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Tabletop miniatures combat

Command the galaxy,
one squad at a time.

Star Wars: Legion is a two-player game of grand infantry battles in the Star Wars universe. Build an army, paint your miniatures, and fight for control of the battlefield with dice, orders, and nerve.

The game

A whole galactic battle on your tabletop.

Two commanders meet across a three-by-six-foot battlefield strewn with terrain. Each fields an army built to a points limit - a commander, ranks of troopers, support weapons, and the heavy hardware that defines their faction. Over six tense rounds you maneuver, lay down fire, and seize objectives, with hidden orders and dice keeping every turn alive.

It rewards painters and tacticians alike: assemble and paint your force, then put it to work with a fast, decision-rich combat system that feels true to the films.

commanders clash
2
commanders clash
point armies
800
point armies
round battles
6
round battles
feet of battlefield
3×6
feet of battlefield
A Star Wars: Legion game in progress, with painted infantry and walkers spread across a terrain-covered battlefield.
Custom dice, fixed rulers, and order cards drive every turn.
Pick a side

Four factions. Four ways to win.

Every faction plays differently. Tap one to read its doctrine, then build around the heroes and units that fit how you like to fight.

Painted Galactic Empire miniatures for Star Wars: Legion.
Galactic Civil War

Galactic Empire

Order through overwhelming force

The Empire fields disciplined ranks of stormtroopers backed by armor that shrugs off return fire. It punishes mistakes and rewards players who advance in a tightening grip.

Doctrine

Resilient line infantry, heavy walkers, and relentless pressure.

Signature forces
  • Darth Vader
  • Stormtroopers
  • AT-ST
The turn

How a round plays out.

Each of the six rounds runs through the same three phases. Learn this loop and the rest of the rules fall into place.

  1. 01

    Command Phase

    Both players secretly pick an order card, reveal, and the lower priority decides who acts first. This sets the rhythm of the whole turn.

  2. 02

    Activation Phase

    Players alternate activating one unit at a time. Each unit can perform two actions: move, attack, aim, dodge, or use a special ability.

  3. 03

    End Phase

    Rally to shed suppression, score objectives, advance the round counter, and check whether the battle is decided.

For new commanders

Six tips before your first battle.

The fundamentals that separate a clean win from a frustrating loss. None of them require a single extra miniature.

01

Play the objective, not the kill count

You win on objectives and conditions, not body count. Read both objective cards before deployment and let them dictate where your army goes.

02

Respect suppression

Incoming fire stacks suppression tokens that weaken a unit and can panic it off the board. Use Aim and Dodge tokens, and Rally early before a unit breaks.

03

Measure before you commit

Ranges and movement use fixed rulers and movement tools. Pre-measure your move and line of sight - a half-inch decides whether you charge or get shot.

04

Spend command wisely

Order cards decide who moves first and which units you can reliably command. A well-timed 1-pip card can win the round before a die is rolled.

05

Cover is a free defense

Light and heavy cover cancel hits before you ever roll defense dice. End every move touching terrain when you can - the open ground is where armies die.

06

Start small, then scale

Begin with a starter set and a 500-point game to learn the core loop. Add upgrades, support units, and a second commander once the basics feel natural.

The galaxy is waiting. Pick a side and deploy.

Grab a starter set, assemble your first squad, and play a small game. Everything else - upgrades, heroes, terrain - grows from there.

Revisit the factions