So I spent some time this morning translating portions of the Spanish rule book that appeared on a YouTube video. Enjoy!
Vehicle Damage:
After a vehicle received wounds that are greater than its resistance, the player that controls it rolls a red defense die and applies one of the following results.
If the result is a block, the miniature is damaged and receives a damage token. When a player activates a damaged unit, they should roll a white defense die. If it lands on a blank, the vehicle loses an action during its activation
If the result is a blank, the miniature is immobilized and receives an immobilization token. An immobilized unit cannot move backwards and must spend two actions to make one move.
If the result is a crit, one of the miniatures weapons has been destroyed. The opposing player chooses one of the weapons and places a weapon destroyed token on the corresponding card. That weapon can no longer be used.
These effects do not apply to units that have a resistance to "-"
“Locked” Miniatures (Combat)
While an infantry unit is in hand to hand combat with another infantry unit, the units are “locked”. Only infantry can be locked in hand to hand combat, vehicles can be in hand to hand combat but are not locked. A locked unit cannot make ranged attacks. They cannot be selected as the target of a ranged attack. Neither can they move if it’s not a retreat. To leave locked combat a unit can make a dedicated retreat. This takes all their actions and they can make a MOVEMENT 1 . A unit in retreat cannot take any other actions during their activation aside from the MOVEMENT 1.
Card Actions:
Certain units and upgrade cards have actions that represent special abilities, such as JUMP 1 on Luke Skywalker. These actions appear on unit cards and upgrades. They are always proceeded by an identification icon on the card.
To use the card action, the unit makes(?) the described effect on the action card. Each action card can only be used once during the activation of a unit.
Ready Action:
The ready action permits infantry units to react(?). If a unit has not attacked it can perform a ready action. Place a ready token on the battlefield next to the unit leader after he has taken the action. An infantry unit cannot take a ready action if it has already made an attack action. Only infantry units can perform ready actions.
Ready Token:
After an enemy unit within range 1-2 takes an action, an infantry unit that is assigned a “ready token” can take an action to attack or move.
If an infantry unit receives a suppression token or performs a movement, attack or other action. They should discard the ready token. A unit cannot be assigned more than one ready token.
Repulser vehicles:
During the movement action of a repulser vehicle, they can pass over all “ground?” miniatures, including ground vehicles. If a repulser vehicles movement template passes over miniatures you can hold the template above the miniatures.
Once it has reached its final position after movement, the repulser vehicle cannot overlap with other miniatures unless it is a compulsory movement. If it is making a compulsory movement it can overlap with infantry miniatures in its final position. The infantry miniatures are displaced.
Upgrade Cards:
Heavy Weapon
Personnel
Force
Command
Condition
Equipment
Grenade
Communication
Pilot