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Imperial Ground Forces (IGF): The IGF Units (i.e. AT-ATs and
AT-STs) move and attack in the normal play sequence. 1. Rebel Setup Area 3. Imperial Setup Area
Overlap rules also apply. When under the effect of an ion
2. Rebel Edge 4. Imperial Edge
token, the effected unit does not move or rotate for that
turn. IGF Units also treat all hits as normal facedown hits. 5. Shield Generator
When attacking aerial units, the aerial unit may roll two (2)
defense die in addition to their normal defense.
AT-STs: AT-STs may stay still, Imperial Victory: The Shield Generator is destroyed by the
move in any direction at end of turn six (6) allowing space bombardment of the
movement 1, or rotate to any planet Hoth and destruction of a significant portion of the
direction. After movement, 1
1 Rebel Forces.
the AT-ST must face the
direction it moved Imperial Minor Victory: The Shield Generator is destroyed by
(see picture). the end of turn eight (8) allowing the capture of some of
the Rebel Forces.
Rebel Ground Forces (RGF): RGF Units do not move or
attack. Overlap rules do not apply. If an IGF Unit should “Make ready to land our troops beyond
move onto or touch an RGF Unit, the Imperial their energy field, and deploy the fleet,
Player must immediately roll a red attack die so that nothing gets off the system…
and take any shown damage. The IGF Unit You are in command now,
must roll for this damage for each turn that the Admiral Piett."
units are touching until they no longer touch or the RGF
Unit is destroyed. RGF Units defend normally against attack. ―Darth Vader, Star Wars Episode V
“The Empire Strikes Back”
Turn Counter: At the start of each Planning phase, add 1
to a turn counter. The first Planning phase is Turn 1. Battle of HothV2.1by PeteParkerh & Green_wombat
A C
B D