenal Glands | - | 20 | 20 |
| Burrow Ambush | - | 20 | 30 |
| Shredding Claws | FOR Claws | 10 | 10 |
RAPTOR (ZERGLING)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 12 | 240 | 1 |
| 18 | 300 | 2 |
| Upgrade | Type | Mineral Cost (12 models) | Mineral Cost (18 models) |
|---|---|---|---|
| Adrenal Glands | - | 20 | 20 |
| Burrow Ambush | - | 20 | 30 |
| Shredding Claws | FOR Claws | 10 | 10 |
KERRIGAN SWARM RAPTOR (ZERGLING)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 6 | 250 | 1 |
SWARMLING (ZERGLING)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 18 | 260 | 1 |
| Upgrade | Type | Mineral Cost (18 models) |
|---|---|---|
| Burrow Ambush | - | 20 |
ROACH
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 3 | 170 | 1 |
| Upgrade | Type | Mineral Cost (3 models) |
|---|---|---|
| Burrow Ambush | - | 20 |
| Glial Reconstitution | - | 20 |
| Hydriodic Bile | - | 10 |
| Tunneling Claws | - | 10 |
VILE (ROACH)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 3 | 200 | 1 |
| Upgrade | Type | Mineral Cost (3 models) |
|---|---|---|
| Burrow Ambush | - | 20 |
| Glial Reconstitution | - | 20 |
| Hydriodic Bile | - | 10 |
| Tunneling Claws | - | 10 |
CORPSER (ROACH)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 3 | 240 | 1 |
| Upgrade | Type | Mineral Cost (3 models) |
|---|---|---|
| Burrow Ambush | - | 20 |
| Glial Reconstitution | - | 20 |
| Hydriodic Bile | - | 10 |
| Tunneling Claws | - | 10 |
HYDRALISK
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 2 | 140 | 2 |
| 4 | 260 | 3 |
| Upgrade | Type | Mineral Cost (2 models) | Mineral Cost (4 models) |
|---|---|---|---|
| Ancillary Carapace | - | 20 | 40 |
| Burrow Ambush | - | 20 | 40 |
| Grooved Spines | - | 20 | 40 |
| Lurking | - | 10 | 20 |
QUEEN
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 1 | 150 | 1 |
| Upgrade | Type | Mineral Cost (1 model) |
|---|---|---|
| Creep Speed | - | 10 |
| Domineering Presence | - | 10 |
KERRIGAN
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 1 | 250 | 1 |
PROTOSS
ZEALOT
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 3 | 160 | 2 |
| Upgrade | Type | Mineral Cost (3 models) |
|---|---|---|
| Leg Enhancements | - | 20 |
| My Life for Aiur | - | 10 |
| We Stand as One | - | 20 |
| Zealous Round | - | 10 |
PRAETOR GUARD (ZEALOT)
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 3 | 280 | 2 |
ADEPT
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 4 | 150 | 1 |
| Upgrade | Type | Mineral Cost (4 models) |
|---|---|---|
| Glaive Strike | FOR Strike | 20 |
| Guidance | - | 10 |
| Resonating Glaives | - | 20 |
SENTRY
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 2 | 130 | 1 |
| Upgrade | Type | Mineral Cost (2 models) |
|---|---|---|
| Hallucination | - | 30 |
| Solid-Field Projectors | - | 20 |
STALKER
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 1 | 170 | 1 |
| 2 | 270 | 2 |
| Upgrade | Type | Mineral Cost (1 model) | Mineral Cost (2 models) |
|---|---|---|---|
| Fury of the Nerazim | - | 20 | 30 |
| Path of Shadows | - | 20 | 40 |
ARTANIS
| Models | Mineral Cost | Supply Value |
|---|---|---|
| 1 | 250 | 1 |
12.11 Tactical Card Points
| Terran | Vespene Gas Cost | Zerg | Vespene Gas Cost |
|---|---|---|---|
| Barracks | 25 | Spawning Pool | 25 |
| Barracks (Proxy) | 40 | Spawning Pool (Six Pool) | 40 |
| Barracks (Tech Lab) | 45 | Roach Warren | 25 |
| Supply Depot | 40 | Hydralisk Den | 35 |
| Factory | 35 | Evolution Chamber | 30 |
| Engineering Bay | 25 | Hatchery | 30 |
| Armory |
| Zerg Creep Cards | Vespene Gas Cost |
|---|---|
| Accelerating Creep | 0 |
| Malignant Creep | 10 |
| Protoss | Vespene Gas Cost |
|---|---|
| Gateway | 25 |
| Warp Gate | 40 |
| Gate Chronoboosted | 35 |
| Observer | 25 |
| Nexus | 35 |
| Overcharged Nexus | 35 |
| Power Field | 40 |
| Forge | 30 |
| Warp Prism | 35 |
| Twilight Council | 45 |
12.12 Example Armies
Each example lists the Units (name, models, upgrades, Supply Value, Mineral cost) and the cards (Faction, Tactical, Creep, Mission and Deployment Cards) for the army.
Terran – Starter
| Unit | Models | Upgrades | Supply Value | Cost |
|---|---|---|---|---|
| Marine | 9 | Combat Shield, Grenades - Frag, Bayonet | 2 | 280 |
| Marauder | 2 | Laser Targeting Systems | 1 | 170 |
| Marauder | 2 | Veteran of Tarsonis, Kinetic Foam | 1 | 190 |
| Medic | 3 | Stabilizer Medpacks | 1 | 140 |
| Goliath | 1 | Scatter Missiles | 2 | 220 |
| Card | Type | Cost |
|---|---|---|
| Terran Armed Forces | Faction Card | - |
| Barracks | Tactical Card | 25 |
| Factory | Tactical Card | 35 |
| Orbital Command | Tactical Card | 25 |
| Supply Drop | Mission Card | - |
| Gather the Resources | Mission Card | - |
| Abandoned Camp | Deployment Card | - |
| Agria Valley | Deployment Card | - |
Terran – Founders Edition Starter
| Unit | Models | Upgrades | Supply Value | Cost |
|---|---|---|---|---|
| Marine | 6 | AGG-12, Rocket Launcher | 1 | 210 |
| Raynor's Raiders (Marine) | 6 | - | 1 | 230 |
| Marauder | 2 | Kinetic Foam | 1 | 170 |
| Medic | 3 | Stabilizer Medpacks | 1 | 140 |
| Jim Raynor | 1 | - | 1 | 250 |
| Card | Type | Cost |
|---|---|---|
| Raynor's Raiders | Faction Card | - |
| Barracks | Tactical Card | 25 |
| Academy | Tactical Card | 35 |
| Orbital Command | Tactical Card | 25 |
| Supply Drop | Mission Card | - |
| Divide and Conquer | Mission Card | - |
| Agria Valley | Deployment Card | - |
| Dirt Side | Deployment Card | - |
Zerg – Starter
| Unit | Models | Upgrades | Supply Value | Cost |
|---|---|---|---|---|
| Swarmling (Zergling) | 18 | - | 1 | 260 |
| Corpser (Roach) | 3 | Burrow Ambush, Tunneling Claws, Hydriodic Bile | 1 | 280 |
| Hydralisk | 4 | Ancillary Carapace | 3 | 300 |
| Queen | 1 | Creep Speed | 1 | 160 |
| Card | Type | Cost |
|---|---|---|
| Zerg Swarm | Faction Card | - |
| Accelerating Creep | Creep Card | 0 |
| Evolution Chamber | Tactical Card | 30 |
| Overseer | Tactical Card | 25 |
| Hydralisk Den | Tactical Card | 35 |
| Supply Drop | Mission Card | - |
| Gather the Resources | Mission Card | - |
| Abandoned Camp | Deployment Card | - |
| Dirt Side |
Zerg – Founders Edition Starter
| Unit | Models | Upgrades | Supply Value | Cost |
|---|---|---|---|---|
| Zergling | 12 | - | 1 | 180 |
| Kerrigan Swarm Raptor (Zergling) | 6 | - | 1 | 250 |
| Roach | 3 | - | 1 | 170 |
| Queen | 1 | - | 1 | 150 |
| Kerrigan | 1 | - | 1 | 250 |
| Card | Type | Cost |
|---|---|---|
| Kerrigan's Swarm | Faction Card | - |
| Malignant Creep | Creep Card | 10 |
| Evolution Chamber | Tactical Card | 30 |
| Overseer | Tactical Card | 25 |
| Spawning Pool | Tactical Card | 25 |
| Frontlines | Mission Card | - |
| Hold Position | Mission Card | - |
| Frontier | Deployment Card | - |
| Char Plains |
Protoss – Starter
| Unit | Models | Upgrades | Supply Value | Cost |
|---|---|---|---|---|
| Zealot | 3 | My Life for Aiur, Leg Enhancements, We Stand as One | 2 | 210 |
| Adept | 4 | Resonating Glaives, Glaive Strike | 1 | 190 |
| Sentry | 2 | Solid-Field Projectors, Hallucination | 1 | 180 |
| Stalker | 1 | Path of Shadows, Fury of the Nerazim | 1 | 210 |
| Stalker | 1 | Path of Shadows, Fury of the Nerazim | 1 |
| Card | Type | Cost |
|---|---|---|
| Daelaam | Faction Card | - |
| Forge | Tactical Card | 30 |
| Twilight Council | Tactical Card | 45 |
| Observer | Tactical Card | 25 |
| Hold Position | Mission Card | - |
| Gather the Resources | Mission Card | - |
| Abandoned Camp | Deployment Card | - |
| Frontier | Deployment Card | - |
Protoss – Founders Edition Starter
| Unit | Models | Upgrades | Supply Value | Cost |
|---|---|---|---|---|
| Zealot | 3 | My Life for Aiur | 2 | 170 |
| Praetor Guard (Zealot) | 3 | - | 2 | 280 |
| Adept | 4 | Glaive Strike | 1 | 170 |
| Sentry | 2 | - | 1 | 130 |
| Artanis | 1 | - | 1 | 250 |
| Card | Type | Cost |
|---|---|---|
| Khalai | Faction Card | - |
| Gateway | Tactical Card | 25 |
| Warp Prism | Tactical Card | 35 |
| Observer | Tactical Card | 25 |
| Frontlines | Mission Card | - |
| Divide and Conquer | Mission Card | - |
| Frontier | Deployment Card | - |
| Char Plains | Deployment Card | - |
MAP LAYOUTS
The printed rulebook closes with pre-made terrain maps (see Part 9.3: roll a D6 for Standard Engagement or a D3 for Skirmish Engagement). The maps themselves are diagrams with distances marked in 6" steps along each table edge and cannot be reproduced as text; only the terrain key and the pieces required to assemble each map are transcribed here. The Index page of the printed rulebook is omitted.
Terrain Key: Head Statue, Statue Shard, Vespene Geyser, Shrubs A, Shrubs B, Protoss Banner, Temple Obelisk, Wall Set 1, Wall Set 2, Wall Set 3, Wall Set 4, Wall Set 5, Wall Set 6, Lost Temple Ramp.
Standard Engagement maps (36" × 54" table; six maps, printed pages 116–121)
Maps 1–4 (printed pages 116–119) each require: 2 × Head Statue, 2 × Statue Shard, 2 × Vespene Geyser, 4 × Shrubs A, 4 × Shrubs B, 2 × Protoss Banner, 2 × Temple Obelisk, 2 × Wall Set 1, 2 × Wall Set 2, 2 × Wall Set 3, 2 × Wall Set 4, 2 × Wall Set 5, 2 × Wall Set 6.
Maps 5–6 (printed pages 120–121) each require the same pieces plus 2 × Lost Temple Ramp.
Skirmish Engagement maps (36" × 36" table; three maps, printed pages 122–124)
Maps 1–2 (printed pages 122–123) each require: 1 × Head Statue, 1 × Statue Shard, 1 × Vespene Geyser, 2 × Shrubs A, 2 × Shrubs B, 1 × Protoss Banner, 1 × Temple Obelisk, 1 × Wall Set 1, 1 × Wall Set 2, 1 × Wall Set 3, 1 × Wall Set 4, 1 × Wall Set 5, 1 × Wall Set 6.
Map 3 (printed page 124) requires the same pieces plus 1 × Lost Temple Ramp.