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===Leaders=== [[File:StarWarsRebellionMission.jpg|thumb|right|400px|A Rebellion and Empire Mission respectively.]] Leaders have two important values: Skills and Tactic Values. Tactic Values are numbers in the bottom, which is how many Space and Ground Tactic Cards you draw when you assign that Leader to a combat. A Leader also has to have Tactic Values to be able to move units on the board. Skills are used for Missions and come in four colors: * '''Spec Ops:''' Red; How badass the Leader is in a tussle. Rebels use it to destroy Imperial units, sabotage systems and mess with their building queue. Imperials use it to capture Rebel Leaders and gain information from them, and occasionally to move units around. Examples: Darth Vader (Three Spec Ops, two Diplomacy) and Chewbacca (Three Spec Ops). * '''Diplomacy:''' Yellow; the character's political and diplomatic might. Both Rebels and Empire use it to gain Loyalty in systems. Examples: Emperor Palpatine (Three Diplomacy, two Intel) and Mon Mothma (Three Diplomacy, one Logistics). * '''Intel:''' Blue; how sneaky the Leader is. Rebels use it to gain Objectives and choose what Objectives you'll get over time. Imperials use it to gain more Probe cards and occasionally to interrogate Captured Leaders. Examples: Admiral Pett (Two Intel, one Logistics) and Obi-wan Kenobi (Three Intel, one Diplomacy). * '''Logistics:''' Grey; how good at planning and overseeing the Leader is. Uniquely among Skills, Leaders never have more than one in Logistics and no Missions require more than one. Many of them are also Resolve Missions, meaning they can't be countered. Rebels use it to augment their Rebel Base, move fleets to and from the Base and, if needed, place a new Base somewhere. Imperials use it to draw Project cards and remove Sabotage. Many of their Project Missions are often Logistics Missions as well. Examples: Grand Moff Tarkin (One Diplomacy, Intel and Logistics) and Admiral Ackbar (Two Diplomacy, one Intel). To assign a Leader to a Mission, the Leader has to have as much, or more points in the Skill the Mission requires (so a Mission that require two Diplomacy requires the Leader to have two or three Diplomacy). You can also add an additional Leader to the Mission, but that's generally not a good idea and slows you down. After you place the Leader, the other player may oppose it by placing a Leader of their own on the same system as your Leader (alternatively the Leader is opposed if there was already an enemy Leader in the system when you placed it). Both players then roll dice equal to the amount of Skill points their Leader(s) in the system has in the same color of the Mission. The opposing player wins ties. If the opposing player wins, the Mission does not happen; otherwise the player performs the rest of the Mission. The identity of the Leader is important as well. Some Missions gives you two automatic "hits" when you activate it with the Leader featured in the top-left corner. In addition, some Mission just gives you a straight bonus if the right Leader performs it. If you play with Action cards, you draw two Action cards in the beginning of the game that can be used by some of your Starter Leaders, and every turn for the first four turns you draw an Action card and gain a Leader featured on it. Action cards can do a bunch of different things but almost always require a specific Leader to perform it.
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