Module talk:Star Wars Tactics

Basic Rules
1) Each Player takes turns using one unit. You cannot use the same unit 2 turns in a row.

2) Here is an example of a regular attack pattern with a range of 6:



3) All movements follow the above pattern.

4) Destroy all enemy units to win the game except for Turrets and Force Field Generators and Armored Transports.

5) Each team is made up of 10 units.

6) This game is typically played on a board 11 x 11 squares. You can begin the game by placing units anywhere within the first 11 x 5 squares. Each player takes a turn placing a unit, or each player can place units in secret. Units cannot start inside a vehicle.

7) All damage from behind is x 2

8) Add 1D8 to all damage. If you roll an 8 then that is called a critical and you roll damage again and add it to the total.

9) Each unit gets a move and an attack and change facing. If the unit does not take the attack action then it heals 2 points.

10) Roll for defense for each unit to see if the attack is a hit or miss. Each unit has a defense class. Class A means that there is a 40% chance the attack will miss, Class B means that there is a 30% chance the attack will miss, Class C means that there is a 20% chance the attack will miss, Class D means that there is a 10% chance the attack will miss. Units do not get a defense roll if they are Paralyzed or Stunned.

Attack Patterns

Regular: As shown above with a regular pattern you can attack a single enemy within range. The only exception to this is the Scoundrel unit that can attack 4 units within range.

Area: With this pattern the unit attacks all units within range at the same time.

Single Row: With this pattern the unit chooses one row and damages all units within that row within range.

Cross: With this pattern the unit chooses one square as the target and damages that target square and all adjacent squares to that target square forming a cross pattern. This is illustrated below.



Additional Rules For Internet Play

1) Always make sure that you keep track of your characters conditions, such as Focused, Paralyzed, Force Field (for characters that have force fields on them), +HP (from Tech Specialist), and Stunned. Or you can choose to use the Focused Markers, Stasis Markers for Paralyzed units and the Force Field Markers (for characters that have force fields on them).

2) Each player reveals their team at the same time at the beginning in chat.

3) Always place a target marker on the units that you damaged so that your opponent knows.

4) If a target is behind a Low object the target gets half damage.

5) The way that the head faces is considered behind. Unless it is from a side view then the behind is usually on the left.

6) Each Player takes a turn to place a unit.

7) Each player chooses a corner or a corner is randomly chosen. You can place your units anywhere within the 11x5 grid from your corner.

8) Make sure to mark your units âLast Usedâ for the last unit you used on your turn before you end your turn.

9) You can check your units stats, range, and movement by selecting your unit then right clicking on it and then clicking on the category.

10) Always keep track of your Hit Points and Force Points on each unit.

Random Hazards
1) Darkness (Range is cut in half)

2) Extreme Weather (Movement cut in half)

3) Extreme Cold (Increase Critical to 7 or 8)

4) Force Barrier (Decrease Range in half for Jedi units)

5) Ion Storm (Decrease Range in half for mechanical units)

6) Ewok Revenge (Increase damage of Ewok Warriors by +1D8)

7) Healing Barrier (All healing is cut in half)

8) Each player gets an extra random unit. And Each player rolls separately.

9) Poison Cloud (An area in the middle of the map has a poison cloud, any unit inside it takes 1D8 damage each round, this ignores defense)

Force Powers
Each Jedi unit has a certain amount of Force Points. The Force cannot be used if the unit is Paralyzed. One force point spent lets them use one of the following powers one time:

Jedi Knights: Gets 2 Force Points. Can use the following:
 * Jedi Block: Can totally negate the damage of an attack.
 * Jedi Sweep: Can attack all adjacent opponents at the same time. (Counts as an attack action)
 * Jedi Heal: Heal yourself or adjacent ally 24 HP.
 * Double Attack: Make one extra attack and move.
 * Force Conditioning: Immune to Hazards the rest of the game.

Jedi Masters: Gets 5 Force Points. Can use the Following:
 * Jedi Heal: Heal yourself or adjacent ally 24 HP.
 * Jedi Block: Can totally negate the damage of an attack.
 * Jedi Speed: Move anywhere on the board. (Counts as a move action)
 * Mind Trick: You can control the movement and attack of an enemy unit for one turn. The enemy unit has to be within range. (Counts as an attack action)
 * Force Block: Cancel the Force Power of your opponent that was used on you or any of your allies anywhere on the board. For each Force Point spent you can absorb 8 points of damage from Force Lightning.
 * Overpower: Can break being Paralyzed.
 * Force Conditioning: Immune to Hazards the rest of the game.

Jedi Watchman: Gets 4 Force Points. Can use the Following:
 * Jedi Heal: Heal yourself or adjacent ally 24 HP.
 * Jedi Block: Can totally negate the damage of an attack.
 * Mind Trick: You can control the movement and attack of an enemy unit for one turn. The enemy unit has to be within range. (Counts as an attack action)
 * Beast Control: Can use a beast on the board for one turn. (Counts as an attack action)
 * Overpower: Can break being Paralyzed.
 * Force Conditioning: Immune to Hazards the rest of the game.

Jedi Healers: Gets 2 Force Points. Can do the following:
 * Jedi Block: Can totally negate the damage of an attack.
 * Jedi Heal: Heal yourself and all allies 24 HP.
 * Master Heal: (Cost 2 Force Points) Raise a unit that was defeated to an adjacent square at half his hit points. This will not work for Armored Transports, AT-STs, Turrets, Force Field Generators, Snowspeeders, and Sentry Droids. (Counts as an attack action)
 * Force Conditioning: Immune to Hazards the rest of the game.

Sith: Gets 2 Force Points. Can use the following:
 * Jedi Block: Can totally negate the damage of an attack.
 * Jedi Sweep: Can attack all adjacent opponents at the same time. (Counts as an attack action)
 * Sith Rage: Get +15 Damage for one attack.
 * Double Attack: Make one extra attack and move.
 * Force Conditioning: Immune to Hazards the rest of the game.

Sith Lord: Gets 5 Force Points. Can use the Following:
 * Force Lightning: You can attack one target within range and do 15 damage per Force Point spent and you can score criticals. This ignores defense and Jedi Block. (Counts as an attack action)
 * Jedi Block: Can totally negate the damage of an attack.
 * Jedi Speed: Move anywhere on the board. (Counts as a move action)
 * Mind Trick: You can control the movement and attack of an enemy unit for one turn. The enemy unit has to be within range. (Counts as an attack action)
 * Force Block: Cancel the Force Power of your opponent that was used on you or any of your allies anywhere on the board. For each Force Point spent you can absorb 8 points of damage from Force Lightning.
 * Overpower: Can break being Paralyzed.
 * Force Conditioning: Immune to Hazards the rest of the game.

Sith Acolyte: Gets 4 Force Points. Can use the Following:
 * Force Lightning: You can attack one target within range and do 15 damage per Force Point spent and you can score criticals. This ignores defense and Jedi Block. (Counts as an attack action)
 * Jedi Block: Can totally negate the damage of an attack.
 * Mind Trick: You can control the movement and attack of an enemy unit for one turn. The enemy unit has to be within range. (Counts as an attack action)
 * Beast Control: Can use a beast on the board for one turn. (Counts as an attack action)
 * Overpower: Can break being Paralyzed.
 * Force Conditioning: Immune to Hazards the rest of the game.

Creatures
The creatures are always placed in the middle of the map. Creatures always take their actions after all the players have gone. Unlike players ALL creature units get a move, attack, and change facing action at the same time. Creatures will move toward the closest target in Line of Sight. All creatures have a range of 1 so they can only attack targets that are right by them. Creatures never get a defense roll.

Doors
Before the game begins the players can decide if there are doors on the map and where to place them. You can use the door markers for this purpose. For game purposes if a unit is adjacent to a door then it is considered open but if no unit is by the door then it is treated as a wall. Doors can be permanently destroyed by tech specialist.

Hero Units
You can have 1 Hero unit on your team that you can customize. You can enter your Hero's stats by right clicking on the Hero unit and clicking on stats. You can find out how to create a Hero unit under Hero Creation.

AT-AT Walker
Each player can have 1 AT-AT per team. On some maps there might not be enough room to have an AT-AT. The AT-AT counts as 5 units. This unit has the following stats:

Hit Points: 320

Defense Class: None except Class B to the Harpoon Gun.

Damage: 30 in the Front Arc by the Blaster Cannon.

Range: 7 in the Front Arc

Damage: 60 in the Side Arc by Turbolasers

Range: 4 in the Side Arc

Movement: 2

Special Abilities:

Has Damage Reduction of 15. This unit is immune to double damage and criticals. It cannot move and rotate in the same turn. It can only rotate 90 degrees in the same turn. It can only move the direction its facing. With the exception of other AT-ATs and AT-STs, if it enters into any spaces with enemy units then those units are defeated unless they make a successful defense roll, if they are successful then they are in an adjacent square to the AT-AT. This unit can transport up to 4 units. If it moves into a space where there are friendly units then those units are either placed inside the AT-AT or adjacent to it.

Unit Details


Special Abilities for Units:

Soldiers: If this unit rolls a critical then it can make another attack immediately.

Scouts: This unit can roll a critical on a 7 or 8. This unit cannot attack through friendly units. This unit needs Line of Sight.

Assassin: When he drops below 6 Hit Points he can do a Last Ditch attack that does 150 damage at a range of 1 and is an area affect, this ignores defense. This attack also damages himself. If this unit doesnât move it gets an extra +8 damage.

Jedi Healer: This Unit has a special ability to heal all units on the board at the same time. Healers cannot heal Armored Transports, Turrets, AT-STs, Sentry Droids, or Force Field Generators. Force Powers.

Spec Ops: This unit can attack through friendly units. This unit does not need Line of Sight. This unit can go over empty spaces and water as if solid ground. This unit does normal damage if opponent is behind an object. This unit is immune to Darkness, Poison Cloud and Extreme Weather Hazards.

Scoundrel: This unit cannot attack through friendly units. This unit needs Line of Sight. This unit does an extra +8 damage to any unit that has not moved this game. This unit can attack up to 4 units when doing its attack action. Once per game this unit can reroll its defense.

Turrets: This unit does not need to be destroyed to win. This unit needs Line of Sight. This Unit is immune to double damage. This unit can never heal but can be repaired. Immune to criticals.

Ewok Warriors: This unit has a special ability to set traps. Instead of attacking they can take one attack action to set a trap. They can only have one trap at a time. Once the trap is set then the trap cannot move and only attacks Armored Transports and AT-STs. This unit cannot attack through friendly units. The traps can not attack through friendly units and do not need Line of Sight. This unit Adds +2 damage for each ewok within attack range.

Force Field Generators: Instead of an attack this unit forms a Force Field around a friendly unit and that unit cannot move or attack or be damaged while in the Force Field although if the friendly unit does move or attack the Force Field will immediately shut off. The Force Field goes off if the Force Field Generator is damaged. This unit does not need to be destroyed to win. This unit is immune to double damage. This unit can never heal but can be repaired. Immune to criticals.

Jedi Masters: Instead of an attack it can choose an enemy unit to paralyze within range and this power ignores defense (this condition is called Focused in Internet Play). That unit cannot move or attack until the Jedi Master moves, attacks, or gets damaged. This unit does not need Line of Sight. Has Force Powers.

Jedi Watchman: Instead of an attack this unit paralyzes all enemy units within its affect and this power ignores defense (this condition is called Focused in Internet Play). The enemy units cannot move or attack unless the Jedi Watchman moves, attacks, or gets damaged. This unit does not need Line of Sight. Has Force Powers.

Jedi Knights: When this unit attacks it also stuns the opponent for 1 turn. When a unit is stunned it cannot attack or move. This unit ignores Damage Reduction. Has Force Powers.

Bounty Hunters: This unit cannot attack through friendly units. This unit needs Line of Sight on the first target. This unit does +8 damage to Jedi and Hero units. Also Jedi units do not get a defense roll when attacked by this unit.

Infiltrators: This unit can pass through enemy units. This unit also has 2 different attacks it can choose to use. The Second attack does not damage the infiltrator but damages other friendly units. This unit is immune to Darkness and Poison Cloud Hazards. This unit cannot be attacked at more than a range of 2.

AT-ST: This unit counts as 2 units. This unit can also pass through enemy units. This unit does not need Line of Sight through units. Immune to criticals and double damage. This unit has Damage Reduction of 5.

Tech Specialist: Instead of attacking this unit increases the Hit Points of friendly units in its area by +25 Hit Points (this condition is called Focused in Internet Play). The units keep this +25 Hit Points until the Tech Specialist moves or gets damaged. Only 4 units at a time can keep the +25 Hit Points. This unit can destroy adjacent doors as an action. This unit can repair +16 damage to an adjacent mechanical unit. When this unit is on board a vehicle it adds +1 movement and +5 damage to the vehicle.

Armored Transports: This unit can carry up to 3 units at a time. It can pick up any friendly units with in its movement. This unit does not need to be destroyed to win. This unit can never heal but can be repaired. Immune to criticals.

Sentry Droid: This unit has an attack pattern that is unique. It can takes its attack action to go into sentry mode (this condition is called Focused in Internet Play). Once in sentry mode it covers an area 7 tiles from its location in a cross shaped pattern. Any enemy crossing this area receives 6 damage. Every enemy unit in this area receives 6 damage each turn. The Sentry Droid breaks sentry mode if damaged or if it moves. This unit needs Line of Sight on the first target. This unit can attack through friendly units. This unit is immune to damage from infiltrator units and can attack infiltrators at full range.

Commanders: This unit does not attack. Instead of attacking it can increase the damage of all friendly units in the area by +10 (this condition is called Focused in Internet Play). This bonus is removed if the Commander is damaged or moves or if the unit moves outside the Commanders range.

Snowspeeders: This unit counts as 2 units. This unit does not need Line of Sight through units. Immune to criticals and double damage. This unit is automatically defeated if paralyzed. This unit has Flight ability. This unit also has a Harpoon Gun, if the Harpoon Gun attack hits an AT-AT then it is automatically defeated. Snowspeeders can change its facing twice, once at the beginning of the move and once at the end.

Vanguard Units: This unit ignores Damage Reduction. This unit does + 35 damage to vehicles. This unit needs Line of Sight. This unit damages friendly units in the blast radius. This unit cannot move and attack in the same turn.

Hero Creation
You can have 1 Hero unit on your team that you can customize. You get 240 points to create your Hero or you can roll for random creation points. Here is the point cost for each attribute:
 * Hit Points: Cost 1 point each.
 * Damage: Cost 1 point each.
 * Movement: Cost 10 points per 1 movement.
 * Range: Cost 10 points per 1 Range.
 * Attack Patterns: Regular cost 10 points, Single Row cost 20 points, Cross cost 30 points, and Area cost 40 points.
 * Defense: Class A cost 30 points, Class B cost 20 points, Class C cost 10 points, Class D cost 5 points.

Special Abilities
Here is the cost for the following special abilities:

Combat Expertise: If you roll a critical, you immediately get another attack. (Cost 5 points)

Special Forces Training: You can fire through friendly units. You do not need line of sight. You can go over empty spaces as if on solid ground. (Cost 30 points)

Rapid Shot: You can make one extra attack during your attack action. You can take this ability multiple times. (Cost 15 points)

Self Destruct: If your Hit Points is below 6 then you can do 150 damage to all units in your Range, up to a max of Range 2. This ignores defense (Cost 10 points)

Combat Engineer: You can make a trap as an attack action that does damage to 2 kinds of units. You can only make one trap at a time. All your traps have a Regular attack pattern. This ability cost whatever the traps Hit Points + Damage + (Range x 10) cost. For example if my traps had 50 HP and 40 Damage with a Range of 5 it would cost me 140 creation points.

Toughness: You are immune to criticals and to double damage. (Cost 20 points)

Conditioning: You are immune to all Hazards and Stuns. You can also attack infiltrators at full Range. (Cost 10 points)

Stealth: You cannot be attacked at more than a range of 2 and you can go through enemy units. (Cost 20 points)

Combat Tactics: You can do +8 damage to 3 different kinds of units and +8 to any units that have not moved this game. You can take this ability twice. (Cost 5 points)

Leadership: As an attack action you can add +15 damage within your Range and attack pattern. This bonus is lost if you move, attack, or get damaged. (Cost 35 points)

Force Field Generator: As an attack action you can add +20 Hit Points to you and within your Range and attack pattern. This bonus is lost if you move, attack or get damaged. (Cost 35 points)

Improved Critical: You can increase your criticals by one. You can take this ability 2 times. So for example if you take this ability once then your criticals would be 7 or 8, if you take this twice then your criticals would be 6, 7, or 8. (Cost 10 points)

Combat Medic: As an attack action you can heal yourself or an adjacent unit by 8 HP. You can take this twice so you could heal 16 HP. (Cost 10 points)

Power Attack: If you do not move you can add +1D8 to your attack. You can take this ability twice to add another +1D8. (Cost 5 points)

Stasis Field: As an attack action you can use the Force to Paralyze a unit(s) at range. You do not need line of sight for this and this ignores defense. When you Paralyze a unit(s) you are Focused and the Focus is broken if you are damaged, move, or attack. (Cost 40 points)

Squad Tactics: When an ally is within range you can do +8 damage. (Cost 5 points)

Lightning Reflexes: Once per game take no damage from an attack. (Cost 10 points)

Bodyguard Training: If an adjacent ally was attacked, you can take the damage instead. (Cost 5 points)

Combat Reflexes: You can make an immediate attack whenever an adjacent enemy moves away from you. (Cost 20 points)

Sniper Training: When attacking an opponent at more than a range of 3 you do +8 damage. Also you do full damage to an opponent behind low objects. (Cost 5 points)

Close Quarters Fighting: You do +8 damage to opponents at a range of 3 or closer. (Cost 5 points)

Shields: You reduce damage you take by 5 on all attacks. You can take this ability twice so it could become a damage reduction of 10. (Cost 20 points)

Hunter Seeker Missiles: Once per game as an attack action you can do 19 damage to any opponent on the board as long as they are not inside a vehicle. You can take this ability 3 times. (Cost 5 points)

Ace Pilot: When you are on board a vehicle that vehicle is +1 movement, +1 Defense Class and +5 damage. Also when on board a vehicle, it can change its facing unlimited times per turn. With this ability you can pilot a Snowspeeder unit. (Cost 10 points)

Lightsaber Expertise: When attacking an adjacent square you ignore Damage Reduction. (Cost 10 points)

Evasion: Once per game you can reroll your defense. You can take this ability 3 times. (Cost 5 points)

The Force
Force Points cost 5 creation points each. Each of the following powers cost 1 Force point to use 1 time. Here is the Cost for Force Powers:
 * Alter: You can reroll a dice or have an opponent reroll his dice (Cost 5 points)
 * Jedi Heal: Heal yourself or adjacent ally 24 HP. (Cost 10 points)
 * Jedi Block: Can totally negate the damage of an attack. (Cost 10 points)
 * Jedi Speed: Move anywhere on the board. This counts as a move action.(Cost 20 points)
 * Mind Trick: You can control the movement and attack of an enemy unit for one turn. The enemy unit has to be within range. This counts as an attack action, ignores defense. (Cost 20 points)
 * Force Block: Cancel the Force Power of your opponent that was used on you or any of your allies anywhere on the board or you can break free of being Paralyzed. For each Force Point spent you can absorb 8 points of damage from Force Lightning. (Cost 20 points)
 * Jedi Sweep: Can attack all adjacent opponents at the same time. This counts as an attack action. (Cost 10 points)
 * Double Attack: Make one extra attack and move. (Cost 10 points)
 * Beast Control: Can use a beast on the board for one turn. This counts as an attack action. (Cost 10 points)
 * Master Heal: (Cost 2 Force Points) Raise a unit that was defeated to an adjacent square at half his hit points. This will not work for AT-STs, Turrets, Force Field Generators, Snowspeeders, and Sentry Droids. (Cost 35 points)
 * Force Push: You can push an opponent back 2 squares per Force Points spent within range and attack pattern. Also the opponent is stunned for 1 turn. If the opponent goes into an empty space it is an automatic defeat. This counts as an attack action. It ignores defense. (Cost 5 points)
 * Force Lightning: You can do 15 damage for each Force Point spent within range and attack pattern. This counts as an attack action and you can get criticals with this attack. This ignores defense and Jedi Block. (Cost 10 points)
 * Sith Rage: You can do +15 damage for one attack. (Cost 10 points)
 * Force Conditioning: You are immune to Hazards the rest of the game. (Cost 5 points)

FAQ
Is there an order for the actions each unit takes? No, each unit gets a move, attack, and changes its facing. You can take these actions in any order you want to.

Can a unit be paralyzed through a Force Field? Yes

At what time does the Ewok Trap make its attack? Immediately after the Armored Transport or AT-ST is in range.

Do I add + 1D8 to heals done by Jedi Healers? Yes

Can 3 units just stay inside the armored transport? Yes

How exactly do I determine where the Armored Transport ends its move when it picks up or drops off units? The armored transport can pick up any 3 units within its movement range and you can end your movement anywhere within your movement range. The Armored Transport can drop off and pick up units as free actions where it ends its movement and if the units are adjacent to it.

How do I determine Line of Sight? You have line of sight if you can draw a line from the middle of your square to the middle of your opponents square without touching a wall or passing through other units.

Can Jedi Masters Paralyze more than one unit? No, if the Jedi Master already has someone Paralyzed and then Paralyzes another unit then the previous unit is no longer paralyzed. The Jedi Watchman can Paralyze more than one unit at a time since they have an area affect.

Are there any differences between Jedi Masters and Sith Lords or between Jedi Knights and Sith or between Jedi Watchman and Sith Acolytes? There is just a difference in the Force Powers that they can use.

Can Focus be broken by that unit being Paralyzed? Yes

When an enemy unit crosses the area that is covered by a sentry droid in sentry mode, is the damage immediate? Yes

Will Focus be broken if the unit just stays inside a vehicle while it moves and doesnât move outside it? No, but when a unit moves inside or outside of a vehicle or if a unit is inside a vehicle when it is defeated then it loses Focus.

Is it a limit of just 1 Ewok Trap at a time or is it each Ewok can only have 1 trap at a time? Each Ewok can only have 1 trap active at a time.

What happens if a Jedi Master paralyzes a Vehicle when it has units inside? The Jedi Master can only paralyze one unit at a time so the vehicle is paralyzed and canât move or use any of its abilities. One of its abilities is to drop off and pick up units. So if there are units inside the vehicle at the time it is paralyzed then the units are stuck inside until the vehicle can move again. Although the units inside can still use any abilities they have.

What happens if a Jedi Watchman paralyzes a Vehicle when it has units inside? In that case the vehicle and all units inside are Paralyzed.

Can Force Points be used by Jedi Masters and Sith Lords to cancel Force Powers such as a unit being Paralyzed? Yes

When a Soldier rolls a critical and gets another attack, does he do another 35 damage plus another +1D8? Yes

If a Sentry Droid Damages a Vehicle, are the units inside damaged? No

Do I add +1D8 damage to Hunter Seeker Missiles? Yes, but it can be dodged with a successful defense roll by the target.

Can I use Squad Tactics, Sniper Training, Power Attack, or Close Quarters Fighting with Hunter Seeker Missiles? No, but you can use the other Special Abilities with it such as Combat Tactics, Improved Critical, and Sith Rage with it.

Can Snowspeeders go into enclosed spaces? No, on many maps there are open spaces and enclosed spaces (such as inside a building). If the snowspeeder goes into a space that is enclosed then it is above that building and does not have Line of Sight to any units inside the building.

Can the Force Power Alter be used on the initiative roll to see who goes first? Yes

Can units do any actions while in a Force Field? Yes a unit can do any actions as long as it is not an attack or move action. Units can still perform Healing, Repairing, using Leadership, using the Force, and such.

Is Focus broken when a unit gets displaced because the AT-AT moved into the space? Yes

If a Hero Unit with Ace Pilot is piloting a Snowspeeder and that Snowspeeder gets defeated, then does the Hero Unit also get defeated? No

History
On 2-20-2009 Version 1.7 was released. The following changes were made to Star Wars Tactics:
 * 5 New Maps where added
 * New unit counters where added
 * New terrain tiles where added
 * Flag markers where added
 * Changes made to Force Lightning and Healing powers

On 2-17-2009 Version 1.6 was released. The following changes were made to Star Wars Tactics:
 * Changed special abilities for Assassins, Bounty Hunters, Scoundrels, and Creatures.
 * Changed the Force Power Mind Trick to be more balanced.
 * Added new unit counters for Armored Transports, AT-STs, and Snowspeeders.
 * Increased Self Destruct damage.

On 1-27-2009 Version 1.5 was released. The following changes were made to Star Wars Tactics:
 * Added Defense values to all units
 * Added 3 new units: The AT-AT Walker, Snowspeeders, and Vanguard Units
 * Changed all unit stats to be balanced with the new Defense system
 * Added 3 New Abilities: Ace Pilot, Lightsaber Expertise, and Evasion
 * Added Poison Cloud Hazard

On 1-25-2009 Version 1.4 was released. The following changes were made to Star Wars Tactics:
 * Added new Markers
 * Added Game piece mouse over viewer if the map is really small or more than one unit in a space such as with Transports carring units
 * Each unit is now correctly classified by class in the chat window
 * Increased Soldier HP and Damage
 * Increased Spec Op HP
 * Increased Scoundrel HP
 * Increased Bounty Hunter HP
 * Increased AT-ST HP and Damage and immunity to double damage
 * Increased Tech Specialist HP
 * Increased Commander HP
 * Added new Powers for Sith units

On 1-13-2009 Version 1.3 was released. The following changes were made to Star Wars Tactics:
 * Increased Spec Op Damage
 * Increased the Damage for Ewok Traps
 * Increased Stealth ability for Infiltrators
 * Added the ability to have Hero units
 * Added Random Creation points dice roll

On 1-08-2009 Version 1.2 was released. The following changes were made to Star Wars Tactics:
 * Turret range was increased
 * Lowered the Hit Points to Sentry Droids
 * Increased the amount of units Armored Transports could carry
 * Changed The Force Powers for Jedi Masters and Jedi Watchman