StarCraft TMG
The Nature of the Game
Part 1 · Learn to Play
WORKED EXAMPLE:
Part 1 · Learn to Play
STARTING ROUNDS
Part 1 · Learn to Play
ROUND 1:
Part 1 · Learn to Play
MOVEMENT PHASE
Part 1 · Learn to Play
ROUND 1:
Part 1 · Learn to Play
ASSAULT PHASE
Part 1 · Learn to Play
ROUND 1:
Part 1 · Learn to Play
COMBAT PHASE
Part 1 · Learn to Play
ROUND 1:
Part 1 · Learn to Play
SCORING PHASE
Part 1 · Learn to Play
ROUND 2:
Part 1 · Learn to Play
MOVEMENT PHASE
Part 1 · Learn to Play
ROUND 2:
Part 1 · Learn to Play
ASSAULT PHASE
Part 1 · Learn to Play
ROUND 2:
Part 1 · Learn to Play
COMBAT PHASE
Part 1 · Learn to Play
ROUND 2:
Part 1 · Learn to Play
SCORING PHASE
Part 1 · Learn to Play
Quick Start Rules
Core Concepts
Quick Start Rules
1. What You Need
Quick Start Rules
2. Measuring
Quick Start Rules
3. Dice & Tests (Part 3)
Quick Start Rules
4. Reading a Unit Card (Part 5)
Quick Start Rules
5. The Supply System (Part 6)
Quick Start Rules
6. Abilities & Cards
Quick Start Rules
7. The Game Round Sequence (Part 8)
Quick Start Rules
8. Phase 1: Movement (8.4)
Quick Start Rules
Deploy (8.5.5)
Quick Start Rules
Move (8.5.3)
Quick Start Rules
Coherency (4.4)
Quick Start Rules
Disengage (8.5.4)
Quick Start Rules
Hold
Quick Start Rules
Flying Units (8.5.3)
Quick Start Rules
9. Phase 2: Assault (8.6)
Quick Start Rules
Ranged Attack: Eligibility (8.7.3)
Quick Start Rules
Line of Sight (7.1)
Quick Start Rules
Ranged Attack Resolution (8.7.4)
Quick Start Rules
Charge (8.7.7)
Quick Start Rules
10. Phase 3: Combat (8.8)
Quick Start Rules
Close Combat Attack (8.8.1)
Quick Start Rules
11. Phase 4: Scoring & Cleanup (8.9)
Quick Start Rules
12. A Round at a Glance
Quick Start Rules
Part 2 · Core Concepts
2.1 MODELS
Part 2 · Core Concepts
2.2 UNITS
Part 2 · Core Concepts
2.3 BASES
Part 2 · Core Concepts
2.4 TAGS
Part 2 · Core Concepts
2.5 PLAYER ROLES
Part 2 · Core Concepts
2.6 KEYWORDS AND RULE PRIORITY
Part 2 · Core Concepts
2.7 ABILITY TYPES
Part 2 · Core Concepts
Part 3 · Dice and Rolling
3.1 DICE
Part 3 · Dice and Rolling
3.2 ROLL-OFFS
Part 3 · Dice and Rolling
3.3 RE-ROLLS
Part 3 · Dice and Rolling
3.4 MODIFIERS
Part 3 · Dice and Rolling
3.5 FIXED ADDITIONS
Part 3 · Dice and Rolling
3.6 AUTOMATIC RESULTS
Part 3 · Dice and Rolling
3.7 TESTS
Part 3 · Dice and Rolling
3.8 COCKED DICE
Part 3 · Dice and Rolling
Part 4 · Measuring and Movement
4.1 MEASURING DISTANCES
Part 4 · Measuring and Movement
4.2 WITHIN VS. WHOLLY WITHIN
Part 4 · Measuring and Movement
4.3 THE LEADING MODEL
Part 4 · Measuring and Movement
4.4 UNIT COHERENCY
Part 4 · Measuring and Movement
4.5 DIRECTLY TOWARDS & DIRECTLY AWAY
Part 4 · Measuring and Movement
4.6 GAP CLEARANCE AND MODEL SIZE
Part 4 · Measuring and Movement
Part 5 · Cards and Characteristics
5.1 UNIT CARDS
Part 5 · Cards and Characteristics
5.2 SPECIAL RULES AND UPGRADES
Part 5 · Cards and Characteristics
5.3 TACTICAL CARDS
Part 5 · Cards and Characteristics
5.4 FACTION CARDS
Part 5 · Cards and Characteristics
5.5 MISSION CARDS
Part 5 · Cards and Characteristics
5.6 DEPLOYMENT CARDS
Part 5 · Cards and Characteristics
Part 6 · The Supply System
6.1 THE SUPPLY PROFILE
Part 6 · The Supply System
6.2 HOW SUPPLY IS USED
Part 6 · The Supply System
Part 7 · The Battlefield
7.1 LINE OF SIGHT
Part 7 · The Battlefield
LoS AND COVER SUMMARY TABLE
Part 7 · The Battlefield
7.2 ENGAGEMENT AND ENGAGEMENT RANGE
Part 7 · The Battlefield
7.3 MARKERS AND TOKENS
Part 7 · The Battlefield
7.4 DESTROYED UNITS
Part 7 · The Battlefield
Part 8 · The Game Sequence
8.1 ROUNDS AND PHASES
Part 8 · The Game Sequence
8.2 THE ACTIVATION SYSTEM
Part 8 · The Game Sequence
8.3 DEPLOYMENT AND RESERVES
Part 8 · The Game Sequence
8.4 PHASE 1: THE MOVEMENT PHASE
Part 8 · The Game Sequence
8.5 MOVEMENT PHASE ACTIONS
Part 8 · The Game Sequence
8.6 PHASE 2: THE ASSAULT PHASE
Part 8 · The Game Sequence
8.7 ASSAULT PHASE ACTIONS
Part 8 · The Game Sequence
8.8 PHASE 3: THE COMBAT PHASE
Part 8 · The Game Sequence
8.9 PHASE 4: THE SCORING & CLEANUP PHASE
Part 8 · The Game Sequence
8.10 THE FINAL SCORE
Part 8 · The Game Sequence
Part 9 · Preparing for Battle
9.1 ARMY BUILDING
Part 9 · Preparing for Battle
9.2 MISSION SELECTION AND THE DRAFT
Part 9 · Preparing for Battle
9.3 BATTLEFIELD SETUP
Part 9 · Preparing for Battle
Part 10 · Advanced Rules
10.1 SPECIAL ABILITIES
Part 10 · Advanced Rules
10.2 ACTIVE ABILITIES (FULL RULES )
Part 10 · Advanced Rules
10.3 PASSIVE ABILITIES (FULL RULES )
Part 10 · Advanced Rules
10.4 REACTION ABILITIES (FULL RULES )
Part 10 · Advanced Rules
10.5 TACTICAL CARDS & FACTION CARDS
Part 10 · Advanced Rules
Terran Cards
Unit Cards
Terran Cards
Marine
Terran Cards
Marauder
Terran Cards
Medic
Terran Cards
Jim Raynor
Terran Cards
Point Defense Drone
Terran Cards
Raynor's Raider (Marine)
Terran Cards
Goliath
Terran Cards
Siege Tank
Terran Cards
Tactical & Faction Cards
Terran Cards
Terran Armed Forces
Terran Cards
Raynor's Raiders
Terran Cards
Barracks
Terran Cards
Engineering Bay
Terran Cards
Academy
Terran Cards
Supply Depot
Terran Cards
Orbital Command
Terran Cards
Dropship
Terran Cards
Factory
Terran Cards
Armory
Terran Cards
Barracks (Tech Lab)
Terran Cards
Barracks (PROXY)
Terran Cards
Factory (Tech Lab)
Terran Cards
Zerg Cards
Unit Cards
Zerg Cards
Hydralisk
Zerg Cards
Kerrigan
Zerg Cards
Omega Worm
Zerg Cards
Kerrigan Swarm Raptor (Zergling)
Zerg Cards
Queen
Zerg Cards
Roach
Zerg Cards
Corpser (Roach)
Zerg Cards
Roachling
Zerg Cards
Vile (Roach)
Zerg Cards
Zergling
Zerg Cards
Raptor (Zergling)
Zerg Cards
Swarmling (Zergling)
Zerg Cards
Ravager
Zerg Cards
Tactical & Faction Cards
Zerg Cards
Zerg Swarm
Zerg Cards
Kerrigan's Swarm
Zerg Cards
Malignant Creep
Zerg Cards
Accelerating Creep
Zerg Cards
Overseer
Zerg Cards
Hatchery
Zerg Cards
Evolution Chamber
Zerg Cards
Hydralisk Den
Zerg Cards
Overlord
Zerg Cards
Lair
Zerg Cards
Roach Warren
Zerg Cards
Spawning Pool (Six Pool)
Zerg Cards
Spawning Pool
Zerg Cards
Cocoon
Zerg Cards
Protoss Cards
Unit Cards
Protoss Cards
Adept
Protoss Cards
Artanis
Protoss Cards
Praetor Guard (Zealot)
Protoss Cards
Pylon
Protoss Cards
Sentry
Protoss Cards
Stalker
Protoss Cards
Zealot
Protoss Cards
Immortal
Protoss Cards
Zeratul
Protoss Cards
Nerazim Watchers (Adept)
Protoss Cards
Tactical & Faction Cards
Protoss Cards
Khalai
Protoss Cards
Daelaam
Protoss Cards
Nerazim
Protoss Cards
Gate Chronoboosted
Protoss Cards
Gateway
Protoss Cards
Warp Prism
Protoss Cards
Overcharged Nexus
Protoss Cards
Twilight Council
Protoss Cards
Warp Gate
Protoss Cards
Nexus
Protoss Cards
Observer
Protoss Cards
Forge
Protoss Cards
Power Field
Protoss Cards
Void Seeker
Protoss Cards
Robotics Facility
Protoss Cards
Mission & Deployment Cards
Mission Cards
Mission & Deployment Cards
Supply Drop — Standard Engagement
Mission & Deployment Cards
Supply Drop — Skirmish Level
Mission & Deployment Cards
Hold Position — Standard Engagement
Mission & Deployment Cards
Hold Position — Skirmish Level
Mission & Deployment Cards
Frontlines — Standard Engagement
Mission & Deployment Cards
Frontlines — Skirmish Level
Mission & Deployment Cards
Gather the Resources — Standard Engagement
Mission & Deployment Cards
Gather the Resources — Skirmish Level
Mission & Deployment Cards
Divide and Conquer — Standard Engagement
Mission & Deployment Cards
Divide and Conquer — Skirmish Level
Mission & Deployment Cards
Artefact Hunt — Standard Engagement
Mission & Deployment Cards
Artefact Hunt — Skirmish Level
Mission & Deployment Cards
Deployment Cards
Mission & Deployment Cards
Gauntlet — Standard Engagement
Mission & Deployment Cards
Typhoon — Standard Engagement
Mission & Deployment Cards
Acropolis — Standard Engagement
Mission & Deployment Cards
Proving Grounds — Standard Engagement
Mission & Deployment Cards
Breach — Standard Engagement
Mission & Deployment Cards
Meeting Engagement — Standard Engagement
Mission & Deployment Cards
Abandoned Camp — Skirmish Level
Mission & Deployment Cards
Agria Valley — Skirmish Level
Mission & Deployment Cards
Dirt Side — Skirmish Level
Mission & Deployment Cards
Frontier — Skirmish Level
Mission & Deployment Cards
Char Plains — Skirmish Level
Mission & Deployment Cards
Green Valleys — Skirmish Level
Mission & Deployment Cards
Map Layouts
Terrain Key
Map Layouts
Standard Engagement Maps
Map Layouts
Map 1
Map Layouts
Map 2
Map Layouts
Map 3
Map Layouts
Map 4
Map Layouts
Map 5
Map Layouts
Map 6
Map Layouts
Skirmish Engagement Maps
Map Layouts
Map 1
Map Layouts
Map 2
Map Layouts
Map 3
Map Layouts
Organised Play Guide
Roles and Requirements
Organised Play Guide
The Tournament Organiser (TO)
Organised Play Guide
The Head Judge
Organised Play Guide
Floor Judges
Organised Play Guide
What Players Need to Bring
Organised Play Guide
Models
Organised Play Guide
Event Size and Format
Organised Play Guide
Community Events
Organised Play Guide
Competitive Events
Organised Play Guide
Adjusting the Round Count
Organised Play Guide
Game Format
Organised Play Guide
Army Rosters
Organised Play Guide
What a Roster Is
Organised Play Guide
Dual List Format
Organised Play Guide
Submission and Publication
Organised Play Guide
Open Lists
Organised Play Guide
Illegal Rosters
Organised Play Guide
Tables and Terrain
Organised Play Guide
Table Size
Organised Play Guide
Layouts
Organised Play Guide
Mission Markers and Impassable Terrain
Organised Play Guide
Custom Terrain and Layouts
Organised Play Guide
Pairings
Organised Play Guide
Byes
Organised Play Guide
Drops
Organised Play Guide
Conceding a Game
Organised Play Guide
Round Length
Organised Play Guide
The Last Fifteen Minutes
Organised Play Guide
When Time Is Called
Organised Play Guide
Games That Didn't Get Far Enough
Organised Play Guide
Milestone Announcements
Organised Play Guide
End of Round
Organised Play Guide
Scoring and Standings
Organised Play Guide
Scoring a Game
Organised Play Guide
Games That Don't End Normally
Organised Play Guide
Standings Order
Organised Play Guide
The Two Opponent Metrics
Organised Play Guide
Which Games Count
Organised Play Guide
When to Calculate Them
Organised Play Guide
Checking Your Pairing Software
Organised Play Guide
The Pre-Game Sequence
Organised Play Guide
Step 1 · Roster Selection
Organised Play Guide
Step 2 · Setup
Organised Play Guide
Step 3 · Establishing Priority
Organised Play Guide
Step 4 · Mission Draft
Organised Play Guide
Step 5 · Deployment Draft
Organised Play Guide
Judging and Conduct
Organised Play Guide
Rules Disputes
Organised Play Guide
Penalties
Organised Play Guide
Pace of Play
Organised Play Guide
Code of Conduct
Organised Play Guide
Accessibility
Organised Play Guide
Side Events
Organised Play Guide
The Problem Side Events Solve
Organised Play Guide
Where They Fit
Organised Play Guide
What to Run
Organised Play Guide
One Rule
Organised Play Guide
Hobby Awards
Organised Play Guide
Running Them Well
Organised Play Guide
Chess Clocks
Organised Play Guide
General Etiquette
Organised Play Guide
Time Allocation and Setup
Organised Play Guide
Pausing the Clock
Organised Play Guide
Action Economy and Switching
Organised Play Guide
Running Out of Time
Organised Play Guide
Part 11 · Keyword Glossary
Part 12 · Quick Reference
12.1 PRE-GAME PROTOCOL
Part 12 · Quick Reference
12.2 ROUND SEQUENCE
Part 12 · Quick Reference
12.3 PHASE 1: MOVEMENT
Part 12 · Quick Reference
12.4 PHASE 2: ASSAULT
Part 12 · Quick Reference
12.5 PHASE 3: COMBAT
Part 12 · Quick Reference
12.6 PHASE 4: SCORING & CLEANUP
Part 12 · Quick Reference
12.7 CASUALTY REMOVAL
Part 12 · Quick Reference
12.8 TEMPLATE WEAPONS
Part 12 · Quick Reference
12.9 DISPUTE RESOLUTION
Part 12 · Quick Reference
12.10 UNITS AND UPGRADE POINTS
Part 12 · Quick Reference
TERRAN
Part 12 · Quick Reference
ZERG
Part 12 · Quick Reference
PROTOSS
Part 12 · Quick Reference
12.12 EXAMPLE ARMIES
Part 12 · Quick Reference
FAQ
Units & Characteristics
FAQ
How do Shields work, and can they be healed?
FAQ
When exactly is SHIELDED Status lost?
FAQ
How does non-lethal damage interact with SHIELDED Status?
FAQ
Can a destroyed Unit return to the game?
FAQ
Measuring & Movement
FAQ
How do you check if a Unit is Out of Coherency for the purpose of contesting objectives?
FAQ
Do Gap Clearance rules apply to gaps between models, or only to gaps in or between terrain?
FAQ
Can models be placed on the other side of an enemy unit during a Charge or Close Ranks action, even if there are no gaps?
FAQ
Can a Coherency Link pass through terrain, models, and gaps that the Leading Model could move through, or only gaps?
FAQ
Can I place a model onto High Ground from an Access Point using Coherency, or do I need to perform a Move action?
FAQ
With the Move or Run actions, can I move 0”?
FAQ
Does the Leading Model have to move its maximum distance during a “directly towards” or “directly away” move?
FAQ
What happens when a model cannot fit its base on High Ground?
FAQ
How do Gap Clearance checks work with High Ground, and can you move past a model that is less than an inch from its edge?
FAQ
Can a Ground Unit move directly between unconnected High Grounds?
FAQ
The Battlefield
FAQ
Can a model gain Direct Cover by being within 1” of any part of a terrain piece, even if that specific part is not between the model and the attacker, so long as the Line of Sight trace passes through that terrain?
FAQ
Can an objective marker be controlled while it is Deactivated?
FAQ
During the Mission and Deployment draft, when both players have the same card, do I remove a specific card or the card name?
FAQ
Are the long walls shown in the official map layouts treated as a single terrain feature or as multiple independent terrain pieces?
FAQ
Can a Flying or BURROWED Unit claim a Controlled Mission Marker in “Artefact Hunt”?
FAQ
In Supply Drop, which occurs first: rolling for Mission Marker Activation or the Priority Roll?
FAQ
Deployment, Entry Edges, & Zone of Influence
FAQ
If High Ground is touching the edge of the board, can a Unit deploy directly onto it?
FAQ
If High Ground is touching the edge of an Omega Worm or Pylon base, can a Unit deploy directly onto it?
FAQ
Does the Omega Network’s ability count as a player’s Entry Edge for rules like Photon Overcharge?
FAQ
Can a Unit deployed through a Pylon as an Entry Edge perform any additional actions or resolve abilities?
FAQ
Does the Omega Network’s ability generate a Zone of Influence (the restricted area extending 6” from a player’s Entry Edge)?
FAQ
How does deployment work for end-of-round deployment abilities (like Ventral Sacs, Ready For Dust-off, or Warp Conduit) that place a Unit from a marker?
FAQ
Can a Special Ability be used before deploying a Unit (e. g. , triggering Stimpack to increase its Speed)?
FAQ
What does “Nominated to deploy” mean?
FAQ
Can Units benefit from the Creep speed buff during their Deploy move?
FAQ
Attack Sequence
FAQ
Do Evade rolls work against Surge?
FAQ
Can ANTI-EVADE (or any other modifier) ever negate an Evade roll (or any other check) entirely?
FAQ
Can Ranged Attacks destroy target models that are outside of weapon range if they are within Line of Sight?
FAQ
When a Unit is engaged, and all of its models are in base-to-base contact, can you perform a Close Ranks action?
FAQ
How are models removed in close combat when fighting multiple enemy Units at once?
FAQ
When a Unit has multiple different ranged weapons, must you declare all targets before you begin rolling to hit?
FAQ
In what order are attacks using a Blast Template resolved?
FAQ
Abilities & Tactics Cards
FAQ
How do CP, BM, and PE resources work when paying for special abilities?
FAQ
Is a Unit considered within range of itself for its own abilities?
FAQ
Does activating a Tactical Card to use one of its abilities require an active Unit on the battlefield, even if the card doesn’t directly affect that Unit?
FAQ
Can a Unit use any number of Active abilities or Tactical Cards during its Activation?
FAQ
When resolving the Marauder’s Concussive Shells reaction, do you need Line of Sight to the charging Enemy Unit or to the Friendly Unit being charged?
FAQ
Can Raptors stack the IMPACT modifiers from Malignant Creep, the Evolution Chamber, and their Adrenal Overload ability?
FAQ
Can you stack Accelerating Creep with the Queen’s Creep Speed, Wild Mutation, or Roach Glial Reconstitution?
FAQ
Can an opponent place their models on a Faction Indicator (from Ventral Sacs, Ready For Dust-off, or Warp Conduit)?
FAQ
How do you resolve the PLACE (0) effect of Artanis’s Phase Prism ability?
FAQ
Can damage already assigned to a Unit be removed?
FAQ
Can Roaches move through a Force Field using Tunnelling Claws?
FAQ
Can a Size 3 Unit be PLACED into a Force Field to automatically remove it?
FAQ
Can Raptors move across Force Fields, since they can normally bypass terrain?
FAQ
When is ON CREEP checked for the movement bonus from Accelerating Creep?
FAQ
Can you use the Advanced Training reaction from the Academy if the card is already exhausted?
FAQ
Can you resolve Reaction Abilities outside of an activation?
FAQ
What counts as targeting a Structure?
FAQ
What is the difference between “select” and “target”?
FAQ
Can an Adept Unit use Psionic Transfer to “teleport” while carrying a claimed Mission Marker in the “Artefact Hunt” mission?
FAQ
Can Raynor’s Raiders use their Rapid Reinforcement ability to PLACE themselves from a Unit with the Structure Special Ability?
FAQ
Does the Combat Shield Special Ability grant an Evade roll against Non-Lethal Damage, Psionic Storm, or Plague?
FAQ
Keywords
FAQ
Does PINPOINT allow a Unit to ignore its own engagement and shoot at outside targets, or does it only allow targeting an engaged enemy?
FAQ
Can I remove a Creep Token by using the PLACE keyword?
FAQ
To benefit from the LOCKED IN keyword, must the attacking model be stationary, or does the target need to have Stationary Status?
FAQ
How does Indirect Fire work against a target Unit when only some of its models are visible?
FAQ
Since HIDDEN Units cannot be targeted from more than 4” away, how can “detection” abilities (such as Scanner Sweep, Oversight Mode, or Surveillance) affect them at a 6” range?
FAQ
When are abilities or effects with a “while within” condition checked?
FAQ
Can a Reaction ability with the REPEATABLE keyword be used multiple times during the same Activation?
FAQ
Do keywords like PRECISION, SURGE, or CRITICAL HIT apply to individual models, or do they apply to the entire Unit?
FAQ
How do abilities like PRECISION work when splitting attacks in combat against multiple enemy Units?
FAQ
Does morphing a Unit award Victory Points (VPs) to the opponent if the original Unit’s Supply Value is reduced?
FAQ
Does a MORPHED Unit award Victory Points (VPs) to the opponent when the Units’ Supply Value is reduced?
FAQ
If a Specialist model (like an AGG-12 Marine) is removed, can you keep the weapon in play by replacing another model that doesn’t have it?
FAQ
Can I use the Psionic Transfer ability to SET Adepts within Engagement Range?
FAQ
Templates & Spillover
FAQ
How do Blast Template abilities (like Psionic Storm or Plague) resolve without a physical “Primary Target” to establish a Target Point, Elevation Level, or Combat Tags?
FAQ
Does the Spillover requirement to “share the same Combat Tag as the Primary target” prevent a template from spilling over to models with different tags (e.g., from Light Zerglings to Armoured Roaches), or is it only meant to check Ground vs. Flying status?
FAQ
How does Guardian Shield interact with Spillover?
FAQ
How do keywords such as PRECISION (X) or CRITICAL HIT (X) interact with Spillover?
FAQ
A Special Thank You
FAQ
Army Builder

The Nature of the Game

THE NATURE OF THE GAME

asymmetry between Terran, Zerg, and Protoss, and the tension of holding a line or breaking through one. Whether you're playing a casual game with friends or competing at a tournament, everything here serves that goal. Each player is the general of an army. Before the game begins, you build that army by spending resources to recruit Units of Archon Studio miniatures, then wage war against your opponent. These rules are designed to capture the feel of StarCraft – the reaction-based gameplay, the distinct

Part 1 · Learn to Play

In this chapter18

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. TERRAN 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.

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! ZERG 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 Passive "Psionic Link" 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 HIDDEN. and 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 Damage Pool into the 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.

The first player to pass is James. He receives the First Player Marker and his Zergs will attack first in the Combat Phase! 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.

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, Mission and controlling 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 "Stim- Pack" – 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

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 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. 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 Engaged Unit 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.

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. 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!

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 Armour Roll fail their Damage. and receive 1 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.

Quick Start Rules

In this chapter13

The rules you need for your first battle. Numbers in brackets point to the matching part of the Core Rules.

Core Concepts

Every miniature is a model. A group of models forms a Unit, and they act as a single formation. Your Units are always Friendly to each other, while your opponent's Units are Enemy.

Every measurement, every Line of Sight check and every question of contact is resolved from one base to another base. The miniature's pose, weapons and scenic elements are ignored. On a flight stand, the bottom of the stand is the base.

  • Within X": any part of the base is inside the distance. A Unit is Within if at least one model's base is Within the distance.
  • Wholly Within X": the entire base fits inside the distance. A Unit is Wholly Within only if every model's base is Wholly Within.
  • Engagement Range is 1". A Ground Unit Within 1" of an Enemy Ground Unit is Engaged. Flying Units cannot be Engaged, even if their stand touches other bases.
  • Tags at the bottom of each Unit Card matter. Faction Tags (Terran, Zerg, Protoss, subfactions) are used in army building; Combat Tags (Ground, Flying, Armoured, Biological, Light, Mechanical, Psionic) decide which weapons can target which Units, and when Surge is used in an attack.

Rules priority: text on a Unit Card, Mission Card or Special Ability overrides the core rules. Keywords in BOLD CAPS always mean the same thing and never stack. Use the highest value.

1. What You Need

  • Two armies of StarCraft TMG miniatures, each with its Unit Cards, one Faction Card and suitable Tactical Cards.
  • One Mission Card and one Deployment Card.
  • Six-sided dice (D6) and a tape measure in inches.
  • Activation, Buff/Debuff and Mission Markers, plus the First Player Marker.
  • A battlefield with terrain: 36"×36" (Skirmish) or 36"×54" (Standard).

2. Measuring

All distances are measured in inches, from the nearest point of a base to the nearest point of another base.

  • Touching bases are 0" apart and count as within 1". This is called Base-to-Base.
  • You may measure anything, at any time, during any player's activation.
  • All measurements are horizontal, from a top-down view. Agree on distances and settle any dispute before taking an action.

3. Dice & Tests (Part 3)

The game uses six-sided dice (D6). To roll a D3, roll a D6, halve the result and round up (3.1).

TermMeaning
Tests (3.7)Roll a D6 against a Target Number (e.g. Hit 4+, Armour 5+). Equal or higher succeeds.
Modifiers (3.4)Modifiers change the Target Number, never the die. +1 makes it easier (5+ becomes 4+), -1 makes it harder. Apply all modifiers before rolling. A Target Number never goes below 2+ or above 6+.
Auto results (3.6)A natural 6 always succeeds, a natural 1 always fails. Nothing overrides this.
Null (–) (3.4)The Unit cannot test this characteristic. No modifier or ability can grant a roll against a null value. A test against it automatically fails.
Re-rolls (3.3)Roll the die again. The new result stands, even if it is worse. A die may only be re-rolled once unless stated otherwise.
Roll-off (3.2)Both players roll 2D6; the higher total wins. Re-roll ties until one side wins.

4. Reading a Unit Card (Part 5)

Everything a Unit does is on its card (5.1).

CharacteristicMeaning
Speed (5.1.2)The maximum distance in inches the Leading Model may travel in a Move action. A split value (4"/7") uses the second number only when the Unit has just one model.
Armour (5.1.3)The Target Number the defender needs to cancel a hit.
Evade (5.1.4)Used only when a rule grants an Evade Roll. The Target Number the defender needs to cancel a hit.
Hit Points (5.1.5)The damage one model can sustain before it is removed as a casualty.
Shield (5.1.6)If present, add it to the first model's HP. The Unit is Shielded until it receives damage equal to its Shield value. Shield cannot be healed back.
Size (5.1.7)Vertical height category, used for Line of Sight and terrain. A model equal to or smaller than a piece of terrain can hide behind it.
Supply Profile (5.1.8)How much supply the Unit uses when deployed. When casualties drop its supply, the opponent can score Victory Points.
Phase boxes (5.1.9)Which abilities and weapons are usable in which Phase.

Weapon profiles (5.1.10): a weapon is used either in the Assault Phase or in the Combat Phase.

FieldMeaning
RNGMaximum range at which the weapon can target an enemy. Melee weapons use "E" (Engagement Range).
TargetWhich enemy units it can hit: Ground, Flying or All.
RoARate of Attack: how many dice each model adds to the attack.
HitThe Target Number to score a hit.
Surge TypeThe Combat Tag that triggers the weapon's Surge.
S DiceThe die rolled for Surge (D3 or D6). The result is how many dice bypass the Armour roll and go straight to the Damage Pool (if no Evade rolls are made).
DMGDamage inflicted per die in the Damage Pool.
Keyword (Part 11)Special rules such as PIERCE or SIDEARM.

The back of a Unit Card lists the Upgrades (5.2) bought during army building (9.1). "FOR [weapon]" means the upgrade replaces that weapon. SPECIALIST (9.1.7) upgrades go to one nominated model only.

5. The Supply System (Part 6)

Armies do not deploy at full strength. Every Unit starts the game in Reserves and arrives in waves, governed by Supply.

Supply shapes the battle in several ways (6.2):

  • Deployment: the supply limit decides how much can arrive from Reserves. The combined supply on the battlefield can never exceed the limit, which rises each Round by the Supply Escalation value.
  • Objectives: to decide who controls an objective, add the supply value of each Unit within range; the player with the most controls it.
  • Victory Points: for every point of Supply you remove from an enemy Unit, you gain 1 VP.
  • Disengaging: a Unit whose Supply exceeds the combined Supply of the Enemies it is Engaged with can break away in the Movement Phase with no penalty and shoot normally in the next phase (8.5.4).

Available Supply = Supply Pool − the Total Current Supply of your Units already on the battlefield.

You may deploy a Unit only if its Current Supply Value fits within your Available Supply. Each player's supply is updated after every action.

Final Round: the Supply Pool is unlimited and everything left in Reserves may deploy. Units still in Reserves when the game ends count as destroyed and grant Victory Points to the opponent as if destroyed on the battlefield.

6. Abilities & Cards

Every Special Ability is one of three types (Part 10).

TypeMeaning
Active (10.2)Used when the Unit is activated, just before declaring its action or right after fully resolving one. Once per Round per Unit unless REPEATABLE.
Passive (10.3)Always on while the Unit is on the battlefield. Must be applied whenever possible.
Reaction (10.4)Used when a specific trigger occurs (an incoming attack, a Charge…) and declared at that moment. Each player resolves only one Reaction per Activation, and each named Reaction is used once per Round per Unit. If both players react to the same trigger, the Active Player resolves first.

Units in Reserves cannot use Special Abilities unless stated otherwise.

Tactical Cards (5.3) and the Faction Card (5.4) sit next to the battlefield. A card can be Exhausted (flipped face down) to use its ability or to generate its faction resource (Terran CP, Zerg BM, Protoss PE) to pay for other special abilities (10.5.1). Exhausted cards flip back during Cleanup at the end of every Round (10.5.2).

7. The Game Round Sequence (Part 8)

A game lasts up to 5 Rounds (set by the Mission Card). Each Round has four Phases played in order (8.1).

PhaseKey actions
1. MovementDeploy, Move, Disengage, Hold
2. AssaultRanged Attack, Charge, Run, Hold
3. CombatClose Ranks, Close Combat Attack
4. Scoring & CleanupControl Markers, score VP, cleanup

The activation system (8.2): in Phases 1–3 players alternate, activating one Unit at a time. The holder of the First Player Marker (7.3.2) chooses who activates first each Phase. An activated Unit performs exactly one action, then receives an Activation Marker.

Passing (8.2.1): on your turn in the Movement and Assault Phases you may Pass instead of activating (you must if you have no eligible Units). Once you Pass you are done for that Phase, and your opponent finishes their activations. The first player to Pass takes the First Player Marker for the next Phase. When passing, place activation markers by your remaining Units in the Movement Phase and flip them in the Assault Phase.

8. Phase 1: Movement (8.4)

At the start of the Phase, resolve any "Start of the Round" effects, check each player's Available Supply and add supply equal to the Escalation value. Then take turns activating Units. Each Unit takes one action below, or the player passes.

Deploy (8.5.5)

New Units join the battle.

  • Check the Unit's Current Supply Value against your Available Supply for this Round.
  • Each mission marks a line along the battlefield edge in a player's colour. This is your Entry Edge.
  • Treat your Entry Edge as the Leading Model's (4.3) base and move it up to the Unit's Speed onto the table, then set the rest of the Unit In Coherency (4.4).
  • The Unit cannot end inside the enemy's Zone of Influence (6" from their Entry Edge) and can never deploy Out of Coherency (8.3.3).

Move (8.5.3)

An Unengaged Unit moves across the battlefield to take objectives or set up an assault.

  • Pick one model as the Leading Model and move it up to the Unit's Speed, measuring the physical path. It cannot pass through Enemy models, Friendly models of other Units, or terrain of Size 2+. It cannot end Within 1" of an Enemy Ground Unit, overlapping anything, or off the table. It changes elevation only through Access Points.
  • Set the Unit's other models In Coherency around the Leading Model.

Coherency (4.4)

After any action that changes a Unit's position, every model must be Wholly Within 3" of the Leading Model and able to trace a Coherency Link to it: a model-to-model chain that cannot pass through other Units' models or terrain. A Unit Out of Coherency cannot control or contest Mission Markers. A model with no legal position (no Coherency Link) is removed as a casualty.

Disengage (8.5.4)

Sometimes the best decision is to live and fight another day.

  • Pick an Engaged Unit and move it using the normal Move rules. Every model must end outside the Engagement Range of all Enemies; those that cannot are destroyed. If the Leading Model cannot get out of Engagement Range, the Disengage fails and the Leading Model is removed.
  • The Unit cannot make a Ranged Attack or Charge in this Round's Assault Phase, unless its Supply value exceeds the combined Supply of the Enemies it was Engaged with.

Hold

Do nothing. Place an Activation Marker by the Unit.

Flying Units (8.5.3)

Flying Units ignore terrain and models while moving (point to point), are never Engaged, may end in contact with Ground models, and must end at least 1" from Enemy Flying Units. They cannot Charge, be Charged, or contest Markers.

9. Phase 2: Assault (8.6)

Check that every Unit's Activation Marker shows its Movement side. Then take turns activating Units. Each Unit takes one action only: Ranged Attack, Charge, Run (a normal Move) or Hold, or the player passes. Units in Reserves cannot act. The first to Pass takes the First Player Marker for Phase 3.

Ranged Attack: Eligibility (8.7.3)

Objectives win games, but shooting helps. A valid target must meet all of these:

  • At least one Visible model of the target Unit is Within the weapon's Range.
  • The target's Combat Tag matches the weapon's Target (Ground / Flying / All).
  • An Unengaged attacker cannot shoot an Engaged Unit; an Engaged attacker may only shoot Units it is Engaged with. An Engaged Unit that is still a valid target gets an Evade roll.

All models firing the same Weapon Profile shoot the same target. A Unit with SIDEARM profiles may split fire with its other weapons. Declaring a weapon forms a Batch of the same weapons; fully resolve one Batch before declaring the next.

Line of Sight (7.1)

LoS is checked from a bird's-eye view by tracing a straight line base to base. Terrain blocks LoS through Full Cover (terrain size equal to or bigger than both attacker and defender) or Direct Cover (the model is within 1" of terrain of equal or bigger size and the line crosses it). Close Quarters: when both models are within 1" of the same terrain piece and within 3" of each other, normal LoS applies. Gaps and openings within a terrain footprint block LoS unless agreed otherwise at setup.

Ranged Attack Resolution (8.7.4)

Rolled dice pass from the Attack Pool to the Armour Pool to the Damage Pool. Each die left in the Damage Pool inflicts the weapon's damage.

  1. Build the Attack Pool: add dice equal to each eligible model's RoA. If the weapon has S Dice, add one Surge Die of a different colour.
  2. Roll to Hit: each die equal to or above the weapon's Hit value moves to the Armour Pool. Discard the rest.
  3. Resolve Surge: if the target's Combat Tag matches the weapon's Surge Type, move dice equal to the Surge Die result from the Armour Pool straight to the Damage Pool (or to Evade if the defender may Evade), skipping Armour. Surge never moves more dice than are in the Armour Pool. If the Surge Type does not match, discard the Surge Die.
  4. Armour Rolls: the defender rolls the Armour Pool. Each die at or above the Armour value is discarded; failed saves move to the Damage Pool.
  5. Evade Rolls (only if a rule grants them, or the target is Engaged and hit by a Ranged Attack): dice at or above the Evade value are removed. Units with all models on High Ground against a lower attacker, Engaged Units, and Units with an ability granting Evade get an Evade Roll against Ranged Attacks.
  6. Damage & Casualties: multiply remaining dice by the weapon's DMG and add any Damage already on the Unit: this is the Total Damage. If it equals or exceeds a Visible model's HP, remove that model and subtract its HP. Leftover damage that cannot kill the next Visible model is recorded with a Damage Marker. You never remove more models than are Visible; if none are Visible, discard the rest (8.7.5).
  7. Template weapons (BT / FT): the template covers the target. Every model it touches at the same elevation is affected, if it is an eligible target type and the line to it is not blocked by Size 2+ terrain. The main target's Surge equals its number of affected models; other Units hit are resolved as separate Spillover Batches with no Surge (8.7.6).

Charge (8.7.7)

Sooner or later every StarCraft conflict ends in bloody close quarters.

  1. Only Ground Units can Charge (Flying Units can never Charge or be Charged). No Line of Sight is needed. Declare all targets before the Charge roll.
  2. Roll distance: roll 1D6 and add the charging Unit's Speed. This is the Charge Roll Distance, measured along the actual path.
  3. Check success: the Charge succeeds only if the Leading Model can legally end Wholly Within the Charge Roll Distance of its start, within 1" of every declared target, and not within 1" of any Enemy Unit you did not declare. Otherwise the Unit does not move and its activation ends.
  4. Move: set the Leading Model in base contact if possible, then the rest In Coherency: base contact first, then within Engagement Range, then as close as possible.

10. Phase 3: Combat (8.8)

Every Engaged Unit must act in this Phase. Players alternate activating one Engaged Unit at a time. Unengaged Units cannot act, and you Pass only when you have no Engaged Units left. After a Unit's activation in this Phase, remove its activation marker.

Close Combat Attack (8.8.1)

Claws, bayonets and psionic blades: anything to win the fight.

  1. Close Ranks (optional): move the Leading Model up to 3". It must end closer to the Unit(s) it is Engaged with and cannot drag the Unit into new Engagements. Reposition the rest for maximum base contact; models already in base contact are pinned and do not move.
  2. Declare attackers: every model in the Fighting Rank (within 1" of an Enemy model) and every model in the Supporting Rank (in base contact with a Friendly model of the same Unit in the Fighting Rank) attacks. LoS is not needed.
  3. Roll attacks: use the same three-pool sequence as a Ranged Attack, with Combat Phase weapons only. If a model has several, pick one. Evade applies only if an ability grants it in close combat.
  4. Remove casualties using the Engaged priority order (8.7.5): first models in neither rank, then the Supporting Rank, then the Fighting Rank. Models whose removal would break engagement with any Enemy Unit are removed last, even if they would otherwise go sooner.
  5. Post-combat: if no models remain within 1" of an Enemy, the Unit is instantly Unengaged; if it has not activated yet this Phase, it can no longer activate.

11. Phase 4: Scoring & Cleanup (8.9)

Go step by step, starting with the holder of the First Player Marker.

  1. Marker control: a Unit contests a Marker if it is on the battlefield, In Coherency, and has a model within 3" of the Marker with LoS at the same elevation. For each Marker, each player adds the Current Supply of their contesting Units; the higher total controls it. On a tie, nobody controls it (8.9.1).
  2. Score VP per the Mission Card. Both players score simultaneously (8.9.2).
  3. End of game check: the game ends at once if a special victory condition is met, if a player has no Units on the table or in Reserves (the survivor gains +10 VP), or the final Round is complete (8.9.3).
  4. End of the Round effects: the first player resolves theirs first (8.9.4).
  5. Cleanup & refresh: remove all tokens and markers except Damage Markers, Mission Markers, Faction Indicators and those that Stay in Play. Flip Exhausted cards face up (8.9.5).
  6. Initiative: the player with fewer VP takes the First Player Marker (roll-off on ties). Begin the next Round (8.9.6).

Final score (8.10): the highest total VP wins. At the start of the final Scoring Phase, Units still in Reserves count as destroyed for scoring. Ties use the Mission Card's tiebreaker; if still tied, or there is none, the game is a draw.

12. A Round at a Glance

Phase 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)

TermValue
Engagement Range1"
Coherency (to Leading Model)Wholly Within 3"
Close Ranks moveup to 3"
Charge distanceSpeed + 1D6
Marker contest rangeWithin 3" + LoS
Zone of Influence6" from Entry Edge
Game length5 Rounds (Mission Card)
Natural 6 / Natural 1always succeeds / always fails

Part 2 · Core Concepts

In this chapter7

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.

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.

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

In this chapter8

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.

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

In this chapter6

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 (ˮ) 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 0ˮ.
  • 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).

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.

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).

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.

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. 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. 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

In this chapter6

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. 1.  UNIT NAME 2. 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.

3. ARMOUR: The Target Number the defender must meet or exceed on a D6 to cancel a hit. 4. 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. 5. HIT POINTS (HP): Damage a single model must sustain before it is removed. 6. 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.

8 10

7. SIZE: The model's vertical height category, used for Line of Sight and terrain interaction. 8. SUPPLY PROFILE: Links the number of remaining models in the Unit to its Current Supply Value. Update immediately when casualties reduce the model count to a lower bracket. Supply is used for Deployment, Mission Marker Control, and Disengage checks. 9. PHASE BOXES: Special Abilities and weapon profiles available during specific Phases. 10.  WEAPON PROFILES: Each weapon is assigned to either the Assault Phase or the Combat Phase and may be used only during that phase. Each weapon profile lists:

  • [RNG] Range: Maximum effective distance. Melee weapons list E (Engagement Range). Some template weapons list FT.
  • Target: What the weapon can hit. Ground (Ground Units only), Flying (Flying Units only), or All (both Ground and Flying Units).
  • [RoA] Rate of Attack: Dice rolled per firing model.
  • Hit: Target Number required on a D6 to score a hit.
  • Surge Type: The Combat Tag that triggers the weapon's Surge efficiency.
  • S Dice: Die type rolled to determine Surge results (D3 or D6).
  • [DMG] Damage: Damage inflicted per die in the Damage Pool.
  • Keyword: Special rules on the weapon (e.g., PIERCE, SIDEARM).

11.  COMBAT TAGS: The Unit's Combat Tags. 12.  FACTION TAG: The Faction the Unit belongs to.

5.2 SPECIAL RULES AND UPGRADES

The reverse of each Unit Card lists optional Upgrades available during Army Building. 13.  UPGRADE: New abilities or weapons added to the profile. 14.  REPLACEMENTS (

  • FOR): An entry showing "
  • FOR [Weapon Name]" means the new weapon replaces the original entirely.

15.  COMBAT RANGE: The preferred distance this Unit seeks to maintain from enemy Units. 16. 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). 17. Flavour text describing the Unit's role. 18. 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).

1.  NAME: The name of the Tactical Card. 2. UNIQUE MARKING: If present, only one copy of this card may be included in an army. 3. FACTION TAGS: The Race Tag and any Sub- Faction Tags that determine which armies may include this card (Part 9.1.2). 4. 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. 5. 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. 6. SPECIAL ABILITIES: One or more Active, Passive, or Reaction Abilities resolved using the standard rules (Parts 10.1–10.4).

5

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. 1.  FACTION NAME: The name of the Faction. This may also function as a keyword referenced by other rules and abilities. 2. 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).

3. 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. 4. 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. 5. SPECIAL ABILITIES: One or more Active, Passive, or Reaction Abilities resolved using the standard rules (Parts 10.1–10.4).

5

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). 1.  NAME: The name of the Mission. 2. ENGAGEMENT SCALE: The game scale this mission is designed for (Skirmish, Standard, or Grand Offensive). 3. STARTING SUPPLY: The Supply Pool available to each player in Round 1.

4. SUPPLY ESCALATION: The amount by which the Supply Pool increases at the start of each subsequent Round. 5. GAME LENGTH: The number of Rounds played before the game ends (usually 5). 6. MISSION PARAMETERS: Setup instructions, Mission Marker states, and any special conditions that apply from the start of the game. 7. SCORING CONDITIONS: How players earn Victory Points at the end of each Round. 8. 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. 1.  NAME: The name of the Deployment layout. 2. ENGAGEMENT SCALE: The game scale this deployment is designed for (Skirmish, Standard, or Grand Offensive). 3. BATTLEFIELD DIMENSIONS: The required table size for this deployment. 4. ENTRY EDGES: The table edges assigned to each player. Units enter the battlefield from their assigned Entry Edge when deploying from Reserves.

5. 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. 6. 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

In this chapter2

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.

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. 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.

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".

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. 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. 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).

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. 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 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

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.

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 TABLE

LINE OF SIGHT - CORE RULES

RULE / CASERESULTDETAIL
BASE SYSTEM (§7.1)
LoS method2D TOP-DOWNTrace a straight line from any part of the attacker's base to any part of the target's base, viewed from directly above.
MeasurementHORIZONTAL ONLYVertical height never factors into Range or LoS checks.
Trace does not pass through Blocking Terrain✔ VISIBLENo further checks required.
Trace passes through Blocking Terrain◆ CHECK COVERApply Full Cover or Direct Cover rules (§7.1.1). Target may still be Visible.
Terrain footprint definitionOUTER EDGEGaps, windows, and doorways inside a terrain piece do block LoS.
EFFECTIVE SIZE & ELEVATION (§7.1.2)
Model on HIGH GROUNDMODEL+TERRAIN SIZEE.g. Marine (Size 2) on HIGH GROUND (Size 4) = Effective Size 6.
Terrain piece on HIGH GROUNDTERRAIN+TERRAIN SIZEThe same stacking rule applies to terrain set on elevated surfaces.
Model at GROUND LEVEL— NO BONUSEffective Size = model's own Size characteristic only.
ELEVATION DEAD ZONE (§7.1.1)
HIGH GROUND model traces LoS to the GROUND LEVEL model Within 1" of the terrain base✖ LoS BLOCKEDApplies in both directions. Neither model can see the other.
Close Quarters override (both Within 1" of the same terrain AND Within 3" of each other)✔ LoS RESTOREDStandard LoS rules apply. Dead Zone is ignored. Works in both directions.

COVER - FULL DECISION TABLE

COVER TYPECONDITIONLoS RESULTREFERENCE
FULL COVER
Full CoverTerrain Effective Size ≥ Effective Size of BOTH attacker AND target✖ LoS BLOCKED§7.1.1
DIRECT COVER
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 smallFull Cover fails, AND neither model is Within 1" of terrain (Direct Cover fails)✔ VISIBLE§7.1.1
Multiple small terrain piecesTrace passes through several pieces, but no single piece satisfies Full or Direct Cover✔ VISIBLE§7.1.1
Model not Within 1" of terrainTrace passes through terrain; Direct Cover proximity condition not met for that model✔ VISIBLE§7.1.1
HIGH GROUND COVER - EVADE BONUS
HIGH GROUND CoverALL models of defending Unit are Wholly Within HIGH GROUND (Size 3+), AND at least one attacking model is NOT Wholly Within HIGH GROUND◆ EVADE ROLL GRANTED§7.1.3
Attacker is also on HIGH GROUNDAll attacking models are Wholly Within HIGH GROUND✖ NO EVADE BONUS§7.1.3
COVER TYPECONDITIONLoS RESULTREFERENCE
FLYING UNITS
Full CoverWhen checking Line of Sight to or from a Flying model, ignore the Full Cover rule.✔ VISIBLE – NO COVER§7.1.1
Direct Cover targetFlying Units' Effective Size is always higher than the Effective Size of any terrain piece on the table.✔ VISIBLE – NO COVER§7.1.1
Direct Cover attackerLoS trace passes through terrain, AND target is Within 1" of that terrain AND terrain Effective Size ≥ target Effective Size✖ LoS BLOCKED (unless Close Quarters)§7.1.1
HIGH GROUND CoverFlying Units never benefit from HIGH GROUND Cover, regardless of their physical position on the battlefield.✖ NO EVADE BONUS§7.1.3

BLOCKING TERRAIN & ELEVATION - QUICK REFERENCE

SIZEBLOCKING?PASSABLE?
Size 0✖ NOT BLOCKING✔ PASS FREELY
Size 1✔ BLOCKING✔ PASS FREELY
Size 2✔ BLOCKING✖ CANNOT PASS
Size 2 - GRASS✔ BLOCKING◆ PASS (destroyed)
Size 3+✔ BLOCKING✖ CANNOT PASS
ELEVATIONHOW TO REACH / RULE
GROUND LEVELStanding on the battlefield
MID GROUNDHorizontal terrain Size 1–2
HIGH GROUNDHorizontal terrain Size 3+
Change elevationMust use an ACCESS POINT
Flying UnitsIgnore terrain; move point-to-point

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.
  • 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

In this chapter10

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:

PHASENAMEKEY ACTIONS
1The Movement PhaseDeploy, Move, Disengage, Hold
2The Assault PhaseRanged Attack, Charge, Run, Hold
3The Combat PhaseClose Ranks, Close Combat Attack
4The Scoring & Cleanup PhaseControl 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.

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.

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.

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.

After the action, set an Activation Marker (Movement side) next to the Unit.

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.

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.

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.

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.

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.

  • 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.

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.

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.

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.

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. 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.

Damage

  • Add any previously accumulated (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).

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.

8.7.6 TEMPLATE WEAPONS

BLAST TEMPLATE (BT) / FLAMER TEMPLATE (FT) 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.

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.

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.

If the Charge fails, the Unit does not move. Its activation ends immediately.

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.

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.

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.

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:

Line of Sight is not required. Eligible models strike the Enemy Unit as a whole.

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.

8.9 PHASE 4: THE SCORING & CLEANUP PHASE

Score, cleanup, set initiative. The first player initiates each step in order: 1. Determine Mission Marker Control 2. Score Victory Points 3. End of Game Check 4. Resolve End of the Round Effects 5. Cleanup & Refresh 6. 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.

MISSION MARKER - CALCULATING CONTROL

SCENARIOOUTCOMENOTES
HOW CONTROL IS DECIDED (§8.9.1)
Player A Supply > Player B Supply✔ PLAYER A CONTROLSSum Current Supply Value of all eligible contesting Units - not model count.
Player A Supply = Player B Supply◆ CONTESTEDNo change of control. Stays with current owner (or neutral if never held).
Only one player contests✔ THAT PLAYER CONTROLSIncludes the case where the only contesting Unit is at Supply 0.
No player contests● NO CHANGESticky Control - Marker stays with the current owner until actively reclaimed.
STICKY CONTROL (§8.9.1)
Controlled Marker - owner moves away✔ STAYS CONTROLLEDControl is only lost if the opponent ends a Scoring Phase with a higher Supply total.
Contested result (tied Supply)◆ NO TRANSFERTied Supply never transfers control. Current owner keeps it.
Once controlled - can it revert to neutral?✖ NEVER NEUTRAL AGAINOnce a player has taken control, the Marker cannot become neutral again.
MARKER AFFINITY (§9.2.1)
Markers 1 & 3● RED PLAYERAffinity is set after the draft is complete.
Markers 2 & 4● BLUE PLAYERAffinity is set after the draft is complete.
Marker 5— NEUTRALNo player affinity.

MISSION MARKER - CONTESTING ELIGIBILITY

CONDITIONREQUIRED?DETAIL
ELIGIBILITY TO CONTEST - ALL THREE MUST BE MET (§8.9.1)
Unit on the battlefield✔ REQUIREDUnits in Reserves cannot contest.
At least one model Within 3" of the Marker has LoS, on the same elevation✔ REQUIREDMeasured from base edge. LoS and elevation checks are both required.
Unit is In Coherency✔ REQUIREDOut of Coherency Units cannot contest or control any Marker.
SPECIAL STATES
Supply 0 Unit◆ CONDITIONALCan control a Marker if no Enemy Units contest it. Cannot win a contest.
BURROWED Unit✖ CANNOT CONTESTOverrides standard contesting rules regardless of position. (BURROWED)
Out of Coherency Unit✖ CANNOT CONTESTIneligible even if models are Within 3".
Flying Unit✖ CANNOT CONTESTAirborne Units do not hold ground. Overrides standard contesting rules regardless of position. (Flying)

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.

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

In this chapter3

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 pre- game 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:

SCALEMINERAL LIMITVESPENE LIMITBATTLEFIELD
SkirmishUp to 1 00010% of Minerals36" × 36"
StandardUp to 2 00010% of Minerals36" × 54"
Grand Offensive2 001+10% of Minerals36" × 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 · 1 Hero · 1 Support · 1 Air · 0 Elite

STEP 2 - PURCHASE TACTICAL CARDS, UP TO 200 VESPENE GAS

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)

Total army slots (Faction + Tactical Cards combined): 8 Core · 1 Hero · 3 Support · 1 Air · 2 Elite

STEP 3 - MUSTER UNITS, UP TO 2000 MINERALS

UNITCOMPOSITIONSUPPLYSLOTMINERALSSLOTS USED
Marine9 Models2Core2102 of 8
Marine9 Models2Core2102 of 8
Marine6 Models1Core1601 of 8
Marauder4 Models2Core2802 of 8
Marauder2 Models1Core1501 of 8
Jim Raynor1 Model1Hero2501 of 1
Medic3 Models1Support1101 of 3
Medic3 Models1Support1101 of 3
Goliath1 Model2Elite1902 of 2

1670 Total Minerals used on Units. 330 Minerals remain for upgrades or additional units.

Slots used: 8/8 Core · 1/1 Hero · 2/3 Support · 0/1 Air · 2/2 Elite

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.

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 pre- arranged 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.

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.

Part 10 · Advanced Rules

In this chapter5

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 ABILITYPASSIVE ABILITYREACTION ABILITY
When to UseImmediately before declaring an action or immediately after one fully resolvesAlways on – no trigger neededAt the exact moment the specified trigger occurs
Requires Activation?Yes – the Unit must be currently ActivatedNoNo
Player Decision?Yes – a deliberate choiceNo – automaticYes – must be declared at the trigger
FrequencyOnce per Round per Unit per named ability, unless REPEATABLEAlways active – no limitOnce per Round per Unit per named ability, unless REPEATABLE
Reactions per Activation--One Reaction per player per Activation
Can interrupt an action?No – only before or afterResolves as conditions are metYes – fires at the trigger point mid-sequence
In Reserves?No, unless the ability states otherwiseNo, unless the ability states otherwiseNo, unless the ability states otherwise
Effect DurationExpires at the End of the Round unless stated otherwisePermanent while the Unit remains on the battlefieldExpires at the End of the Round unless stated otherwise
Simultaneous Triggers-The controlling player chooses order. The Active Player resolves first if both players triggerThe Active Player resolves first
CostPay in full before resolvingNonePay in full before resolving

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.

Terran Cards

In this chapter2

Unit cards and Tactical/Faction cards for the Terran army.

Unit Cards

Marine

Core · Damage Dealer
Speed
Armour
Evade
HP
Size
4/7
5+
5+
2
2
Supply by models
1~3 models → Supply 04~6 models → Supply 17~9 models → Supply 2
Unit cost
6 models · 160 Minerals9 models · 210 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
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Movement Phase

StimpackActive1 CP This Unit suffers NON-LETHAL DAMAGE (2). This Unit gains BUFF Speed (3). Additionally, its C-14 Rifle and all Close Combat Weapons gain PRECISION (3).

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
C-14 Rifle12All23+LightD31–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StrikeEGround15+--1–

Upgrades Minerals by unit size▾

Movement Phase

Combat ShieldActive1 CP+20 / +30 6 / 9 This Unit is always eligible to make an Evade Roll against any Close Combat Attack targeting it and any Damage from an Enemy Special Ability.

Assault Phase

SlugthrowerPassive+10 / +20 6 / 9 When this Unit makes a Ranged Attack with a C-14 Rifle and the target is Within 8", that weapon gains ANTI-EVADE (1).

Grenades - FragPassive+10 / +10 6 / 9 When this Unit makes a Ranged Attack with a C-14 Rifle and the target is Within 8", that weapon's S Dice is replaced by D6.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
AGG-12↑ for C-14 Rifle+10 / +10 6 / 912Ground23+ArmouredD31LONG RANGE (18"), SPECIALIST
Rocket Launcher+40 / +40 6 / 912Ground43+--1INDIRECT FIRE, LONG RANGE (18"), SIDEARM, SPECIALIST

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Bayonet↑ for Strike+20 / +30 6 / 9EGround25+--1–

Marauder

Core · Tank
Speed
Armour
Evade
HP
Size
4/7
4+
6+
5
2
Supply by models
1 models → Supply 02 models → Supply 13~4 models → Supply 2
Unit cost
2 models · 150 Minerals4 models · 280 Minerals
Combat tags
Armoured, Biological, Ground
Base
50mm
Original cardOriginal card
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Movement Phase

StimpackActive1 CP This Unit suffers NON-LETHAL DAMAGE (2). This Unit gains BUFF Speed (3). Additionally, its Quad K12 and all Close Combat Weapons gain PRECISION (2).

Assault Phase

Concusive ShellsReaction1 CP When an Enemy declares a Charge against a Friendly Unit Within 8", that Enemy gains DEBUFF Speed (2).

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Quad K1212Ground33+ArmouredD31PIERCE Armoured (2)

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StrikeEGround24+--1–

Upgrades Minerals by unit size▾

Any Phase

Veteran of TarsonisPassive+20 / +30 2 / 4 While this Unit is Within 3" of a Mission Marker, its Armour characteristic is increased by 1.

Kinetic FoamPassive+20 / +40 2 / 4 Increase this Unit's Hit Points characteristic by 1.

Assault Phase

Laser Targeting SystemsPassive+20 / +40 2 / 4 This Unit's Quad K12 weapon gains LONG RANGE (16").

Medic

Support · Lifesaver
Speed
Armour
Evade
HP
Size
4/7
5+
5+
2
2
Supply by models
1 models → Supply 02~3 models → Supply 1
Unit cost
3 models · 110 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
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Any Phase

Life SupportReaction1 CP Use when another Friendly Biological Unit suffers Damage Within 4". Reduce the Total Damage before allocation by 1 for each model in this Unit that is Within 4" of the damaged Unit.

RestorationReaction1 CP Use when a Friendly Unit Within 4" receives a DEBUFF. Remove all DEBUFFS from it.

Movement Phase

MedpackActive1 CP Select another Friendly Biological Unit Within 4". Resolve the HEAL (X) effect for the targeted Unit, where X is the number of models in this Unit that are Within 4" of the target Unit.

Optical FlareActive2 CP Select one Enemy Unit Within 12". Until the End of the Round, apply DEBUFF Range (4) to that Unit's Ranged Weapons. That Unit cannot benefit from LONG RANGE.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StrikeEGround15+--1–

Upgrades Minerals by unit size▾

Any Phase

Advanced Medic FacilitiesPassive+60 3 models This Unit's Supply Value counts as 0 when calculating the Supply Pool.

A-13 Flash Grenade LauncherPassive+20 3 models Increase the Optical Flare special ability's Range to 16".

Stabilizer MedpacksPassive+30 3 models When this Unit resolves a Life Support or Medpack ability, treat it as having 1 additional model Within Range for calculating that ability's effects.

Jim Raynor

Hero · Tactician
Speed
Armour
Evade
HP
Size
7
4+
5+
8
2
Supply by models
1 models → Supply 1
Unit cost
1 models · 250 Minerals
Combat tags
Biological, Ground
Base
40mm
Original cardOriginal card
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Any Phase

CommanderPassive Treat this Unit's Supply characteristic as increased by 1 for Controlling and Contesting Mission Markers, completing objectives, and resolving Disengage checks.

Freedom FightersPassive The Supply Value of all Friendly Units Within 8" of this Unit cannot be reduced below 1 for Contesting Mission Markers and completing objectives.

Movement Phase

OrdersActive X CP REPEATABLE. Select another Friendly Biological Unit Within 8", spend CP and apply one of the following effects: 1 CP : That Unit's first used weapon gains the CRITICAL HIT (2). 1 CP : That Unit ignores the Disengage penalty for the remainder of the Round. 2 CP : Remove the Activation Marker from that Unit.

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Commando Rifle18All33+ArmouredD31BULKY, PIERCE Armoured (3)
“Justice” Revolver6Ground23+--2ANTI-EVADE (2), SIDEARM, PINPOINT

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
BayonetEGround24+LightD31–

Upgrades Minerals by unit size▾

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
C-14 Rifle↑ for Commando Rifle+0 1 models12All63+LightD3+11BURST FIRE 8" (3)

Point Defense Drone

Raynor's RaidersLifesaver
Speed
Armour
Evade
HP
Size
-
6+
6+
3
-
Supply by models
1 models → Supply 0
Unit cost
Summoned (no cost)
Combat tags
Armoured, Flying, Mechanical
Base
32mm
Original cardOriginal card
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Any Phase

Point Defense LaserPassive When another Friendly Unit Within 4" is targeted by a Ranged Attack without the INSTANT keyword, remove up to 2 dice from the Attack Pool. Then remove this Unit from the battlefield.

GlidingPassive This model has DISPLACEMENT.

StructurePassive This Unit cannot be Activated in any Phase and cannot perform actions. Additionally, its Current Supply Value is treated as 0, and it can never Control or Contest Mission Markers, ignoring the standard Zero Supply Exception. This Unit cannot be a target of an ability, unless stated otherwise.

Raynor's Raider (Marine)

Raynor's RaidersCore · Damage Dealer
Speed
Armour
Evade
HP
Size
4/7
5+
5+
2
2
Supply by models
1~6 models → Supply 1
Unit cost
6 models · 230 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
Original card · tap to enlarge

Movement Phase

StimpackActive1 CP This Unit suffers NON-LETHAL DAMAGE (2). This Unit gains BUFF Speed (3). Additionally, its C-14 Rifle and all Close Combat Weapons gain PRECISION (3).

Rapid ReinforcementsPassive When this Unit is nominated to deploy from Reserves, it may resolve the PLACE (10) effect from another Friendly Unit. No model may be set Within 8" of any Enemy model. This Unit's Activation ends.

Raiders Roll!Passive When this Unit is nominated to deploy from Reserves, it may resolve its Stimpack ability with the CP cost reduced by 1 (to a minimum of 0).

Assault Phase

SlugthrowerPassive When this Unit makes a Ranged Attack with a C-14 Rifle and the target is Within 8", that weapon gains ANTI-EVADE (1).

Grenades - FragPassive When this Unit makes a Ranged Attack with a C-14 Rifle and the target is Within 8", that weapon's S Dice is replaced by D6.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
C-14 Rifle12All23+LightD31–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
BayonetEGround25+--1–

Goliath

Elite · Damage Dealer
Speed
Armour
Evade
HP
Size
7
4+
-
10
3
Supply by models
1 models → Supply 2
Unit cost
1 models · 190 Minerals
Combat tags
Armoured, Mechanical, Ground
Base
80mm
Original cardOriginal card
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Movement Phase

Target LockActive1 CP Select one Enemy Unit Within 12". Whenever a Friendly Goliath Unit targets that enemy with an Autocannon, that weapon gains Surge Type: Light, Armoured, and S Dice: D3+1.

Assault Phase

IndomitablePassive While Engaged, this Unit may target and be targeted by Unengaged Enemy Units. In both cases, the defending Unit gains an Evade Roll against those attacks.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (4) 3+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Autocannon12Ground94+--1LONG RANGE (18")
Underbelly Machine Gun8Ground63+LightD31PINPOINT, SIDEARM
Hellfire Missiles16Flying63+LightD31ANTI-EVADE (1), SIDEARM

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StompEGround45+--1–

Upgrades Minerals by unit size▾

Any Phase

Ares-class Targeting SystemPassive+20 1 models This Unit's Autocannon and Underbelly Machine Gun weapons gain PRECISION (1).

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Scatter Missiles↑ for Hellfire Missiles+30 1 models18Ground65+LightD31INDIRECT FIRE, LOCKED IN (6), LONG RANGE (24"), SIDEARM
Haywire Missiles↑ for Hellfire Missiles+40 1 models12Ground33+ArmouredD31PIERCE Armoured (3), SIDEARM

Siege Tank

Elite · Damage Dealer
Speed
Armour
Evade
HP
Size
7
5+
-
14
2
Supply by models
1 models → Supply 2
Unit cost
1 models · 220 Minerals
Combat tags
Armoured, Mechanical, Ground
Base
150mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

LargePassive When this Unit's Leading Model moves, it cannot pass through physical gaps smaller than 3" wide, regardless of its size. If the Leading Model's path of travel passes through, or any model in this Unit ends its movement on a Size 0 or Size 1 Impassible Terrain piece (excluding Tokens) during any movement action, that terrain piece is immediately removed from the game.

Heavy PlatingPassive When this Unit resolves an Armour Roll, it gains TOUGH (1), provided it does not currently have the SIEGE MODE Status.

Assault Phase

IndomitablePassive While Engaged, this Unit may target and be targeted by Unengaged Enemy Units. In both cases, the defending Unit gains an Evade Roll against those attacks.

Point BlankPassive While this Unit has the SIEGE MODE Status, it cannot target Enemy Units it is Engaged with.

Aftershock RoundsPassive When this Unit has the SIEGE MODE Status, its Damage characteristic is treated as equal to the Size characteristic of the current target Unit (to a minimum of 1).

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (4) 3+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Twin Cannon12Ground83+ArmouredD61PIERCE Armoured (2)
Shock Cannon18GroundBT+44+Light, ArmouredBT1SIEGE MODE Status

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Rolling OverEGround22+--1–

Upgrades Minerals by unit size▾

Movement Phase

Mode TransformationActive1 CP+20 1 models The active Unit gains or loses the SIEGE MODE Status. While this Unit has the SIEGE MODE Status, its Size characteristic is treated as if it was 3.

Coordinated StrikeActive0 CP+20 1 models Target a Friendly Non-Engaged Unit on the battlefield (Line of Sight is not required). When this Unit resolves a Ranged Attack using the Shock Cannon weapon profile this Round, it may choose to ignore the weapon's standard Range characteristic. If it does, it may target an Enemy Unit that is Within 8" of, and Visible to, a model of the selected Friendly Unit, treating that model as the acting model.

Assault Phase

Shaped BlastReaction0 CP+10 1 models Once per Game. When this Unit declares a Ranged Attack action. If this Unit has SIEGE MODE Status, its weapon gains PINPOINT and LOCKED IN (4).

Smart ShellsReaction0 CP+10 1 models Once per Game. When this Unit declares a Ranged Attack action. If this Unit has SIEGE MODE Status, its weapon gains INDIRECT FIRE and LONG RANGE (24).

Tactical & Faction Cards

Terran Armed Forces

Faction CardUnique
Army slots
3 × CORE, 1 × ELITE, 1 × SUPPORT, 1 × AIR
When Exhausted
1 CP

Movement Phase

Tactical RetreatActive The active Unit ignores the Disengage penalty for the remainder of the Round.

Terran TenacityActive Once per Game. Immediately claim the First Player Marker. No other player may claim the First Player Marker for the remainder of this Phase.

Original cardOriginal card
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Raynor's Raiders

Faction CardUniqueRaynor's Raiders
Army slots
3 × CORE, 1 × HERO, 1 × SUPPORT, 1 × AIR
When Exhausted
1 CP

Movement Phase

Rapid IngressActive Set a Friendly Point Defence Drone Unit anywhere on the battlefield, more than 1" away from any Enemy model. Remove this Unit at the End of the Round.

Original cardOriginal card
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Barracks

Tactical Card
Army slots
1 × CORE
When Exhausted
1 CP
Vespene Gas
25

Movement Phase

Go! Go! Go!Active The active Biological Unit performs a 2" Move action. This does not count towards its action limit.

Original cardOriginal card
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Engineering Bay

Tactical Card
Army slots
1 × CORE
When Exhausted
1 CP
Vespene Gas
25

Any Phase

Infantry ArmorReaction Use before a Friendly Biological Unit makes an Armour Roll. That Unit gains TOUGH (1) for this roll.

Assault Phase

Infantry WeaponsActive The active Biological Unit's first Ranged Weapon used gains CRITICAL HIT (1).

Original cardOriginal card
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Academy

Tactical CardUnique
Army slots
2 × SUPPORT
When Exhausted
1 CP
Vespene Gas
35

Any Phase

Advanced TrainingReaction Once per Round, when a Friendly Support Unit activates a Special Ability that costs CP, resolve that ability with its CP cost reduced by 1 (to a minimum of 0). Do not Exhaust this card.

Original cardOriginal card
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Supply Depot

Tactical CardUnique
Army slots
1 × CORE, 1 × ELITE, 1 × HERO
When Exhausted
1 CP
Vespene Gas
40

Movement Phase

Additional Supply DepotsActive The active Unit's Supply Value is improved by 1 for Controlling and Contesting Mission Markers and completing objectives.

Original cardOriginal card
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Orbital Command

Tactical CardUnique
Army slots
1 × CORE
When Exhausted
1 CP
Vespene Gas
25

Movement Phase

Comsat StationActive Select one table edge that is not a player's Entry Edge. Until the End of the Round, Enemy Units cannot Deploy from that edge.

Scanner SweepActive Set a Faction Indicator anywhere on the battlefield. While Enemy Units are Within 6" of this Faction Indicator, they lose HIDDEN Status.

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Dropship

Tactical CardUnique
Army slots
1 × CORE, 1 × SUPPORT
When Exhausted
1 CP
Vespene Gas
40

Movement Phase

Strap In!Active The active, Unengaged Ground Unit is returned to Reserves instead of performing an action.

Ready for Dust-offActive Set a Faction Indicator anywhere on the battlefield more than 10" away from any Enemy model. At the End of the Round, the controlling player may Deploy one Ground Unit from Reserves in base-to-base contact with this Faction Indicator.

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Factory

Tactical Card
Army slots
2 × ELITE
When Exhausted
1 CP
Vespene Gas
35

Movement Phase

Field RepairActive The active Mechanical Unit resolves the HEAL (2) effect.

Original cardOriginal card
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Armory

Tactical Card
Army slots
1 × ELITE
When Exhausted
1 CP
Vespene Gas
30

Any Phase

Vehicle PlatingReaction Use before a Friendly Mechanical Unit makes an Armour Roll. That Unit gains TOUGH (1) for this roll.

Assault Phase

Vehicle WeaponsActive The active Mechanical Unit's first Ranged Weapon used gain CRITICAL HIT (1).

Original cardOriginal card
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Barracks (Tech Lab)

Tactical CardUnique
Army slots
1 × CORE, 1 × ELITE
When Exhausted
2 CP
Vespene Gas
45

Movement Phase

Go! Go! Go!Active The active Biological Unit performs a 2" Move action. This does not count towards its action limit.

Assault Phase

Let's Have A Blast!Active The active Biological Unit's first Ranged Weapon used gains ANTI-EVADE (1).

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Barracks (PROXY)

Tactical CardUnique
Army slots
2 × CORE
When Exhausted
2 CP
Vespene Gas
40

Movement Phase

Go! Go! Go!Active The active Biological Unit performs a 2" Move action. This does not count towards its action limit.

Armed and ReadyActive The active Biological Unit Deploys from any table edge that is not a player's Entry Edge. No model may be placed Within 10" of any Enemy model. This ability cannot be used if another Friendly Biological Unit has already been Deployed this Round.

Original cardOriginal card
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Factory (Tech Lab)

Tactical CardUnique
Army slots
2 × ELITE
When Exhausted
1 CP
Vespene Gas
40

Movement Phase

Field RepairActive The active Mechanical Unit resolves the HEAL (2) effect.

Assault Phase

Pound 'em Flat!Active If the active Mechanical Unit has the Stationary Status, its first Ranged Weapon used gains PRECISION (2).

Original cardOriginal card
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Zerg Cards

In this chapter2

Unit cards and Tactical/Faction cards for the Zerg army.

Unit Cards

Hydralisk

Elite · Damage Dealer
Speed
Armour
Evade
HP
Size
4/8
5+
5+
4
2
Supply by models
1 models → Supply 12 models → Supply 23~4 models → Supply 3
Unit cost
2 models · 140 Minerals4 models · 260 Minerals
Combat tags
Biological, Light, Ground
Original cardOriginal card
Original card · tap to enlarge

Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Assault Phase

LungeReaction1 BM When another Friendly Unit Within 10" is the target of a Ranged Attack, after the attack is fully resolved, this Unit, if Unengaged, may perform a Move action Directly Towards the attacking Unit.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Needle Spines12All33+Light, ArmouredD3+12–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ScytheEGround24+--1–

Upgrades Minerals by unit size▾

Any Phase

Ancillary CarapacePassive+20 / +40 2 / 4 This Unit gains TOUGH (1) on the first Armour Roll of each Activation.

LurkingPassive+10 / +20 2 / 4 If this Unit has Stationary Status, it is eligible to make an Evade Roll against the first Ranged Attack targeting it this Round. If this Unit is ON CREEP, it gains +1 Modifier to this Evade Roll.

Movement Phase

Burrow AmbushPassive+20 / +40 2 / 4 When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Assault Phase

Grooved SpinesPassive+20 / +40 2 / 4 This Unit's Needle Spines ranged weapon gains LONG RANGE (16").

Kerrigan

Hero · Damage Dealer
Speed
Armour
Evade
HP
Size
7
5+
6+
9
2
Supply by models
1 models → Supply 1
Unit cost
1 models · 250 Minerals
Combat tags
Biological, Psionic, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

CommanderPassive Treat this Unit's Supply characteristic as increased by 1 for Controlling and Contesting Mission Markers, completing objectives, and resolving Disengage checks.

Movement Phase

Crushing GripActive1 BM Select one Enemy Unit Within 12". That Unit counts as Activated in this Phase (set an Activation Marker next to it).

Mutating CarapaceActive1 BM Select one Enemy Unit Within 18". This Unit is eligible to make an Evade Roll against all attacks made by the selected Enemy Unit, with a +2 Modifier applied to those Evade Rolls.

Assault Phase

Leaping StrikeActive1 BM If Unengaged, resolve the PLACE (6) effect.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (4) 4+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Energy Blast8All53+Light, ArmouredD31–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
BladesEGround64+--2CRITICAL HIT (2)

Omega Worm

Kerrigan's SwarmTactician
Speed
Armour
Evade
HP
Size
-
5+
-
10
3
Supply by models
1 models → Supply 0
Unit cost
Summoned (no cost)
Combat tags
Armoured, Biological, Ground
Base
80mm
Original cardOriginal card
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Any Phase

DetectionPassive While Enemy Units are Within 6" of this Unit, they lose HIDDEN Status.

Source of CreepPassive A Friendly or Enemy Ground Zerg Unit Within 6" of this Unit, counts as being ON CREEP.

StructurePassive This Unit cannot be Activated in any Phase and cannot perform actions. Additionally, its Current Supply Value is treated as 0, and it can never Control or Contest Mission Markers, ignoring the standard Zero Supply Exception. This Unit cannot be a target of an ability, unless stated otherwise.

Omega NetworkPassive The base of the Omega Worm counts as an Entry Edge. Each Round, Friendly Units with a combined Supply cost of 2 or less may be Deployed via this Entry Edge. If a Friendly Leading model finishes a Move, Disengage, or Run action in base-to-base contact with the Omega Worm, the controlling player may remove that Unit from the battlefield and return it to Reserves.

Kerrigan Swarm Raptor (Zergling)

Kerrigan's SwarmElite · Damage Dealer
Speed
Armour
Evade
HP
Size
5/9
5+
4+
2
1
Supply by models
1~3 models → Supply 04~6 models → Supply 1
Unit cost
6 models · 250 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Raptor StrainPassive This Unit can move through IMPASSABLE TERRAIN of Size 4 or less and change elevation without using ACCESS POINTS.

Assault Phase

LeapActive1 BM When determining Charge Distance for this Unit, add 2 to the Charge Distance.

Adrenal OverloadActive1 BM This Unit gains a +1 Modifier to all IMPACT Hit Rolls.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (2) 5+ effect.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround23+Light, ArmouredD61INSTANT

Queen

Support · Lifesaver
Speed
Armour
Evade
HP
Size
4
4+
-
9
3
Supply by models
1 models → Supply 1
Unit cost
1 models · 150 Minerals
Combat tags
Armoured, Biological, Psionic, Ground
Base
80mm
Original cardOriginal card
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Any Phase

Spawn Creep TumorActive1 BM Set a Creep Tumor token in base-to-base contact with this Unit.

TransfusionReaction1 BM Use when another Friendly Biological Unit (including a Structure) suffers Damage Within 4". Reduce the Total Damage before allocation by 2.

RestorationReaction1 BM Use when a Friendly Unit Within 4" receives a DEBUFF. Remove all DEBUFFS from it.

Psionic LinkPassive Once per Round, if there are at least 7 Friendly models Within 6" of this Unit, it may resolve its Special Ability with the BM cost reduced by 1.

Assault Phase

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (4) 3+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Talons6Ground44+LightD32–
Acid Spines12Flying44+Light, ArmouredD32–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
TalonsEGround34+--1–

Upgrades Minerals by unit size▾

Any Phase

Creep SpeedPassive+10 1 models While this Unit is ON CREEP, increase this Unit's Speed characteristic by 2.

Movement Phase

Domineering PresenceActive1 BM+10 1 models Select another Friendly Unit Within 6" (Line of Sight is not required). That Unit's Supply characteristic is increased by 1 for Controlling and Contesting Mission Markers and completing objectives.

Roach

Core · Tank
Speed
Armour
Evade
HP
Size
4/7
3+
5+
4
2
Supply by models
1 models → Supply 02~3 models → Supply 1
Unit cost
3 models · 170 Minerals
Combat tags
Armoured, Biological, Ground
Base
50mm
Original cardOriginal card
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Any Phase

BurrowActive2 BM If this Unit is Unengaged, it gains or loses the Burrowed Status.

Assault Phase

RegenerationPassive When this Unit becomes Activated, if it has the Burrowed Status, resolve the HEAL (2) effect.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (2) 4+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Acid Saliva8Ground33+--1–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround24+--1–

Upgrades Minerals by unit size▾

Any Phase

Tunneling ClawsPassive+10 3 models While this Unit has the Burrowed Status, it may perform the Move and Run actions without losing that Status. It may also move through other Units' bases.

Movement Phase

Glial ReconstitutionActive1 CP+20 3 models This Unit gains BUFF SPEED (1), or BUFF SPEED (2) if the Unit is ON CREEP.

Burrow AmbushPassive+20 3 models When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Assault Phase

Hydriodic BilePassive+10 3 models This Unit's Acid Saliva weapon gains Surge Type: Light, and S Dice: D3+1.

Corpser (Roach)

Core · Tank
Speed
Armour
Evade
HP
Size
4/7
3+
5+
4
2
Supply by models
1 models → Supply 02~3 models → Supply 1
Unit cost
3 models · 240 Minerals
Combat tags
Armoured, Biological, Ground
Base
50mm
Original cardOriginal card
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Any Phase

BurrowActive2 BM If this Unit is Unengaged, it gains or loses the Burrowed Status.

Movement Phase

Roachling InfestationActive2 BM Once Per Game. Resolve the SUMMON (Roachling) effect.

Assault Phase

RegenerationPassive When this Unit becomes Activated, if it has the Burrowed Status, resolve the HEAL (2) effect.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (3) 4+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Acid Saliva8Ground23+--1–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround34+LightD3+11–

Upgrades Minerals by unit size▾

Any Phase

Tunneling ClawsPassive+10 3 models While this Unit has the Burrowed Status, it may perform the Move and Run actions without losing that Status. It may also move through other Units' bases.

Movement Phase

Glial ReconstitutionActive1 CP+20 3 models This Unit gains BUFF SPEED (1), or BUFF SPEED (2) if the Unit is ON CREEP.

Burrow AmbushPassive+20 3 models When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Assault Phase

Hydriodic BilePassive+10 3 models This Unit's Acid Saliva weapon gains Surge Type: Light, and S Dice: D3+1.

Roachling

Tank
Speed
Armour
Evade
HP
Size
4/7
6+
6+
1
1
Supply by models
1~3 models → Supply 0
Unit cost
Summoned (no cost)
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
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Any Phase

Underdeveloped ClawsPassive This Unit cannot gain Burrowed Status.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround24+--1–

Vile (Roach)

Core · Tank
Speed
Armour
Evade
HP
Size
4/7
3+
5+
4
2
Supply by models
1 models → Supply 02~3 models → Supply 1
Unit cost
3 models · 200 Minerals
Combat tags
Armoured, Biological, Ground
Base
50mm
Original cardOriginal card
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Any Phase

BurrowActive2 BM If this Unit is not Engaged, it gains or loses the Burrowed Status.

Debilitating SalivaReaction1 BM Use when an Enemy Unit Within 8" of this Unit declares a Ranged Attack. Apply DEBUFF Hit (1) to each of that Unit's Ranged Weapons.

Assault Phase

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (1) 4+ effect.

RegenerationPassive When this Unit becomes Activated, if it has the Burrowed Status, resolve the HEAL (2) effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Acid Saliva8Ground43+--1–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Vile ClawsEGround24+--1–

Upgrades Minerals by unit size▾

Movement Phase

Tunneling ClawsPassive+10 3 models While this Unit has the Burrowed Status, it may perform the Move and Run actions without losing that Status. It may also move through other Units' bases.

Glial ReconstitutionActive1 BM+20 3 models This Unit gains BUFF SPEED (1), or BUFF SPEED (2) if the Unit is ON CREEP.

Burrow AmbushPassive+20 3 models When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Assault Phase

Hydriodic BilePassive+10 3 models This Unit's Acid Saliva weapon gains Surge Type: Light, and S Dice: D3+1.

Zergling

Core · Damage Dealer
Speed
Armour
Evade
HP
Size
4/8
6+
4+
1
1
Supply by models
1~6 models → Supply 07~12 models → Supply 113~18 models → Supply 2
Unit cost
12 models · 180 Minerals18 models · 220 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Assault Phase

Metabolic BoostActive1 BM When determining Charge Distance for this Unit, roll 2D6 instead of D6 and use the higher result to add to the Unit's Speed characteristic.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (1) 5+ effect.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround24+LightD31–

Upgrades Minerals by unit size▾

Movement Phase

Burrow AmbushPassive+20 / +30 12 / 18 When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Combat Phase

Adrenal GlandsPassive+20 / +20 12 / 18 This Unit's Claws and Shredding Claws weapons gain PRECISION (2).

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Shredding Claws↑ for Claws+10 / +10 12 / 18EGround24+Light, ArmouredD31–

Raptor (Zergling)

Elite · Damage Dealer
Speed
Armour
Evade
HP
Size
5/9
6+
4+
1
1
Supply by models
1~6 models → Supply 07~12 models → Supply 113~18 models → Supply 2
Unit cost
12 models · 240 Minerals18 models · 300 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Raptor StrainPassive This Unit can move through IMPASSABLE TERRAIN of Size 4 or less and change elevation without using ACCESS POINTS.

Assault Phase

Adrenal OverloadActive1 BM This Unit gains a +1 Modifier to all IMPACT Hit Rolls.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (1) 5+ effect.

Metabolic BoostActive1 BM When determining Charge Distance for this Unit, roll 2D6 instead of D6 and use the higher result to add to the Unit's Speed characteristic.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround24+LightD31–

Upgrades Minerals by unit size▾

Movement Phase

Burrow AmbushPassive+20 / +30 12 / 18 When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Combat Phase

Adrenal GlandsPassive+20 / +20 12 / 18 This Unit's Claws and Shredding Claws weapons gain PRECISION (2).

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Shredding Claws↑ for Claws+10 / +10 12 / 18EGround24+Light, ArmouredD31–

Swarmling (Zergling)

Core · Damage Dealer
Speed
Armour
Evade
HP
Size
4/8
6+
5+
1
1
Supply by models
1~6 models → Supply 07~18 models → Supply 1
Unit cost
18 models · 260 Minerals
Combat tags
Biological, Light, Ground
Base
32mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Movement Phase

Zergling ReconstitutionActive1 BM Resolve the RESPAWN (2) effect, or RESPAWN (3) if the Unit is ON CREEP.

Assault Phase

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (1) 5+ effect.

Metabolic BoostActive1 BM When determining Charge Distance for this Unit, roll 2D6 instead of D6 and use the higher result to add to the Unit's Speed characteristic.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround25+--1–

Upgrades Minerals by unit size▾

Movement Phase

Burrow AmbushPassive+20 18 models When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Ravager

Core · Tactician
Speed
Armour
Evade
HP
Size
4/8
5+
5+
9
3
Supply by models
1 models → Supply 12 models → Supply 2
Unit cost
1 models · 160 Minerals2 models · 270 Minerals
Combat tags
Armoured, Biological, Ground
Base
80mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Movement Phase

Deep TunnelActive1 BM Set a Ravager Burrow token Wholly Within 12" of any model in this Unit. At the End of the Round, the controlling player may set all models of this Unit in Coherency, treating the Ravager Burrow token as the Leading Model. The Ravager Burrow token has DISPLACEMENT.

Corrosive BileActive1 BM For each model in this Unit, set one Corrosive Bile token on the battlefield Within 14" of that model. These tokens are not removed if this Unit is Destroyed. At the End of the Assault Phase, each Unit suffers HITS 5 (1) effect for each of this Unit's Corrosive Bile tokens it is Within 1" of. Then, remove all of this Unit's Corrosive Bile tokens from the battlefield. If multiple effects trigger at the End of the Assault Phase, resolve them in the order specified in Part 8.9.4.

Assault Phase

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (2) 4+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Plasma Discharge12Ground43+LightD3+11–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
ClawsEGround24+--1–

Upgrades Minerals by unit size▾

Any Phase

Bloated Bile DuctsPassive+20 / +40 1 / 2 Increase the area of effect of this Unit's Corrosive Bile ability to 2".

Movement Phase

Burrow AmbushPassive+20 / +40 1 / 2 When this Unit is nominated to deploy from the Reserves, it may resolve the PLACE (18) effect from the controlling player's Entry Edge. No model may be set Within 10" of any Enemy model. This Unit's Activation ends.

Assault Phase

Potent BilePassive+20 / +40 1 / 2 Before an Enemy Unit resolves an Armour Roll against the HITS effect generated by this Unit's Corrosive Bile ability, that Unit suffers DEBUFF Armour (1).

Tactical & Faction Cards

Zerg Swarm

Faction CardUnique
Army slots
3 × CORE, 1 × ELITE, 1 × SUPPORT, 1 × AIR
When Exhausted
1 BM

Any Phase

Brood InstinctReaction Use before a Friendly Unit makes an Evade Roll. Apply a +1 Modifier to that roll.

Zerg CreepPassive During Army Building, select exactly one Creep Card and add it to their Army List, paying its listed cost (if any).

Movement Phase

Rapid BurrowingActive Select one Friendly, Unengaged Ground Zerg Unit on the battlefield. That Unit gains the Burrowed Status, even if it has already been Activated this Round.

Original cardOriginal card
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Kerrigan's Swarm

Faction CardUniqueKerrigan's Swarm
Army slots
3 × CORE, 2 × ELITE, 1 × HERO
When Exhausted
1 BM

Any Phase

Wild MutationActive If the active unit is ON CREEP, the unit gains BUFF Speed (1) and its first used Weapon gains PRECISION (1).

Zerg CreepPassive During Army Building, you must select exactly one Creep Card and add it to your Army List, paying its listed cost (if any).

Movement Phase

Omega NetworkActive If there is no Friendly Omega Worm on the battlefield, set a Friendly Omega Worm Unit anywhere on GROUND LEVEL of the battlefield, more than 10" away from any Enemy model. This Round, the Omega Worm is not eligible to use its Special Abilities (excluding Structure).

Original cardOriginal card
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Malignant Creep

Creep CardUniqueKerrigan's Swarm
Vespene Gas
10

Any Phase

Creep RemovalPassive If an Enemy Unit ends a Move, Deploy, Run, Charge or Disengage action Within 1" of a Friendly Creep Tumor token, remove that token from the battlefield.

Living Glob of TissuePassive Creep Tumor tokens have STAY IN PLAY and DISPLACEMENT.

Assault Phase

Malevolent MatriarchPassive If the active Friendly Zerg Unit declares a Charge action while ON CREEP, it gains +1 Modifier to IMPACT Hit Rolls.

Original cardOriginal card
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Accelerating Creep

Creep CardUnique
Vespene Gas
0

Any Phase

Speed on CreepPassive If the active Friendly Zerg Unit is ON CREEP, increase its Speed characteristic by 1.

Living Glob of TissuePassive Creep Tumor tokens have STAY IN PLAY and DISPLACEMENT.

Creep RemovalPassive If an Enemy Unit ends a Move, Deploy, Run, Charge or Disengage action Within 1" of a Friendly Creep Tumor token, remove that token from the battlefield.

Original cardOriginal card
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Overseer

Tactical CardUnique
Army slots
1 × SUPPORT
When Exhausted
1 BM
Vespene Gas
25

Movement Phase

Oversight ModeActive Set a Faction Indicator anywhere on the battlefield. While Enemy Units are Within 6" of this Faction Indicator, they lose HIDDEN Status.

Assault Phase

Pneumatized CarapaceReaction Use after a Friendly Unit rolls a D6 for Charge Distance. Roll an additional D6 and use the higher result to calculate the total Charge Distance.

Original cardOriginal card
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Hatchery

Tactical Card
Army slots
1 × SUPPORT
When Exhausted
1 BM
Vespene Gas
30

Movement Phase

Lie In WaitActive The active, Unengaged Ground Unit gains the Burrowed Status.

Creep SpreadActive Set a Creep Tumor token on the battlefield Within 6" (Line of Sight is not required) of either a Friendly Entry Edge or an existing Friendly Creep Tumor token.

Original cardOriginal card
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Evolution Chamber

Tactical Card
Army slots
1 × CORE
When Exhausted
1 BM
Vespene Gas
30

Any Phase

CarapaceReaction Use before a Friendly Unit makes an Armour Roll. That Unit gains TOUGH (1) for this roll.

Assault Phase

Extended ClawsActive The active Unit gains a +1 Modifier to all IMPACT Hit Rolls.

Original cardOriginal card
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Hydralisk Den

Tactical Card
Army slots
2 × ELITE
When Exhausted
1 BM
Vespene Gas
35

Assault Phase

Missile AttacksActive The active Unit's first Ranged Weapon used gains PRECISION (1).

Original cardOriginal card
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Overlord

Tactical CardUnique
Army slots
1 × CORE, 1 × ELITE, 1 × HERO
When Exhausted
1 BM
Vespene Gas
35

Movement Phase

Ventral SacsActive Set a Faction Indicator anywhere on the battlefield more than 10" away from any Enemy model. At the End of the Round, the controlling player may Deploy one Ground Unit from Reserves in base-to-base contact with this Faction Indicator.

Assault Phase

Excrete CreepActive Set a Creep Tumor token on the battlefield Within 6" (Line of Sight is not required) of either a Friendly Entry Edge or an existing Friendly Creep Tumor token.

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Lair

Tactical CardUnique
Army slots
1 × CORE, 1 × ELITE
When Exhausted
1 BM
Vespene Gas
35

Any Phase

PredationActive The active Unit's Close Combat Weapons gain INSTANT.

Movement Phase

Creep SpreadActive Set a Creep Tumor token on the battlefield Within 6" (Line of Sight is not required) of either a Friendly Entry Edge or an existing Friendly Creep Tumor token.

Original cardOriginal card
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Roach Warren

Tactical Card
Army slots
1 × CORE
When Exhausted
1 BM
Vespene Gas
25

Assault Phase

Nasty SurpriseActive The active Ground Unit loses the Burrowed Status.

Original cardOriginal card
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Spawning Pool (Six Pool)

Tactical CardUnique
Army slots
2 × CORE
When Exhausted
2 BM
Vespene Gas
40

Movement Phase

Timing PushActive The active Zergling Unit Deploys from any table edge that is not a Player's Entry Edge. This action must end more than 10" away from any Enemy model.

Combat Phase

Feral RageActive The active Unit's first Close Combat Weapon used gains PRECISION (2).

Original cardOriginal card
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Spawning Pool

Tactical Card
Army slots
1 × CORE
When Exhausted
1 BM
Vespene Gas
25

Combat Phase

Feral RageActive The active Unit's first Close Combat Weapon used gains PRECISION (2).

Original cardOriginal card
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Cocoon

Tactical CardUnique
Army slots
1 × ELITE
Vespene Gas
30

Movement Phase

Spawn LarvaActive The active Friendly non-Unique Biological Unit with a Size Characteristic of 1 resolves the RESPAWN (2) effect.

Ravager MorphActive Once per Game. The active Friendly Roach Unit performs MORPH (Ravager) 1.

Original cardOriginal card
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Protoss Cards

In this chapter2

Unit cards and Tactical/Faction cards for the Protoss army.

Unit Cards

Adept

Core · Damage Dealer
Speed
Armour
Evade
HP
Shield
Size
5/8
5+
5+
3
2
2
Supply by models
1~2 models → Supply 03~4 models → Supply 1
Unit cost
4 models · 150 Minerals
Combat tags
Biological, Light, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

Psionic PresencePassive All Weapons of Friendly Units targeting an Enemy Unit Within 4" of this Unit's Shade token gain PRECISION (1).

Movement Phase

Psionic TransferActive1 PE Set a Shade token Wholly Within 12" of any model in this Unit. At the End of the Round, the controlling player may set all models of this Unit in Coherency, treating the Shade token as the Leading Model. The Shade token has DISPLACEMENT.

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Glaive Cannon8All23+LightD3+11ANTI-EVADE (1)

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StrikeEGround14+--1–

Upgrades Minerals by unit size▾

Assault Phase

Resonating GlavesActive1 PE+20 4 models This Unit's Glaive Cannon gains BUFF RoA (1).

GuidancePassive+10 4 models This Unit's Glaive Cannon Ranged weapon gains ANTI-EVADE (2).

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Glaive Strike↑ for Strike+20 4 modelsEGround14+LightD31PIERCE Light (2)

Artanis

Hero · Tank
Speed
Armour
Evade
HP
Shield
Size
7
4+
5+
8
4
2
Supply by models
1 models → Supply 1
Unit cost
1 models · 250 Minerals
Combat tags
Biological, Psionic, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

CommanderPassive Treat this Unit's Supply characteristic as increased by 1 for Controlling and Contesting Mission Markers, completing objectives, and resolving Disengage checks.

Movement Phase

Phase PrismPassive When Artanis is nominated to deploy from Reserves, it may resolve the PLACE (0) effect from another Friendly Unit. That Friendly Unit is removed from the battlefield and returned to Reserves. Artanis' Activation ends.

Assault Phase

Lightning DashReaction1 PE After this Unit resolves a successful Charge action, it may declare a second Charge action against a different Enemy Unit, ignoring the restriction on Charging while Engaged. The Devastating Charge ability does not trigger a second time.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (6) 4+ effect.

Hierarch's StandReaction1 PE When another Friendly Unit Within 8" is declared as the target of a Ranged Attack and this Unit is a valid target, redirect the attack to this Unit. This Unit is eligible to make an Evade Roll against the redirected attack. This Special Ability remains active until the End of the current Activation.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Twilight Blades StrikeEGround22+ArmouredD33–
Twilight Blades SweepEGround62+LightD3+11–

Praetor Guard (Zealot)

KhalaiElite · Damage Dealer
Speed
Armour
Evade
HP
Shield
Size
4/7
5+
5+
4
3
2
Supply by models
1 models → Supply 12~3 models → Supply 2
Unit cost
3 models · 280 Minerals
Combat tags
Biological, Light, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

Shield OverchargePassive This Unit gains TOUGH (2) on the first Armour Roll each Round.

Movement Phase

Leg EnhancementsActive1 PE This Unit performs a 2" Move action. This does not count towards its action limit.

Assault Phase

ChargeActive1 PE When determining Charge Distance for this Unit, roll 2D6 instead of D6 and use the higher result to add to the Unit's Speed characteristic.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (3) 4+ effect.

Combat Phase

Titan KillersPassive When this Unit makes a Close Combat Attack, and the target is Size 3 or larger, the weapon's Damage characteristic is treated as 2.

PrecognitionPassive This Unit is eligible to make an Evade roll against all attacks targeting it.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Psi BladesEGround43+LightD31–

Pylon

KhalaiTactician
Speed
Armour
Evade
HP
Shield
Size
-
5+
-
8
2
3
Supply by models
1 models → Supply 0
Unit cost
Summoned (no cost)
Combat tags
Armoured, Ground
Base
80mm
Original cardOriginal card
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Any Phase

Khalai IngenuityPassive Once per Round, when a Friendly Unit Within 4" of this Pylon uses a Special Ability that costs Psionic Energy, that ability's PE cost is reduced by 1.

StructurePassive This Unit cannot be Activated in any Phase and cannot perform actions. Additionally, its Current Supply Value is treated as 0, and it can never Control or Contest Mission Markers, ignoring the standard Zero Supply Exception. This Unit cannot be a target of an ability, unless stated otherwise.

Movement Phase

Warp ConduitPassive Once per Round, the controlling player may deploy a Ground Unit from Reserves using this Pylon base as the Entry Edge. This Unit's Activation ends.

Sentry

Support · Lifesaver
Speed
Armour
Evade
HP
Shield
Size
4/7
5+
6+
4
2
1
Supply by models
1 models → Supply 02 models → Supply 1
Unit cost
2 models · 130 Minerals
Combat tags
Light, Mechanical, Psionic, Ground
Base
50mm
Original cardOriginal card
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Any Phase

RestorationReaction1 PE Use when a Friendly Unit Within 4" receives a DEBUFF. Remove all DEBUFFS from it.

Movement Phase

Guardian ShieldActive1 PE All Ranged Attacks targeting a Friendly Unit Within 4" (Line of Sight is not required) are made with 1 fewer die in the Attack Pool.

Force FieldActive1 PE Set a Force Field token Within 8" in an unoccupied space. Units of Size 2 or lower cannot move across Force Fields. Models of Size 3 or more can move over it, and it's then removed.

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Disruption Beam8All22+--1INSTANT

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
BeamEGround23+--1–

Upgrades Minerals by unit size▾

Movement Phase

Solid-field ProjectorsActive1 PE+20 2 models Set a Force Field token Within 8" in an unoccupied space. Units of Size 2 or lower cannot move across Force Fields. Models of Size 3 or more can move over it, and it's then removed.

Assault Phase

HallucinationReaction0 PE+30 2 models When an Enemy Unit declares a Ranged Attack against a Friendly Unit Within 4", the targeted Friendly Unit is eligible to make an Evade Roll against that attack.

Stalker

Elite · Damage Dealer
Speed
Armour
Evade
HP
Shield
Size
4/8
4+
6+
6
3
3
Supply by models
1 models → Supply 12 models → Supply 2
Unit cost
1 models · 170 Minerals2 models · 270 Minerals
Combat tags
Armoured, Mechanical, Ground
Base
80mm
Original cardOriginal card
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Any Phase

SquadronPassive This Unit's Horizontal Coherency is 4".

Movement Phase

BlinkActive1 PE Resolve the PLACE (6) effect. Models set by this effect cannot be set up Within the Engagement Range of any Enemy Unit.

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Particle Disruptors12All43+ArmouredD32–

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StompEGround25+--1–

Upgrades Minerals by unit size▾

Any Phase

Path of ShadowsActive1 PE+20 / +40 1 / 2 This Unit gains HIDDEN Status until it performs another action.

Assault Phase

Fury of the NerazimPassive+20 / +30 1 / 2 When this Unit attacks an Enemy Unit that has already been Activated during this Phase, its Particle Disruptors gain INSTANT for that attack.

Zealot

Core · Damage Dealer
Speed
Armour
Evade
HP
Shield
Size
4/7
5+
5+
4
3
2
Supply by models
1 models → Supply 12~3 models → Supply 2
Unit cost
3 models · 160 Minerals
Combat tags
Biological, Light, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Assault Phase

ChargeActive1 PE When determining Charge Distance for this Unit, roll 2D6 instead of D6 and use the higher result to add to the Unit's Speed characteristic.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (3) 4+ effect.

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Psi BladesEGround43+LightD31–

Upgrades Minerals by unit size▾

Any Phase

My Life for AiurPassive+10 3 models When this Unit resolves IMPACT, each eligible model generates 1 additional IMPACT die.

Movement Phase

Leg EnhancementsActive1 PE+20 3 models This Unit performs a 2" Move action. This does not count towards its action limit.

Assault Phase

Zealous RoundReaction0 PE+10 3 models When this Unit is not Activated and receives Damage, the controlling player may count this Unit as Activated in this Phase (flip its Activation Marker) to reduce the Total Damage by 2.

Combat Phase

We Stand As OnePassive+20 3 models When this Unit makes a Close Combat Attack, if the target is Engaged with at least 1 other Friendly Unit, this Unit's Close Combat Weapon gains PRECISION (2).

Immortal

Elite · Tank
Speed
Armour
Evade
HP
Shield
Size
7
4+
-
8
6
3
Supply by models
1 models → Supply 2
Unit cost
1 models · 280 Minerals
Combat tags
Armoured, Mechanical, Ground
Base
100mm
Original cardOriginal card
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Any Phase

Improved BarrierReaction0 PE Use when this Unit is selected as the target of an attack. If this Unit has the Shielded Status, the Damage characteristic of the attacking weapon is treated as a maximum of 1 for this attack.

Assault Phase

IndomitablePassive While Engaged, this Unit may target and be targeted by Unengaged Enemy Units. In both cases, the defending Unit gains an Evade Roll against those attacks.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (4) 3+ effect.

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Left Photon Disruptor12Ground43+ArmouredD32CONCENTRATED FIRE (1), LONG RANGE (16)
Right Photon Disruptor12Ground43+ArmouredD32CONCENTRATED FIRE (1), LONG RANGE (16), SIDEARM

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StompEGround33+--1–

Upgrades Minerals by unit size▾

Any Phase

Shield OverchargeReaction1 PE+20 1 models Use before this Unit makes an Armour Roll. If this Unit has the Shielded Status, It gains TOUGH (2) for this roll.

Assault Phase

Fury UnyieldingPassive+20 1 models While this Unit is Within 3" of a Mission Marker, its Ranged Weapons gain CRITICAL HIT (1) when targeting an Enemy Unit that is also Within 3" of that same Mission Marker.

For the AncientsPassive+20 1 models When this Unit makes a Ranged Attack, if the target Unit is more than 8" away, the attacking weapons gain PRECISION (1).

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Left Phase Disruptor↑ for Left Photon Disruptor+20 1 models12Ground43+ArmouredD31PIERCE Armoured (3)
Right Phase Disruptor↑ for Right Photon Disruptor+20 1 models12Ground43+ArmouredD31PIERCE Armoured (3), SIDEARM

Zeratul

Hero · Damage Dealer
Speed
Armour
Evade
HP
Shield
Size
7
5+
5+
5
3
2
Supply by models
1 models → Supply 1
Unit cost
1 models · 230 Minerals
Combat tags
Biological, Psionic, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

One With the ShadowsPassive After this Unit fully resolves an Action, it gains the HIDDEN Status.

Prophetic VisionReaction1 PE REPEATABLE. Use when this Unit is selected as the target of an attack. This Unit's Evade characteristic is treated as 4+ against this attack and cannot be modified.

Movement Phase

Sentenced To DeathActive1 PE Target Enemy Unit on the battlefield. Whenever Zeratul makes a Close Combat Attack targeting the selected Unit, its weapon gains CRITICAL HIT (2).

Void PrisonActive1 PE Set a Faction Indicator on the battlefield Within 8" of this Unit. While Enemy Units are Within 2" of this Faction Indicator they suffer DEBUFF Speed (2).

Assault Phase

Void BlinkActive1 PE If Unengaged, resolve the PLACE (6) effect.

Devastating ChargePassive Immediately after this Unit completes a successful Charge, resolve the IMPACT (4) 4+ effect.

Combat Phase

Shadow StrikeActive1 PE All Enemy Units Engaged with this Unit suffer HITS 4 (1).

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Master Warp BladeEGround43+Light, ArmouredD32INSTANT

Nerazim Watchers (Adept)

NerazimCore · Damage Dealer
Speed
Armour
Evade
HP
Shield
Size
5/8
5+
5+
3
2
2
Supply by models
1~2 models → Supply 03~4 models → Supply 1
Unit cost
4 models · 210 Minerals
Combat tags
Biological, Light, Ground
Base
40mm
Original cardOriginal card
Original card · tap to enlarge

Any Phase

Path of ShadowsActive1 PE This Unit gains HIDDEN Status until it performs another action.

Nerazim FarsightPassive While Enemy Units are Within 6" of this Unit's Shade token, they lose HIDDEN Status.

Movement Phase

Psionic TransferActive1 PE Set a Shade token Wholly Within 12" of any model in this Unit. At the End of the Round, the controlling player may set all models of this Unit in Coherency, treating the Shade token as the Leading Model. The Shade token has DISPLACEMENT.

Assault Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
Glaive Cannon8All33+LightD3+11ANTI-EVADE (1), PINPOINT

Combat Phase

WeaponRNGTargetRoAHitSurgeSDmgKeyword
StrikeEGround15+--1–

Tactical & Faction Cards

Khalai

Faction CardUniqueKhalai
Army slots
3 × CORE , 2 × ELITE, 1 × HERO
When Exhausted
1 PE

Movement Phase

Pylon Warp-inActive If there is no Friendly Pylon on the battlefield, set a Friendly Pylon Unit anywhere on the GROUND LEVEL of the battlefield more than 10" away from any Enemy model. This Round, the Pylon is not eligible to use its Special Abilities (excluding Structure).

Bound by the KhalaActive At the end of the active Unit's Activation, select one other Friendly Unit eligible to Activate in the current Phase. Immediately Activate that Unit.

Original cardOriginal card
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Daelaam

Faction CardUnique
Army slots
3 × CORE , 1 × ELITE, 1 × SUPPORT, 1 × AIR,
When Exhausted
1 PE

Any Phase

Dae'UhlReaction When a Friendly Unit receives Damage, reduce the Total Damage by 2 (to a minimum of 1).

Movement Phase

Mass RecallActive Once per Game. Set a Faction Indicator anywhere on the battlefield. All Friendly Protoss Units Within 6" of this Faction Indicator are removed from the battlefield and returned to Reserves.

Original cardOriginal card
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Nerazim

Faction CardUniqueNerazim
Army slots
2 × CORE, 3 × ELITE, 1 × HERO
When Exhausted
1 PE

Any Phase

Might of the NerazimReaction If a Friendly Unit loses the HIDDEN Status, it gains Buff Speed (2) and its first Weapon used CRITICAL HIT (2).

Movement Phase

Darkness DescendsActive The active Biological Unit gains the HIDDEN Status until the End of the Round.

Original cardOriginal card
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Gate Chronoboosted

Tactical CardUnique
Army slots
1 × CORE, 1 × ELITE
When Exhausted
1 PE
Vespene Gas
35

Movement Phase

Zealous ChargeActive The active Unit gains BUFF Speed (2).

Combat Phase

Quick StrikesActive The active Unit's first Close Combat Weapon used gains PRECISION (2).

Original cardOriginal card
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Gateway

Tactical Card
Army slots
1 × CORE
When Exhausted
1 PE
Vespene Gas
25

Combat Phase

Quick StrikesActive The active Unit's first Close Combat Weapon used gains PRECISION (2).

Original cardOriginal card
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Warp Prism

Tactical CardUnique
Army slots
2 × CORE
When Exhausted
1 PE
Vespene Gas
35

Movement Phase

PhaseActive The active Unit resolves the PLACE (3) effect.

Warp ConduitActive Set a Faction Indicator anywhere on the battlefield more than 10" away from any Enemy model. At the End of the Round, you may Deploy one Ground unit from Reserves in base-to-base Contact with this Faction Indicator.

Original cardOriginal card
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Overcharged Nexus

Tactical CardUnique
Army slots
1 × CORE, 1 × ELITE
When Exhausted
1 PE
Vespene Gas
35

Any Phase

Photon OverchargeReaction Use when an Enemy Unit enters the battlefield from Reserves via a location other than its own Entry Edge. That Unit immediately suffers HITS 3 (1).

Movement Phase

Strategic RecallActive The active, Unengaged Ground Unit is returned to Reserves instead of performing an action.

Original cardOriginal card
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Twilight Council

Tactical CardUnique
Army slots
1 × SUPPORT, 1 × ELITE
When Exhausted
1 PE
Vespene Gas
45

Any Phase

Veil of ShadowsReaction Use after a Friendly Unit resolves a PLACE effect. That Unit immediately resolves the HEAL (2) effect.

Assault Phase

Weapons of the FirstbornActive The active Ground Unit's first Ranged Weapon used gains BUFF Range (4).

Original cardOriginal card
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Warp Gate

Tactical CardUnique
Army slots
2 × CORE
When Exhausted
1 PE
Vespene Gas
40

Movement Phase

Warp InActive The active GROUND Unit Deploys from any table edge that is not a player's Entry Edge. This deployment must end more than 10" away from any Enemy model. The controlling player cannot use this ability if another Friendly Ground Unit has already Deployed this Round.

Combat Phase

Quick StrikesActive The active Unit's first Close Combat Weapon used gains PRECISION (2).

Original cardOriginal card
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Nexus

Tactical CardUnique
Army slots
2 × CORE
When Exhausted
1 PE
Vespene Gas
35

Any Phase

Ancient PrideActive The active Unit's first Weapon used gains INSTANT.

Movement Phase

Strategic RecallActive The active, Unengaged Ground Unit is returned to Reserves instead of performing an action.

Original cardOriginal card
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Observer

Tactical CardUnique
Army slots
1 × SUPPORT
When Exhausted
1 PE
Vespene Gas
25

Movement Phase

SurveillanceActive Set a Faction Indicator anywhere on the battlefield. While Enemy Units are Within 6" of this Faction Indicator, they lose HIDDEN Status.

Assault Phase

Gravitic BoostersReaction Use after a Friendly Unit rolls a D6 for Charge Distance. Add 1 to the Charge Distance for this Unit.

Original cardOriginal card
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Forge

Tactical Card
Army slots
1 × ELITE
When Exhausted
1 PE
Vespene Gas
30

Any Phase

Ground ArmorReaction Use before a Friendly Ground Unit makes an Armour Roll. That Unit gains TOUGH (1) for this roll.

Assault Phase

Ground WeaponsActive The active Ground Unit's first Ranged Weapon used gains CRITICAL HIT (1).

Original cardOriginal card
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Power Field

Tactical CardUnique
Army slots
1 × CORE , 1 × ELITE, 1 × HERO
When Exhausted
1 PE
Vespene Gas
40

Any Phase

Guardian ShellReaction Use before a Friendly Ground Unit makes an Armour Roll. That Unit gains DODGE (2) for this roll.

Original cardOriginal card
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Void Seeker

Tactical CardUniqueNerazim
Army slots
1 × CORE
When Exhausted
1 PE
Vespene Gas
40

Movement Phase

Personal TransportActive Instead of performing an action, the active, Unengaged Ground Unit is returned to Reserves. Then, it performs a Deploy action.

Anakh Su'nActive This Unit gains the HIDDEN Status until it performs another action.

Original cardOriginal card
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Robotics Facility

Tactical Card
Army slots
2 × ELITE
When Exhausted
1 PE
Vespene Gas
35

Any Phase

Plasma ShieldsReaction Use before a Friendly Mechanical Ground Unit makes an Armour Roll. If this Unit has the Shielded Status, it gains TOUGH (1) and DODGE (1) for this roll.

Original cardOriginal card
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Mission & Deployment Cards

In this chapter2

The Mission and Deployment cards chosen in the Draft (Part 9.2). Each Mission comes in Standard and Skirmish versions with different Supply and scoring.

Mission Cards

Supply Drop — Standard Engagement

Starting Supply 6 · Escalation +2 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Deactivated. START OF THE ROUND (1-4): Randomly determine one Deactivated Mission Marker (1-4) and flip it to its Activated side. START OF THE ROUND 5: Mission Marker 5 is automatically Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE FIRST ROUND: For each activated Controlled Mission Marker, gain VPs equal to the Game Round number in which that Mission Marker was Activated and remove it.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 12+ VPs.

Supply Drop — Skirmish Level

Starting Supply 4 · Escalation +1 · Game Length 4 Rounds

Mission Parameters

  • All Mission Markers are Deactivated. START OF THE ROUND (2-4): Randomly determine one Deactivated Mission Marker (1,2,5) and flip it to its Activated side.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: For each activated Controlled Mission Marker, gain VPs equal to the Game Round number in which that Mission Marker was Activated and remove it.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 8+ VPs.

Hold Position — Standard Engagement

Starting Supply 6 · Escalation +2 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: Gain 1 VP for each Controlled Mission Marker that is Neutral or associated with your colour. Gain 2 VPs for each Controlled Mission Marker associated with the Opponent colour.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 10+ VPs.

Hold Position — Skirmish Level

Starting Supply 3 · Escalation +1 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: Gain 1 VP for each Controlled Mission Marker that is Neutral or associated with your colour. Gain 2 VPs for each Controlled Mission Marker associated with the Opponent colour.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 8+ VPs.

Frontlines — Standard Engagement

Starting Supply 6 · Escalation +2 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: Gain 1 VP for each Controlled Mission Marker. Gain an additional 2 VPs for a Marker if you gained Control of it from the Opponent this Round.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 10+ VPs.

Frontlines — Skirmish Level

Starting Supply 3 · Escalation +1 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: Gain 1 VP for each Controlled Mission Marker. Gain an additional 2 VPs for a Marker if you gained Control of it from the Opponent this Round.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 8+ VPs.

Gather the Resources — Standard Engagement

Starting Supply 6 · Escalation +2 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: Gain 2 VPs for each Controlled Mission Marker associated with the Opponent colour.

Additional Conditions

  • ASSAULT PHASE: If an Unengaged Unit is Within 3" of a Controlled Neutral Mission Marker or associated with the Opponent, this unit may perform the Gather Action instead of a standard action.
  • GATHER ACTION: Gain 1 VP.
  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 10+ VPs.

Gather the Resources — Skirmish Level

Starting Supply 3 · Escalation +1 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE SECOND ROUND: Gain 2 VPs for each Controlled Mission Marker associated with the Opponent colour.

Additional Conditions

  • ASSAULT PHASE: If an Unengaged Unit is Within 3" of a Controlled Neutral Mission Marker or associated with the Opponent, this unit may perform the Gather Action instead of a standard action.
  • GATHER ACTION: Gain 1 VP.
  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 8+ VPs.

Divide and Conquer — Standard Engagement

Starting Supply 8 · Escalation +2 · Game Length 4 Rounds

Mission Parameters

  • All Mission Markers are Activated. Split the Battlefield in four quarters as shown on the Deployment Card.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE FIRST ROUND: Calculate Total Current Supply in each battlefield quarter. Gain 1 VP for each quarter where your Total Current Supply is higher than the Opponent's. Only Units Wholly Within a quarter contribute their Supply to this check. If a Unit controls a Mission Marker, that Unit is worth 1 extra Supply for controlling quarters. Gain 2 VP for Controlling Mission Marker 5.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 10+ VPs.

Divide and Conquer — Skirmish Level

Starting Supply 4 · Escalation +1 · Game Length 4 Rounds

Mission Parameters

  • All Mission Markers are Activated. Split the Battlefield in four quarters as shown on the Deployment Card.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round.
  • FROM THE START OF THE FIRST ROUND: Calculate Total Current Supply in each battlefield quarter. Gain 1 VP for each quarter where your Total Current Supply is higher than the Opponent's. Only Units Wholly Within a quarter contribute their Supply to this check. If a Unit controls a Mission Marker, that Unit is worth 1 extra Supply for controlling quarters. Gain 2 VP for Controlling Mission Marker 5.

Additional Conditions

  • SPECIAL WINNING CONDITIONS: The game ends immediately if a Player leads by 8+ VPs.

Artefact Hunt — Standard Engagement

Starting Supply 6 · Escalation +2 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round. END OF ROUND 5: Gain 4 VP for each Friendly Unit that CLAIM Mission Marker and it is Wholly Within Friendly Zone of Influence. Gain 2 VP for each Mission Marker associated with your colour that is not currently CLAIM by an Enemy Unit.

Additional Conditions

  • SCORING PHASE: From the Start of the Second Round, if a Unit is Within 3" of a Controlled Mission Marker that is Neutral or associated with the Opponent colour, that Unit may CLAIM it.
  • CLAIM: Place the Mission Marker on the Unit Card. A Unit carrying a Mission Marker must DROP it if: • It has its Current Supply Value reduced. • Before it resolves a PLACE effect. • It is Engaged with Enemies having a greater combined Current Supply Value. • It is Destroyed, removed from the battlefield, or returned to Reserves. When a Unit DROP a Mission Marker, the Opponent places the Mission Marker Within 2" of the Unit or its last model removed. Unit may CLAIM only one Mission Marker at a time.

Artefact Hunt — Skirmish Level

Starting Supply 3 · Escalation +1 · Game Length 5 Rounds

Mission Parameters

  • All Mission Markers are Activated.

Scoring Conditions

  • Score VPs equal to Enemy Supply destroyed this Round. END OF ROUND 5: Gain 3 VP for each Friendly Unit that CLAIM Mission Marker and it is Wholly Within Friendly Zone of Influence. Gain 1 VP for each Mission Marker associated with your colour that is not currently CLAIM by an Enemy Unit.

Additional Conditions

  • SCORING PHASE: From the Start of the Second Round, if a Unit is Within 3" of a Controlled Mission Marker that is Neutral or associated with the Opponent colour, that Unit may CLAIM it.
  • CLAIM: Place the Mission Marker on the Unit Card. A Unit carrying a Mission Marker must DROP it if: • It has its Current Supply Value reduced. • Before it resolves a PLACE effect. • It is Engaged with Enemies having a greater combined Current Supply Value. • It is Destroyed, removed from the battlefield, or returned to Reserves. When a Unit DROP a Mission Marker, the Opponent places the Mission Marker Within 2" of the Unit or its last model removed. Unit may CLAIM only one Mission Marker at a time.

Deployment Cards

Gauntlet — Standard Engagement

Gauntlet

Typhoon — Standard Engagement

Typhoon

Acropolis — Standard Engagement

Acropolis

Proving Grounds — Standard Engagement

Proving Grounds

Breach — Standard Engagement

Breach

Meeting Engagement — Standard Engagement

Meeting Engagement

Abandoned Camp — Skirmish Level

Abandoned Camp

Agria Valley — Skirmish Level

Agria Valley

Dirt Side — Skirmish Level

Dirt Side

Frontier — Skirmish Level

Frontier

Char Plains — Skirmish Level

Char Plains

Green Valleys — Skirmish Level

Green Valleys

Map Layouts

In this chapter3

Terrain Key

These are the pre-made layouts used in step four of Battlefield Setup (Part 9.3): roll D6 for a Standard Engagement (36" × 54") map or D3 for a Skirmish Engagement (36" × 36") map. Dashed lines mark a 6" grid.

Standard Engagement Maps

Map 1

Assembly requires: 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

Map 2

Assembly requires: 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

Map 3

Assembly requires: 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

Map 4

Assembly requires: 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

Map 5

Assembly requires: 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 · 2 × Lost Temple Ramp

Map 6

Assembly requires: 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 · 2 × Lost Temple Ramp

Skirmish Engagement Maps

Map 1

Assembly requires: 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 2

Assembly requires: 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

Assembly requires: 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 · 1 × Lost Temple Ramp

Organised Play Guide

In this chapter14

How to run a StarCraft: TMG event, from eight friends in the back of a game shop to a hundred players over a weekend: what to decide before you announce, how to run the day, and how to score it.

There are two kinds of event, Community and Competitive, and the places where they part ways are marked. A Community event may add to, cut from or change these rules, as long as the changes are published before registration closes. A change announced on the morning of the event is a surprise, not a change.

Roles and Requirements

The Tournament Organiser (TO)

The person who makes the event happen:

  • The venue, the tables and the terrain
  • The event listing: format, round count, rules cut-off date, roster deadline, layouts in use, pairing platform and a contact for conduct reports
  • Collecting rosters and getting them in front of the players
  • Pairings, results and final standings
  • The round clock and the milestone calls
  • Prizes
  • Backing up the Head Judge, and the final decision on any penalty that stands for the rest of the event

Wherever these rules leave a decision open, it is the TO's. Publish it before registration closes.

TO plays?Community eventCompetitive event
TO competesYesNo
Best practiceHands final say on penalties to the Head JudgeNon-playing for the whole event

At a Competitive event the TO doesn't compete: they hold the final word on penalties that run to the end of the event, and nobody should be able to ask whether a call went their way. At a Community event the TO may play; the final decision on penalties then passes to the Head Judge for the whole event, not only the rounds the TO is in.

The Head Judge

Answers questions and settles disputes once play begins. The job is to keep games moving, not to police the room.

  • Major rules disagreements players can't resolve themselves
  • Slow play, clock disputes and anything else time-related
  • Completing a draft that has overrun
  • Penalties for illegal rosters and conduct breaches

A Head Judge's decisions are final for the duration of the event. A player who thinks a ruling was wrong can raise it with the TO afterwards, but nothing is reversed mid-game. A penalty that stands for the rest of the event is settled together with the TO.

HJ plays?Community eventCompetitive event
HJ competesYesNo
Best practiceSteps into the pairing when attendance is oddNon-playing for the whole event

At a Competitive event, a judge chasing a trophy can't be seen to be impartial, however impartial they are. At a Community event, a playing Head Judge is useful: ideally they play in rounds where attendance is odd, so no player sits out.

A Head Judge who plays does so as a spare player. They are not classified, aren't eligible for placings or prizes, and their results don't go into anyone's SoS or oTP pool.

Floor Judges

At larger events, appoint Floor Judges alongside the Head Judge. If only one judge is present, they are both.

Floor Judges are the judges on the ground, the people players flag down without leaving the table:

  • Rules disagreements players can't resolve themselves
  • Terrain and Mission Marker checks
  • Range and Line of Sight checks
  • Helping players submit results

A Floor Judge has full jurisdiction over rules decisions. They don't check with anyone before ruling, and their call stands. The Head Judge is escalated to only for the genuinely difficult cases: an interaction nobody can find an answer for, a suspected conduct breach, a penalty.

A player who disagrees with a Floor Judge may ask for the ruling to go to the Head Judge, but must do so before play continues. The Floor Judge's ruling applies meanwhile, and the Head Judge's answer ends the matter.

What Players Need to Bring

Put this list in your event materials. A player who turns up short will be borrowing from their opponent all weekend, and that costs everyone time.

  • Their army
  • Dice
  • A measuring tool
  • Their most up-to-date cards, including the draft cards for each roster submitted
  • A copy of each roster to show an opponent. Printed is recommended.

A printed roster can be handed across, left face-up beside the battlefield and read at a glance; a phone running a clock or score tracker can't. Players relying on a phone or tablet keep it charged themselves, and the TO should say in advance whether power outlets are available.

Models

Official StarCraft: TMG models only. Third-party sculpts, recasts and substitutes aren't permitted at events run under these rules.

Bases may be modelled, and that is encouraged. A base must keep the correct size and shape for its model: movement, ranges and Line of Sight are measured off the base, so a base that grew during modelling changes how the model plays.

Painting isn't required. Assembled models are enough to compete, with no disadvantage in the standings.

WYSIWYGCommunity eventCompetitive event
Specialist modelsTO's callRequired
Everything elseTO's callClearly identified by the players before the game

At a Community event, set the standard that suits your crowd and state it in the listing. At a Competitive event, any model with the Specialist rule must be WYSIWYG: an opponent should see which model carries it without asking. The rest of the army needs no modelled loadouts, but players must clearly establish what every model is before the game begins.

Event Size and Format

Some events bring a local scene together; some find a champion. Which one you run decides your engagement scale, your round count and how tightly you hold to this guide.

Community eventCompetitive event
PurposeBringing players together, welcoming newcomersPlaying at the top of your game against opponents doing the same
Engagement scaleSkirmish or StandardStandard
LengthOne dayOne or two days
These rulesAdapt freelyFollow as written

Community Events

Community events run over a single day. Pick the scale first; everything else follows from it.

Skirmish gives shorter games. You fit more rounds into the day and can take a bigger field, and newer players get through two or three games instead of grinding out one. It's the easier event to run and to attend.

Standard is the full-size game used at Competitive events. Fewer rounds fit in a day, but it's a taste among friends of what players will meet if they step up.

PlayersOn SkirmishOn Standard
4–82–3 rounds2–3 rounds
9–163 rounds3 rounds
17–324 rounds3 rounds

Competitive Events

The format the game is built around. At Standard engagement every faction's full toolkit is on the table, the Mission and Deployment draft carries real weight, and the balance work is aimed here.

That's why it's stricter. A Competitive event claims its result means something, so run it at Standard engagement and follow this guide as written. Two events on opposite sides of the world should produce comparable results.

PlayersDaysSwiss rounds
12–3213
33–12825

A championship format for fields above 128 players will be announced.

Adjusting the Round Count

You can change the number of rounds, as long as you state it clearly before the first round begins.

If turnout comes in lower than expected, or drops during round one push you into a lower band, you can reduce the round count. Have the Head Judge announce it as early as possible, and no later than the start of round two. Players plan their day around the schedule; a round quietly disappearing is worse than a longer event.

Game Format

Engagement scaleMineralsVespene Gas
Standard2000200
Skirmish1000100

Rules version: the most recent official rules, errata and FAQ published as at your rules cut-off date. Set it two weeks before the event and announce it. Anything published after it doesn't apply, even if it goes live during the weekend.

Army Rosters

What a Roster Is

The complete written record of the force a player brings, built to the event's engagement scale. It is the document that gets submitted, checked, published and handed across the table. It must show:

  • The player's name
  • The faction: Terran, Protoss or Zerg
  • Every unit, with its loadout and upgrades
  • The Supply value of each unit, and the total
  • The Mineral cost of each unit, and the total
  • The Vespene Gas spent on Tactical Cards, and the total
  • The 2 Mission Cards and 2 Deployment Cards submitted with that roster

Anything that affects how the army plays belongs on the roster. If an opponent would need to ask, write it down.

Dual List Format

The recommended format:

  • Each player may submit up to two rosters.
  • Both must be from the same faction.
  • Each roster brings its own draft cards, so two rosters means two sets.
  • A player who submits one roster plays it every round.

You may run Single List Format instead; announce it in your event rules.

Submission and Publication

Rosters are submitted one week before the event, leaving time to check them. That is a week after the rules cut-off, so players get seven days to react to anything the cut-off caught.

How far in advance rosters are published to the field is the TO's call. Decide before announcing and state it, so players know whether they prepare blind or against a known field. A penalty for late submission may be announced in advance.

Open Lists

Every submitted roster is revealed to the opponent before the game.

Checking rosters is the TO's and Head Judge's job, but every participant should report any discrepancy they notice. If someone believes a roster is illegal, they raise it with the TO, who settles it with the roster's owner.

Illegal Rosters

If a roster turns out to be illegal after play has begun:

  • If the mistake is small, or both players agree to continue, completed games stand.
  • The Head Judge may adjust the game state before play resumes.
  • The player corrects the roster under judge supervision, with the smallest change that fixes it.
  • The Head Judge, consulting the TO, may apply a penalty proportionate to the advantage gained.

Tables and Terrain

Table Size

Playing area: 36" × 54" (about 91 × 137 cm).

Each player also gets at least 30 cm (12") of clear surface for cards, dice, tokens and clocks, on the table beyond the playing area or on a side table. In practice, a table of about 60" × 54", or a 36" × 54" table plus a side table per player.

Layouts

Tables are set up before the event begins by the TO or judges. Players don't build their own.

Use the official Map Layouts or community-made layouts. Community layouts are chosen in advance and shown in the event listing, which ones and how many, so players know what they're playing on before they register.

Every table clearly identifies its layout: a printed copy at the table edge, or its name or number on a card. Players check the terrain against it before the game and put every piece back when they're done.

Set each table's layout once and leave it for the whole event. Don't reset, rotate or reshuffle terrain between rounds: it keeps a hidden variable out of the standings and saves a great deal of work. Where the pairing software allows, place each player on a different table each Swiss round.

Players need to see the terrain before the draft. Have tables fully set up before pairings go up, and players at their tables before the round clock starts. The draft is a decision about the shape of the battlefield. Players also agree, before the draft, on each terrain piece's Size and the rules it provides.

Mission Markers and Impassable Terrain

Mission Markers can't be placed on impassable terrain. Where a Marker's coordinates fall on an impassable piece:

  • Move the terrain, not the marker, to the nearest legal position to its original coordinates.
  • The player whose colour isn't associated with that Marker decides how it moves. Where several positions are equally close, that player also picks the direction.
  • For Neutral Mission Marker 5, players Roll-Off to decide who moves it.

The marker is never moved to accommodate terrain. If the players can't agree, a judge places it and that's that.

Custom Terrain and Layouts

Official layouts and terrain are recommended, but many communities use custom terrain for availability, cost, or a collection they're proud of.

If you do, give players a chance to get familiar with it before they arrive: put the layouts, how many, and what the terrain looks like on the event page. Nobody should see your table for the first time on the morning of the event.

When building a custom layout, assign every piece a Size category before the event and aim for roughly this composition:

SizePieces per tableExamplesEffect
00–2Scatter terrainIncidental
12–4Barricades, low walls, cratesCover for infantry. Doesn't block LoS for models larger than Size 1
26–8Ruins, bunkers, wrecked vehiclesBlocks LoS for most standard Units. Creates fire lanes and chokepoints
3+1–2Large structures, elevated platformsCreates High Ground. Blocks LoS for almost everything
Grass (Size 2 special)4–6Woods, tall growthDoesn't block movement. Gives LoS cover across open ground

Size 2 pieces are the backbone of a table. A collection heavy on crates and low walls looks full and plays flat. Match the footprint of the official pieces you're standing in for: a Size 2 piece with twice the official footprint changes the table even when its category is right.

Pairings

Pair rounds using the Swiss system.

  • Round one is paired randomly, or by a seeding method announced in advance.
  • Later rounds pair players on equal or nearest record.
  • Avoid repeat pairings wherever the bracket allows.

Byes

With an odd number of players, one player each round receives a bye.

  • Give it to someone who hasn't had one, from the lowest-scoring bracket.
  • A bye scores 3 MP and 4 TP (see Games That Don't End Normally).
  • Nobody gets a second bye while an eligible player has had none.
  • Allocate byes in early rounds where the bracket allows.

At a Community event, the Head Judge stepping into the pairing is better than a bye.

Drops

  • A withdrawing player tells the TO before pairings for the next round are generated.
  • Their completed results stand (see Which Games Count).
  • A player who drops can't re-enter.
  • A player who doesn't appear without notice is dropped, and their opponent is scored as for a bye.

Conceding a Game

A player may concede at any point. The game is scored as an Annihilation for their opponent and counts toward both opponent metrics like any other played game.

When a player concedes, a judge should come to the table. Not to interrogate: a concession is a legitimate choice and most are what they look like. But it can also mean a rules problem nobody resolved, or a player who's had enough, and either needs attention rather than a scoreline.

Conceding repeatedly to shape someone else's standings is not legitimate and is a conduct matter.

Round Length

A round is 2 hours 30 minutes, including the draft.

The clock starts when the round is called and ends 2 hours 30 minutes later, whatever stage the game has reached. Allow about 15 minutes for the draft; time saved drafting becomes playing time.

For an event of mostly new players, consider adding 15 minutes to round one only, announced in advance. Games that run long in round one tend to finish comfortably by round three.

The Last Fifteen Minutes

Don't start a new Battle Round inside the last 15 minutes. Finish the one you're in and score what's on the table.

When Time Is Called

Dice go down. No final roll, no last activation, no finishing a sequence. The game state at the moment time is called is what gets scored. Three things decide games:

  • An interrupted activation isn't resolved. Roll back to the state before it began.
  • An attack with hit rolls already made is finished. The defender takes Armour or Evade Rolls, damage is applied, and it stops there.
  • End-of-Battle-Round scoring only counts for completed Battle Rounds. A Battle Round cut short scores nothing for either player.

Games That Didn't Get Far Enough

If a table hasn't completed two full Battle Rounds when time is called, a judge looks at the game before it's scored. A one-round result usually says more about how the players spent their time than about the game. The judge decides whether it stands and may treat the shortfall as slow play.

Milestone Announcements

Call the milestones out loud. It costs nothing and is the most effective way to get games finished on time. Times are measured on the round clock from the call.

ElapsedRemainingCall
0:002:30"Round begins, draft now"
0:152:15"Drafts should be complete"
0:451:45"45 minutes gone"
1:151:15"Halfway"
2:000:30"30 minutes remaining"
2:150:15"15 minutes, do not begin a new Battle Round"
2:250:05"5 minutes"

End of Round

At 5 minutes remaining, judges circulate and help players bring games to a close. Where a game can't reach a natural end, players submit scores as they stand. Extensions are not recommended: time given to one table is taken from every other.

Scoring and Standings

Two numbers come out of every game. Match Points (MP) say who won; Tournament Points (TP) say how convincingly. Everything else here separates players who finish level on both.

This applies to both engagement scales. Only the Victory Point bands differ, since smaller games produce smaller margins.

Record a result for every table, every round. A game left blank or entered 0–0 distorts the standings of everyone who faced either player.

Scoring a Game

The result comes from the Victory Point difference at the end of the game.

ResultVP difference (Standard)VP difference (Skirmish)WinnerLoser
Annihilation10+8+3 MP · 5 TP0 MP · 0 TP
Decisive Victory7–96–73 MP · 4 TP0 MP · 1 TP
Breakthrough3–63–53 MP · 3 TP0 MP · 2 TP
Stalemate0–20–21 MP · 2 TP1 MP · 2 TP

Games That Don't End Normally

SituationThe playerTheir opponentCounts toward SoS / oTP
Concedes a game0 MP · 0 TP3 MP · 5 TPYes
Receives a bye3 MP · 4 TP—No
Doesn't appear (no-show or walkover)0 MP · 0 TP3 MP · 4 TPNo
Runs out of timeScored from the VP difference on the tableScored from the VP difference on the tableYes

Standings Order

OrderMetricWhat it measures
1Match PointsHow much a player won
2Tournament PointsHow convincingly they won
3Strength of Schedule (SoS)How strong their opponents were, by result
4Opponents' Tournament Points (oTP)How strong their opponents were, by margin

Where all four are identical, the placement is shared. At the top of the table, sharing first place is recommended; the call is the TO's.

The Two Opponent Metrics

Both are averages over the opponents a player actually faced, using each opponent's final tally after the last round.

  • Strength of Schedule (SoS): the sum of opponents' final Match Points ÷ the number of those opponents.
  • Opponents' Tournament Points (oTP): the sum of opponents' final Tournament Points ÷ the number of those opponents.

SoS asks whether a player's opponents won; oTP asks how convincingly. Opponents on identical Match Points can have performed very differently, and oTP tells them apart.

Which Games Count

Every game actually played goes into both pools, with two exceptions:

  • Byes: the round isn't counted.
  • Walkovers and no-shows: treated as a bye.

A conceded game is a played game. It counts at its full Annihilation value; a concession that vanished from the pool would edit someone else's standings after the fact.

Don't enter a zero for a bye or walkover. The round isn't counted in the numerator or the denominator; a zero quietly penalises every player who received one.

If the exclusions leave a player with an empty pool, record SoS and oTP as 0. A player who withdraws mid-event still counts toward earlier opponents' SoS and oTP at their final tally.

When to Calculate Them

Work both out once, after the final round, from final tallies. Anything shown during the event is indicative only.

Report both to four decimal places and compare unrounded values. At large events, ties at two decimals happen more often than you'd think.

Checking Your Pairing Software

Whatever platform you use, check it handles SoS and oTP as defined here:

  • Both are means, not sums.
  • Both use each opponent's final tally.
  • Byes, walkovers and no-shows are left out of the pool, not entered as zeros. Conceded games stay in.

The last one is the easiest to get silently wrong.

The Pre-Game Sequence

Before each game, players pick their roster, establish sides and draft the Mission and Deployment, in order. The draft can use physical cards or an app; agree which before starting. With an app, both players must be able to see the card pool and each selection.

Step 1 · Roster Selection

Under Dual List Format, both players reveal their chosen roster at the same time, however they agree; if they can't, each tells a judge privately and the judge announces both. Each then brings the draft cards of the chosen roster to the table. Under Single List Format, skip this step.

Step 2 · Setup

All cards go on the table face-up, in two rows:

  • Row 1: Mission Cards (4 cards)
  • Row 2: Deployment Cards (4 cards)

Step 3 · Establishing Priority

Priority isn't rolled for; it's earned by spending less.

  1. The player who spent less Vespene Gas takes priority.
  2. If Gas is equal, the player who spent fewer Minerals takes priority.
  3. If both are equal, Roll-Off.

The player without priority chooses the perspective: the side of the table the Deployment is oriented from.

The player with priority then chooses, in order:

  1. Colour: declare yourself the Red Player or the Blue Player. This sets your Entry Edge, Zone of Influence and Mission Marker affinity for the game.
  2. Draft control: take control of either the Mission Draft or the Deployment Draft. Your opponent gets the other.

Step 4 · Mission Draft

  1. The player without Mission Draft control removes any 2 Mission Cards.
  2. The player with control picks 1 of the 2 that remain. That's the Mission.
  3. Discard the last card.

Step 5 · Deployment Draft

  1. The player without Deployment Draft control removes any 2 Deployment Cards.
  2. The player with control picks 1 of the 2 that remain. That's the Deployment.
  3. Discard the last card.

If the sequence overruns: if it hasn't concluded 15 minutes into the round, a judge completes the remaining steps at random following the procedure above. Playing time isn't extended.

Judging and Conduct

Rules Disputes

Players sort out straightforward disagreements themselves. The round clock doesn't stop for rules discussions. Where they genuinely can't agree, call a judge straight away rather than playing on under protest.

Penalties

Penalties must mean the same thing at every table. Every "penalty" in this guide is one of four levels.

PenaltyWho applies itWhen
CautionFloor JudgeA first, minor slip with no real effect on the game, such as a mismeasure caught immediately or a forgotten step
WarningFloor JudgeA repeat of something already cautioned, or a slip that did affect the game. Recorded and cumulative
Game LossHead JudgeA third Warning in the event, an illegal roster that carried an advantage, or slow play already warned twice
DisqualificationHead Judge with the TOCheating, or a Code of Conduct breach serious enough to end someone's event

Penalties accumulate across the whole event. They don't reset between rounds.

Keep a written record: a sheet at the judges' table or a note in the pairing software. Without one, "a third Warning" is unenforceable.

A Game Loss is scored as an Annihilation against the penalised player. A Disqualification ends that player's event: completed games stand and keep counting toward opponents' standings, but they take no further part and aren't eligible for placings or prizes.

Pace of Play

Every table keeps moving, clock or no clock. Most unfinished games were simply slow. But deliberately burning the round while ahead is unsporting, and the easiest way to steal a game in a system that scores whatever is on the table at time.

Judges don't need to be called: if a table is visibly behind the milestone calls, a judge can step in. Where a judge decides a player is taking unreasonable time:

  • First: a Caution, logged.
  • Then: the judge may impose a time limit per activation for the rest of the game.
  • If it continues: a Warning, and the judge may award the opponent an appropriate remedy, up to a Game Loss.

This applies with or without a chess clock. A clock makes pace self-policing; without one, the judge takes that role.

Code of Conduct

Everyone at the event, players, judges, spectators and staff, treats everyone else with respect. The following are prohibited and may lead to penalties up to immediate disqualification and removal from the venue:

  • Harassment of any kind, including sexual harassment
  • Hate speech or slurs
  • Intimidation, threats or physical aggression
  • Cheating, including misrepresenting rules, dice results, measurements or roster contents
  • Withholding information about your own army. Give your opponent the clearest picture of what your models can do, what they carry and how you can respond. If they'd need to ask, tell them first.
  • Theft or damage to property
  • Persistent unsportsmanlike behaviour after being asked to stop

Name a point of contact for conduct reports in your event materials, and make sure reports can be made discreetly. Disqualifications for conduct are recorded and reported to the publisher.

Accessibility

Tell players in your event materials:

  • Whether there's step-free access and an accessible toilet
  • Whether tables are seated or standing, and whether seating can be provided on request
  • Who to contact about accommodations, and by when. A week before the event is reasonable.

Side Events

There's no top cut in StarCraft: TMG. Every player plays every round, deliberately: a player out of contention after round three is still someone's round-four opponent, and their result feeds four other people's standings. The risk isn't boredom at the top. It's the player at the bottom quietly deciding to go home.

The Problem Side Events Solve

A player at 0–3 has two games with nothing on the line. Some will leave, and a drop costs more than one afternoon: remaining opponents get a walkover, and everyone who already played them has SoS and oTP reshaped by a record that stopped moving.

Side events make staying worth it. They don't replace the rounds still to play; they give players something else to be at the venue for.

Where They Fit

  • The evening between day one and day two. The field is already there with nothing scheduled. A Skirmish mini-tournament fits perfectly.
  • Lunch breaks and long gaps, if the schedule has them.
  • After the final round, while standings are calculated. The most reliably empty hour of any tournament.
  • For players who have already dropped. They should have somewhere to go.

What to Run

  • A Skirmish mini-tournament: short games, two or three rounds, self-contained.
  • Open play tables for a relaxed game.
  • A learn-to-play table for spectators, partners and walk-ins.
  • A painting or display competition, which runs itself all weekend for the cost of a table.

One Rule

A side event must never be a reason to leave the main tournament early. Don't schedule anything overlapping a round, and don't let a player swap a round-five game for a side event. If a top cut is announced for larger events, side events will follow the same principle.

Hobby Awards

They cost almost nothing and are what players remember, and they give players out of contention something to play for.

  • Best Painted: set out a display table, give every attendee a token, and let them vote. Player votes avoid judgement calls and get people looking at each other's armies.
  • Best in Faction: one each for Terran, Protoss and Zerg.
  • Best Sportsman: one nomination per player, submitted with their last result.

Running Them Well

  • Announce them with the event, not on the day.
  • Give somebody the job. A side event nobody owns doesn't happen.
  • Keep the entry barrier at zero. No extra fee, no separate registration if avoidable.
  • Keep them short. Anything that overruns eats into the main event.

Chess Clocks

General Etiquette

Clocks aren't the default. But if even one player wants to play on a clock, both players must. There's no negotiating it.

A player intending to use a clock brings their own: a physical clock, or a chess clock app installed and tested beforehand.

The point is time parity: both players get the same pool and neither loses to the other's pace. Deliberately playing slowly or stretching decisions to burn the round is unsporting conduct and can be penalised. Take disputes to a judge straight away.

Time Allocation and Setup

The round is 2 hours 30 minutes (150 minutes), covering everything: pairings, reading rosters, the draft, deployment and the game.

Each player manages their own pool.

When you first start the clock: check how much of the round is left, subtract 5 minutes as a buffer for judge calls, and split the rest evenly.

If your opponent isn't at the table or is dragging out preparation, you may start the clock on their time. Tell a judge before you start counting.

Pausing the Clock

The only reason to stop the clock mid-game is a serious rules dispute needing a judge. Time is held from the call until the ruling. Ordinary questions and minor doubts are resolved on the time of the player asking.

Action Economy and Switching

Every tactical decision and declaration happens on the player's own time. Switch the clock smoothly and often, so it shows who is deciding right now.

By default time runs for the player carrying out their activation. If the opposing player has to decide during it (declaring a reaction, resolving their own effect, weighing an ability), switch the clock to them immediately. Short routine actions at a reasonable pace, such as a passive player's Armour Rolls, don't need a switch every time.

Running Out of Time

When a player's clock reaches zero they lose active decisions: no cards, no unique abilities, and for the rest of the game:

  • Movement and Assault Phases (1 & 2): on their activation, they nominate an unactivated unit, if any, and it automatically takes the Hold action. That's a pass, even if the unit is in combat. No activation-tied effects or abilities.
  • Exception, Deploy from Reserves: instead of Hold, they may take the Deploy action for a unit in Reserves. It must finish inside its own Zone of Influence.
  • Combat Phase (3): they activate units and make Close Combat Attack rolls as normal.
  • Always permitted: Armour and Evade Rolls, fighting in the Combat Phase, and scoring Victory Points.

All of this is done promptly. An opponent may let them use the opponent's remaining minutes, as a favour at their own risk, withdrawable at any moment.

These procedures exist for extreme cases. In an ordinary, well-paced game there's no need to enforce them.

Part 11 · Keyword Glossary

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 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 Range: normal profile 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.

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).

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

In this chapter14

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:

  1. 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.
  2. Build Attack Pool: Sum RoA of eligible models + modifiers + Surge Die (if weapon has S Dice).
  3. Roll to Hit: Each die result equal to or higher than the Hit characteristic is a success and moves to the Armour Pool.
  4. 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.
  5. Armour Roll: Each die result equal to or higher than the Armour characteristic is saved and discarded.
  6. Evade Roll: If eligible, each die result equal to or higher than the Evade characteristic is saved and discarded.
  7. Damage & Casualties: Multiply all remaining dice by the weapon's Damage characteristic. Remove models accordingly.

Charge:

  1. Declare Targets: Select Enemy Ground Units (no LoS needed).
  2. Determine Charge Distance: Roll a D6; the Leading Model moves up to Speed + the result.
  3. 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.
  4. 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:

  1. 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.
  2. 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.
  3. Roll Attacks: Follow the Ranged Attack sequence, but as a target, choose an Enemy Engaged with this Unit.
  4. Remove Casualties: Use Engaged Unit priority (Priority 1 → 2 → 3).

12.6 PHASE 4: SCORING & CLEANUP

  1. Control: Sum Supply Within 3" of each Marker. Higher total controls. Ties = Contested.
  2. Score VP: Per Mission Card conditions.
  3. End of Game: Check winning conditions.
  4. End of the Round Effects: Resolve triggered abilities.
  5. Cleanup: Remove Tokens/Markers (keep STAY IN PLAY, Damage Markers, Mission Markers, Faction Indicators). Refresh all Exhausted cards.
  6. 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):

  1. Models not Within the Engagement Range of any Enemy Unit.
  2. Models Within the Engagement Range but not in Base-to-Base contact.
  3. 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)
AlignmentAs much of a template over the target model's baseNarrow end flush with the attacker base
LoS checkFrom the target model's base to each modelFrom the attacker base through the template to each model
Hit RollRoll to Hit as normalRoll to Hit as normal
Surge DieNo Surge Die is rolledNo Surge Die is rolled
Surge ResultEquals affected models in the Main target Unit onlyEquals affected models in the Main target Unit only
SpilloverResolve each affected Unit as a separate Batch. Do not apply Rate of Attack modifiers or Surge to Spillover attacksResolve each affected Unit as a separate 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).

TERRAN

MARINE

MODELSMINERAL COSTSUPPLY VALUE
61601
92102
UPGRADETYPEMINERAL COST (6 models)MINERAL COST (9 models)
AGG-12SPECIALIST, ↑ FOR C-14 Rifle1010
Bayonet↑ FOR Strike2030
Combat Shield-2030
Grenades - Frag-1010
Rocket LauncherSPECIALIST4040
Slugthrower-1020

RAYNOR'S RAIDERS (MARINE)

MODELSMINERAL COSTSUPPLY VALUE
62301

MARAUDER

MODELSMINERAL COSTSUPPLY VALUE
21501
42802
UPGRADETYPEMINERAL COST (2 models)MINERAL COST (4 models)
Kinetic Foam-2040
Laser Targeting Systems-2040
Veteran of Tarsonis-2030

MEDIC

MODELSMINERAL COSTSUPPLY VALUE
31101
UPGRADETYPEMINERAL COST (3 models)MINERAL COST
A-13 Flash Grenade Launcher-20-
Advanced Medic Facilities-60-
Stabilizer Medpacks-30-

GOLIATH

MODELSMINERAL COSTSUPPLY VALUE
11902
UPGRADETYPEMINERAL COST (1 model)MINERAL COST
Ares-Class Targeting System-20-
Haywire Missiles↑ FOR Hellfire Missiles40-
Scatter Missiles↑ FOR Hellfire Missiles30-

JIM RAYNOR

MODELSMINERAL COSTSUPPLY VALUE
12501
UPGRADETYPEMINERAL COST (1 model)MINERAL COST
C-14 Rifle↑ FOR Commando Rifle0-

SIEGE TANK

MODELSMINERAL COSTSUPPLY VALUE
12202
UPGRADETYPEMINERAL COST (1 model)MINERAL COST
Mode Transformation-20-
Coordinated Strike-20-
Shaped Blast-10-
Smart Shells-10-

TERRAN TACTICAL CARD POINTS

NAMEVESPENE GAS COST
Barracks25
Barracks (Proxy)40
Barracks (Tech Lab)45
Supply Depot40
Factory35
Engineering Bay25
NAMEVESPENE GAS COST
Armory30
Academy35
Orbital Command25
Dropship40
Factory (Tech Lab)40

ZERG

ZERGLING

MODELSMINERAL COSTSUPPLY VALUE
121801
182202
UPGRADETYPEMINERAL COST (12 models)MINERAL COST (18 models)
Adrenal Glands-2020
Burrow Ambush-2030
Shredding Claws↑ FOR Claws1010

RAPTOR (ZERGLING)

MODELSMINERAL COSTSUPPLY VALUE
122401
183002
UPGRADETYPEMINERAL COST (12 models)MINERAL COST (18 models)
Adrenal Glands-2020
Burrow Ambush-2030
Shredding Claws↑ FOR Claws1010

KERRIGAN SWARM RAPTOR (ZERGLING)

MODELSMINERAL COSTSUPPLY VALUE
62501

SWARMLING (ZERGLING)

MODELSMINERAL COSTSUPPLY VALUE
182601
UPGRADETYPEMINERAL COST (18 models)MINERAL COST
Burrow Ambush-20-

ROACH

MODELSMINERAL COSTSUPPLY VALUE
31701
UPGRADETYPEMINERAL COST (3 models)MINERAL COST
Burrow Ambush-20-
Glial Reconstitution-20-
Hydriodic Bile-10-
Tunneling Claws-10-

VILE (ROACH)

MODELSMINERAL COSTSUPPLY VALUE
32001
UPGRADETYPEMINERAL COST (3 models)MINERAL COST
Burrow Ambush-20-
Glial Reconstitution-20-
Hydriodic Bile-10-
Tunneling Claws-10-

CORPSER (ROACH)

MODELSMINERAL COSTSUPPLY VALUE
32401
UPGRADETYPEMINERAL COST (3 models)MINERAL COST
Burrow Ambush-20-
Glial Reconstitution-20-
Hydriodic Bile-10-
Tunneling Claws-10-

HYDRALISK

MODELSMINERAL COSTSUPPLY VALUE
21402
42603
UPGRADETYPEMINERAL COST (2 models)MINERAL COST (4 models)
Ancillary Carapace-2040
Burrow Ambush-2040
Grooved Spines-2040
Lurking-1020

QUEEN

MODELSMINERAL COSTSUPPLY VALUE
11501
UPGRADETYPEMINERAL COST (1 model)MINERAL COST
Creep Speed-10-
Domineering Presence-10-

KERRIGAN

MODELSMINERAL COSTSUPPLY VALUE
12501

RAVAGER

MODELSMINERAL COSTSUPPLY VALUE
11601
22702
UPGRADETYPEMINERAL COST (1 model)MINERAL COST (2 models)
Bloated Bile Ducts-2040
Burrow Ambush-2040
Potent Bile-2040

ZERG TACTICAL CARD POINTS

NAMEVESPENE GAS COST
Spawning Pool25
Spawning Pool (Six Pool)40
Roach Warren25
Hydralisk Den35
Evolution Chamber30
Hatchery30
Lair35
NAMEVESPENE GAS COST
Overseer25
Overlord35
Cocoon30
CREEP CARDSVESPENE GAS COST
Accelerating Creep0
Malignant Creep10

PROTOSS

ZEALOT

MODELSMINERAL COSTSUPPLY VALUE
31602
UPGRADETYPEMINERAL COST (3 models)MINERAL COST
Leg Enhancements-20-
My Life for Aiur-10-
We Stand as One-20-
Zealous Round-10-

PRAETOR GUARD (ZEALOT)

MODELSMINERAL COSTSUPPLY VALUE
32802

ADEPT

MODELSMINERAL COSTSUPPLY VALUE
41501
UPGRADETYPEMINERAL COST (4 models)MINERAL COST
Glaive Strike↑ FOR Strike20-
Guidance-10-
Resonating Glaives-20-

SENTRY

MODELSMINERAL COSTSUPPLY VALUE
21301
UPGRADETYPEMINERAL COST (2 models)MINERAL COST
Hallucination-30-
Solid-Field Projectors-20-

STALKER

MODELSMINERAL COSTSUPPLY VALUE
11701
22702
UPGRADETYPEMINERAL COST (1 model)MINERAL COST (2 models)
Fury of the Nerazim-2030
Path of Shadows-2040

ARTANIS

MODELSMINERAL COSTSUPPLY VALUE
12501

ZERATUL

MODELSMINERAL COSTSUPPLY VALUE
12301

NERAZIM WATCHERS (ADEPT)

MODELSMINERAL COSTSUPPLY VALUE
42101

IMMORTAL

MODELSMINERAL COSTSUPPLY VALUE
12802
UPGRADETYPEMINERAL COST (1 model)MINERAL COST
Shield Overcharge-20-
Left Phase Disruptor↑ FOR Left Photon Disruptor20-
Right Phase Disruptor↑ FOR Right Photon Disruptor20-
Fury Unyielding-20-
For the Ancients-20-

PROTOSS TACTICAL CARD POINTS

NAMEVESPENE GAS COST
Gateway25
Warp Gate40
Gate Chronoboosted35
Observer25
Nexus35
Overcharged Nexus35
NAMEVESPENE GAS COST
Power Field40
Forge30
Warp Prism35
Twilight Council45
Robotics Facility35
Void Seeker40

12.12 EXAMPLE ARMIES

Terran Starter

UNITS

NAMEMODELSUPGRADESSUPPLY VALUECOST
Marine9Combat Shield, Grenades - Frag, Bayonet2280
Marauder2Laser Targeting Systems1170
Marauder2Veteran of Tarsonis, Kinetic Foam1190
Medic3Stabilizer Medpacks1140
Goliath1Scatter Missiles2220

CARDS

NAMETYPECOST
Terran Armed ForcesFaction Card-
BarracksTactical Card25
FactoryTactical Card35
Orbital CommandTactical Card25
Supply DropMission Card-
Gather the ResourcesMission Card-
Abandoned CampDeployment Card-
Agria ValleyDeployment Card-

Terran Founders Edition Starter

UNITS

NAMEMODELSUPGRADESSUPPLY VALUECOST
Marine6AGG-12, Rocket Launcher1210
Raynor's Raiders (Marine)6-1230
Marauder2Kinetic Foam1170
Medic3Stabilizer Medpacks1140
Jim Raynor1-1250

CARDS

NAMETYPECOST
Raynor's RaidersFaction Card-
BarracksTactical Card25
AcademyTactical Card35
Orbital CommandTactical Card25
Supply DropMission Card-
Divide and ConquerMission Card-
Agria ValleyDeployment Card-
Dirt SideDeployment Card-

Zerg Starter

UNITS

NAMEMODELSUPGRADESSUPPLY VALUECOST
Swarmling (Zergling)18-1260
Corpser (Roach)3Burrow Ambush, Tunneling Claws, Hydriodic Bile1280
Hydralisk4Ancillary Carapace3300
Queen1Creep Speed1160

CARDS

NAMETYPECOST
Zerg SwarmFaction Card-
Accelerating CreepCreep Card0
Evolution ChamberTactical Card30
OverseerTactical Card25
Hydralisk DenTactical Card35
Supply DropMission Card-
Gather the ResourcesMission Card-
Abandoned CampDeployment Card-
Dirt SideDeployment Card-

Zerg Founders Edition Starter

UNITS

NAMEMODELSUPGRADESSUPPLY VALUECOST
Zergling12-1180
Kerrigan Swarm Raptor (Zergling)6-1250
Roach3-1170
Queen1-1150
Kerrigan1-1250

CARDS

NAMETYPECOST
Kerrigan's SwarmFaction Card-
Malignant CreepCreep Card10
Evolution ChamberTactical Card30
OverseerTactical Card25
Spawning PoolTactical Card25
FrontlinesMission Card-
Hold PositionMission Card-
FrontierDeployment Card-
Char PlainsDeployment Card-

Protoss Starter

UNITS

NAMEMODELSUPGRADESSUPPLY VALUECOST
Zealot3My Life for Aiur, Leg Enhancements, We Stand as One2210
Adept4Resonating Glaives, Glaive Strike1190
Sentry2Solid-Field Projectors, Hallucination1180
Stalker1Path of Shadows, Fury of the Nerazim1210
Stalker1Path of Shadows, Fury of the Nerazim1210

CARDS

NAMETYPECOST
DaelaamFaction Card-
ForgeTactical Card30
Twilight CouncilTactical Card45
ObserverTactical Card25
Hold PositionMission Card-
Gather the ResourcesMission Card-
Abandoned CampDeployment Card-
FrontierDeployment Card-

Protoss Founders Edition Starter

UNITS

NAMEMODELSUPGRADESSUPPLY VALUECOST
Zealot3My Life for Aiur2170
Praetor Guard (Zealot)3-2280
Adept4Glaive Strike1170
Sentry2-1130
Artanis1-1250

CARDS

NAMETYPECOST
KhalaiFaction Card-
GatewayTactical Card25
Warp PrismTactical Card35
ObserverTactical Card25
FrontlinesMission Card-
Divide and ConquerMission Card-
FrontierDeployment Card-
Char PlainsDeployment Card-

FAQ

In this chapter9

Official answers to frequently asked questions (FAQ v1.1, 25 September 2026).

Units & Characteristics

How do Shields work, and can they be healed?

A Unit’s Shield value is added directly to the Hit Points (HP) of its first model. For example, a Zealot (4 HP) with a Shield of 3 gives its first model a total of 7 HP. Lost HP from this combined pool can be healed normally.

When exactly is SHIELDED Status lost?

SHIELDED Status is lost in either of the following two situations:

  • The Total Damage assigned to the Unit exceeds its Shield value. For example, a Unit with a Shield of 3 only loses its status after taking 4 or more damage, not 3. Because this is checked after damage is resolved, any abilities that reduce incoming damage before it is assigned can prevent the loss of SHIELDED Status.
  • The first model in the Unit is removed. Once SHIELDED Status is lost, it cannot be restored by healing.

How does non-lethal damage interact with SHIELDED Status?

Non-lethal damage is added to the Unit’s Total Damage Pool and removes SHIELDED Status exactly like standard damage.

Can a destroyed Unit return to the game?

No. Once its last model is removed and a Unit is Destroyed, it cannot return to play. Unless specified otherwise in mission or other rules.

Measuring & Movement

How do you check if a Unit is Out of Coherency for the purpose of contesting objectives?

Unit Coherency is checked only at the end of a movement. If the Unit passed its last check, it remains in Coherency for objective control, regardless of any casualties suffered since then.

Do Gap Clearance rules apply to gaps between models, or only to gaps in or between terrain?

They apply to both. A gap is defined as any physical space between terrain pieces or models through which a moving model’s base must pass.

Can models be placed on the other side of an enemy unit during a Charge or Close Ranks action, even if there are no gaps?

Yes. Coherency Links may pass through Enemy models that your Unit is currently Engaged with. As long as there is open space to place the bases within Coherency, models can be set on the other side of the enemy.

It can pass through anything the Leading Model can legally traverse. For example, since Zerg Raptors have special movement rules allowing them to traverse IMPASSABLE TERRAIN, other models in the Unit can trace their Coherency Links directly through that terrain piece to stay connected.

Can I place a model onto High Ground from an Access Point using Coherency, or do I need to perform a Move action?

You can do so via Coherency, no separate Move action is required. When a Unit resolves a movement, only the nominated Leading Model measures and moves along a physical path. All other models in the Unit are set on the battlefield, and Coherency Links are explicitly allowed to trace through Access Points to connect models across different elevation levels.

With the Move or Run actions, can I move 0”?

No. A Unit must actually change its position on the battlefield when performing a Move or Run action. If a Unit does not reposition, it is considered to have performed a Hold action instead.

Does the Leading Model have to move its maximum distance during a “directly towards” or “directly away” move?

Yes. The Leading Model must move the maximum possible distance Directly Towards or Directly Away from the target, as applicable.

What happens when a model cannot fit its base on High Ground?

Apply the Wobbly Model Syndrome rules. The centre of the model’s base must remain on the High Ground terrain feature, and the base may overhang the edge by the minimum amount necessary to stand.

How do Gap Clearance checks work with High Ground, and can you move past a model that is less than an inch from its edge?

The edge of a High Ground feature is treated as Impassable Terrain for Gap Clearance purposes. Consequently, any physical space must satisfy the moving model’s Size requirement (1” wide for Size 2 or lower, and 3” wide for Size 3 or larger Units). For example, a Size 3 Siege Tank can drive up a ramp if the gap between the ramp’s edges is at least 3” wide, and it can be placed at the top using the Wobbly Model Syndrome rules if its base cannot fit entirely.

Can a Ground Unit move directly between unconnected High Grounds?

No. Ground Units can only move between connected High Grounds.

The Battlefield

Can a model gain Direct Cover by being within 1” of any part of a terrain piece, even if that specific part is not between the model and the attacker, so long as the Line of Sight trace passes through that terrain?

Yes. Direct Cover is established as long as the Line of Sight trace passes through a terrain piece and the model is Within 1” of any part of that same terrain piece. It does not matter if the specific section of the terrain Within 1” is the part physically obstructing the trace.

Can an objective marker be controlled while it is Deactivated?

Yes. Deactivated Mission Markers can still be controlled normally. The rules for determining control apply to all Mission Markers currently on the battlefield, regardless of whether they are flipped to their Activated or Deactivated side.

During the Mission and Deployment draft, when both players have the same card, do I remove a specific card or the card name?

You block only the specific physical card, not its name. Since players can bring identical cards, removing one physical copy from the table does not discard the duplicate copy, which remains a valid choice.

Are the long walls shown in the official map layouts treated as a single terrain feature or as multiple independent terrain pieces?

They are treated as multiple independent terrain pieces.

Can a Flying or BURROWED Unit claim a Controlled Mission Marker in “Artefact Hunt”?

Yes. Rules blocking them from Controlling or Contesting Mission Markers do not prevent them from claiming said markers in the “Artefact Hunt”.

In Supply Drop, which occurs first: rolling for Mission Marker Activation or the Priority Roll?

Rolling for Mission Marker Activation. The roll for Mission Marker Activation is resolved before players roll for Priority.

Deployment, Entry Edges, & Zone of Influence

If High Ground is touching the edge of the board, can a Unit deploy directly onto it?

Yes. Models may deploy directly onto High Ground if the player’s Entry Edge physically touches that terrain feature. All standard deployment requirements still apply, meaning the Unit must be placed legally in Coherency.

If High Ground is touching the edge of an Omega Worm or Pylon base, can a Unit deploy directly onto it?

No. Units may not deploy onto a different elevation level than the Unit they are deploying from.

Does the Omega Network’s ability count as a player’s Entry Edge for rules like Photon Overcharge?

Yes. Both the Omega Worm and aPylon’s base are treated as friendly Entry Edges owned by the player who placed them.

  • Because they are Friendly Entry Edges, you can trigger abilities like Burrow Ambush from them, and they are immune to enemy denial effects like Photon Overcharge.
  • Standard forward-deployment cards and transports (e.g., Proxy Barrack, or Warp Prism) do not create Entry Edges. They simply grant a temporary exception to the rules to deploy without one.,

Can a Unit deployed through a Pylon as an Entry Edge perform any additional actions or resolve abilities?

No. Deploying a Unit this way consumes its entire Activation, which ends immediately upon setup. Once the Unit is placed on the battlefield, you must place an Activation Marker next to it, preventing it from performing any further actions or resolving any other active abilities during that Phase.

Does the Omega Network’s ability generate a Zone of Influence (the restricted area extending 6” from a player’s Entry Edge)?

No. Zones of Influence are only generated by the primary Entry Edges defined by your Deployment Card and are marked exclusively during battlefield setup.

How does deployment work for end-of-round deployment abilities (like Ventral Sacs, Ready For Dust-off, or Warp Conduit) that place a Unit from a marker?

Place the leading model in base-to-base contact with the marker, and the remaining models in Unit Coherency completely outside of enemy Engagement Range. If you cannot place the leading model in base-to-base contact with the marker while keeping it outside of enemy Engagement Range, the Unit cannot be deployed, and the ability is wasted.

Can a Special Ability be used before deploying a Unit (e. g. , triggering Stimpack to increase its Speed)?

No. Abilities do not function while a Unit is in Reserves. Only abilities that explicitly state they work in Reserves (such as “Raiders Roll!”) or those that actually deploy the Unit (like “Armed and Ready” or “Phase Prism”) can be resolved before deployment.

What does “Nominated to deploy” mean?

This term refers to a Unit actively performing a Deploy Action. Any card effect, special ability, or core game rule that causes a Unit to perform a Deploy Action counts as that Unit being nominated to deploy.

Can Units benefit from the Creep speed buff during their Deploy move?

No. Units in Reserves cannot use abilities or measure range until they are placed on the battlefield. Because a Unit’s passive abilities do not function while in Reserves and the Unit cannot be “On Creep” before actually entering the board, the Deploy must be resolved using the Unit’s standard Speed characteristic.

Attack Sequence

Do Evade rolls work against Surge?

Yes. Evade rolls are resolved against the final Damage Pool, which includes Surge. Surge only bypasses the Armour Roll, moving successful hits directly to the Damage Pool.

Can ANTI-EVADE (or any other modifier) ever negate an Evade roll (or any other check) entirely?

No. Target numbers can never be modified below 2+ or above 6+. Because abilities like ANTI-EVADE apply modifiers, they can only worsen a check to a maximum of 6+.

Can Ranged Attacks destroy target models that are outside of weapon range if they are within Line of Sight?

Yes. Casualty removal is restricted only by visibility, not range. Any model in the target Unit that is visible to at least one model in the attacking Unit is eligible to be removed as a casualty, even if that specific model is physically outside of the weapon’s range.

When a Unit is engaged, and all of its models are in base-to-base contact, can you perform a Close Ranks action?

No. Since the action requires the Leading Model to end their movement closer to the enemy than they started, a Unit where everyone is already in base-to-base contact cannot resolve a Close Ranks action.

How are models removed in close combat when fighting multiple enemy Units at once?

You must prioritise maintaining engagement with ALL enemy Units. When removing casualties at Priority 2 or 3, you cannot choose a model if its removal would break engagement with a specific enemy Unit, as long as another valid casualty exists in any priority tier.

When a Unit has multiple different ranged weapons, must you declare all targets before you begin rolling to hit?

No. Targets are declared and resolved one weapon Batch at a time. You select a target for your first weapon type, resolve those attacks completely, and only then declare the target for your next weapon type.

In what order are attacks using a Blast Template resolved?

Attacks using a Blast Template may be resolved in any order, keeping in mind that Spillover attacks cannot receive any modifiers.

Abilities & Tactics Cards

How do CP, BM, and PE resources work when paying for special abilities?

You must exhaust (flip face-down) one or more Ready cards matching the required resource type to pay the cost. Any excess resources generated are lost and cannot be saved or spent on another ability. For example, exhausting a card that produces 2 CP to pay for a 1 CP ability immediately discards the leftover 1 CP.

Is a Unit considered within range of itself for its own abilities?

Yes. A Unit is always considered within range of itself unless a rule explicitly states otherwise.

Does activating a Tactical Card to use one of its abilities require an active Unit on the battlefield, even if the card doesn’t directly affect that Unit?

Yes. An active Unit on the battlefield is always required to resolve a card’s Active Ability.

Can a Unit use any number of Active abilities or Tactical Cards during its Activation?

Yes. A Unit can resolve any number of differently named Active abilities or Tactical Cards during its Activation, provided you can pay their resource costs. However, Reactions are restricted to one per Activation. Named Active abilities cannot be used more than Once per Round per Unit unless a rule explicitly states otherwise (e.g., a single Marine Unit cannot trigger the “Go! Go! Go!” ability twice in the same Round).

When resolving the Marauder’s Concussive Shells reaction, do you need Line of Sight to the charging Enemy Unit or to the Friendly Unit being charged?

You only need Line of Sight to the Friendly Unit. Because the ability is measured and targeted toward a Friendly Unit Within 8”, that friendly unit is the subject of the range and visibility check.

Can Raptors stack the IMPACT modifiers from Malignant Creep, the Evolution Chamber, and their Adrenal Overload ability?

Yes. Because these abilities apply numeric modifiers rather than keywords, they stack. Modifiers from different named sources are cumulative, allowing these three effects to combine for a potential +3 bonus.

Can you stack Accelerating Creep with the Queen’s Creep Speed, Wild Mutation, or Roach Glial Reconstitution?

Movement modifiers from different named sources stack normally, unless they share the BUFF keyword. Because Accelerating Creep and the Queen’s Creep Speed upgrade apply flat modifiers without using keywords, they stack with other speed bonuses. However, both Wild Mutation and Glial Reconstitution grant the BUFF Speed keyword, meaning they do not stack with each other.

Can an opponent place their models on a Faction Indicator (from Ventral Sacs, Ready For Dust-off, or Warp Conduit)?

Yes. Opponents can freely move onto and block a Faction Indicator. If the indicator becomes blocked so that you can no longer place a deploying model in base-to-base contact with it, the indicator remains on the field until the End of the Round and is then removed without deploying the Unit.

How do you resolve the PLACE (0) effect of Artanis’s Phase Prism ability?

Place Artanis directly in base-to-base contact with a model in the selected target Unit.

Can damage already assigned to a Unit be removed?

Yes. Damage reduction applies to a Unit’s Total Damage (the sum of existing and newly assigned damage). For example, if a Marauder Unit with 2 damage takes 1 additional damage, a Medic’s “Life Support” can remove all 3 damage.

Can Roaches move through a Force Field using Tunnelling Claws?

No. Tunnelling Claws only allow a Unit to move through enemy Units, not Terrain. Since aForce Field is classified as Terrain, it cannot be bypassed or moved through using this ability.

Can a Size 3 Unit be PLACED into a Force Field to automatically remove it?

No. Because a PLACE effect is not a movement, it cannot remove a Force Field.

Can Raptors move across Force Fields, since they can normally bypass terrain?

No. Force Fields explicitly forbid Units of Size 2 or less from moving across them. Because Raptors are Size 1, they cannot ignore this specific terrain restriction.

When is ON CREEP checked for the movement bonus from Accelerating Creep?

At the start of the movement. If a Unit is ON CREEP when it begins its movement, it gains the bonus for the entire move, even if it leaves Creep during that movement.

Can you use the Advanced Training reaction from the Academy if the card is already exhausted?

No. Once a Tactical Card is Exhausted, none of its printed abilities can be resolved or used until the card is Refreshed during the Phase 4 Cleanup.

Can you resolve Reaction Abilities outside of an activation?

Yes. Reactions can be resolved at any time their specific trigger conditions are met, regardless of whether a Unit is currently activated.

  • Outside of activations, you are restricted to resolving only one Reaction per trigger Phase (provided the participating Unit has not already used that reaction this round).
  • If both players attempt to react to the same trigger outside of an activation, the holder of the First Player Marker resolves theirs first.

What counts as targeting a Structure?

Abilities can affect a Structure if they target an area. or the Unit itself rather than a specific individual model. Structures are only excluded from an ability’s effects if that ability’s targeting requirements, keywords, or restrictions rule them out.

What is the difference between “select” and “target”?

There is no mechanical or rules distinction between these two terms. They are treated as synonyms.

Can an Adept Unit use Psionic Transfer to “teleport” while carrying a claimed Mission Marker in the “Artefact Hunt” mission?

No.

Can Raynor’s Raiders use their Rapid Reinforcement ability to PLACE themselves from a Unit with the Structure Special Ability?

No.

Does the Combat Shield Special Ability grant an Evade roll against Non-Lethal Damage, Psionic Storm, or Plague?

Yes.

Keywords

Does PINPOINT allow a Unit to ignore its own engagement and shoot at outside targets, or does it only allow targeting an engaged enemy?

It only allows shooting into combat, not shooting out of it. The keyword overrides the targeting restriction on the target Unit, allowing models to shoot at Engaged enemies.

Can I remove a Creep Token by using the PLACE keyword?

No. Creep Removal only triggers when an enemy Unit ends a Move, Deploy, Run, Charge, or Disengage action within 1” of a Creep Tumor. As PLACE is neither of those, ending a PLACE movement near a Creep Tumor does not remove it.

To benefit from the LOCKED IN keyword, must the attacking model be stationary, or does the target need to have Stationary Status?

The target must have the Stationary Status.

How does Indirect Fire work against a target Unit when only some of its models are visible?

The target Unit does not gain an Evade roll, and non-visible models can still be removed as casualties. Because at least one model is visible, the target Unit itself is considered to be within Line of Sight, meaning it does not qualify for the Evade roll granted to out-of-sight targets.

Since HIDDEN Units cannot be targeted from more than 4” away, how can “detection” abilities (such as Scanner Sweep, Oversight Mode, or Surveillance) affect them at a 6” range?

These abilities target a location on the battlefield rather than the Units themselves. They place a Faction Indicator to create a 6” area of effect. Because the ability does not select the Unit as a target, it bypasses the 4” targeting restriction.

When are abilities or effects with a “while within” condition checked?

These effects are checked at the start and the end of any action or ability during the game round. If a Unit is within the specified range and meets all other requirements, the effect applies immediately.

Can a Reaction ability with the REPEATABLE keyword be used multiple times during the same Activation?

No. The standard limit of one Reaction per Activation still applies. While REPEATABLE allows the ability to be used across different Activations during the round, it cannot be used multiple times in the same Activation. For triggers that occur outside of an Activation entirely, the ability can only be used once per trigger.

Do keywords like PRECISION, SURGE, or CRITICAL HIT apply to individual models, or do they apply to the entire Unit?

They apply to the weapon Batch (the collective dice pool generated by the Unit’s attack) rather than to individual models. Models in a Unit using the same weapon profile combine their Rate of Attack (RoA) dice into a single pool, and these keywords act on the dice within that pool. Individual models are tracked separately only to determine Range, visibility, and specific per- model roll modifiers (such as the -1 Hit penalty for Long Range).

How do abilities like PRECISION work when splitting attacks in combat against multiple enemy Units?

Splitting attacks is resolved as a single Batch, allowing you to allocate keyword effects as they are resolved. Because the attacks against both Units occur simultaneously, you can choose to apply keywords like PRECISION entirely to one target’s pool or split them across both pools.

Does morphing a Unit award Victory Points (VPs) to the opponent if the original Unit’s Supply Value is reduced?

Yes. Anytime a Unit’s Current Supply Value is reduced, including during a Morph, the opponent gains Victory Points (VPs) equal to the amount of Supply lost.

Does a MORPHED Unit award Victory Points (VPs) to the opponent when the Units’ Supply Value is reduced?

Yes. A MORPHED Unit awards Victory Points (VPs) exactly like any other Unit on the battlefield, equal to the amount of Supply lost.

If a Specialist model (like an AGG-12 Marine) is removed, can you keep the weapon in play by replacing another model that doesn’t have it?

No. You cannot transfer Specialist models to other models or replace a model without the weapon to keep the Specialist.

Can I use the Psionic Transfer ability to SET Adepts within Engagement Range?

Yes.

Templates & Spillover

How do Blast Template abilities (like Psionic Storm or Plague) resolve without a physical “Primary Target” to establish a Target Point, Elevation Level, or Combat Tags?

You resolve them using the template rules with the following key adaptations:

  • The Unit executing the ability is treated as the Attacking Model.
  • The point directly beneath the centre of the template is treated as the Target Point and the Primary Target.
  • Because this Target Point has no Combat Tags, spillover targets do not need to match any targeting tags to be affected.
  • Affected models must still occupy the same Elevation Level as the Target Point. For these attacks, Flying Units are treated as occupying the same Elevation Level as their physical bases on the battlefield.

Does the Spillover requirement to “share the same Combat Tag as the Primary target” prevent a template from spilling over to models with different tags (e.g., from Light Zerglings to Armoured Roaches), or is it only meant to check Ground vs. Flying status?

Spillover targets only need to share at least one Combat Tag and match the elevation level of the Primary target. Since Zerglings and Roaches both share the Ground Combat Tags, a template can spill over between them if they are on the same elevation. Mutalisks cannot be affected by Ground-level templates even though they share the Biological tag, because Flying Units do not occupy a standard Elevation Level for template purposes.

How does Guardian Shield interact with Spillover?

Because Spillover hits are resolved as separate attack batches, the Guardian Shield modifier applies to each batch individually. Any Ranged Attack (including both the main target and any Spillover batches) targeting a friendly Unit affected by the Guardian Shield is made with 1 fewer die in its Attack Pool.

How do keywords such as PRECISION (X) or CRITICAL HIT (X) interact with Spillover?

Weapon keywords apply exclusively to the Attack Pool generated against the Main Target. They do not carry over to Spillover batches, which are resolved as separate, basic attack batches without modifiers.

A Special Thank You

We would like to extend our heartfelt thanks to all of our Beta Testers, whose invaluable feedback, dedication, and support have played a huge role in helping us create and refine this FAQ. Your questions, suggestions, and countless hours of testing have helped us make the game clearer and easier to understand for everyone. Thank you for being an essential part of this journey with us!

Army Builder

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