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1.sabotage blocks recruit deployment (but not replacement).
2. Sabotage does not stop recruit replacement (but does block recruit deployment).
3. Recruits can be transported by either rebels or imperial.
They are destroyed like any other ground unit if system is supeelasered.
4.Recruits stay as is, round to round until a system the are in gains loyalty.
5. Correct. Imperial units do not prevent recruit deployment.
6. Rebels replace recruits first, and deploy, then resolve any combat before imperials deploy.
At the start of the Deployment step of the Refresh Phase:
If there are Rebel Loyal systems with any Recruits present, the Rebel Player is prompted to replace them with Orange Triangle/Ground Units.
If this triggers combat, the players will be prompted to resolve the combat. The Rebel player should deploy remaining units and resolve the combat before the Imperial player deploys their units. (Note the Rebel player will not be able to deploy Rebel units to the combat system because the existing Imperial units blockade it. The Recruits will have to win, die, or possibly retreat).
If there are Imperial Loyal systems with any Recruits present, the Imperial Player is then prompted in the same manner.
If must, I suggest - "On subsequent deployments, it must be replaced by a..." rather than the current language of - "On subsequent deployments it is replaced by..."
If may, I suggest - "On a subsequent deployment, it may be replaced by a..."
Currently, you can deploy a Recruit during the recruit deployment stage of the refresh phase.