The heart of the rule is that they no longer get a separate attack, as the leader and the minions are all one entity when it comes to that element of combat.
Thanks. That was my initial impression but later references to the squad attacking threw me. I guess those attack references are when the squad leader spends Triumph from the table.
I really appreciate your answers so I have a few more questions.
Regarding the spending on the table, are those for spending from Leadership roll results? So am I to assume the squad leader is making a new Leadership roll on his turn each round giving orders? (I see it says they don't have to roll each turn to keep the squad together.)
We know what happens if the squad leader is hit. What if the squad is a target? Just treat it as a minion group but without the squad leader's Wound score and defensive benefits?
What happens if you take out a squad leader? It should have a benefit or why would you target a squad leader who probably has defense and defensive talents compared to the squad?
Oh and I 100% get that Rebels sacrifice and I can add the flavor. What I'm saying is that it's a powerful tool to place in the hands of the player specifically and begs for metagame decisions just to keep the PC alive when maybe a real rebel leader would not. Biggs was no minion; he was 100% PC hero in my eyes. Maybe a few of the nameless snowspeeder wingmen are more in the spirit of this rule. It's good for the right situation and right player. I think I'll spend some time putting some faces on the squad to make the player sacrificing little Heku's dad sting a bit more. Plus consequences if you come back with half your squad and not a scratch yourself.
Also, thanks for your good work on the GM kit.