Star Wars: Unlimited Rules Explained
The number on your leader is not a price. Deploying spends none of your resources, it isn't playing a card, and with most leaders you get one chance per game. This guide covers when you can deploy, what changes when you do, and what happens when the leader unit is defeated.
Almost every leader has an Epic Action like this one: "If you control 6 or more resources, deploy this leader." Using it takes your action for the turn. You check how many resources you control, ready and exhausted together, and if you meet the number, the leader flips to its unit side and goes into the ground arena ready. No resources are exhausted, and an Epic Action can be used only once per game.
That's the part most new players get wrong. Reading the leader's number as a cost leads people to hold back resources they could have spent, or to skip a deploy they could have made with every resource already exhausted. This page follows the publisher's Comprehensive Rules version 9.0, dated October 9, 2026, and the rule numbers below are from that document. Card counts come from the six Premier-legal sets as of October 2026. For the basics of a round, start with how turns work.
General Grievous, Separatist Warlord is a typical example: an Action on his leader side that exhausts him to play 2 units from your hand, and an Epic Action that deploys him once you control 5 or more resources.
A leader is a double-sided card, and only the side facing up is in play (rule 3.4.3). The two sides do different jobs:
Because only the faceup side is in play, the leader side's Action stops working once you deploy, and the unit side's abilities do nothing until you do. Read both before you build a deck around a leader. TurnZero HQ's card pages show both sides of every leader for that reason.
Using an Epic Action is the "use an action ability" action, one of the five things you can do on your turn. Rule 3.4.4 then gives the details:
The threshold counts resources you control, and an exhausted resource is still yours. So the usual sequence is to spend your resources first, then deploy as a later action. The other order works too, but deploying first gives your opponent a turn to answer the leader before you've used your resources.
An Epic Action is used once per game, and it stays used even if the card leaves play and comes back (rule 7.2.4).
The rules separate deploying from playing, and the difference decides which abilities happen. A deployed leader is "considered deployed, not played" (rule 3.4.4).
Kylo Ren, We're Not Done Yet shows a When Deployed ability: when he deploys, you may play any number of upgrades from your discard pile on him, one at a time, paying their costs. Since he is deployed rather than played, a card that reacts to playing a unit wouldn't see him arrive.
Some leaders from Jump to Lightspeed are Pilots, and their Epic Action gives a choice: deploy as a unit, or deploy as an upgrade on a friendly Vehicle unit without a Pilot on it. Of the 108 leaders printed in the Premier sets as of October 2026 (107 of them tournament legal, since Cad Bane, Still Faster Than You is suspended), 10 offer that choice, all from Jump to Lightspeed.
Deployed as an upgrade, the leader attaches to the Vehicle in either arena and changes it: most of these say "Attached unit is a leader unit" and give it power, HP or abilities (rule 3.4.4.a). It is still deployed, not played. It can also be removed by anything that removes an upgrade, and when the Vehicle leaves play, the leader upgrade is defeated with it.
The upgrade route is how a leader gets into the space arena, or onto a Vehicle that is already ready to attack. The cost is fragility: your opponent can defeat the leader by defeating the Vehicle, or with an effect that defeats the upgrade directly (many such effects, like System Shock, say "non-leader upgrade" and can't). The upgrades guide covers what happens to attached cards.
A defeated leader is never discarded. Rule 3.4.5: flip it back to its leader side and put it in your base zone, exhausted. If it deployed with its Epic Action, place an epic action counter on that Epic Action, which can't be used again this game. Its other leader-side abilities still work.
In round 5, you deploy General Grievous with his Epic Action. He enters the ground arena ready.
Your opponent attacks him with a large unit, and the damage defeats him.
He flips to his leader side and returns to your base zone exhausted, with an epic action counter on his Epic Action.
In the regroup phase, he readies with everything else.
In round 6, you can use his leader-side Action (exhaust him to play 2 units from your hand) again. You can't deploy him again.
One more rule protects leaders. If an ability would return a leader unit to its owner's hand, move it anywhere out of play, or give its control to the other player, the leader is defeated instead (rule 3.4.6). So a card that doesn't say "non-leader" can still only defeat a leader unit, never bounce or steal it.
Rule 3.4.4 says most leaders deploy with an Epic Action or an Action. In the six Premier sets as of October 2026, 105 of the 108 leaders use an Epic Action. These three don't:
The difference matters after they are defeated. The epic action counter in rule 3.4.5 goes only on an Epic Action that was used to deploy, so a leader that deployed some other way keeps its deploy ability. Each of these three can deploy again, as long as its condition and cost can be met. All three need the leader ready: Trench and Bail exhaust to pay, and Grogu's ability checks that he is ready. A defeated leader comes back exhausted, so none of them can redeploy in the same round unless something readies him.
Admiral Trench, chk-chk-chk-chk
Jump To Lightspeed #014
Deploys with a paid Action
Bail Organa, Doing Everything He Can
Secrets of Power #008
Deploys by discarding 2 cards
Grogu, Charming Companion
Ashes of the Empire #018
Deploys when you play a big Unique unit
Grogu is also the one leader here whose deploy doesn't use an action. His ability triggers when you play the Unique unit and resolves after that play, so the unit and the deploy together take one turn (rules 7.6.6 and 7.6.8).
Leaders aren't the only cards with Epic Actions. Some bases have one, and it follows the same rule: once per game, as your action for the turn. In the Premier sets as of October 2026, 12 of the 69 bases have an Epic Action, all from A Lawless Time. Several of them let you play a card from your hand while ignoring one of its aspect penalties.
A base's Epic Action and your leader's Epic Action are separate. Using one doesn't use the other. In Twin Suns, each of your two leaders is exhausted, deployed and defeated independently, and both can be deployed at once (rule 12.3.3).
Exhausting resources to deploy. The number is a threshold, and an Epic Action with no bracketed cost costs nothing.
Saving resources so you can deploy. Exhausted resources still count toward "control 6 or more resources."
Deploying a leader exhausted. It arrives ready and can attack this round.
Resolving the leader unit's When Played ability. It has none to resolve; look for When Deployed instead.
Putting a defeated leader in the discard pile. It returns to your base zone, exhausted, on its leader side.
Assuming every leader is done after one deploy. Only an Epic Action is once per game.
Usually not. A typical leader's Epic Action reads "If you control 6 or more resources, deploy this leader." The number is a threshold, not a cost: resources you control count whether they are ready or exhausted, and deploying doesn't exhaust any of them. A few leaders, such as Admiral Trench, deploy with an ordinary Action that does have a cost in brackets.
Yes. A leader deployed as a unit goes into the ground arena ready, unlike a unit you play, which enters exhausted. It can attack on your next turn in the same action phase.
Yes. Rule 3.4.4 says a leader may be deployed whether it is ready or exhausted, and it still arrives ready. That means you can use a leader-side Action that exhausts the leader, then deploy it on a later turn of the same round. A deploy ability whose own cost includes exhausting the leader, such as Admiral Trench's, is the exception.
It flips back to its leader side and returns to your base zone exhausted. It never goes to the discard pile. If it deployed with its Epic Action, that Epic Action is marked as used and can't deploy it again, but the leader side's other abilities still work.
No. A leader is deployed, not played, so "When Played" abilities and effects that care about playing a unit don't trigger. "When Deployed" abilities do, and Ambush, Shielded and Support resolve on a deploy the way they do when a unit is played.
Not with an Epic Action, which can be used once per game. A leader that deploys some other way can. In the Premier sets as of October 2026, Admiral Trench, Bail Organa and Grogu deploy without an Epic Action, so nothing in the rules stops them deploying again after they are defeated.
TurnZero HQ's Star Wars: Unlimited board marks each leader as on its leader side, deployed or defeated, tracks base Epic Actions, and keeps each base's HP and the initiative. Free to start.
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