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Assault on Hoth

By Grantt Ennis

www.beastsofwar.com

Rebel Base Command


Rebel Security
Defend
Formation

Formations

Choose a formation for each unit you control. The formation will decide
when that unit acts and its strengths.
Defend
Formation

Increase your defence and allows you to act first in


the turn.
Boosts your firepower, but leaves you vulnerable.

March
Formation

Expand your movement, but attacks are very weak.

Turn Sequence
The turn has five phases...


Talk through your strategy with team.


Choose your unit formations.
Place formation tokens face down beside each unit.

2 Reveal

Reveal formation for each unit.


Officers can give Order tokens to units.

3 Defend

Activate Units in Defend Formation.

4 Assault

Activate Units in Assault Formation.

5 March

Activate Unites in March Formation.

activation Steps

Move

Attack


Saves

Firepower
Armour Saves

Assault
Formation

1 Strategy

Move

Your unit moves up to its movement value for that


formation.
All units move at once, though the Imperial players
move their units first.

6
3 %+
$+

Damage 6
Assault
Formation

6
6 %+
%+

March
Formation

12
3^
%+

Special Rules
Blasters - This unit can make attacks up to 18 away.
Squad - This unit consists of 6 men. Squads must remain
within 2 of each other and have a 360 degree line of
sight.

Rebel Pilots
Defend
Formation
Move
Firepower
Armour Saves

6
3 %+
%+

Damage 6
Assault
Formation

6
6 %+
^

March
Formation

12
3^
^

Special Rules
Blasters - This unit can make attacks up to 18 away.
Squad - This unit consists of 6 men. Squads must remain
within 2 of each other and have a 360 degree line of
sight.

Rebel officer
Defend
Formation
Move
Firepower
Armour Saves

6
1 %+
%+

Damage 1
Assault
Formation

6
2 %+
^

March
Formation

12
1^
^

Special Rules
Blasters - This unit can make attacks up to 18 away.
Officer - This unit can give a friendly unit within 6 a
Boost token during the Reveal phase.

Choose your target - You can only target what is in


front of you.
Roll dice equal to the Firepower value of the formation
you chose at the start of the turn.
Remove any dice that score less than the target
number listed. Any sixes rolled can be rolled again and
added to total.
Opponent rolls a number of dice equal to the hits you
scored, removing any that score less than his Armour
value for his formation. Sixes can be rolled again.
Any hits not saved are inflicted on the target unit as
damage.

order Tokens

Officer units give Order Tokens which can be spent at any


time to re-roll any dice rolled by that player in an attack or
armour save action. A unit can have multiple Order Tokens.

Mission objective - Get to the Transport!


You succeed in your mission if you successfully get one Rebel Officer to the South Passage

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