Shatterpoint Core Rules

Download as pdf or txt
Download as pdf or txt
You are on page 1of 40

6/2/23 CORE RULES

AT OM IC MASS GAMES
LEAD GAME DESIGNER SCULPTING
Will Shick Dave Kidd, Gael Goumon, and David Ferreira

LEAD GAME DEVELOPER SCULPTING COORDINATION


Michael Plummer Mike Jones

DEVELOPMENT MANAGER & ADDITIONAL DESIGN ENGINEERING


Will Pagani Bexley Andrajack, Cory DeVore, Alex Edinger, Kevin Kircus,
and Nicholas Smith
GAME DEVELOPMENT
Andrew Dursum and Sarah Rowan ENGINEERING MANAGEMENT
Evan Kang
PRODUCT LINE MANAGEMENT
Melissa Butler and Andrea Lowe SCULPTING DIRECTOR
Marco Segovia
INITIAL PROJECT SUPPORT
Gavin Duffy OP & EVENTS
Courtney Downing
EDITING
Emily Parks MARKETING COORDINATION
Summer Ditona
GRAPHIC DESIGN
Ryan Ritter MARKETING MANAGEMENT
Brian Keilen
PHOTOGRAPHY
Matt Ferbrache ASSISTANT TO THE CREATIVE DIRECTOR
Tony Konichek
GRAPHIC DESIGN MANAGER
Jessy Stetson CREATIVE DIRECTOR
Dallas Kemp
COVER ART
Michal Ivan DIRECTOR OF OPERATIONS
Derrick Fuchs
INTERIOR ART
Chris Bjors, Lia Booysen, Patrick Brown, DIRECTOR OF PRODUCT DEVELOPMENT
Simone Buonfantino / Tomato Farm and Preston Stone Will Shick

MINIATURE PAINTING HEAD OF STUDIO


Brendan Roy, Dallas Kemp, and Tony Konichek Simone Elliott

ART DIRECTION
Josh Colón and Preston Stone

AS MO DE E N ORTH AMER I C A L U C A SF I L M L I M I TE D
LICENSING COORDINATION LICENSING APPROVALS
Dana Cartwright Lawrence Cruz and Brian Merten

LICENSING MANAGER
Scheherazade Anisi P L A Y TE STE R S
PRODUCTION COORDINATION Jason Baird, Jorge Castaneda, The Chang, Stephen Cobb,
Samantha Hedden, John Hannasch, Lee Houff, Dan Cotrupe, Eric Davis, William Irvine, Damon Jones,
Jarrett Ford, Chris Jensen, and Alex Schlee Mark Kozlen, Adam Little, Carol-Anne Lucero, John Pagani,
Cassandra Paige, William Rutan, Doug Stone-Weaver,
PRODUCTION ENGINEER Taylor Thies, Tseung Tsu, Tsudoi Wada, Richard Wall,
Michael Blomberg
Sam Wang, and Gus Woomer
PRODUCTION MANAGEMENT
Justin Anger and Austin Litzler
SP E C I A L THA NKS TO
REGIONAL HEAD OF PUBLISHING
Bill Altig Our amazing pets, partners, families and friends.

GLOBAL HEAD OF PUBLISHING


Steve Horvath
It is a troubled time for the galaxy. The forces of dark
and light battle against each other in constant conflict.
In this strife arisemoments of great importance,
known as Shatterpoints, where the actions of a few can
change the fate of the entire galaxy. These key battles do
not take place between great armies but between small
teams of the galaxy's greatest heroes and villains.

It is here, amid the clash of lightsabers and blasts of laser


fire that you will take command. Gather your squads,
prepare for battle, and remember that the greatest
generals are those who can adapt and seize the moment
when not only victory, but the choice that will determine a
character's fate, presents itself on the battlefield....
TABLE OF CONTENTS

CONTENT LIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Multiple Character Units. . . . . . . . . . . . . . . . . . . . . . . . . 23


GAME OVERVIEW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 MOVEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
KEY CONCEPTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Overlapping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Missions, Struggles, and Objectives. . . . . . . . . . . . . . . . . 6 Advance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Parts of Mission Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Climb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Parts of Struggle Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Dash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Objective Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Jump. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Struggle Tracker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Push & Pull. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Toward or Away . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Units and Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Place. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Allies, Enemies, and Control. . . . . . . . . . . . . . . . . . . . . . . 8 MAKING AN ATTACK. . . . . . . . . . . . . . . . . . . . . . . . . 29
Unit Stat Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Attack Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Parts of Unit Stat Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Ranged Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Stance Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Melee Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Attack and Defense Expertise Charts . . . . . . . . . . . . . . . 13 Engagement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Parts of Stance Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 DICE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 ATTACK AND DEFENSE STATS. . . . . . . . . . . . . . . . 31
Stacking Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 COMBAT TREE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Will of the Force. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Directed Effect Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Measurement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Personal Effect Icons. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
GAME SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 The Damage Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Building Strike Teams. . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 MAKING AN ATTACK. . . . . . . . . . . . . . . . . . . . . . . . . 32
Building Squads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Attack Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Establishing the First Player and Choosing Sides . . . . 17 DAMAGING UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Setting up the Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Becoming Wounded. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Creating the Battlefield. . . . . . . . . . . . . . . . . . . . . . . . . . 18 Becoming Injured. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Controlling Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Becoming Defeated. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Winning the game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 CONDITIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Struggle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Momentum Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Elevation Relativity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
GAME MECHANICS. . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Ingress Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Parts of a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 LINE OF SIGHT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Setting Up the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 HUNKER TOKENS & COVER. . . . . . . . . . . . . . . . . . 37
Deployment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 APPENDIX A: TIMING. . . . . . . . . . . . . . . . . . . . . . . . 38
Playing the Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Making an Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Reserving an Order Card. . . . . . . . . . . . . . . . . . . . . . . . . 22 Activating a Unit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Shatterpoint Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Taking a Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Refreshing the Order Deck . . . . . . . . . . . . . . . . . . . . . . . 22 APPENDIX B: KEYWORDS. . . . . . . . . . . . . . . . . . . . 39
Activating Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Snip'ets
Learning all the intricacies of a new game can seem intimidating at first, and many players will have rules questions
during their first few games. Snip'ets call out key rules and interactions to make answers to common questions easy
to find and to keep the struggle on the table instead of in navigating the rules.
CONTENT LIST
Q 5
Q
lord mAul Q
Q QT
Q dArk rAGe
Q Q P P
Q Q QQ
J Force Speed P
morein this Unit may X.
Each character V
jedi no The
AhsokA TAno, J re is No Pla
ce to
cter in this Unit Run VV
Q Q
Q P
QQ

JAr'kAi

Choose a chara
Pull the chos O Double-
Bla Q
Lights ded5
7
en and an enem
enemy chara enemy character G2 Towa y character within G3 1–2 aber
Force Speed Q
V cter gains 4 rd the chosen of that chara B, Q Q F
in this Unit may
X. . allied chara cter.
Juyo
J Each character
YouRev ? VV engthis y.
cter. Then the
chosen 3 B,
A, Q 1–2 E
t forL e, I use this abilit

5
Fas Mu may
st
n this Unit is rs theHav
Unit 4+ B QQ
What’s the
Matter, Tood suffer Q from a Whe O attac k,
Woundedrema
eining
RevQ .
enge Q 9 , B, Q,Q 3 E, –
5
Unit woul Unit
attac king Unit suffe by Q Q R, T
I When a chara
cter in this
in the Damage
Pool. The may immediately
H
a O attack,
after the attac Q 4+ E,

7
the Q and make a k is resol E, R, R

rs half 5 dice O attac ved, ,T
This Unit suffe k targeting the one character in this P
M Sustained may use this
ability. character that 1
is resol ved, this By
UnitRag
rs eQQ.
Wounded it.
Q Q lord MAul
Deflect k targeting a character in thisresul UnitWhil e this UnitUnit
theattac
ts,tothe king is notsuffe
Wounded, when
I After a N attac
contained one
or more D cost of the abili
ty instead. it would spen
d V to use
If the attack roll
5
For every 3 an ability, it © LFL ©

5
AMG
may suffer
For each Injur
Q this Unit has, chara one character
ved,cters
in Q equal F Acrobatics
t is resol d Lightsabers
Fierce Proytec
tor ed effec
Unit, after thetoken this Unit
ds another allied caused the effect. Then has, chara
that move
in this
, the character Unitattac
5 cters
dice O
addk1 die to
their O attac 9 O 1–2 E, BYA
M When an enem
this Unit may X
character Woun y character that
toward the enemDathom
character is Enga
irianthe• enem
ged with
y character, it
Force User
may make a
in this Unit
add 3 dice to k rolls.
their O attac
k rolls. 11 1–2
3–4
A, A
B, B
3–4 E, E, BYA, T
or, if that • Sco undrel • Sha E, E, BYA, T, R
may RRR
targeting that
enemy chara
cter. dow Collect
ive 3 5+ B, B, B
5+
© LFL © AMG

2 AhsokA TAno, Jedi no More

blic
Galactic Repu
Force User •

16 miniatures 12 unit stat cards 12 stance cards

23 terrain pieces 2 movement tools 5 range tools


Steal the Secret Plans We’re Going to Need
a New Exit
We’re
Goin g to Ne
ed a Ne
w Exit

Shifting Priorities

During the second and third Struggles,


4
at the start of each of their Turns, players 4 5 5
roll one Defense Die and consult the
Mission Map to mark the corresponding
Active Objective token with a Priority
5
Objective token. A player that controls one
or more Active objectives marked with a
Priority Objective token moves the Struggle
token one additional space toward their 5
Momentum tokens at the end of their Turn.

ysen
Lia Booysen

Lia Boo
If a Priority Objective token is already
marking an indicated Objective token, © LFL © AMG
it does not move. © LFL © AMG

© LFL
© AMG
© LFL © AMG

14 dice 1 mission card & 14 order cards


9 struggle cards

1 struggle tracker objective force control

strained / exposed disarmed / pinned hunker injured / wounded

1 struggle
token

5 damage 1 damage priority objective


core rules 16 momentum 126 punch tokens
tokens
Contents not shown to scale
GAME OVERVIEW Parts of Mission Cards
Shatterpoint is a skirmish miniatures game for two players. In Each Mission Card is made up of the following parts:
Shatterpoint, players take control of iconic characters from the
1. Mission Name – The title of the Mission Set.
Star Wars™ galaxy and their allies, battling against each other to
be the first to complete randomized missions across a 2. Mission Special Rules – Special rules that apply to the
terrain-filled battlefield. Mission.

Each character in Shatterpoint is represented by a highly-detailed 3. Set Symbol – What Mission Set the card is from.
miniature. Players collect, assemble, and paint their Shatterpoint 4. Objective Setup – Indicates where Objective tokens are
miniatures to create a strike team that is truly their own. placed on the battlefield.

KEY CONCEPTS Parts of Struggle Cards


Each Struggle Card is made up of the following parts:
This section describes the fundamental concepts around the
miniatures and basic gameplay. 1. Struggle Name – The title of the Struggle.
2. Active Objectives – Indicates which Objective tokens are
Missions, Struggles, and Objectives Active during the Struggle. When multiple maps are printed
While combat is core to Shatterpoint, victory is mainly achieved on a Struggle Card, the player who lost the previous Struggle
by successfully completing objectives that are revealed over the chooses which map to use in the subsequent Struggle.
course of play. Every game of Shatterpoint has a mission that gives Some Struggle Cards may denote other information about
an overall structure to the game. Each mission presents its own objectives that pertains to the Mission Special Rules.
objectives and any special rules associated with those objectives.
3. Set Symbol – What Mission Set the card is from.
Each player brings a single Mission Set to the game. A Mission 4. Phase Number – Indicates which phase the
Set is comprised of a Mission Card and all of its corresponding Struggle Card corresponds to.
Struggle Cards, denoted by the set symbol at the bottom right of
each card.

Each mission in Shatterpoint is composed of several Struggles.


Objectives shift when each new Struggle is revealed, keeping all
combatants on their toes. To win the game and emerge victorious,
players have to adapt their strategies to the ever-shifting flow of
battle.

The goal of every game of Shatterpoint is to complete the mission


by winning Struggles. The first player to win two Struggles wins
the game!
Mission Card
1 Shifting Priorities

During the second and third Struggles,


4
at the start of each of their Turns, players 4 5 5
roll one Defense Die and consult the
Mission Map to mark the corresponding
5
4
Active Objective token with a Priority
Objective token. A player that controls one
or more Active objectives marked with a

2 Priority Objective token moves the Struggle


token one additional space toward their
Momentum tokens at the end of their Turn.
5

If a Priority Objective token is already


marking an indicated Objective token,
it does not move.

© LFL © AMG 3
6
Struggle Cards (Front)

1 Steal the Secret Plans 1 We’re Going to Need a New Exit

2 2

© LFL © AMG 3 © LFL © AMG 3


Struggle Cards (Back)

7
Objective Tokens active All Units are made up of one or more characters. Each character is
Objective tokens represent the various points represented on the table by one or more highly-detailed
of interest, battlefield assets, or people that miniatures on a single base. Each Unit has a corresponding Unit
the players are fighting over. Objective tokens Stat Card that explains its rules.
have two sides: Active and Inactive. Objective
tokens always begin the game on their There are three types of Units: Primary, Secondary, and
inactive Supporting. Some Units represent specific characters while others
Inactive side and are activated by Struggle
Cards and other effects. Some Mission Cards represent the unnamed troopers working alongside them.
may list specific special rules that affect the
Objective tokens during the game. Most Units are Single Character Units that contain only one
character. Supporting Units commonly contain multiple
characters. The rules for Multiple Character Units can be found on
Struggle Tracker page 23.
The Struggle Tracker is a dashboard that helps players keep track
of the current Struggle. It has 17 spaces – a zero space, where For example, General Anakin Skywalker is a Single Character
the Struggle token begins, and eight spaces on either side that Unit. 501st Clone Troopers is a Multiple Character Unit
players will fill with Momentum tokens as the game progresses. containing two characters.
Players move the Struggle token back and forth along the
Struggle Tracker as they race to out-score one another and tip the
balance of battle in their favor. Allies, Enemies, and Control
In Shatterpoint, rules often use the terms "allied" or "enemy"
when referring to Units, characters, or effects. A player controls
all the Units that make up their strike team, and the characters
that make up those Units. Characters and Units a player controls
are allied characters and Units. Effects caused by allied characters
and Units are allied effects. Characters and Units that a player’s
Objects opponent controls are enemy characters and Units. Effects caused
Characters and tokens are referred to collectively as objects. by enemy characters and Units are enemy effects.

Units and Characters Unit Stat Cards


In Shatterpoint, players create a team of heroes and villains drawn Each Unit has a corresponding Unit Stat Card that lists the
from the Star Wars galaxy. Collectively, these heroes and villains necessary information about the Unit. Unit Stat Cards have two
are referred to as Units. sides. The back of the card displays the Unit’s Name, Unique
Name, Unit Type, Force (V) stat, Era, the number of characters
in the Unit, and either the Unit’s Squad Points or Points Cost.
3pc 0
The front of the card shows all the Unit’s Tags, abilities, Stamina
(R), and Durability (6). The back side of the card is used while
building strike teams, while the front is used during gameplay.

8sp
3
AsAjj VenTress, siTh AssAssin
Dathomirian Dexterity V
J Each character in this Unit may T. This Unit may use this ability two times during its activation
instead of the normal one.

Force Push VV
J Choose a character in this Unit and an enemy character within G3 of that character.
Push the chosen enemy character G3 Away from the chosen allied character.

Riposte
I After a O attack targeting a character in this Unit is resolved, this Unit may use this ability.
If the attack roll contains one or more D results, the attacking Unit suffers QQ.

Slip Away
I
501sT clone Troopers When another allied Dathomirian or Separatist Alliance character targets an enemy
character that is Engaged with one or more characters in this Unit with an attack, this Unit
may use this ability. One character in this Unit that is Engaged with the target character may
Supporting Unit (88) immediately S. If it does, this Unit gains 3.

© LFL © AMG Simone Buonfantino / Tomato Farm M Sith Assassin 9


When a character in this Unit Wounds an enemy Unit, after the effect is resolved,
that character may RRR. If it Wounded a Primary Unit or Secondary Unit,
it may also X or T. If it Wounded a Primary Unit, refresh VV.
Dathomirian • Force User • Nightsister • Separatist Alliance
3

AsAjj VenTress, siT


h AssAssin
Asajj Ventress
• Primary Unit
© LFL © AMG (8)
Chris Bjors

8
Parts of Unit Stat Cards 8 7 6
1 GenerAl AnAkin skywAlker 7sp 4
Force Jump V
J Each character in this Unit may T.

I'm Going to End This VV


I After this Unit makes a combat action, it may use this ability. One character in this Unit may

10
make an attack targeting one of the same enemy characters within range and LOS.

Deflect
I After a N attack targeting a character in this Unit is resolved, this Unit may use this ability.
If the attack roll contained one or more D results, the attacking Unit suffers QQ.

This Is Where the Fun Begins


M When a character in this Unit Wounds an enemy Primary Unit or enemy Secondary Unit,
after the effect is resolved, move the Struggle token one space toward your
Momentum tokens. Then, if the Wounded Unit is a Primary Unit,
each allied Galactic Republic character may R. 11
3
3 501st • Force User • Galactic Republic • Jedi

4 5
GenerAl AnAkin skywAlker 1
9 © LFL © AMG
Anakin Skywalker • Primary Unit (8)
Chris Bjors
2
11

1 Unit Name – The Unit’s name. 8 Squad Points (SP) or Point Cost (PC) – This value is used
during squad building – Primary Units have Squad Points
2 Unit Type – The Unit’s type: Primary, Secondary,
(SP), while other Units have a Point Cost (PC).
or Supporting.
9 Unique Name – A Unit with a Unique Name is a specific
3 Tags – Tags are keywords that define a Unit and are referred
person, droid, or other being in the Star Wars galaxy.
to by certain game rules and abilities.
Units that share a Unique Name may not be included in
4 Durability (6) – The number of Injury tokens a Unit can the same strike team with each other – there’s only one Cad
have before being Defeated. Bane! Not all Units have a Unique Name.
5 Stamina (R) – The number of Damage tokens a Unit can 10 Abilities – A list of all the abilities a Unit can use.
have before being Wounded.
11 Number of Characters (8) – The number of characters
6 Force (V) – The amount the Unit’s presence contributes to that comprise the Unit is shown here.
influencing the Will of the Force. The combined total of all
Force (V) stats across a player’s strike team at the start of Characters are sometimes referred to by their
the game dictates the number of Force (V) tokens in that Unit’s Type. A character in a Primary, Secondary,
player’s Force Pool. or Supporting Unit can be referred to as a
7 Era – The Era of time the Unit is from. All Units in a squad Primary, Secondary, or Supporting character,
must share the same Era, but strike teams may be made up respectively.
of squads from different Eras.

9
Unit Order Cards & Shatterpoint Cards
In the tight press of battle, it can be nearly impossible to A Tactic (K) icon on a Unit Order Card is a
coordinate the actions of soldiers and characters fighting reminder that the Unit has a Tactic (K) ability
desperately to complete their objectives before time runs out. In that will resolve at the start of the Unit's
these pivotal moments, great commanders learn to adapt quickly activation.
to the chaos of battle and make the most of what fate gives them
to work with.
Abilities
Order Cards control which Units a player can activate during Whether the result of training, innate talent, or mastery over
their Turn. Each Unit in a player’s strike team comes with a the Force, every Unit in Shatterpoint is capable of performing
corresponding Unit Order Card. Shatterpoint Cards are special incredible feats that, when used wisely, can help change the
Order Cards that act as "wild" cards, allowing a player to activate course of battle.
the Unit of their choice.
Units have abilities listed on their Unit Stat Card. The different
Each Unit in a player’s strike team has a corresponding Unit types of abilities are listed below, and each has a corresponding
Order Card. Each player has an Order Deck composed of those icon to identify the type of ability it is.
Unit Order Cards and one Shatterpoint Card. Players create their
starting Order Deck by shuffling all their Unit Order Cards together
with their Shatterpoint Card and placing the newly-created deck Active – Active (J) abilities can be used at any
face down near the battlefield. Players cannot look at the cards in
J time during a Unit’s activation. If their text begins
their Order Deck unless told to do so by a rule. with “Action:”, the Unit must spend an action to use the
ability. Active (J) abilities always have a Force (V) cost.

Reactive – Reactive (I) abilities can only be


I used in response to a specific triggering event.
Reactive (I) abilities state when they can be used in
their rules text and always have a Force (V) cost. Each
player may only use one Reactive (I) ability in response
to a single triggering event.

Innate – Innate (L) abilities are always in effect


L and never have a Force (V) cost. In addition to
normal Innate (L) abilities, some Units have special
Chris Bjors

Innate (L) abilities known as Tactic (K) and Identity (M)


Bjors

Innate (L) abilities.


© LFL © AMG
Chris

Unit Order Cards


Tactic — Tactic (K) abilities are special Innate (L)
K abilities that allow Units to work together. The
effects of Tactic (K) abilities are resolved at the start of a
Unit’s activation.

Identity — Identity (M) abilities are special


M Innate (L) abilities unique to Primary Units. Each
Identity (M) ability explains how it is triggered and used.
Note that while Identities are often resolved in response
to a triggering event, they are Innate (L) abilities and do
not preclude a player from using a single Reactive (J)
ability in response to the same event.

Shatterpoint Card
10
Active (J) and Reactive (I) abilities always have a Force (V) cost,
even if it is zero, where Innate (L) abilities do not. The Force (V) When the game rules say “at any time” they do
cost of an ability can never be reduced below zero. not literally mean at any time – abilities with
this timing may only be used when no other
To use an Active (J) or Reactive (I) ability, a Unit must spend ability or effect is resolving. For example:
Force (V) from their controlling player’s Force Pool equal to the a Unit cannot use an “at any time” ability in the
cost of the ability. If a player does not have enough Ready Force middle of an attack, movement, or other effect.
(V) tokens to pay the cost, the Unit may not use the ability.
Additionally, a Unit must spend 1 Force (V) for every Wounded
and Injured token that it has as an additional cost to use the
Stance Cards
ability. Force (V) spent in this way does not add to the effects of
How a Unit approaches combat is as central to who it is as their
abilities that have a variable Force (V) cost.
personality or background. Whether the Unit has mastered
A Unit may only use each of its Active (J) and Reactive (I) the art of Djem So with a lightsaber or relies on guile and
abilities a maximum of once per Turn. subterfuge to unbalance and defeat their opponents, each Unit’s
AurrA Sing
Reactive (I) abilities may be used only in response to a
combat techniques have a major influence on how it contributes
to the battle.
triggering event, and each player may use only one Reactive (I)
ability for each triggering event. Each Unit has an additional card called a Stance Card. Stance Cards
list all of a Unit’s attacks, defenses, and their Combat Trees. Some
InnateDouble
(L), Tactic (K), and Identity (M) abilities are always in effect.
the Contract, Double the Payout V Stance Cards are double-sided and flip back and forth between
I After a character in this Unit makes an attack as part of a combat action, this Unit may use this ability.
the different fighting styles available to the Unit. Combat Trees are
The text of many abilities instructs players to apply different
One character in this Unit may make a 5 dice attack targeting a character in a different enemy Unit.
explained in detail on page 31.
effects, which are represented by icons. A list of effect icons can be
A urrA
found on page 31.ing S 5 Q
JAr'kAi
Q Q
Q 9 QQ
Hit and Run V Q Q Q –
I After a character in this Unit makes an attack as part of a combat action, this Unit may use this ability. 1 P P T RR
ForM V shien reVerse Grip

Each character in this Unit may S.


Q Q – RR Q QQ 7
P
O Lightsabers F Acrobatics Q –
1–2 A, A 1–2 E, BYA 5 5
Double the Contract, Double the Payout V 3–4 B, B 3–4 E, E, BYA, T T P 1 P
– 6
I After a character in this Unit makes an attack as part of a combat action, this Unit may use this ability.
5+ B, B, B 5+ E, E, BYA, T, R
AhsokA TAno, Jedi no More
Q QQ QQ QQ

One character in this Unit may make a 5 dice attack targeting a character in a different enemy Unit.
© LFL © AMG

O Lightsabers F Acrobatics
1–3
4
A, A
B, B
1
2–3
E, BYA
E, E, BYA, T
7 6
Aurra Sing makes an attack targeting Ahsoka Tano, Jedi No
5+ B, B, A 4+ E, E, BYA, T, R
AhsokA TAno, Jedi no More © LFL © AMG

More as part of a combat action. In response to this triggering


event, Aurra Sing uses the Hit and Run ability. Aurra Sing
cannot
I Hit andalsoRun useVDouble the Contract, Double the
because only one Reactive (I) ability can be used by
After a character in this Unit makes an attack as part of a combat action, this Unit may use this ability.
Payout
Each character in this Unit may S .

each player in response to a single triggering event.


CounTless
5
G5
Q S 4 QQ
Q QQ Q 7 5
P
Q
4 3
© LFL © AMG
Bash Occupation
N E-5 Blaster Rifle O F Protocols
1–2A 1+ A 1
3 A, A 2–3 E
4+ A, A, A 4+ E, E
B1 BATTle droids © LFL © AMG

11
Stance Cards represent the fighting styles available to a Unit.
Most Units’ Stance Cards only have one side – but some are
sinisTer CunninG
1
Q

double-sided, showing the versatility of the Unit. A Stance Card’s P S


QQ QQ
RR
Q
T QQ
Q Q
G4

7 6
face up side indicates the matching Unit’s Active Stance; the
dArk rAGe
4 Q 5 T
Q Q QQ
Q 6 6
opposite side is their Inactive Stance (if applicable). Each side of N Thrown Lightsaber O Double-Bladed Q
Q
F
Q P
Q Defense
Perfect Q
P
QQ P

a Stance Card contains a Combat Tree, the Melee (O) and Ranged
Lightsaber
1–2 B, Q 1–2B, Q 1–3 E, E
3 B, A, Q 3 B, A, Q 4+ E , E, E
Q Q P
– 7
(N) combat stats, and the Attack and Defense Expertise Charts for
4+ B, B, Q, Q 4+ B, B, Q, Q Q QQ
lord MAul Double-Bladed © LFL © AMG

F Juyo

the corresponding Stance.


O
5 5
Lightsaber
1–2 B, Q 1–2 E
3 B, A, Q 3 E, R, T
4+ B, B, Q, Q 4+ E, E, R, R, T
lord MAul © LFL © AMG

A Unit can only use the combat stats, Combat Tree, and Expertise
Charts of its Active Stance. At the start of Lord Maul’s activation, his Stance Card is set
to the Dark Rage side. This is his Active Stance.
A Unit that has a double-sided Stance Card may flip its Stance Sinister Cunning is his Inactive Stance.
Card to the other side once per activation, at any time during its
activation. When it does, the new face up Stance becomes the
Unit’s Active Stance.

12
Parts of Stance Cards

5 Q
JAr'kAi 2
Q Q

6 Q
Q
9
Q
QQ
Q –
1 P
5
Q Q – 7
O Lightsabers F Acrobatics 4
3 1–2
3–4
A, A
B, B
1–2
3–4
E, BYA
E, E, BYA, T
5 5
5+ B, B, B 5+ E, E, BYA, T, R

AhsokA TAno, Jedi no More © LFL © AMG

1 Q
1 Q Q
1 Unit Name – The Unit’s name. Q
Attack and Defense Expertise Charts P
Q
All of a Unit’s equipment, weapons and defenses are listed on its
Q
2 Stance Name – The Stance’s name.
Stance Card. These can be as impressive as a lightsaber, a blaster,
3 Expertise Charts – Each Stance Card contains a set of 5
or beskar armor, or they can be as mundane asQ
T P
a bash or martial
Expertise Charts. Each Expertise Chart corresponds to a Unit’s fighting style.
Q
Melee (O) attacks, Ranged (N) attacks, or their defenses G
(F). These charts are referenced when making an attack Q Q S 4 QQWestar-35
with the listed weapon or defending against an attack to T QQ N
PQ
RR QQ Q
Blaster Pistols O
determine the outcome of attack expertise (C) and defense QQ
Ranged Attack 1 A 1
P
expertise (F) results in the Unit’s attack or defense rolls. Expertise Chart 2 –Q
S 4+J 3 B, A 2–3
R 4+
4 Melee Stats (O) – The Unit’s Melee Attack and Melee Q Q B, B, Q
Defense stats. The top number, inside the grey triangle, is the
number of Attack Dice the Unit rolls when making a MeleeN E-5Melee
P Attack
Blaster PQ O
Rifle RR Bash
(O) attack. The bottom number, inside the blue square, is
the number of Defense Dice the Unit rolls when defending
1–2A
QQ QQ
Expertise Chart R
1+ A
F
1 –
against a Melee (O) attack. 3 A, A 2–3
O , A, ALightsabers
4+ ATwin
F Duelist Training 4+
5 Ranged Stats (N) – The Unit’s Ranged Attack and Ranged
Defense stats. The top number, inside the grey triangle, is1 –3 B, B Defense
the number of Attack Dice the Unit rolls when making a 4 B, B Expertise
,A
1 EB1 BATTle droids
Chart 2 – 3 E, E
5
Ranged (N) attack. The bottom number, inside the blue 5+ B, B, B 4+ E, E, T
square, is the number of Defense Dice the Unit rolls when
defending against a Ranged (N) attack. AsAJJ VenTress, siTh AssAssin
Each Stance Card lists the Unit’s available attack Expertise Charts.
6 Combat Tree – The Combat Tree is used to determine the Each attack Expertise Chart lists its corresponding weapon and
outcome of attacks made by characters in a Unit. attack type: Melee (O) or Ranged (N). Ranged (N) attacks have
a Range (G) – this is the maximum distance a target can be from
the attacking character. A character can only use a Melee (O)
attack to attack characters that it is Engaged with (See page 29 for
more information about Engagement).

13
Underneath each attack is its corresponding attack Expertise Chart. Effect icons sometimes appear in a character’s Expertise Charts.
This chart shows the benefits of rolling attack expertise (C) results When they do, the effects of those icons, with the exception of
when making that attack. damage (Q), are applied after the attack is resolved. Effect icons
can be found on page 31.
Each Unit has a defense Expertise Chart. This chart determines the
effects of defense expertise (F) results when rolling Defense Dice
and is used against both Melee (O) and Ranged (N) attacks. Modifying a Roll With Expertise:
A Mandalorian Super Commando makes a Melee (O) attack
The effects of an Expertise Chart range from adding results to rolls, targeting Ahsoka Tano, Jedi No More, rolling critical (B),
modifying existing results, adding damage (Q) to the Damage strike (A), strike (A), strike (A), failure (D), failure (D).
Pool, and even granting movements or other abilities and effects.
All effects that are not adding dice results, modifying dice results, B A A A D D
adding damage (Q), or adding or negating effects of the attack
are applied after the attack is resolved.
Ahsoka Tano, Jedi No More’s Defense roll is block (E),
Attack and defense rolls may contain attack expertise (C) or block (E), defense expertise (F), defense expertise (F),
defense expertise (F) results, respectively. Attack Dice have attack defense expertise (F).
expertise (C) results, and Defense Dice have defense expertise
ForM V shien r
(F) results. When resolving an attack, compare the number of E E F F F
attack expertise (C) or defense expertise (F) results in the attack RR P T RR
or defense rolls to the Expertise Chart that corresponds to the type Q QQ
Consulting the Acrobatics defense Expertise Chart on her
of roll being made by the Unit. All entries listed in the same row Form V Shien Reverse Grip Stance Card, Ahsoka Tano, Jedi
as the number of attack expertise (C) or defense expertise P(F)
No More adds two block results to her roll, and changes
results rolled are applied to the attack or defense roll. Q the Mandalorian Super Commando’s critical (B) result to –
P(A). After1determining
T a strike P results, the attack has no
Each row in an Expertise Chart contains entries separated by
commas. Most entries are a single icon that adds dice results or Q useQQ
damage (Q). These entries are applied to the attack roll, defense
successes remaining.
QQ With QQ –
the attack resolved, Ahsoka may
the jump (T) effect from her Expertise Chart.
roll, or Damage Pool. Some entries list a dice result followed by an
O
arrow pointing to another dice result. This denotes that the entryLightsabers F Acrobatics
changes results. When using these entries, change1a– die 3 in
roll that shows the first result so that it shows the second
4 B
Athe
,A
result
,B
1 E, BYA
2 – 3 E, E, BYA, T
7
as indicated. Any entry that lists an effect icon is applied
5+ after
B, Bthe, A 4+ E, E, BYA, T, R
attack is resolved. Entries may be resolved in any order, but note
that Personal effects (see page 32) are always resolved after all AhsokA TAno, Jedi no More
Directed effects have been resolved and the Damage Pool has
been applied to the defending character.

14
AhsokA TAno, jedi no more
Some effects tell a player to halve a stat or the number of dice
When an effect adds results to a roll, add dice rolled. Force
Whenever
SpeedaVnumber is halved, always round the result up.
J Each character in this Unit may X.
with those results to the roll. When an effect
changes a result, change a die in the roll to I What’s the Matter, Too Fast for You? VV
When a character in this Unit would suffer Q from a O attack, this Unit may use this ability.
show the new result. After the attack is This Unit suffers half the Q in the Damage Pool. The attacking Unit suffers the remaining Q.
resolved, any effect icons, such as Jump (T)
Lord Deflect
I Maul makes an attack against Ahsoka Tano, Jedi No
or Reposition (S), from Expertise Chart After a N attack targeting a character in this Unit is resolved, this Unit may use this ability.
More,If the
dealing sevenone damage (Q).theAhsoka Tano,
suffersJedi
QQNo
entries are resolved. attack roll contained or more D results, attacking Unit .
More chooses to use her Reactive (I) ability, What’s the
Effects M Fierce
Matter, TooProtector
Fast For You?, in response. Ahsoka Tano, Jedi
When an enemy character Wounds another allied Unit, after the effect is resolved, one character in

G
Effects are caused by nAkin
enerAl A abilities, attacks, s special rules, or Mission
kywAlker
Cards. When a special rule references “allied effects” or “enemy
No More suffers
this Unit may X half theenemy
toward the damage (Q),
character that rounding
caused the effect. Then,up, whichthat moved
the character
may RRR or, if that character is Engaged with the enemy character, it may make a 5 dice O attack
is four. LordthatMaul
targeting suffers the remainder of the damage (Q)
enemy character.

effects,”Force
it is Jump
referring to any result of the effects of an allied or from the attack.
V
J
enemyEach Unit or character,
character in this Unit may respectively.
T. Mission effects, conditions,
or special rules controlled by neither player are neither allied nor
Force User • Galactic Republic

I I'm
enemy
Going to End This VV
effects.
After this Unit makes a combat action, it may use this ability. One character in this Unit may
Stacking Effects
make an attack targeting one of the same enemy characters within range and LOS. Units and objects can gain and lose abilities, effects, and special
rules throughout the game. Generally, abilities, effects, and
Deflect
I After a N attack targeting a character in this Unit is resolved, this Unit may use this ability. special rules that remain in play only affect a Unit or object
If the attack roll contained one or more D results, the attacking Unit suffers QQ.
once – if a Unit or object with an effect would gain that effect
Kalani, Super Tactical Droid makes a Ranged (N) attack again, they do not gain the effect.
M This Is Where the Fun Begins
When a character in this Unit Wounds an enemy Primary Unit or enemy Secondary Unit,
targeting
after the General Anakin
effect is resolved, move theSkywalker.
Struggle token oneAfter the your
space toward attack has been
resolved, General Anakin Skywalker can choose to use the However, some special rules and effects are accompanied by a
Momentum tokens. Then, if the Wounded Unit is a Primary Unit,
each allied Galactic Republic character may R.
Deflect ability on his Unit Stat Card.
11
number in brackets. These effects are stacking effects, meaning
MagnaguarD that the value of the effect is cumulative. When a stacking effect is

I
501st • Force User • Galactic Republic • Jedi
Sometimes an effect
Protection happens after something is resolved. This
Protocols
G
gained,
Arthe numbers3 Axonin,brackets merCiless becomes that
value. If a Unit would gain a new instance of a stacking effect, add
Com effect’s current
mAnder
meansability.
thatChoose
the effect happens after that thing has been completed.
After an allied Separatist Alliance Primary Unit makes a move action, this Unit may use this
a character in the activating Primary Unit. One character in this Unit may the number in brackets on the new instance of the effect to the
X Toward the chosen character. K Pride
current Atvalue.
of the Mandalore
the start ofIfthis
a Unit's
Unitactivation,
wouldchoose loseanother
a stacking effect,character.
allied Mandalorian subtract the
UnlessBodyguard
an effect says otherwise, measure the Range (G) of the numberTheinchosen
brackets on the new instance of the effect from the
character may T.
L
effect fromPrimary
the object
charactersusing
and alliedthe effect.
Allied
Unit have Cover [1].
Secondary characters within G2 of a character in this
current
J Jet value.
PackIfVan effect’s current value is reduced to zero, the
Each character in this Unit may T.
effect is lost entirely. An effect’s current value can never be less
L Intercede
While this Unit is not Wounded, enemy characters Engaged with
than
Izero.Mandalorians are Stronger Together
After this Unit makes a move action, it may use this ability. If a character in this Unit is within
one or more characters in this Unit cannot target allied Primary G2 of another allied Mandalorian character, this Unit immediately makes a focus action.
characters or allied Secondary characters with attacks.
I've Got You in My Sights
During Asajj Ventress, Sith Assassin’s activation, she
L Characters in this Unit have Sharpshooter [2]. When a character in this Unit makes

advances (X) and Engages Count Dooku, Separatist 10


a N attack, the target does not benefit from Cover. After this Unit makes a focus
action, it gains 3.

Leader and the MagnaGuard. The MagnaGuard’s Innate Gar Pack Hunter Merciless Commander has Sharpshooter [2]
(L) ability, Intercede, states that characters Engaged with
L Saxon, 2
When a character in this Unit makes a O attack targeting an enemy character
Battle Droid • Droid • Separatist Alliance • Trooper granted by hiswith
that is Engaged another (L)
Innate ability, I’ve
allied Mandalorian Got
character, You
it adds 2 dicein
to My
them cannot target allied Primary characters with attacks. the attack roll.
Sights. If another ability were to grant Gar Saxon, Merciless
The ability text on the MagnaGuard supersedes the core Mandalorian • Shadow Collective • Super Commando
Commander Sharpshooter [1], the effects would stack,
rule stating that Asajj Ventress, Sith Assassin can target giving him Sharpshooter [3].
Count Dooku, Separatist Leader with a Melee (O) attack
while they are Engaged.

Some effects say that a character or Unit can or does do


Special rules are any game rules that are not
something, or that an effect can or does happen. Other effects
detailed in the core rules of the game.
say that a character or Unit cannot do the same thing or that
the same effect cannot happen. In any instance where these
effects apply to the same character or Unit at the same time, the
“cannot” overrides the “can”.
15
Will of the Force
The Force is a powerful ally, and though only certain individuals
trained in its use can tap into its full potential, the presence of the
Force still has a powerful influence on characters and the world
around them.

At the start of the game, players create their Will of There are 2 movement tools in Shatterpoint. The Advance
the Force Pool. Each player adds Force tokens to their ready Tool and Dash Tool are indicated by the appropriate icon in
Force Pool equal to the combined total of all the their center pivots.
Force (V) stats on their strike team's Unit Stat Cards.
These tokens are added to the pool with their Ready
side face up.
spent
The Shove Tool is used to resolve Shove (P) results.
During the game, players spend Force (V) tokens from their Force
Pools to activate their Unit’s abilities and special rules by flipping
Force (V) tokens from their Ready side to their Spent side. This is When measuring distance, place the appropriate tool with either
called spending Force (V). When a rule or effect instructs a player end (ranged tools) or its notched end (movement tools) in contact
to Refresh Force (V), the token is flipped from its Spent side to its with the object being measured from — the character making the
Ready side. This is called Refreshing Force (V). attack or using the relevant action or ability, the token, or other
object. When measuring from a character, always measure from
A Unit’s ability or special rule cannot be used if it requires a player the base, not the miniature. If this isn’t possible (due to terrain,
to spend more Force (V) than they have Ready in their Force Pool. for example), hold the movement tool above the battlefield and
When an ability or special rule instructs a player to Refresh more position the character based on the movement tool’s position.
Force (V) than they have Spent in their Force Pool, the player
Refreshes all Force (V) in their pool, but does not gain additional Whenever an effect says an object or terrain feature must be
Force (V) in their Force Pool. within a certain distance of another object or terrain feature, the
object is considered within that distance if any portion of it is
Measurement within the specified distance of any portion of the other object or
Shatterpoint uses two different types of measurement devices: terrain feature. An object is always considered to be within Range
range tools and movement tools. When measuring distance (G) of itself. A Unit is considered to be within a distance if any
between objects, players should only take the horizontal character in the Unit is within that distance.
distance between two objects into account and discount the
vertical distance between objects. Vertical distance is only
measured to determine the Elevation of terrain. (See page 35
for more information on terrain.) When measuring distances in
Shatterpoint, a player may only use one of each type of tool at
a time and may not use any other device to measure distances.
Players may measure distances at any time.

Range tools are used to measure distances for attacks, actions,


abilities, and movement caused by Pushes, Pulls, and Places.
There are five range tools – four for Ranges 2 through 5, and a
Shove tool for resolving shove (P) results in Combat Trees and
Expertise Charts. Range (G) 1 is determined by using the width of After making a move action, Bo-Katan Kryze uses her
any range tool or either end of the Shove tool. Mandalorians are Stronger Together ability.
Measuring with the Range 2 tool, the Clan Kryze
Movement tools are used to measure distances for advancing Mandalorian’s base is touching the tool, so it is within
(X), dashing (H), jumping (T) and climbing (U). There are Range (G) 2.
two movement tools: Advance (X) and Dash (H).

16
GAME SETUP
Before the battle can commence, players must first build the
squads that make up their strike teams, determine the mission,
A squad must always contain one Primary Unit,
and – last, but not least – set up the battlefield.
one Secondary Unit, and one Supporting Unit.

Building Strike Teams When players build a squad, they follow these steps:
As conflict rages across the galaxy, warring factions deploy strike
teams led by their greatest heroes to complete missions of great 1. Pick a Primary Unit
import. These heroes and the troops that serve in their squads
clash against one another to earn victory for their side. 2. Choose a Secondary Unit and a Supporting Unit that share the
same Era as the Primary Unit. The combined Point Cost (PC) of
Each player brings a strike team when they play the game. the chosen Units cannot exceed the Squad Points (SP) value
A player’s strike team is made up of a single Mission Set and of a squad’s Primary Unit.
a list of their chosen squads and the Units that make them up.
Strike teams contain two squads. Each squad contains three
Units. When building a strike team, players may not include any
0
Unit that shares the same Unique Name with another Unit in 4Pc
8sp
3
their strike team and may never include two Units that have the
same Unit name.

Building Squads
Squads are created before the game begins by choosing a
combination of Units. Each squad consists of exactly one Primary
Unit, one Secondary Unit, and one Supporting Unit. When players
create their squads, they first pick a Primary Unit to lead the
hsoka Tano
Padawan aSeco AhsokA TAno, jedi
squad. The chosen Primary Unit determines the Era and available ndary Unit (8)
Ahsoka Tano • Preston Stone
Ahsoka Tano •
no more
Primary Unit (8)

Squad Points for the squad. Choose one of the Primary Unit's
© LFL © AMG

© LFL © AMG
Patrick Brown

available Eras. All Units chosen after the Primary Unit must be
Ahsoka Tano, Jedi No More and Padawan Ahsoka Tano
from the same chosen Era.
both share the same Unique Name, so they cannot both be
included in the same strike team.

Clone Wars Galactic Civil War


Establishing the First Player and
Then players choose one Secondary Unit and one Supporting Choosing Sides
Unit to add to the squad. Each Primary Unit has a Squad Point Before doing anything else, players determine who will start
(SP) value on the back of their Unit Stat Card. This value dictates the game.
the number of Squad Points that a player may spend to add
Secondary and Supporting Units to their squad. Secondary and To do this, each player rolls five Attack Dice. The player with the
Supporting Units each have a Point Cost (PC) value on the back of most critical (B) results is the First Player.
their Unit Stat Card. When building a squad, the combined Point
Cost (PC) of the chosen Secondary and Supporting Units cannot In case of a tie, the First Player is the player with the most
exceed the Squad Points (SP) provided by the Primary Unit. strike (A) results. If there is still a tie, the player with the most attack
expertise (C) results is the First Player. If there is still a tie, players
reroll the dice and follow the above rules until the tie is broken.

The First Player then chooses a side of the battlefield to deploy on.

17
Setting up the Mission Creating the Battlefield
The First Player determines which Mission Set is used for the Shatterpoint is played on a 36” x 36” surface referred to as
game, choosing a Mission Set from any player’s strike team. Place the battlefield. The battlefield can be anything the players’
Objective tokens onto the battlefield with their Inactive side face imaginations and terrain collections allow, encompassing
up, referencing the Mission Card. Each Mission Set comes with everything from the beautiful cities of Naboo to the lava scorched
three decks of Struggle Cards. Each deck is labeled by refineries of Mustafar and anything in-between.
Phase: I, II, or III, and is used for sequential Struggles.
The battlefield must contain a mix of terrain features of various
Shuffle each deck individually, then draw one card from each deck sizes and shapes. Terrain features should be predominantly placed
without revealing them. Place the drawn cards face down, in order, in the central area of the battlefield, but players should attempt
with Phase I on the top and Phase III on the bottom. to create visually interesting environments for the characters
This is the Mission Deck. These cards determine which Objective to explore, climb, jump on, and traverse throughout the game.
tokens become Active during each Struggle. Set the remaining Players are encouraged to fill the majority of the battlefied with
Struggle Cards to the side – they are not used in this game. terrain features of varying elevations.

The battlefield is created after the mission is chosen and Objective


tokens are placed. If there are terrain features overlapping where
an Objective token is placed, move the Objective token to the
highest Elevation where it is completely overlapping the terrain
part it is in contact with. If this is not possible, the terrain feature
cannot be placed there.

After setting up the mission, the players then place terrain features on the battlefield. When this gantry is placed to connect the two
buildings, it overlaps one of the Objective tokens. After the terrain part is placed, the Objective token is moved on top of the gantry.

18
Controlling Objectives
Struggles require characters to control objectives by contesting
them. A character is contesting an Active objective if they are
within Range (G) 2 of the Objective token and their Unit is not
Wounded (For more information on being Wounded, see
page 34). Sometimes, an Active objective is marked with a
Priority Objective token. Refer to the Mission Set’s special rules to
determine the effects of the Priority Objective token.

active / inactive control priority objective


General Anakin Skywalker is within Range (G) 2 and
At the end of each Turn, the player with the most characters at at the same Elevation as the Active objective. The two
the same Elevation as an Objective token and contesting that Mandalorian Super Commandos are also within Range
objective controls it. If there is a tie, control of the objective does (G) 2 of the objective, but at a different Elevation. General
not change. If there are no characters contesting the objective that Anakin Skywalker takes control of the objective, even
are at the same Elevation as the Objective token, the player with though the opposing player has more characters within
the most characters contesting the objective that are at different Range (G) 2, because he is at the same Elevation as the
Elevations than the Objective token controls it. If there is a tie, Objective token.
control of the objective does not change. When a player controls
an objective, they place a Control token on it to show it is being
controlled, replacing their opponent’s Control token, if one is
present. Inactive objectives cannot be contested or controlled.

Once a player has taken control of an objective,


they retain control of it until it is taken from
them by an opponent or the Struggle ends.

CC-7567 Captain Rex is within Range (G) 2 at a different


Elevation than this Active objective. The two B1 Battle
Droids are also within Range (G) 2 of the Active objective,
at a different Elevation. The B1 Battle Droids control the
objective because they have more characters within Range
(G) 2 of the Objective token, and there are no characters
within Range (G) 2 and at the same Elevation as the
Objective token.

19
Winning the game
The first player to claim two Struggle Cards wins the game. At the end of a Turn in which a player wins a
A player wins the Struggle when the Struggle token is in the same Struggle, the Struggle Tracker is reset and new
space on the Struggle Tracker as one of that player’s Momentum objectives become Active based on the
tokens. Each time a player wins a Struggle they claim the current newly-drawn Struggle Card. When looking at
Struggle Card, placing it in front of themself. a Struggle Card, the bottom of the map is
always the First Player’s battlefield edge.
A player wins the Struggle if the Struggle token
would be placed in a space that is occupied by
one of their Momentum tokens, or if that player Momentum Tokens
would place a Momentum token in the same In Shatterpoint, strike teams fight in opposition to one another,
space as the Struggle token. Remember that a pursuing their own goals while thwarting their enemy’s plans.
Momentum token can never be placed in the Momentum tokens are a representation of a strike team’s overall
center space of the Struggle Tracker! success, and the window of opportunity to complete a mission
closes as the opposing player’s Momentum tokens move closer to
the center of the Struggle Tracker.
The Struggle
The Struggle in Shatterpoint is represented on the dashboard When a player gains a Momentum token, they add it to their
as a give-and-take tug of war to represent the ebb and flow of side of the Struggle Tracker in the next open space farthest
battle. To set up the Struggle Tracker, players place the Struggle from the center. There are several ways for a player to gain
token on the center space marked with a zero. Then each player Momentum tokens:
places 1 Momentum token in the space marked with an eight that
is closest to their battlefield edge. Starting on the second Turn • When a Unit becomes Wounded, the opposing player gains a
of the first Struggle, at the end of each player’s Turn, they move Momentum token.
the Struggle token a number of spaces toward their Momentum
tokens equal to the number of Active objectives they control. • After a player moves the Struggle token at the end of their
Sometimes, an Active objective is marked with a Priority Objective Turn, if the Struggle token remains on their opponent’s half
token. Refer to the mission’s special rules to determine the effects of the Struggle Tracker, the active player gains a Momentum
of the Priority Objective token. When the Struggle token would token.
occupy the same space as a player’s Momentum token, that player
has won the Struggle! That player claims the current Struggle • Excluding the first Turn, after a player moves the Struggle
Card, placing it in front of themself. token at the end of their Turn, if the Struggle token is in
the center space of the Struggle Tracker each player gains a
At the end of a turn in which a player won the Struggle, remove Momentum token.
all Momentum tokens from the Struggle Tracker, set all Objective
tokens to their Inactive side and remove all Control tokens. Momentum tokens cannot be placed in the center space of
Reset the Struggle Tracker by placing the Struggle token on the the Struggle Tracker. If a player has filled the Struggle Tracker
zero space and placing 1 of each player’s Momentum tokens on completely and would place another Momentum token in the
the eighth space on the Struggle Tracker that is closest to their space occupied by the Struggle token, neither player wins, and
battlefield edge. Then, the First Player draws the next Struggle play continues until the Struggle token would move to a space
Card from the Mission Deck and places it next to the battlefield so occupied by one player’s Momentum token.
that the bottom of the maps on the card corresponds to the First
Player's battlefield edge. Some Struggle Cards have two maps
on them – when this happens, the player who lost the previous
Struggle chooses which of the two maps is used in the newly
drawn Struggle. The highlighted Objective tokens become Active
and any special rules that apply to the newly-drawn Struggle Card
go into effect.

20
GAME MECHANICS 1. Resolve effects that happen at the start of the Turn.
This section details the rules of the game.
A. Resolve player effects starting with the active player.
B. Resolve non-player effects in the order chosen by the
Parts of a Game active player.
A game is played across alternating Turns, progressing until one
player has achieved victory by winning two Struggles. 2. The active player reveals the top card of their Order Deck or
chooses their Unit Order Card in reserve.
Setting Up the Game A. If there are no cards in the player’s Order Deck, but the
Before the first Turn begins, players create their Order Deck by player has an Order Card in reserve they must choose the
shuffling their Unit Order Cards together with their Shatterpoint reserved Order Card.
Card and placing them face down next to the battlefield. B. If a player reveals a Unit Order Card that corresponds to
a Defeated Unit, remove the Defeated Unit’s Unit Order
Players create their Will of the Force Pool by adding Force (V) Card from the game and reveal a new Order Card.
tokens equal to the combined total of their Units’ Force (V) stats
to their Force Pool. 3. The active player activates the Unit that corresponds to the
revealed or chosen Unit Order Card.
The Struggle token begins on the zero space at the center of the
Struggle Tracker. Both players begin with 1 of their Momentum 4. Resolve effects that happen at the start of the activation.
tokens on the space that is closest to their side of the battlefield, A. Resolve player effects starting with the active player.
marked with an eight. B. Resolve non-player effects in the order chosen by the
active player.
Deployment 5. The Unit resolves its activation, making up to two actions and
Once the battlefield, Mission Deck, Order Decks and Force Pools using any of its abilities and special rules.
have been created, the players take turns deploying their squads,
starting with the First Player. To deploy a squad, a player puts 6. Resolve effects that happen at the end of the activation.
one character from the Primary Unit in one of their squads within A. Resolve player effects starting with the active player.
Range (G) 2 of their battlefield edge. They then put all remaining B. Resolve non-player effects in the order chosen by the
characters from Primary, Secondary, and Supporting Units in that active player.
squad within Range (G) 1 of the deployed Primary Character.
7. The Unit’s activation ends.
Once all squads have been deployed, beginning with the First
Player, each player chooses an Active Stance for all of their Units 8. Resolve effects that happen at the end of the Turn.
with double-sided Stance Cards. A. Resolve player effects starting with the active player.
B. Resolve non-player effects in the order chosen by the
The First Player reveals the top card of the Mission Deck and active player.
turns the corresponding Objective tokens to their Active side.
Any special rules that apply to this Struggle Card are now 9. The active player moves the Struggle token one space toward
affecting the game. their Momentum tokens for each Active objective they control
this Turn. If it is the first Turn of the game, skip this step.
Setup is now complete, and the first Turn begins.
10. If the Unit that just activated has a number of Injury tokens
equal to its Durability (W), they are Defeated.
Playing the Game
Gameplay in Shatterpoint is made up of a series of alternating 11. The active player’s Turn is now over; their opponent becomes
Turns. Players take turns activating their Units, starting with the the active player and begins their Turn as described in step 1.
First Player. During a player’s Turn, they are the active player and A. If the player who just finished their Turn does not have
follow these steps in order: any cards remaining in their Order Deck or in
reserve, they Refresh their Order Deck.

21
Reserving an Order Card To Refresh an Order Deck, follow these steps:
Once per Turn, after revealing a Unit Order Card, a player may 1. Shuffle the Order Discard Pile.
spend 1 Force (V) to put the revealed Unit Order Card into Do not shuffle any Order Cards that have been removed
reserve. When a Unit Order Card is placed into reserve, it is placed from the game (such as those from Defeated Units) into the
face up next to the Order Deck. The corresponding Unit does not Refreshed Order Deck.
activate. Instead, the player immediately reveals the next card in
their Order Deck and activates that Unit. Each player may have 2. Refresh all of the player’s Force (V) tokens in their Force Pool.
only one Unit Order Card in reserve at a time.
3. Continue with the effect that caused the Order Deck to
Refresh, if any.
If a player has a card in reserve, they may choose
to activate the corresponding Unit instead of
revealing the top card of their Order Deck. When a player Refreshes their Order Deck they
also Refresh their Force Pool. Their opponents do
not Refresh their Force Pool until they Refresh
Shatterpoint Cards can never be placed in reserve. Instead, after their own Order Deck.
revealing a Shatterpoint Card from their Order Deck, a player
may spend 1 Force (V) to reveal the next card in the Order Deck,
then shuffle the Shatterpoint Card into the Order Deck. The newly Activating Units
revealed Unit must activate and cannot be placed in reserve. Each Unit has a corresponding Unit Order Card which is used to
determine when it activates during the game. These cards are
If a player has a Unit Order Card in reserve at the start of their Turn, shuffled together with a player’s Shatterpoint Card to form the
they may choose to activate the corresponding Unit instead of Order Deck. Each Turn, a player reveals one of their Order Cards
revealing the top card of their Order Deck. and activates the corresponding Unit.

Units may make up to two actions from the following list during
their activation:
Remember: Reserved cards must be chosen
before Refreshing the Order Deck. Move – Each character in the Unit may advance (X), dash (H),
or climb (U). The rules for movement are found on page 34.

Shatterpoint Cards Focus – During the next attack made by each character in the
Shatterpoint Cards are special Order Cards that are not Unit Order Unit, this activation, add 1 die to the attack roll.
Cards. When a Shatterpoint Card is revealed, the active player may
choose any one of their Units to activate for the Turn. Combat – Each character in the Unit may make an attack. The
rules for attacking are found on page 29.
Refreshing the Order Deck
Order Cards are revealed throughout the game. The Order Deck is Ability – The Unit may use an ability that requires the use of an
Refreshed if one of the following conditions is met: action.

• If, at the end of a player’s Turn, they have no Order Cards left Recover – Each character in the Unit may heal (R). The rules for
in their Order Deck or reserve, they Refresh their Order Deck. Healing are found on page 32.

• If a player must reveal an Order Card but there are no Order Take Cover – Each character in the Unit may be Pushed
Cards in their Order Deck or reserve, Refresh the Order Deck. Range (G) 1 and the Unit gains a Hunker (3) token. The rules for
Cover and Hunker (3) tokens are found on page 37. The rules for
Pushes are found on page 24.

22
Units may only make each action once per activation. Once a
Unit has made all of its actions and used any other special rules,
abilities, or effects its controlling player wishes to use, the Unit’s
activation ends and the players finish the Turn.

Some special rules or abilities grant actions. If an action is granted


by an effect, it does not count as one of the Unit's two actions.

When an Order Card is revealed or chosen from reserve, the


corresponding Unit activates and may make up to two actions. Put
the Order Card in the Order Discard Pile and resolve the activation
following these steps:

1. Activate the corresponding Unit for the revealed Unit Order


Card, Unit Order Card chosen from reserve, or the Unit chosen
for the Shatterpoint Card. A Unit of Clan Kryze Mandalorians makes a move action.
The first character advances (x) behind a wall to draw
2. Resolve effects that happen at the start of the activation. LOS to Asajj Ventress, Sith Assassin. The player decides
A. If the Unit is Wounded: not to move the second character. Both characters are
I. Flip the Wounded token to the Injured side. considered to have made a move action, even though the
II. Remove all Damage tokens. second character did not move.
III. Remove one condition.
B. Remove all Hunker (3) tokens.
C. Resolve all Tactic (K) abilities.
D. Resolve all player effects starting with the active player.
E. Resolve all non-player effects in the order of the active
player’s choice.

3. The Unit makes its actions and uses any abilities or special
rules.

4. Resolve effects that happen at the end of the activation.


A. Resolve all player effects starting with the active player.
B. Resolve all non-player effects in the order of the active
player’s choice.

Multiple Character Units


Some Units are made up of more than one character. When a
Multiple Character Unit makes an action all characters that are part
of the Unit may make the same action, in an order determined
by their controlling player. Each character must fully resolve the
action before the next character in the Unit resolves the same
action. An action is resolved once all characters in a Unit have
made that action.

When a Multiple Character Unit makes an action,


all characters in that Unit are considered to have
made that action, even if the player chooses not
to resolve it with every character in the Unit.

23
MOVEMENT • When an object is being Pushed or Pulled, it does not stop
this movement if it contacts a part of a terrain feature it is on
There are many ways for objects to move in Shatterpoint:
top of that is the same Elevation as the moving object.
Advance X: When a character advances (X), it moves using
the Advance tool. The character must end this movement at the • When an object is Placed, it is moved using the indicated
same Elevation or lower than it began this move. If a character range tool instead of a movement tool.
is Engaged (See page 29) by a character in a Unit that is not
Wounded and would advance (X), it dashes (H) instead. • Unless the effect says otherwise, measure the Range (G) of
Place effects from the object that is being Placed.
Climb U: When a character climbs (U), it moves using the
Dash tool. During this movement, the Dash tool may overlap • A Placed object may be Placed anywhere within the indicated
Impassable terrain parts at any Elevation, and the character may Range (G).
end its movement at any Elevation. If a character is Engaged (See
page 29) by a character in a Unit that is not Wounded, it may not • If an object cannot physically fit or balance on top of a terrain
climb (U). part or feature, the object cannot be Placed there.

Dash H: When a character dashes (H), it moves using the


Dash tool. The character must end this movement on the same
Elevation or lower than it began this move.

Jump T: When a character jumps (T), it moves using the


Dash tool. During this movement, the Dash tool may overlap
Impassable terrain parts at any Elevation, and the character may
end its movement at any Elevation.

Push or Pull: When an object is Pushed or Pulled, it is moved


using the indicated range tool instead of a movement tool.
Move the object the full length of the range tool with its base
centered on the tool.

• If an object would contact another object or terrain feature General Anakin Skywalker is advancing (X) to take cover
at the same or higher Elevation than the Pushed or Pulled behind a gantry. To do this, the controlling player places the
object, the movement ends immediately. Advance tool in contact with his base. The player may then
move the character anywhere that allows him to remain in
• If an object would contact another terrain part at a higher contact with the tool and so that he ends his movement at
Elevation than the Pushed or Pulled object, the movement the same Elevation or lower than where the move began.
ends immediately.

• If an object that is on top of a terrain part is Pushed or Pulled


and would end that movement partially overlapping the
battlefield or another terrain part at a lower Elevation, it stops
along the movement tool at the last position that was not
partially overlapping that terrain part.

• If an object that is on top of a terrain part is Pushed or Pulled


and would end that movement partially overlapping an object
that is at a lower Elevation, it stops along the movement tool
at the last position that was not partially overlapping that
object.

24
Kalani, Super Tactical Droid is climbing (U) to reach higher This Unit of 501st Clone Troopers uses the
ground and contest the Active objective. To do this, the Defensive Maneuver ability, which allows characters
controlling player places the Dash tool in contact with his in the Unit to dash (H). To do this, the controlling player
base. The player may then move the character anywhere places the Dash tool in contact with a character’s base. The
that allows him to stay in contact with the tool. A climb (U) player may then move the character anywhere that allows
movement can end at any Elevation. it to remain in contact with the tool and so that it ends its
movement at the same Elevation or lower than where the
move began.

If a character’s miniature can’t physically


fit underneath, balance on top of, or fit
inside a terrain feature, the character cannot
end a movement there. A character cannot
end a movement partially overlapping a
terrain part or the battlefield at a different
Elevation than they are.

When an object begins a move, determine


its Elevation at the start of the move. It is
considered to be at that Elevation until the end
of that movement.

25
Overlapping
“Overlapping” is when two objects or terrain features
take up all or some of the same space. If an effect
would cause two or more characters’ bases to overlap
at the same Elevation, the moving character can’t end a
movement there. Terrain features may overlap each other.

Characters at different Elevations are never


considered to be overlapping.

Asajj Ventress, Sith Assassin uses Force Push on


CC-7567 Captain Rex. The player places the Range 3 tool
so that it is touching CC-7567 Captain Rex’s base, and
moves the character along the tool away from
Asajj Ventress, Sith Assassin.

Gar Saxon, Merciless Commander is advancing (X) to


attack General Anakin Skywalker. After measuring his
move, his base is hanging over the edge of the gantry.
Because his base is not completely overlapping the terrain
feature, Gar Saxon, Merciless Commander cannot end his
movement in that position.

An object can never move off the battlefield. If a Push would


cause an object to move off the battlefield, the object stops that
movement at the last place it could while following the movement
rules.

When a character advances (X), climbs (U), dashes (H), or


jumps (T), they use either the Advance tool or the Dash tool,
according to the type of movement being used. Push, Pull, and
Place movements use the range tools.

26
Advance Dash
When a character advances (X), the controlling player uses the When a character dashes (H), the controlling player uses the
Advance tool. Put the Advance tool’s notched end in contact with Dash tool. Put the Dash tool’s notched end in contact with the
the character’s base. The player may pivot the movement tool character’s base. The player may pivot the movement tool however
however they wish, using the pivot point. The movement tool may they wish, using the pivot point. The movement tool may overlap
overlap any Passable terrain parts and any Impassable terrain any Passable terrain parts and any Impassable terrain parts of the
parts of the same or lower Elevation than the advancing character. same or lower Elevation than the dashing character. The tool may
The tool may not overlap Impassable terrain parts of a higher not overlap Impassable terrain parts of a higher Elevation than
Elevation than the advancing character. The tool may overlap the dashing character. The tool may overlap any character’s base.
any character’s base. Once the movement tool is in the desired Once the movement tool is in the desired position, the player puts
position, the player puts the character in contact with any portion the character in contact with any portion of the movement tool. A
of the movement tool. A character may not end this movement at character may not end this movement at a higher Elevation than it
a higher Elevation than it started, but it may end this movement at started, but it may end this movement at a lower Elevation.
a lower Elevation.
Jump
A character that is Engaged with a character in a When a character jumps (T), the controlling player uses the
Unit that is not Wounded cannot advance (X) – Dash tool. Put the Dash tool’s notched end in contact with the
it dashes (H) instead. character’s base. The player may pivot the movement tool however
they wish using the pivot point. The movement tool may overlap
any Passable terrain parts and any Impassable terrain of any
Elevation. The tool may overlap any character’s base. Once the
Climb movement tool is in the desired position, the player puts the
When a character climbs (U), the controlling player uses the
character in contact with any portion of the movement tool. A
Dash tool. Put the Dash tool’s notched end in contact with the
character may end this movement at any Elevation.
character’s base. The player may pivot the movement tool however
they wish, using the pivot point. The movement tool may overlap
any Passable terrain parts and any Impassable terrain of any Push & Pull
Elevation. The tool may overlap any character’s base. Once the Some abilities or special rules Push or Pull objects. Pushes and
movement tool is in the desired position, the player puts the Pulls are unique forms of movement – they use range tools
character in contact with any portion of the movement tool. A instead of movement tools. The player resolving a Push positions
character may end this movement at any Elevation. the indicated range tool with one end touching the Pushed object.
Move the Pushed object along the full length of the range tool,
centered on the tool. When being Pushed, an object must move
Away from the origin of the Push. When being Pulled, follow the
A character that is Engaged with a character in a same rules as for a Push, except that a Pulled object must move
Unit that is not Wounded cannot climb (U). Toward the origin of the Pull.

General Anakin Skywalker shoves (P) Count Dooku, Separatist Leader during an attack, Pushing him Range (G) 1.
When the character is moved, the base overhangs this gantry. Count Dooku, Separatist Leader is placed so that his entire base is
overlapping the gantry.

27
As a Pushed or Pulled object moves along the range tool, it stops Pivot a movement tool completely to form a 90-degree angle.
if it contacts a terrain part that is at the same or higher Elevation Place the angled movement tool in contact with the moving object
than the Pushed or Pulled object, another object that is at the so that its pivot point is centered on the line passing through the
same or higher Elevation than the Pushed or Pulled object, or if it center of the moving object and the center of the other object and
would contact or overlap another character’s base. Ignore terrain so that both sides of the tool touch the moving object's base.
parts the Pushed or Pulled object started the movement on top of
when determining when a Pushed or Pulled object stops. If the object is moving Toward something, the pivot point is
centered on the line on the opposite side of the object it is moving
Toward. If the object is moving Away from something, the pivot
point is centered on the line between the moving object and the
object it is moving Away from.

The moving object can’t cross a straight line drawn along either
arm of the angled movement tool to the edge of the table.

Barriss Offee, Jedi Padawan uses Force Push on a


MagnaGuard. As the MagnaGuard is moved along the range
tool, its base contacts a wall that has a higher Elevation than
the character. The Push immediately stops and the character In the top example, Asajj Ventress, Sith Assassin is Pushing
stops where its base contacted the wall. Lord Maul Away from herself with Force Push. Lord Maul
may be moved in any direction that does not cross either
arm of the movement tool. In the bottom example, Jango
Fett, Bounty Hunter is Pulling Jedi Master Luminara Unduli
Toward himself with Capture Wire. Jedi Master Luminara
Unduli may be moved in any direction that does not cross
either arm of the movement tool.

Toward or Away
When an effect results in an object moving Toward or Away from
another object, draw a straight line from the far side of the object
to the far side of the object that it’s being moved Toward or Away
from and passing through the center of both objects.

28
Place When a character makes a Ranged (N) attack, it uses its Ranged
Some effects can cause an object to be Placed within a certain (N) Attack stat and the defender uses its Ranged (N) Defense stat
Range (G). Unless the effect says otherwise, measure the when creating dice pools. A character cannot make Ranged (N)
indicated Range (G) from the object being Placed. The object attacks while it is Engaged with one or more enemy characters
may be Placed anywhere within the indicated Range (G). When from Units that are not Wounded.
a rule says that an object is Placed within a given Range (G) of a
different object, measure the distance the object is Placed from Not all characters have Ranged (N) weapons.
the specified object. If a required Elevation is not mentioned, the
object can change Elevation, higher or lower. Melee Attacks
In order to make a Melee (O) attack, a character must be Engaged
with its target. When a character makes a Melee (O) attack, it uses
MAKING AN ATTACK its Melee (O) Attack stat and the defender uses its Melee (O)
Attacks in Shatterpoint are represented using opposing dice rolls. Defense stat when creating dice pools.
When a character makes an attack, it targets an enemy character.
The character that is attacking is referred to as the attacker or the Engagement
attacking character and the targeted character is referred to as the A character is Engaged with enemy characters that are within
defender or the defending character. Players create dice pools for Range (G) 2 of it, at the same Elevation, and within Line of Sight.
attack and defense, roll dice, modify the results, and then compare
the results. If the attacker has more successes than the defender, If a character that is Engaged with an enemy character from a Unit
they move along their Combat Tree from left to right a number of that is not Wounded would advance (X), it dashes (H) instead.
Options equal to the number of successes remaining in their roll, A character that is Engaged with an enemy character from a Unit
applying the effects in order. that is not Wounded cannot climb (U). A character that is Engaged
with an enemy character from a Unit that is not Wounded cannot
If a player does not wish to apply an make Ranged (G) attacks.
Option from their Combat Tree, they may
choose to stop advancing the tree even
if successes from their attack remain.
Stopping in this manner forfeits the
remainder of their successes.
Once a player has chosen to apply an
Option from their Combat Tree, they must
apply all the listed effects in that Option.

If a Unit has a dash ( - ) in their Melee (o) or Ranged (n) Attack


stat, characters in that Unit cannot make that type of attack.

Attack Range
There are two types of attacks in Shatterpoint: Melee (O) and
Ranged (n). Characters may only make Melee (O) attacks against
characters they are Engaged with (See page 29). Characters may
only make Ranged (n) attacks against characters within the
Range (G) displayed in its Ranged (n) Attack stat.

Ranged Attacks
In order to make a Ranged (n) attack, there must be an enemy
character within the character’s Ranged (n) Attack stat’s listed
Range (G) and in Line of Sight (for more information about Line
of Sight see page 37).

29
DICE
Shatterpoint uses specialized eight-sided dice called Attack Dice
and six-sided dice called Defense Dice to resolve combat. Each die
face is listed below.

attack dice
B
A A A
C C D D
defense dice

E E F F D D
In the top example, General Anakin Skywalker and
Lord Maul are at the same Elevation and within Range Attack Dice are used in attack rolls and have the following results:
(G) 2 of one another. They are Engaged. In the bottom
example, General Anakin Skywalker and Lord Maul are Critical (B) (1 Face) – Critical (B) results are successes when
at different Elevations and within Range (G) 2 of one attacking and represent the attacker surprising their opponent,
another. They are not Engaged. finding the perfect weak spot, or the ability of their weapons to
overpower the opposition. Critical (B) results cannot be removed
by block (E) results.

Strike (A) (3 Faces) – Strike (A) results are successes when


attacking and represent the effectiveness of the character’s attack.

Attack Expertise (C) (2 Faces) – When attack expertise (C)


results are rolled, total the results and consult the Unit's Expertise
Chart. Apply all the effects from the attack expertise (C) results to
the attack roll. The rules for applying effects from Expertise Charts
are found on page 14.

Failure (D) (2 Faces) – Failure (D) results show the character


stumbling, tripping, or otherwise missing during its attack.

Defense Dice are used in defense rolls and have the following results:

Block (E) (2 Faces) – Each block (E) result cancels one strike
(A) result in the attack roll, but may not cancel critical (B) results.

Defense Expertise (F) (2 Faces) – When defense expertise (F)


results are rolled, total the results and consult the Unit's Expertise
Chart. Apply all the effects from the defense expertise (F) results
to the defense roll. The rules for applying effects from Expertise
Charts are found on Page 14.

Failure (D) (2 Faces) – Failure (D) results show the character


stumbling, tripping, or otherwise failing during its defense.

30
ATTACK AND DEFENSE STATS Options in Combat Trees can list two types of effects, Directed
effects and Personal effects. During an attack, the attacker’s
Each Unit's Stance Card shows that Unit’s Melee (O) and Ranged
(N) stats. These stats are each composed of two numbers, Directed effects are applied to the defending character and its
one with an grey triangle (Attack) and one with a blue square Personal effects are applied to the attacking character.
(Defense). The Melee (O) and Ranged (N) Attack stats are the
base number of Attack Dice added to the dice pool when making Icons appear in many places - rules text,
that type of attack. The Melee (O) and Ranged (N) Defense stats Combat Trees, and even Expertise
are the base number of Defense Dice added to the defense pool Charts. When Directed or Personal
when defending against that type of attack. effect icons appear in rules text, the
text explains how to apply the
effect. When Directed effect icons
COMBAT TREE appear in a Unit’s Combat Trees or
Each Unit has a Combat Tree, located on its Stance Card. Each Expertise Charts, they always affect
Combat Tree has a series of columns and rows that contain the enemy character or Unit as
Options. Each Option is connected to one or more other Options described in the effect. When
by lines called paths. Personal effect icons appear in a
Unit’s Combat Trees or Expertise
When making an attack, if the attacking character has successes Charts, they always affect the
remaining in their attack roll after all rolls have been modified, the character or Unit that has the
attacker chooses one Option for each remaining success, starting icon as described in the effect.
from any of the orange Options at the far left of the Unit’s Combat
Tree. A player may choose any Option connected via a path that
is above, below, or to the right of the current Option, applying all
Directed Effect Icons
the effects of the current Option before choosing another. A player
Damage – The affected Unit suffers 1 damage (Q).
may never choose the same Option twice. A player may never Q When this icon appears in a Combat Tree Option or Attack
choose an Option to the left of the current Option.
Expertise Chart, 1 Damage token is added to the attack’s Damage

Pool before the attacking player chooses their next Option.
When applying the effects of an Option to the defending
character, players must do so in the order they appear in the tree,
Shove – The affected character may be Pushed away from
but may apply the effects of each individual Option in any order P the shoving character Range (G) 1, then the shoving
they choose, before moving on to the next Option.
character may immediately Pull itself toward the affected character
Range (G) 1.
Damage (Q) from Options are added to the
Damage Pool before the attacking player Strained – The affected Unit gains the Strained (5)
chooses their next Option and are later applied 5 condition.
to the defending character’s Unit.
Disarmed – The affected Unit gains the Disarmed (9)
9 condition.
When a Combat Tree has multiple paths, the player must choose
which path to move along. A player may only choose an Option if
it is connected by a path to the last Option chosen. 4 Exposed – The affected Unit gains the Exposed (4)
condition.
Some Combat Trees may have paths that bypass a column – if
this path is chosen, skip the columns it bypasses and continue as Pinned – The affected Unit gains the Pinned (1)
1 condition.
normal from the new Option.

If there are no paths leading from the chosen Option, the The rules for conditions are found on page 35.
resolution of the Combat Tree has concluded. If a character still has
successes remaining in their attack roll when they have reached
the end of their Combat Tree, all the remaining successes are lost.

31
Personal Effect Icons MAKING AN ATTACK
Advance – The affected character may advance (X). 1. Declare an attack type: Ranged (N) or Melee (O).
X (page 24)
2. Check for eligible targets: In Range (G) (for Ranged (N)
U Climb – The affected character may climb (U). (page 24) attacks) or Engaged (for Melee (O) attacks) and in LOS.

H Dash – The affected character may dash (H). (page 24) 3. Choose an eligible target (In Range (G) or Engaged).
A. The character that is making the attack is the attacker. The
Jump – The affected character may jump (T). (page 24) target of the attack is the defender.
T
B. Resolve effects that trigger when a character is targeted,
Reposition – The affected character may advance (X), starting with the attacker.
S
even if it is Engaged with a character from a Unit that is
not Wounded. 4. Form initial dice pools.
A. Attacker adds Attack Dice equal to its Attack stat.
Heal – The affected character may remove one condition I. Resolve all effects that add dice to the attack
R or one damage (q) from its Unit or another allied Unit roll.
within Range (G) 2. II. Resolve all effects that remove dice from the
attack roll.
Active Ability – If it is this Unit’s activation, the affected B. Defender adds Defense Dice equal to its Defense stat.
J I. Resolve all effects that add dice to the defense
Unit may use one of its Active (J) abilities without paying
its Force (V) cost. Remember that Units may only use each of their roll.
Active (J) abilities a maximum of once per Turn. When Active (J) II. Resolve all effects that remove dice from the
effects appear in a chosen Combat Tree Option, they are resolved defense roll.
after all Directed effects have been resolved and the Damage pool
has been applied to the defending character. 5. Roll initial dice.
A. The dice roll is the current attack or defense pool.
The Damage Pool
When a chosen Combat Tree Option or Attack Expertise Chart 6. Modify the dice rolls.
Entry has damage (Q) icons in it, the defending character’s A. Modify the attack roll.
Unit does not suffer that damage (Q) right away. Instead, 1 I. The attacker adds or removes dice results,
Damage token is placed next to the character’s Unit Stat Card changes dice results, and rerolls dice in the
for each listed damage (Q) icon, forming the Damage Pool. attack roll.
After the attack is fully resolved, all damage (Q) in the Damage II. The defender adds or removes dice results,
Pool is applied to the defending character’s Unit. Special rules changes dice results, and rerolls dice in the
may modify or affect the Damage Pool before damage (Q) is attack roll.
applied to the defending character’s Unit. Damage (Q) from B. Modify the defense roll.
attack Expertise Charts is added to the Damage Pool before the I. The attacker adds or removes dice results,
attacking player chooses their first Option. Damage (Q) from changes dice results, and rerolls dice in the
Combat Tree Options is added to the Damage Pool before the defense roll.
attacking player chooses their next Option. II. The defender adds or removes dice results,
changes dice results, and rerolls dice in the
defense roll.

7. Determine results.
A. Remove 1 strike (A) result from the attack roll for each
block (E) result in the defense roll.
B. If any criticals (B) or strikes (A) remain in the attack roll,
continue to step 8. If there are no remaining criticals (B)
or strikes (A), skip step 8 and continue to step 9.

32
8. The attacker has a number of successes equal to the number Summer rolls her dice and gets one block (E), three defense
of remaining critical (B) and strike (A) results in the attack expertise (F), and one failure (D).
roll. Starting from one of the orange Options at the far left of
the attacking character’s Combat Tree, the attacker chooses Now, the players modify the results, starting with the attack roll.
a number of Options equal to the number of successes Andrew checks Ahsoka Tano, Jedi No More’s Expertise Chart for
they have, applying all effects of the chosen Option before her lightsabers. Because he rolled two attack expertise (C) results,
choosing the next one. See page 31 for information on using Andrew adds two strike (A) results to his roll. Summer checks Lord
Combat Trees. Maul's defense Expertise Chart, and notes that none of the entries
modify the attack roll. Ahsoka Tano, Jedi No More’s final results are
9. Apply all damage (Q) from the Damage Pool to the five strikes (A), a critical (B), and two failures (D).
defending character.
Next, the players modify the results in the defense roll.
10. Resolve all effects that happen after the attack is resolved. Andrew checks Ahsoka Tano, Jedi No More’s Attack Expertise
A. Attacker resolves any remaining effects from their Attack Chart, and notes that none of the entries modify the defense roll.
Expertise Chart. Summer then checks Lord Maul's Defense Expertise Chart and
B. Defender resolves any remaining effects from their adds a block (E) result to her roll. Lord Maul's defense Expertise
Defense Expertise Chart. Chart also has entries for two Personal effects, Heal (R) and Jump
C. Attacker resolves all of their abilities and special rules in (T), which will be resolved later. Summer’s final results are two
the order of their choice. blocks (E) and one failure (D).
D. Defender resolves all of their abilities and special rules in
the order of their choice. With all the dice pools modified, Andrew and Summer move
E. Resolve all non-player abilities and special rules in the on to determine the results of the attack. Lord Maul's two block
order chosen by the attacking player. (E) results cancel two of Ahsoka Tano, Jedi No More’s strike (A)
results, leaving one critical (B) and three strike (A) results.
Attack Example The attack is successful.
Andrew decides to use Ahsoka Tano, Jedi No More to attack Lord
Maul using her lightsabers. First, Andrew checks to make sure Andrew consults Ahsoka Tano, Jedi No More’s Combat Tree
Lord Maul is in Range (G) of the attack. Since Ahsoka Tano, Jedi to resolve the attack. Since he has a total of four successes
No More is making a Melee (O) attack and Lord Maul is at the remaining, he can choose four Options from the Combat Tree to
same elevation and within the length of the Range (G) 2 tool resolve, following the paths on the Combat Tree. The first Option
from Ahsoka Tano, Jedi No More, Lord Maul can be targeted by the adds two damage (Q) to the Damage Pool. The second Option
attack. There is nothing between the characters, so Ahsoka Tano, adds another damage (Q) to the Damage Pool and gives Lord
Jedi No More has Line of Sight to Lord Maul. Maul the Exposed (4) condition. Summer places 1 Exposed token
on Lord Maul's card. The third Option adds three more damage
Next, Andrew checks the Melee (O) Attack stat on Ahsoka Tano, (Q) to the Damage Pool, increasing it to six. At the branch in
Jedi No More’s Active Stance, Jar’Kai. Ahsoka Tano, Jedi No More Ahsoka Tano, Jedi No More’s tree, Andrew decides to move along
has a Melee (O) Attack stat of 7, so Andrew takes 7 Attack Dice and the upper path, choosing the Option that adds one damage
places them into his attack pool. In addition, Ahsoka Tano, Jedi (Q) to the Damage Pool and gives Lord Maul the Strained (5)
No More made a focus action during her activation, which gives condition. Summer places a Strained (5) token on Lord Maul's
Ahsoka Tano, Jedi No More 1 more die on her next attack during card and adds another damage (Q) to the Damage Pool for a total
her activation. Andrew puts 1 more die in his pool, bringing his of seven.
final dice pool to 8.
After Andrew has finished choosing Options, the Damage Pool is
Summer then checks the Melee (O) Defense stat on Lord Maul's applied to Lord Maul. Summer moves all the Damage tokens from
Active Stance, Dark Rage. Since Lord Maul's Melee (O) Defense the Damage Pool to Lord Maul's Unit Stat Card. Lord Maul has a
stat is 5, Summer takes 5 Defense Dice and puts them in her Stamina (R) of 11, and had not suffered any damage (Q) prior to
defense pool. this attack, so he is not Wounded.

With both dice pools set, the players roll their dice. Andrew rolls
three strikes (A), one critical (B), two attack expertise (C), and
two failures (D).
33
After damage (Q) has been applied, Summer uses the Personal
effects that were listed in Lord Maul's defense Expertise Chart
Entries. Summer uses the Heal (R) effect to remove the Strained
(5) condition from Lord Maul, then uses the Jump (T) effect to
move Lord Maul closer to the Active objective.

With the attack resolved, both players check to see if they want
to use any Reactive (I) abilities in response, starting with the
attacker. Neither does, and they continue the game.

DAMAGING UNITS
There are many ways to damage (Q) characters and Units –
abilities, attacks, and even missions may deal damage (Q).
When a character or Unit suffers damage (Q), add Damage
At the beginning of Bo-Katan Kryze’s activation, she has
tokens to its Stat Card equal to the damage (Q) suffered.
eight damage (Q), the Pinned (1) and Exposed (4)
conditions, and a Wounded token. The player flips the
BECOMING WOUNDED Wounded token to the Injured side, removes all damage
(Q), and one condition. The player decides to remove
When a Unit has a number of Damage tokens equal to or greater
the Pinned (1) condition, but the Exposed (4) condition
than its Stamina (R), that Unit immediately becomes Wounded
remains on Bo-Katan Kryze.
and gains a Wounded token. When a unit becomes Wounded,
the opposing player adds 1 Momentum token to the Struggle
Tracker in the next available space on their side of the Struggle
Tracker moving toward the center. Wounded Units do not contest
objectives. Wounded Units cannot suffer damage (Q) or have
damage (Q) removed from them. If a Unit becomes Wounded
during its activation, its activation immediately ends.

A Unit that has any number of Wounded tokens must spend


1 Force (V) for each of their Wounded tokens as an additional cost
to use an Active (J) or Reactive (I) ability.

BECOMING INJURED
At the beginning of a Wounded Unit’s activation, it flips its
Wounded token to the Injured side, removes all damage (Q), and
removes one condition.
BECOMING DEFEATED
After a Unit’s activation, if the Unit has Injured tokens equal to
or exceeding its Durability (W), it is Defeated. All characters in a
A Unit that has any number of Injured tokens must spend 1 Force
Defeated Unit are removed from the battlefield.
(V) for each of their Injured tokens as an additional cost to use an
Active (J) or Reactive (I) ability.
If the Defeated Unit’s Order Card is outside of the Order Deck
(such as in the Order Discard Pile, in reserve, or currently
Remember that Units must spend 1 Force (V) revealed), remove it from the game. Otherwise, when the Unit’s
for each of their Wounded and Injured tokens Order Card is revealed from the Order Deck, remove it from the
as an additional cost to use an Active (J) or game and reveal the next card instead.
Reactive (I) ability.
If a player reveals an Order Card that corresponds
to a Defeated Unit, remove that card from the
game and reveal a new Order Card.
34
CONDITIONS A terrain part is considered to be at a different Elevation from
Some Combat Tree Options, Expertise Chart Entries, and abilities
inflict conditions. When a rule instructs a character to gain a another object if the difference between the top of the terrain
condition, the corresponding Condition token is placed on that part and the object checking Elevation is larger than Range
character’s Unit Stat Card. Conditions on a Unit Stat Card affect all (G) 2, measured vertically. To measure this, place the Range
characters in the Unit. If a Unit would gain a condition it already (G) 2 tool flush with the same surface that the object checking
has, it suffers one damage (Q) instead. Below is a list of all the Elevation is standing on, and compare the height of the terrain
conditions and their effects on Units: part to the tool.

Strained – When a character in this Unit advances A terrain part is considered to be at a different Elevation from
(x), climbs (u), dashes (h), jumps (t), or when this another terrain part if the difference between the tops of the
Unit makes an action or uses an Active (j) or Reactive terrain parts is larger than Range (G) 2, measured vertically.
(i) ability, after the effect is resolved, this Unit suffers 3 damage To measure this, place the Range (G) 2 tool flush with the top
(q). Then, this Unit loses the Strained (5) condition. surface of the first terrain part and compare the top of the second
terrain part to the tool.
Disarmed – While attacking, characters in this Unit
cannot use attack expertise (C) results. The next time a
character in this Unit makes an attack roll, remove any
Attack Dice with attack expertise (C) results from the roll before
modifying the dice rolls. After determining results, the Unit loses
the Disarmed (9) condition.

Exposed – While defending, characters in this Unit


cannot use defense expertise (F) results. The next time
a character in this Unit makes a defense roll, remove any
Defense Dice with defense expertise (F) results from the roll
before modifying the dice rolls. After determining results, the Unit
loses the Exposed (4) condition.

Pinned – The next time a character in this Unit would


advance (X), dash (H), climb (U), or jump (T), it does
not move. Then, this Unit loses the Pinned (1) condition.

When a Unit or character gains a condition, Parts of terrain can have different combinations of qualities.
place the relevant token on its Unit Stat Card. In this example, the gantry is Clear and Passable, while the
All characters in a Unit are affected by tokens on ladder is Clear and Impassable. The buildings are Blocked
its corresponding Unit Stat Card. and Impassable. The array tower has multiple Elevations.

TERRAIN
The battlefield that Shatterpoint is played on is made up of terrain
features and terrain parts. Below, you will find the rules on how
to address common terrain features and terrain parts, as well as
some guidelines for how to assess terrain features.

Parts of terrain features are defined by three qualities: Elevation,


Clear or Blocked, and Passable or Impassable. A single terrain
feature may contain multiple parts that have different qualities
than one another. Terrain features are as complex as the players’
imaginations and may require some specific assessments as to
which parts of a terrain feature have which qualities.
35
Elevation Relativity
Objects are at the same Elevation if the vertical distance between
them is less than Range (G) 2. Objects that have more than
Range (G) 2 in vertical distance between them are at different
Elevations. When measuring this distance, measure from the
location of the object at the height of the overlapped terrain
part it is on top of or from the battlefield itself if the object is not
overlapping a terrain part – the height of the object is not taken
into account.

When determining Elevation, there is no difference


Bo-Katan Kryze wants to advance (X) toward the between terrain parts with a difference in vertical distances
Mandalorian Super Commandos on this gantry. To check of Range (G) 2 or more. This means that characters can
the Elevation of the gantry, the player places the Range climb (U) or jump (T) any vertical distance when making
(G) 2 tool on the battlefield next to the character’s base these types of moves.
vertically and checks the height of the gantry. Because the
top gantry is more than Range (G) 2 higher than Bo-Katan
The last quality of terrain features is Passable or Impassable.
Kryze’s starting position, the gantry is at a higher Elevation
Passable parts, such as the Gantry described above, do not
and Bo-Katan Kryze cannot use an advance (X) to move
stop characters from moving underneath or through the part.
onto the gantry.
Impassable parts, like a solid building or a wall, prevent characters
from moving through the part. They must go around, under, or
Parts of terrain features are either Clear or Blocked. Clear parts do over it!
not block Line of Sight. A gantry with a Passable area underneath
would be a Clear part – characters can draw LOS and attack
underneath the gantry without issue. A Blocked part – like a solid
building or wall – would block characters from drawing Line of
Sight and impede their ability to attack.

Remember that each terrain feature may be


made up of multiple terrain parts at different
Elevations – A two story building with a balcony
halfway up is an excellent example.

36
LINE OF SIGHT
A character has Line of Sight (LOS) to an object if a straight,
unobstructed line can be drawn from any part of that character’s
base to the object. The line can pass unobstructed through
characters, any Clear terrain parts, any Blocked terrain parts that
the character is overlapping, and any Blocked terrain parts with
the same or lower Elevation than that character. The line cannot
pass through Blocked terrain features with a higher Elevation than
the character. If the object is on top of a terrain part, the line can
pass unobstructed through all terrain parts with the same or lower
Elevation as the object.

HUNKER TOKENS & COVER


A character benefitting from Cover adds a number of Defense Dice
equal to their Cover value to their defense roll when defending
against a Ranged (N) attack.
When drawing Line of Sight, characters may always ignore
Clear terrain parts regardless of the part’s Elevation. For a character to gain Cover from a terrain feature, they must
meet all of the following requirements:
Ingress Points
Ingress Points can be represented in many ways – ladders and • The defending character must be within Range (G) 1 of one
elevators are some common examples. An Ingress Point is a way or more terrain parts at the same or higher Elevation than the
for characters to quickly traverse vertical distance. attacking character.

Ingress Points are connected to one another – usually as pairs, • A straight line can be drawn from any portion of the attacking
but there can be more than two Ingress Points connected to each character’s base to any portion of the defending character’s
other. Players should always discuss Ingress Points prior to the base through any number of those terrain parts.
game to avoid confusion on which points are connected.
• The attacking Character is using a Ranged (N) attack.
When a character would end an advance (X), climb (U), dash
(H), or jump (T) movement within Range (G) 1 an Ingress If a character meets all the above requirements, they have
Point, they may choose to use the Ingress Point. If they do, place Cover [1].
them within Range (G) 1 of any other connected Ingress Point,
then the movement ends. Units can also gain Cover from Hunker (3) tokens. Each Hunker
(3) token a Unit has grants characters in that Unit Cover [1].
A Unit loses all its Hunker (3) tokens at the start of its activation
or when a character in that Unit becomes Engaged. A Unit that is
Engaged cannot gain or have Hunker (3) tokens.

hunker token
The top and bottom of a ladder are connected Ingress Points.

37
APPENDIX A: TIMING 6. Modify the dice rolls.
A. Modify the attack roll.
If players attempt to use a Reactive (I) ability at the same time,
the active player declares and resolves their effects first. I. The attacker adds or removes dice results,
changes dice results, and rerolls dice in the
If, at any point multiple effects occur simultaneously and the rules attack roll.
do not give instructions to their order, and no player is attacking, II. The defender adds or removes dice results,
always start with the active player and continue in Turn order. After changes dice results, and rerolls dice in the
all player effects are resolved, resolve all non-player effects in the attack roll.
order chosen by the active player. B. Modify the defense roll.
I. The attacker adds or removes dice results,
If a player is attacking, the attacking player resolves all effects, changes dice results, and rerolls dice in the
then the defending player, then any non-player effects in the defense roll.
order chosen by the attacking player. II. The defender adds or removes dice results,
changes dice results, and rerolls dice in the
If a player has multiple effects occurring simultaneously, they defense roll.
always choose the order of their own effects.
7. Determine results.
Here you will find a detailed, step-by-step breakdown of how to A. Remove 1 strike (A) result from the attack roll for each
make an attack: block (E) result in the defense roll.
B. If any criticals (B) or strikes (A) remain in the attack roll,
continue to step 8. If there are no remaining criticals (B)
Making an Attack or strikes (A), skip step 8 and continue to step 9.
1. Declare an attack type: Ranged (N) or Melee (O).
8. The attacker has a number of successes equal to the number
2. Check for eligible targets: In Range (G) (for Ranged (N) of remaining critical (B) results and strike (A) results in the
attacks) or Engaged (for Melee (O) attacks) and in LOS. attack roll. Starting from the orange Option at the left most
column of the attacking character’s Combat Tree, the attacker
3. Choose an eligible target (In Range (G) or Engaged). picks a number of Options equal to the number of successes
A. The character that is making the attack is the attacker. The they have, applying all effects of the chosen Option before
target of the attack is the defender. choosing the next one. See page 31 for information on using
B. Resolve effects that trigger when a character is targeted, Combat Trees.
starting with the attacker.
9. Apply all damage (Q) from the Damage Pool to the
4. Form initial dice pools. defending character.
A. Attacker adds Attack Dice equal to its Attack stat.
I. Resolve all effects that add dice to the attack 10. Resolve all effects that happen after the attack is resolved.
roll. A. Attacker resolves any remaining effects from their Attack
II. Resolve all effects that remove dice from the Expertise Chart.
attack roll. B. Defender resolves any remaining effects from their
B. Defender adds Defense Dice equal to its Defense stat. Defense Expertise Chart.
I. Resolve all effects that add dice to the defense C. Attacker resolves all of their abilities and special rules in
roll. the order of their choice.
II. Resolve all effects that remove dice from the D. Defender resolves all of their abilities and special rules in
defense roll. the order of their choice.
5. Roll initial dice. E. Resolve all non-player abilities and special rules in the
A. The dice roll is the current attack or defense pool. order chosen by the attacking player.

38
Activating a Unit 6. Resolve effects that happen at the end of the activation.
1. Activate the corresponding Unit for the revealed Unit Order A. Resolve player effects starting with the active player.
Card, Unit Order Card chosen from reserve, or the Unit chosen B. Resolve non-player effects in the order chosen by the
for the Shatterpoint Card. active player.

7. The Unit’s activation ends.


2. Resolve effects that happen at the start of the activation.
A. If the Unit is Wounded:
8. Resolve effects that happen at the end of the Turn.
I. Flip the Wounded token to the Injured side.
A. Resolve player effects starting with the active player.
II. Remove all Damage (Q) tokens.
B. Resolve non-player effects in the order chosen by the
III. Remove one condition.
active player.
B. Remove all Hunker (3) tokens.
C. Resolve all Tactic (K) abilities. 9. The active player moves the Struggle token one space toward
D. Resolve all player effects starting with the active player. their Momentum tokens for each Active objective they control
E. Resolve all non-player effects in the order of the active this Turn. If it is the first Turn of the game, skip this step.
player’s choice.
10. If the Unit that just activated has a number of Injury tokens
3. The Unit makes its actions and uses any abilities or special rules. equal to its Durability (W), they are Defeated.

4. Resolve effects that happen at the end of the activation. 11. The active player’s Turn is now over; their opponent becomes
A. Resolve all player effects starting with the active player. the active player and begins their Turn as described in step 1.
B. Resolve all non-player effects in the order of the active A. If the player who just finished their Turn does not have
player’s choice. any cards remaining in their Order Deck or in reserve,
they Refresh their Order Deck.
Taking a Turn
1. Resolve effects that happen at the start of the Turn.
A. Resolve player effects starting with the active player. APPENDIX B: KEYWORDS
B. Resolve non-player effects in the order chosen by the Here you will find a list of all Keyword abilities and their rules.
active player.
Immunity [X]: This Unit can’t suffer the listed condition. If a Unit
2. The active player reveals the top card of their Order Deck or has a condition and gains Immunity to it, the Unit removes the
chooses their Unit Order Card in reserve. condition.
A. If there are no cards in the player’s Order Deck, but the
player has an Order Card in reserve they must choose the Impact [X]: When this character makes a focus action it adds X
reserved Order Card. additional dice to its next Melee (O) attack in addition to the 1
B. If a player reveals a Unit Order Card that corresponds to attack die added by the focus action.
a Defeated Unit, remove the Defeated Unit’s Unit Order
Card from the game and reveal a new Order Card Protection: When this character is defending, before applying
the Damage Pool, remove 1 damage (Q) from the Damage Pool.
3. The active player activates the Unit that corresponds to the
revealed or chosen Unit Order Card. Scale: When this character would advance (X) or dash (H) it
may climb (U) instead.
4. Resolve effects that happen at the start of the activation.
A. Resolve player effects starting with the active player. Sharpshooter [X]: When this character makes a focus action it
B. Resolve non-player effects in the order chosen by the adds X additional dice to its next Ranged (N) attack in addition to
active player. the 1 attack die added by the focus action.
5. The Unit resolves its activation, making up to two actions and Steadfast: When this character is defending, it is not moved by
using any of its abilities and special rules. the first Shove (P) effect from the attacking character’s chosen
Combat Tree Options.

39
QUICK REFERENCE
TURN SEQUENCE ICONS
• RESOLVE EFFECTS
that happen at the start of the Turn. 1 Pinned J Active Ability

• REVEAL AN ORDER CARD 4 Exposed I Reactive Ability


or choose the Unit Order Card in reserve.
5 Strained L Innate Ability
• ACTIVATE UNIT
9 Disarmed K Tactics Ability
• THE UNIT'S ACTIVATION ENDS
R Heal M Identity Ability
• RESOLVE EFECTS
that happen at the end of the Turn.
8 Character O Melee

• MOVE THE STRUGGLE TOKEN Range Ranged


If it is the first Turn of the game, skip this step. G N
X Advance P Shove
• CHECK IF THE UNIT THAT JUST ACTIVATED
IS DEFEATED Dash Damage
H Q
• THE ACTIVE PLAYER'S TURN IS NOW OVER
If the player who just finished their Turn does not T Jump S Reposition
have any cards remaining in their Unit Order Deck
or in reserve, they Refresh their Order Deck. U Climb V Force

3 Hunker

ATTACK SEQUENCE DICE FACES


1. DECLARE AN ATTACK TYPE
Strike
Ranged (N) or Melee (O). A
Critical
2. CHECK FOR ELIGIBLE TARGETS B
Attack Expertise
3. FORM INITIAL DICE POOLS C
Block
4. ROLL INITIAL DICE E
Defense Expertise
5. MODIFY THE DICE ROLLS F
Failure
6. DETERMINE RESULTS D
7. APPLY ALL DAMAGE
© & TM Lucasfilm Ltd. No part of this product may be used without specific written permission.

8. RESOLVE ALL ATTACK EFFECTS Atomic Mass Games and logo are TM of Atomic Mass Games. Atomic Mass Games, 1995 West County Road
B2, Roseville, MN 55113, USA, 1-651-639-1905. Actual components may vary from those shown.

You might also like