tournament faq - Fantasy Flight Games

tournament faq - Fantasy Flight Games
TM
TM
TOURNAMENT FAQ
SUMMARY OF CHANGES IN THIS VERSION
VERSION 3.2.1 / EFFECTIVE 06/26/2017
•
Errata, Page 2–3
•
Card Clarifications, Pages 10, 12, 14
All changes and additions made to this document since the previous version are marked in red.
™
™
All changes and additions made to this document since the
previous version are marked in red.
•Major
4
Bomber Command Center
“Friendly squadrons at distance 1
can attack enemy ships at close
range using all dice in their battery
armament.”
rhyMer
5
Friendly squadrons at distance 1 can attack
enemy ships at close range using all dice in
their battery armament.
© LFL © FFG
I BomBEr. (While attacking a ship, each of
your E icons adds 1 damage to the damage
total and you can resolve a critical effect.)
This upgrade card’s effect should be followed
by this paragraph:
While a friendly squadron
with bomber at distance
1–5 is attacking a ship, it
may reroll 1 die.
A squadron cannot resolve
more than 1 “Bomber
Command Center” card
per attack.
This squadron’s effect should read:
tie BoMBer Squadron
UPGRADE CARDS
BomBer command
cenTer
Major Rhymer
© LFL © FFG
E R R ATA
SQUADRON CARDS
L HEavy. (You do not prevent engaged
squadrons from attacking ships or moving.)
16
“A squadron cannot resolve more than 1
“Bomber Command Center” card per attack.”
Updated Card
STATION CARDS
8
Demolisher
Armed Station
© LFL © FFG
Updated Card
This card’s anti-squadron armament
should be 1 blue die. This card’s
battery armament should be 2 red
dice and
2 blue dice.
© LFL © FFG
This upgrade card’s effect should read:
•demoliSher
During your activation,
you can perform 1
of your attacks after
you execute your first
maneuver.
“During your activation, you can perform 1
of your attacks after you execute your first
maneuver.”
Armed StAtion
13
This station cannot suffer critical effects.
To determine line of sight to or from this
station, trace to the point of its token that is
closest to the squadron or hull zone that is
attacking or defending.
10
Updated Card
Updated Card
General Rieekan
© LFL © FFG
This upgrade card’s effect should read:
•General
rieekan
Once per round, when a
friendly ship or friendly
unique squadron is
destroyed, it remains
in the play area and is
treated as if it was not
destroyed until the end
of the Status Phase.
Once per round, when a friendly ship or
friendly unique squadron is destroyed, it
remains in the play area and is treated as if it
was not destroyed until the end of the Status
Phase.
OBJECTIVE CARDS
Most Wanted
Setup: After deploying fleets, the second
player chooses 1 of his ships and 1 of the
first player’s ships to be objective ships.
Special Rule: While a ship is attacking
30
an objective ship, it may add 1 die of any
color that is already in its attack pool to its
attack pool.
end of Game: The fleet point cost of a
Updated Card
destroyed objective ship is doubled. Do
not double the cost of its upgrade cards.
© LFL © FFG
This card’s effect should read:
While attacking, you may
exhaust this card and
spend 1 D defense token
to change 1 red die to a
face with a E icon or
2 F icons.
“While attacking, you may exhaust this
card and spend 1 D defense token to
change 1 red die to a face with a E icon or
2 F icons.”
“While a ship is attacking an objective
ship, it may add 1 die of any color that
is already in its attack pool to its attack
pool.”
© LFL © FFG
Turbolaser Reroute Circuits
turbolaser reroute
CirCuits
The Special Rule for the “Most Wanted”
objective card should read:
Most WAnted
–
Updated Card
7
Updated Card
2
CAMPAIGN OBJECTIVE CARDS
Hyperlane Raid
The End of Game section of this
campaign objective card should be
followed by this sentence:
HyperlANe rAid
Setup: The 3’ edges of the play area become
the player edges. The second player places all
obstacles. Obstacles must be placed beyond
2 range ruler lengths of both player edges, and
beyond distance 1 of other obstacles.
Special Rule: The second player assigns a total
of 4 objective tokens to his ships or squadrons.
He must assign them to ships, if able, and no
ship or squadron can have more than 1. The first
player gains 1 victory token for each objective
token that cannot be assigned.
When a ship or squadron with an objective token
is destroyed, the first player gains 1 victory token.
“If scores are equal, the first player
wins.”
© LFL © FFG
end of Game: The second player gains 1 victory
token for each ship (not squadron) with an
objective token within 2 range ruler lengths of
the first player’s edge. The first player’s team gains
20 resource points per victory token he gained.
The winner’s team also gains 40 resource points.
If scores are equal, the first player wins.
Nebula Outskirts
replacing the 3 asteroid fields with 2 dust
fields.
Special Rule: The total number of
command dials that must be assigned to
each of the first player’s ships during each
Command Phase is increased by 1.
The total number of command dials that
must be assigned to each of the second
player’s ships during each Command
Phase is decreased by 1 to a minimum
of 1.
“After an assaulting player wins a battle at a location with a
base or an outpost sticker, that base or outpost is destroyed, and
the opposing team places a Destroyed sticker over the existing
sticker. Then the assaulting player’s team gains campaign points
equal to one plus that location’s victory bonus value.”
Base and Outpost Limits, p.11
“The Rebels can only have a number of bases equal to the
number of Rebel players plus one. They can only have a number
of outposts equal to twice the number of Rebel players.”
Updated Card
Setup: Place obstacles as normal,
The second paragraph of this section should read:
The second bullet of this section should read:
15
NebulA outskirts
Determine Battle Effects, p.10
The last sentence of the Special Rule
section of this campaign objective
card should read:
© LFL © FFG
“The total number of command dials
that must be assigned to each of the
second player’s ships during each
Command Phase is decreased by 1 to
a minimum of 1.”
–
Updated Card
CORELLIAN CONFLICT CAMPAIGN
GUIDE
Playing the Campaign, p.4
Corellian Sector Locations, p.17
The Victory Bonus value for Corfai should be +2:
The Victory Bonus value for Talfaglio should be +0:
FLOTILLAS
The rules for flotillas should read:
“The ship included in this expansion is a flotilla. Ships of
this type feature two plastic ship models (instead of one).
Flotillas follow the same rules as other ships with the following
exceptions:
• When a flotilla would overlap another ship (or be overlapped
by another ship), deal one facedown damage card to the
flotilla. Do not deal a facedown damage card to the closest
ship the flotilla overlapped (or that overlapped it) unless that
ship is also a flotilla.
• A flotilla cannot equip a T (commander) upgrade card.”
The campaign points cross-reference should read:
LEARN TO PLAY
“(see “Final Victory” on page 9).”
Fleet-Building Restrictions, p.22
Place Bases, p.4
• The last three sentences of this section’s fourth paragraph
should read:
“Each Rebel player must place two Rebel Presence stickers.
These stickers can represent outposts or bases. However, only
half of the total Rebel stickers can represent bases, the other
half must represent outposts. Whether the Rebel Presence
sticker denotes the location of an outpost or a base is only
recorded on the Rebel Team Roster and kept secret from the
Imperial team.”
• The last paragraph of this section should read:
“Once all stickers have been placed, the Empire should
have placed a number of Imperial Base stickers equal to the
number of Imperial players plus the Imperial Base sticker on
Corellia. The Rebel Alliance should have placed a number of
Rebel Presence stickers equal to twice the number of Rebel
players. Half of these should represent outposts and half
bases.”
This section should include the following bullet point:
“A ship cannot equip more than one copy of the same upgrade
card.”
RULES REFERENCE
Attack, p.2
The second sentence of step 6, “Declare Additional Squadron
Target,” should read:
“The new defender must be inside the firing arc and at attack
range of the same attacking hull zone, and the attacker must
measure line of sight to it as normal.”
Attack, p.2
Step 6, “Declare Additional Squadron Target,” should include
the following bullet point:
“Treat each repetition of steps 2 through 6 as a new attack for
the purposes of resolving card effects.”
3
Commands, p.4
Measuring Firing Arc and Range, p.7
This entry should include the following bullet point:
This entry should include the following paragraph:
“A ship can resolve a command and choose not to produce its
effect. It still counts as resolving that command, such as for the
purpose of triggering upgrade cards.”
“If attack range is measured through a hull zone on the defender
that is not the defending hull zone, the attacker does not have
line of sight and must choose another target.”
Fleet Building, p.6
Overlapping, p.8
This entry should include the following bullet point:
The last sentence of the first paragraph should read:
“A ship cannot equip more than one copy of the same upgrade
card.”
“He can place those squadrons in any order, but he cannot
place them outside the play area.”
Line of Sight, p.7
Size Class, p.11
The fourth bullet point of this entry should read:
The size of a small ship should read “43mm x 71mm.” The size
of a medium ship should read “63mm x 102mm.” The size of a
large ship should read “77.5mm x 129mm.”
“If line of sight or attack range is traced through a hull zone on
the defender that is not the defending zone, the attacker does
not have line of sight and must choose another target.”
Measuring Firing Arc and Range, p.7
This entry should include the following paragraph:
“When measuring attack range for a ship, ignore any portion of
the defender that is outside the attacking hull zone’s firing arc,
even if that portion is at a closer range.”
RU L E C L A R I F IC AT I O N S
OPEN, DERIVED, AND HIDDEN
INFORMATION
open information
Range Example
Open information is any information about the game, game
state, or ships that is available to all players. This includes
faceup damage cards, any relevant tokens, the chosen
objective, discarded upgrade cards, and any other information
continuously available to all players.
All players are entitled access to open information and cannot
hide open information from an opponent or omit specific
details. A player must allow his or her opponent to discover the
information themselves if they attempt to do so.
derived information
Derived information is any information about the game, game
state, or ships all players have had the opportunity to learn
through card/game effects or through the process of deduction
using open information. This includes each player’s current
score, how many of a particular damage card might remain in a
damage deck, which ship a dial belongs to, etc.
The CR90 Corvette’s front hull zone attempts to attack
the Victory’s rear hull zone. The Rebel player must
measure range to the closest point of the Victory’s rear
hull zone that is within the attacking firing arc. This
measurement passes through the Victory’s left hull
zone, so the CR-90’s front hull zone does not have
line of sight on the Victory’s rear hull zone.
Derived information may be marked with the use of a token
or other indicator so that players remember the information. A
player cannot misrepresent derived information or hide the open
information necessary to discover derived information.
If derived information is dependent on a player’s previous
decision or action, he or she must answer truthfully when asked
about that decision or action. For example, Steph chooses two
ships for the objective Most Wanted. During a round later in the
game, Bryan forgets which ships were chosen and asks Steph.
Steph must answer honestly which two ships she chose for the
objective.
4
Hidden Information
COMMANDS
Hidden information is any information about the game, game
state, or ships unavailable to one or more players. This includes
facedown damage cards (even if they were previously faceup),
facedown maneuver dials, cards within the damage deck, etc.
Q: When a ship spends a command dial and token of the same
type, does that count as one resolution of that command?
A player cannot learn hidden information without the aid of a
game effect, rule, or another player verbally communicating
the information. However, if a player that has access to hidden
information about the game or a card and chooses to verbally
share it with his or her opponent, that player is not required to
tell the truth.
Q: If a ship wants to spend a command dial and token of the
same type, does it have to spend them simultaneously?
FAQ
This section answers frequently asked questions about Star Wars:
Armada.
ATTACKS
Q: When a ship resolves an ability that allows it to add dice
to the attack pool, can it add those dice if their color is not
normally appropriate for the range of the attack?
A: Yes. The range restriction on dice color applies only when
dice are gathered during the “Roll Attack Dice” step of an
attack.
Q: If a ship’s attack would not include any dice, but the ship
can add dice through a card effect, can it perform the
attack?
A: Yes.
A: Yes. It must already have both the dial and token, and must
spend them together.
Q: Can a ship spend its command dial to gain a command
token of the same type at any point during its activation?
A: No. It can only do this when it reveals its command dial.
Q: If a ship spends its command dial to gain a command token
of the same type, can it spend that token later in that round?
A: Yes.
Q: If a ship has a P dial and a P token, can it spend those
tokens against different targets during the same round?
A: No. A ship cannot resolve each command more than once
each round.
Q: If a ship spends a P dial and a P token together, can it
reroll the die that it adds? Is it required to reroll a die?
A: It can reroll the die that it adds, and it can choose not to
reroll any dice.
DAMAGE CARDS
A: No. If a ship does not gather any dice during the “Roll Attack
Dice” step of an attack, the attack is canceled.
Q: Can players look at facedown damage cards assigned to
ships?
Q: When measuring line of sight, do the attacker’s hull zones
block line of sight?
A: No.
A: No.
Q: While measuring line of sight, if a ship is in the way, do its
shield dials and their plastic frames affect line of sight in any
way?
A: No. However, when determining line of sight, all of the other
parts of a ship’s plastic base can obstruct line of sight.
Q: Can a ship attack an engaged squadron?
A: Yes.
FLOTILLAS
Q: What ship size are flotillas for the purposes of resolving
card effects?
A: A flotilla ship is of the ship size defined by its ship token and
base. For example, a flotilla ship on a small base is a small
ship for all rules and effects interactions. Flotillas are only
treated differently when they are overlapped or overlapping
other ships.
MOVEMENT
Q: When a ship executes a maneuver, does it move along the
maneuver tool?
A: No. The ship is picked up from its starting position and placed
in its final position. It ignores any obstacles, ships, and
squadrons that its base does not overlap in its final position.
Q: When a ship executes a maneuver, is it destroyed if part of
the maneuver tool is outside the play area but the ship itself
is entirely inside the play area?
A: No.
5
Q: When a ship overlaps more than one ship, how does a
player determine which of those ships is closest?
A: The player measures range to the overlapped ship that
appears to be closer and temporarily marks that measurement
(such as by holding his or her thumbnail where the ruler
reaches the overlapped ship). Retaining that measurement,
he or she measures range to the other overlapped ship.
If the second range measurement is beyond the marked
measurement, the first ship is closer; otherwise, the second
ship is closer.
Q: When can a player premeasure with the maneuver tool?
A: A player can only premeasure with the maneuver tool during
his ship’s “Determine Course” step and only for that ship.
Q: If a ship executes its manuever so that it is exactly touching
another ship or squadron at its final position, did the
ship that moved overlap the ships or squadrons that it is
touching?
A: No.
Q: If a ship overlaps another ship and suffers damage so that it
has damage cards equal to its hull value but its final position
is overlapping the station obstacle, is that ship destroyed?
A: Yes. The station’s effect is not resolved until after the ship
executes its maneuver.
Q: When a ship executes a maneuver such that a portion of
the ship would be outside the play area at its final plotted
position, but the ship overlaps another ship at that position
and finishes its move entirely inside the play area, is the ship
that is moving destroyed?
OBSTRUCTED
Q: While a ship is overlapping an obstacle and the attacking
hull zone’s traced line of sight does not pass over a visible
portion of that obstacle, or another obstacle or ship, is that
attack obstructed?
A: No.
SETUP AND FLEET-BUILDING
Q: During fleet-building, how many fleet points can a player
spend on squadrons?
A: A player can spend up to one third of the fleet point total,
rounded up. For example, if playing a 200-point game, a fleet
could contain 67 points of squadrons, even if the total cost of
that fleet was only 190.
Q: During the “Place Obstacles” step of setup, can the players
place any combination of six obstacles?
A: No. The players place three asteroid fields, two debris fields,
and one station.
Q: During the “Deploy Ships” step of setup, can a player set his
or her ship’s speed to “0”?
A: No.
Q: Can a ship be placed so that it overlaps another ship?
A: No.
Q: Can a ship spend a defense token even if it would have no
effect?
A: No.
A: Yes. For example, a ship can spend a B token and choose an
adjacent hull zone with no shields remaining.
Q: When an effect instructs a ship to execute a maneuver
outside of its usual Execute Maneuver step, what is that
ship’s speed?
Q: Can a ship spend an evade token to reroll a die and wait to
see the result before spending another defense token?
A: While executing that additional maneuver, the ship’s speed
is temporarily set to the speed indicated by the effect that is
resolved. The ship executes the maneuver by completing the
Determine Course and Move Ship steps. The ship’s current
speed is still tracked by its speed dial, and the ship does not
count as having changed its speed.
A: Yes.
SQUADRONS
Q: When a squadron activates, is it required to move and/or
attack?
A: No. A squadron can activate and end its activation without
moving and/or attacking.
Q: During setup, can a squadron be placed outside the setup
area as long as it is within distance 1–2 of a friendly ship?
A: No. It may be placed outside of the deployment zone, but not
outside the setup area.
Q: When a squadron with counter performs its counter attack,
can it resolve abilities that affect an attack?
A: Yes. A counter attack functions just like a normal attack
except that the dice gathered for the attack are indicated by
the squadron’s counter value instead of its anti-squadron
armament. They can be affected by the swarm keyword,
Howlrunner’s ability, etc.
6
Q: How does the squadron keyword bomber work?
A: When a squadron with bomber attacks a ship, it can resolve
the standard critical effect before totaling damage if it has at
least one E result. To determine the total damage of an attack
against a ship, it sums the number of F and E results instead
of only the F results.
Q: If a ship overlaps a large number of squadrons, can the
opposing player place the squadrons in a way that makes it
impossible for all of them to touch the ship?
A: No. The player must place as many as possible touching the
ship. He or she cannot space them out in order to prevent
some squadrons from touching the ship.
Q: If a ship overlaps a large number of squadrons and it is
impossible to place all of them touching the ship, where
should the remaining squadrons be placed?
A: A squadron that cannot be placed touching the ship must be
placed touching another squadron that is touching the ship.
Q: When a ship executes a maneuver, if its shield dial or the
plastic portion framing that dial is overlapping a squadron’s
base, does that count as overlapping?
A: Yes. Similarly, a squadron cannot move under or be placed
under a ship’s shield dial, as this would count as overlapping
Q: Can a squadron with rogue move and attack in either order
when it activates during the Squadron Phase?
A: Yes.
Q: Is a squadron with grit prevented from moving while
engaged with two squadrons, one with heavy and one
without heavy?
A: Yes
Q: If a squadron is at distance 1 of two enemy squadrons, one
that it is engaged with and one that it is not engaged with
because it is separated by an obstacle, does the original
squadron have to attack the engaged squadron?
A: No. A squadron can attack another squadron at distance 1
regardless of whether it is technically engaged with that
squadron.
Q: Can a squadron with strategic move objective tokens that
are assigned to a ship?
A: No.
Q: If a squadron with snipe is engaged and another squadron is
at distance 2, can it attack the squadron at distance 2?
A: Yes. However, if the squadron with snipe is engaged with a
squadron with escort, it cannot attack another squadron that
lacks escort.
Q: Does a squadron with relay need to be close–medium
range of the ship that is activating squadrons so that those
squadrons can activate?
C O R E L L I A N C O N F L IC T
FAQ
This section answers frequently asked questions about
The Corellian Conflict campaign expansion.
BUILD FLEETS
Q: After constructing their starting 400-point fleet, do players
keep any leftover points as resources?
A: No.
PLACE BASES
Q: When it is a Rebel player’s turn to place Rebel Presence
stickers, is he required to record the location of a base and
outpost as a pair?
A: No. However, the Rebel team must plan so that half of the
Rebel Presence stickers represent outposts and half bases
after all stickers have been placed.
DETERMINE INITIATIVE
Q: Can the player who declared the assault choose to be first
or second player?
A: No. The player who declared the assault has initiative and is
the first player.
SCORING BATTLES
Q: What happens to a player’s squadrons if all of his ships are
destroyed or all of his ships retreat to hyperspace?
A: The game immediately ends when a player has no ships
remaining in the play area. The player with ships remaining
in the play area wins that battle. Any of the losing player’s
squadrons remaining in the play area are treated as not
destroyed and do not become scarred.
TRACKING FLEET CONDITION
Q: If a ship is destroyed during a battle by moving outside the
play area, does it become scarred?
A: Yes.
Q: Can a scarred ship recover its discarded defense token or
a scarred squadron recover its hull point during a battle by
resolving an effect?
A: Yes. However, the scar ID token can only be removed during
the Refit and Expand Fleets step. If that ship or squadron
remains scarred at the start of the next battle, the appropriate
effect must be resolved.
Q: Can a ship or squadron permanently lose its veteran token
other than by being eliminated from the campaign?
A: No.
A: No.
7
REFIT AND EXPAND FLEETS
Q: When do changes to fleet rosters become public
knowledge?
A: Players are not required to discuss their decisions during the
Refit and Expand Fleets step. At the beginning of the Strategy
Phase, fleet rosters are public knowledge and players can ask
to look at the other teams’ rosters before declaring assaults
and defenders.
C A R D C L A R I F IC AT I O N S
This section clarifies individual cards and explains various
card interactions.
DAMAGE CARDS
power Failure
Q: Can a player voluntarily remove ships or squadrons from his
fleet to reduce his fleet-point value?
Ship
Your engineering value
is reduced to half its
value, rounded down.
A: Yes. However, ships or squadrons removed in this manner are
treated as destroyed. The player does not recover resource
points from their fleet-point value. Cards with unique names
(such as title upgrade cards) that have been eliminated in
this way cannot be purchased again by any player during the
campaign.
Power Failure
If a ship has two Power Failure damage cards,
it fully applies one, then applies the other.
For example, a ship with an Engineering
value of “5” would be reduced to “2” and
then reduced again to “1.”
19/52
Q: Do upgrades that are not equipped and are set aside count
as part of that fleet’s total value?
thrust-Control
malFunCtion
Ship
A: All purchased upgrades count toward the fleet’s total value,
whether they are equipped or unequipped.
The yaw value for the
last adjustable joint at
your current speed is
reduced by 1.
Q: What is the limit on adding squadrons to a fleet?
A: A fleet’s squadron fleet-point value cannot exceed one-third
of that fleet’s total value (rounded up). A player can add
additional squadrons as long as the final squadron total does
not exceed one third of the fleet’s total final value.
37/52
Thrust-Control Malfunction
An adjustable joint is a joint with a yaw value
of “I” or “II”; a joint with a yaw value of
“-“ is not affected. This card affects the yaw
value printed on the speed chart; that value
can still be increased by the M command or
other card effects.
This card only affects maneuvers executed at
the ship’s current speed (the number on its
speed dial).
GRAV WELL INTERDICTION
Q: If a ship with a a (experimental retrofit) upgrade equipped
moves so that it is at distance 1–5 of an enemy ship that has
already discarded its dial to retreat to hyperspace, does that
enemy ship still retreat?
OBJECTIVE CARDS
Advanced Gunnery
A: Yes.
AdvAnced Gunnery
Setup: After deploying fleets, each player
chooses 1 of his ships to be an objective
ship, starting with the first player.
STRATEGIC EFFECTS
Special Rule: The first player’s objective
ship may perform each of its attacks from
the same hull zone. It cannot target the
same hull zone or squadron more than
once each round with that hull zone.
Q: Can the second player use a Skilled Spacers token to replace
a campaign objective card with another campaign objective
card or a standard objective card?
end of Game: The fleet point cost of a
destroyed objective ship is doubled. Do
not double the cost of its upgrade cards.
© LFL © FFG
A: No.
The second player’s objective ship may
perform each of its attacks from the same
hull zone, and it may do so against the
same targets.
–
If either player’s objective ship is
equipped with Gunnery Team and
attacks from the same hull zone
during its activation, that ship cannot
target the same ship or squadron more
than once during its activation.
If either player’s objective ship is
equipped with Slaved Turrets, that
ship cannot attack more than once per
round.
Opening Salvo
oPeninG sAlvo
Setup: After deploying fleets, assign 1
objective token to each ship.
Special Rule: The first time a ship performs
an attack against another ship, discard the
attacker’s objective token. If the attacker
belongs to the first player, he adds 2 red
dice to the attack pool. If the attacker
belongs to the second player, he adds 2
dice, each of any color, to the attack pool.
end of Game: Each player increases his
final score by half the fleet point cost of
each enemy ship in the play area that has
at least 1 damage card, rounded up.
The dice added by this card effect
are added to the attack pool after
the attack pool is rolled. The second
player’s added dice can be of any color
regardless of the range of the attack.
© LFL © FFG
A ship’s fleet point cost includes the
costs of all upgrade cards equipped to
that ship.
--
8
Contested Outpost
contested outPost
Setup: Place obstacles as normal,
excluding the station. Then the second
player places the station in the setup area
beyond distance 1 of all obstacles and
beyond distance 5 of both players’ edges.
Hyperspace Assault
The station does not obstruct attacks
or line of sight for ships or squadrons.
Special Rule: At the start of any round
Ships and squadrons set aside are not
in play. Their abilities and upgrades
are inactive and they cannot be
affected by any abilities.
If the second player does not deploy, he
may move each objective token to within
distance 1 of its current position.
When a squadron that was set aside
is deployed, set its activation slider to
display the same color as the initiative
token.
hyPersPAce AssAult
Setup: Before deploying fleets, the second
player sets aside 1 of his small or medium
ships and up to 3 of his squadrons; he does
not deploy them during setup. Then he
places 3 objective tokens in the play area
beyond distance 3 of both players’ edges.
Special Rule: The station does
not obstruct attacks and does not
have the ability to discard damage
cards or recover hull points.
after the first round, the second player can
deploy the ship and squadrons that he set
aside at distance 1 of 1 objective token.
Then remove all objective tokens. The ship
can be deployed overlapping squadrons;
the first player places those squadrons
as though the ship had overlapped them
while executing a maneuver.
end of Round: Each player sums the
command values of his ships at distance 1
of the station. The player with the highest
total gains 1 victory token.
© LFL © FFG
© LFL © FFG
20
–
Fire Lanes
Fire lAnes
Setup: After placing obstacles, the second
player places 3 objective tokens in the setup
area beyond distance 4 of both players’
edges. Then the first player may move each
objective token to within distance 1–2 of its
current position.
© LFL © FFG
end of Round: Each player gains 1 victory
token for each objective token he controls.
To determine control of each token, players
measure attack range and line of sight
from each of their ships’ hull zones as if
performing attacks with battery armament
targeting that objective token. The player
with the highest total number of dice in his
combined attack pools controls that token.
If a player’s ship or squadron overlaps an
objective token, his opponent controls that
token; if both players’ ships or squadrons
overlap the same token, neither player
controls it.
15
If only a portion of a hull zone’s
armament is at attack range of an
objective token, only that portion is
added to the sum.
The second player cannot move
objective tokens at the start of the first
round.
A hull zone can add only its current
battery armament to the sum,
including increases and decreases due
to cards like “Enhanced Armament.”
Do not include dice granted after an
attack would be rolled, such as from
the Concentrate Fire command or the
“Dominator” title.
If all of a player’s ships in the play
area are destroyed, his ships and
squadrons that are set aside are also
destroyed. If the game goes to time, or
the end of the sixth round, his ships
and squadrons that are set aside are
destroyed.
Fleet Ambush
Fleet AMbush
Setup: The portion of the setup area that
is beyond distance 5 of any edge of the
setup area is the ambuSh zone. Players mark
the corners of the ambush zone with
objective tokens.
Players take turns deploying fleets as
normal, but must deploy all ships before
deploying any squadrons. The first player
must deploy ships within the ambush
zone on his odd-numbered deployment
turns, starting with his first turn. He cannot
deploy ships or squadrons overlapping
obstacles in the ambush zone. After setup
is complete, he removes all objective
tokens from the play area.
Planetary Ion Cannon
planeTary ion cannon
Setup: After placing obstacles, the second
player places 3 objective tokens in the play
area beyond distance 5 of both players’
edges.
Special Rule: At the end of the Command
Phase, the second player may choose
1 enemy ship at distance 1–3 of an
objective token and remove that token
from the play area to perform an attack
against that ship. The attacker is treated as
if it is a ship with a battery armament of
4 blue dice, but is not friendly to any ship
or squadron. The attack is treated as being
at medium range, cannot be obstructed,
can target any of the defender’s hull zones,
and has the following critical effect:
© LFL © FFG
Blue E: The defender must choose and
exhaust 1 of his defense tokens.
–
This card’s Special Rule effect can
only be used to attack 1 enemy ship
per round.
dAnGerous territory
Setup: Obstacles must be placed in the
setup area beyond distance 5 of both
players’ edges. After placing obstacles,
place 1 objective token on each obstacle.
Special Rule: When a ship overlaps
an obstacle, the ship’s owner may
remove the objective token on that
obstacle to gain 1 victory token.
When 1 of the second player’s ships
overlaps an asteroid field or debris
field, that obstacle has no effect.
© LFL © FFG
© LFL © FFG
–
Dangerous Territory
The first player can deploy squadrons
within distance 1–2 of a ship inside
the ambush zone.
After a player has placed all of his
ships he begins placing squadrons on
his next deployment turn. The other
player continues placing ships until all
of his ships have been placed, then he
begins placing squadrons.
During setup, if the second player
must deploy a squadron but cannot
because he or she has no ships in the
play area, his or her squadrons that
are not set aside are destroyed.
A squadron with strategic can move
objective tokens off of or onto
obstacles. An objective token can
only be removed to gain 1 victory
token if it is overlapping an obstacle.
If multiple objective tokens are
overlapping an obstacle, only 1 can
be removed when a ship overlaps that
obstacle.
15
CAMPAIGN OBJECTIVE CARDS
Base Defense: Ion Cannon
While attacking with this card’s
Special Rule effect, if the defending
hull zone has no shields, the attacker
can choose to resolve the standard
critical effect instead of the card’s
critical effect.
bAse defeNse: ioN cANNoN
Setup: The second player must deploy all
of his ships and squadrons before the first
player. After deploying fleets, the second
player places 3 objective tokens anywhere
in the play area.
Special Rule: At the end of the Command
Phase, the second player may select
1 enemy ship at distance 1-3 of an
objective token and perform an attack
against that ship. The attacker is treated as
if it is a ship with a battery armament of 4
blue dice, but is not friendly to any ship or
squadron. The attack is treated as being at
medium range, cannot be obstructed, can
target any of the defender’s hull zones, and
has the following critical effect:
© LFL © FFG
Blue E: The defender must choose and
exhaust 1 of his defense tokens.
–
This card’s Special Rule effect can
only be used to attack 1 enemy ship
per round.
While attacking with this card’s
Special Rule effect, if the defending
hull zone has no shields, the attacker
can choose to resolve the standard
critical effect instead of the card’s
critical effect.
9
The first player gains 1 victory token
for each enemy ship that retreats to
hyperspace.
Setup: The 3’ edges of the play area become
the player edges. The second player places all
obstacles. Obstacles must be placed beyond
2 range ruler lengths of both player edges, and
beyond distance 1 of other obstacles.
Special Rule: The second player assigns a total
of 4 objective tokens to his ships or squadrons.
He must assign them to ships, if able, and no
ship or squadron can have more than 1. The first
player gains 1 victory token for each objective
token that cannot be assigned.
•“dutch”
© LFL © FFG
end of Game: The second player gains 1 victory
token for each ship (not squadron) with an
objective token within 2 range ruler lengths of
the first player’s edge. The first player’s team gains
20 resource points per victory token he gained.
The winner’s team also gains 40 resource points.
If scores are equal, the first player wins.
Vander
Y-wing Squadron
The second player does not gain 1
victory token for each ship within 2
range ruler lengths of the first player’s
edge that retreats to hyperspace at the
end of the game.
When a ship or squadron with an objective token
is destroyed, the first player gains 1 victory token.
Dutch Vander
© LFL © FFG
Hyperlane Raid
HyperlANe rAid
3
6
When a squadron you attack suffers at least 1
damage, you may toggle its activation slider to
the activated side. If it was already activated, it
suffers 1 additional damage instead.
I BomBer. (While attacking a ship, each of
your E icons adds 1 damage to the damage
total and you can resolve a critical effect.)
L Heavy.
15
16
If the second player retreats all of his
remaining ships to hyperspace, treat
any remaining station as destroyed
when determining score at the end of
game.
sHow of force
Setup: Place obstacles as normal, excluding
the station. Then, the second player places
2 stations in the setup area. Each station must
be beyond distance 1 of all obstacles and
beyond distance 3 of both players’ edges.
Both stations are unarmed stations; place
both Unarmed Station cards near the second
player’s ship cards.
Special Rule: The first player’s ships and
squadrons cannot resolve an unarmed
station’s effect to discard damage cards or
recover hull points when they overlap it.
Jan Ors
© LFL © FFG
Show of Force
•Jan
Unless Jan Ors herself is defending,
her defense tokens cannot be targeted
by an G icon’s effect.
oRS
Moldy crow
3
4
While a friendly squadron at distance 1–2 is
defending, it can spend your defense tokens.
© LFL © FFG
end of Game: The second player gains 1 victory
token for each unarmed station that is not
destroyed. The first player gains 1 victory token
and his team gains 40 resource points for each
station that is destroyed. The winner’s team
also gains 40 resource points.
K Counter 2. (After a squadron performs a
non-Counter attack against you, you may attack
that squadron with an anti-squadron armament
of 2 blue dice, even if you are destroyed.)
$ intel. (While an enemy squadron is at
distance 1 of you, it has heavy.)
20
19
Major Rhymer
© LFL © FFG
SQUADRON CARDS
Friendly squadrons that are at
distance 1 of Major Rhymer can attack
ships at close range instead of being
restricted to distance 1. This includes
Major Rhymer himself.
© LFL © FFG
Colonel Jendon
Colonel Jendon can resolve his effect
if he is not engaged or is unable to
perform an attack due to some other
effect.
•colonEl JEndon
Lambda-claSS ShuTTlE
3
If Dutch Vander is attacking and the
defender does not suffer damage
but another enemy squadron does
(due to resolving an effect such as
Biggs Darklighter), Dutch Vander’s
effect does not toggle the defender’s
activation slider.
•Major
rhyMer
tie BoMBer Squadron
4
5
Friendly squadrons at distance 1 can attack
enemy ships at close range using all dice in
their battery armament.
6
I BomBEr. (While attacking a ship, each of
your E icons adds 1 damage to the damage
total and you can resolve a critical effect.)
During your activation, instead of attacking,
you may choose 1 friendly squadron at
distance 1–2. That squadron may perform an
attack (even if it has already activated).
L HEavy. (You do not prevent engaged
squadrons from attacking ships or moving.)
L Heavy.
16
( Relay 2. (When a friendly ship resolves
a O command, up to 2 of the squadrons it
activates can be at distance 1–3 of you.)
When a friendly squadron attacks
in this way, it ignores the dice color
restrictions on the range side of the
ruler, rolling all dice in its battery
armament (the rightmost armament on
the squadron card).
20
© LFL © FFG
Valen Rudor
•ValEn
An enemy squadron engaged with
another squadron cannot perform a
counter attack against Valen Rudor.
rudor
TIE FIghTEr Squadron
4
3
While an enemy squadron is engaged with
another squadron, it cannot attack you.
J swarm. (While attacking a squadron
engaged with another squadron, you may
reroll 1 die.)
13
10
UPGRADE CARDS
© LFL © FFG
Admiral Ackbar
Admiral Ozzel
•AdmirAl
© LFL © FFG
If a ship is equipped with Gunnery Team,
Admiral Ackbar’s ability may apply to both
attacks performed from the same hull zone.
•AdmirAl AckbAr
Ozzel
When a friendly ship
resolves a M command,
it may change its speed
by an additional 1.
Before a friendly ship’s
Attack Step, it may
choose to attack from
only its left and right
hull zones this round. If
it does, it may add 2 red
dice to its attack pool
while attacking a ship.
A friendly ship equipped with Nav Team that
resolves a M command using a M token to
increase a yaw value may resolve Admiral
Ozzel’s effect to change its speed by 1.
20
38
Admonition
If a ship has Corruptor and Admiral
Chiraneau equipped, engaged squadrons with
bomber that it activates have a speed of “3.”
A ship equipped with Admonition can
discard a single defense token while
defending.
© LFL © FFG
© LFL © FFG
•AdmirAl chirAneAu
Admiral Chiraneau
•admonition
O : Squadrons that you
activate can move even if
they are engaged. When
an engaged squadron
moves in this way, treat it
as having a printed speed
of “2.”
While defending, during
the Spend Defense
Tokens Step, you may
discard a defense token
to cancel 1 attack die.
10
8
Admiral Montferrat
© LFL © FFG
mOntferrAt
While defending against
a ship, if your speed is
3 or higher, the attack is
treated as obstructed.
All Fighters, Follow Me!
© LFL © FFG
•AdmirAl
A ship with a faceup Disengaged Fire Control
damage card cannot target a ship equipped
with Admiral Montferrat that is at speed 3 or
higher.
•all FighterS, Follow me!
After you execute
a maneuver, if you
overlapped a ship,
discard this card.
At the start of the Ship Phase,
you may discard this card or
spend a O token. If you do,
until the end of the round,
the speed of each squadron
that a friendly ship activates is
increased by 1, to a maximum
of 5, until the end of that
squadron’s activation.
5
5
Admiral Motti
© LFL © FFG
•AdmirAl
motti
Small ship: 1
Medium ship: 2
Large ship: 3
assaulT concussion
Missiles
7
Admiral Konstantine
© LFL © FFG
KonstAntine
23
If Admiral Konstantine’s effect changes the
speed of a ship with a faceup Thruster Fissure
damage card, that ship does not suffer
1 damage from Thruster Fissure’s effect.
Comms Net
This effect can only be resolved after the
Reveal Command Dial step of the ship with
this card equipped.
© LFL © FFG
At the start of each Status
Phase, for each enemy ship
at distance 1–5 of at least
2 friendly medium or large
ships, you may increase or
decrease that enemy ship’s
speed by 1 to a minimum
of speed 1.
The damage caused by this card cannot be
reduced by the C defense token.
Black E: Each hull
zone adjacent to the
defending hull zone
suffers 1 damage.
24
•AdmirAl
This effect increases the speed of squadrons
by an additional 1 that are activated by a ship
with Independence equipped.
Assault Concussion Missiles
© LFL © FFG
The hull value of each
friendly ship is increased
according to its size class:
If a ship’s hull value becomes equal to the
amount of damage cards it has as a result
of losing Admiral Motti’s effect, that ship is
destroyed.
If the ship with this upgrade equipped
is destroyed after resolving this effect,
squadrons activated by friendly ships are still
affected until the end of the round.
CommS neT
After the Reveal
Command Dial Step, you
may remove 1 command
token from this ship to
assign a matching token
to another friendly ship
at distance 1–5.
2
11
During your activation,
you can perform 1
of your attacks after
you execute your first
maneuver.
10
Entrapment Formation
If Demolisher is equipped with Engine Techs,
it cannot perform one of its attacks after it
executes the maneuver granted by Engine Techs.
If the ship with this upgrade equipped is
destroyed after resolving this effect, friendly
ships are still affected until the end of the
round.
© LFL © FFG
© LFL © FFG
•demoliSher
Demolisher
•entrapment Formation!
At the start of the Ship
Phase, you may discard
this card or spend a M
token. If you do, until the
end of the round, each
friendly ship may change
its speed by 1 during its
Determine Course step.
Demolisher only affects one of the ship’s
attacks. It must perform its other attack during
the Attack step of its activation or that attack is
forfeited.
Fire Control Team
© LFL © FFG
In the Minefields objective, if Demolisher is
within range of a mine token after it executes
a maneuver, it suffers the effect of that mine
before it can perform its delayed attack. The
attack is affected by any faceup damage cards
dealt, and Demolisher cannot attack if it is
destroyed.
5
fire-COntrOl teaM
During the Resolve
Damage Step, you may
exhaust this card to
resolve 1 additional
critical effect. You cannot
resolve the same critical
effect twice.
Devastator
© LFL © FFG
•DeVaStator
10
If this ship replaces one of its defense tokens
(for example, using Captain Needa’s ability),
its replaced defense token does not count as
discarded.
If this ship recovers a discarded defense
token, that token no longer counts as
discarded.
This effect also increases a squadron’s
armament while it is attacking with snipe.
fliGht controllers
O : The anti-squadron
armament of each
squadron that you
activate is increased by 1
blue die until the end of
its activation.
This ship cannot spend a defense token
as part of the cost of resolving an upgrade
card’s effect unless that effect specifies that a
defense token may be spent.
6
Dominator
•doMinaTor
G-8 Experimental Projector
© LFL © FFG
© LFL © FFG
If this ship spends two shields, it may take
both from the same hull zone or one each
from two different hull zones.
•g-8 experimentAl
projeCtor
While attacking at close–
medium range, you may
spend up to 2 shields
from any of your hull
zones to add that number
of blue dice to your
attack pool.
Before an enemy ship at
distance 1–5 resolves
the Determine Course
step, you may exhaust
this card to temporarily
reduce its speed by 1 to a
minimum of speed 0 until
the end of the maneuver.
12
8
Engine Techs
© LFL © FFG
When the ship executes this maneuver, it can
click the first joint of the maneuver tool using
its usual yaw value for the first joint at speed 1.
engine TechS
This effect can be resolved on an enemy ship
that is executing a maneuver from an effect
such as Engine Techs. This effect is resolved
before the Determine Course step of that
maneuver and reduces the ship’s temporary
speed by 1 to a minimum of 0.
A ship cannot have more than one copy of
the same command token.
© LFL © FFG
8
When this effect is resolved on an enemy
ship and that ship changes its speed dial
during the Determine Course step, the ship’s
speed is temporarily reduced by 1 from the
current speed on its dial.
Garm Bel Iblis
M: After you execute
a maneuver, you may
exhaust this card to
execute a 1-speed
maneuver.
If a ship with this card equipped resolves
both the Assault Proton Torpeodes critical
effect and the standard critical effect, only
the damage card dealt by resolving Assault
Proton Torpedoes is dealt faceup.
Flight Controllers
© LFL © FFG
Once per round, while
attacking from your front
hull zone, you may add
1 blue die to your attack
pool for each of your
discarded defense tokens.
2
If a ship with this card equipped resolves
both the XX-9 Turbolasers critical effect and
the standard critical effect, only the first 2
damage cards are dealt faceup.
•Garm
Bel IBlIs
At the start of the first
round and the fifth
round, each friendly ship
may gain a number of
command tokens equal
to its command value.
25
12
Madine
When a friendly ship
resolves a M command,
if it spent a M dial it may
increase 1 additional
yaw value by 1. If it
spent a M token, it may
either change its speed
or increase 1 yaw value
by 1.
30
Insidious
When a friendly ship resolves the M
command and spends a M dial, it can use
this effect to increase a yaw value by an
additional 1.
This ship can initiate an attack against the
rear hull zone of an enemy ship at medium
range even if it does not have red or blue
dice in its armament.
© LFL © FFG
© LFL © FFG
•General
General Madine
•inSidiouS
The black dice in your
battery armament can be
used at medium range.
This effect applies only
while attacking the rear
hull zone of a ship.
When a friendly ship equipped with Nav
Team resolves the M command and spends a
M token, Nav Team’s effect is not cumulative
with General Madine’s effect.
3
General Rieekan
rieekan
Once per round, when a
friendly ship or friendly
unique squadron is
destroyed, it remains
in the play area and is
treated as if it was not
destroyed until the end
of the Status Phase.
30
Instigator
•instigAtOr
Enemy squadrons at
distance 1 are treated as
if they are engaged by
2 additional squadrons,
even if they are not
currently engaged.
Ships and squadrons affected by this ability
are treated as undestroyed until the end of
the Status Phase for all purposes (attacking,
defending, resolving card abilities, etc). These
ships and squadrons can suffer additional
damage from resolving effects such as
Ruthless Strategists.
Intel Officer
intel officer
7
Mon Mothma
© LFL © FFG
•Mon
Grav Shift Reroute
© LFL © FFG
•grAv shiFt
reroute
Before deploying fleets, place
1 grav shift token anywhere in
the play area.
After deploying fleets, you may
move each obstacle at distance
1–3 of that token to within
distance 2 of that obstacle’s
current location. Obstacles
cannot overlap tokens,
obstacles, or ships.
2
If an obstacle with an objective token placed
on it during the setup of Dangerous Territory
is moved with this effect, that objective token
remains on that obstacle.
Mon Mothma’s ability provides an alternative
way to spend D defense tokens; an D
defense token spent in this way does not also
produce its normal effect.
30
MS-1 Ion Cannons
© LFL © FFG
An obstacle moved with this effect can be
rotated as long as no part of that obstacle is
beyond distance 2 of the object’s original
position.
MothMa
When a friendly ship
resolves the D token
effect, it can cancel 1 die
at medium range or reroll
1 die at close range or
distance 1.
Obstacles moved with this effect are
restricted from overlapping tokens, obstacles,
and ships only at their final position.
If an obstacle overlaps one or more
squadrons, move any overlapped squadron
out of the way and place the obstacle. Then
the player who is not moving the obstacle
places the overlapped squadrons, regardless
of who owns them, in any position touching
or overlapping that obstacle.
A ship with this card equipped can choose 1
of its own defense tokens when resolving this
card.
While attacking, after you
roll your attack pool, you
may exhaust this card to
choose 1 defense token.
If that token is spent
during this attack, discard
that token.
If the ship that General Rieekan is equipped
to leaves the play area, a ship or squadron
already affected by this ability remains in the
play area until the end of the Status Phase.
Rieekan’s ability affects the ship he is
equipped to. If this ability prevents the last
ship in Rieekan’s fleet from being destroyed,
the game ends at the end of the game round.
The intel keyword does not affect this ship’s
ability.
4
© LFL © FFG
If a ship or squadron would be destroyed
by leaving the play area, it is destroyed
immediately (regardless of Rieekan’s ability).
Squadrons can attack this ship if they are
not engaged by an actual enemy squadron
without heavy in the play area.
© LFL © FFG
© LFL © FFG
•General
Ships and squadrons affected by this ability
are destroyed at the end of the Status Phase
regardless of the number of damage cards or
hull points they have at that time. These ships
or squadrons are removed before resolving
any “end of round” or “end of game” effects.
MS-1 iOn CannOnS
Upgrade card effects that do not have an
“exhaust” requirement can still be resolved
while that card is exhausted.
Blue E: Choose
and exhaust 1 of the
defender’s upgrade cards.
2
13
Veteran Gunners
A ship affected by this ability must discard a
M token if it has one. Otherwise, it reduces
its speed.
While a ship equipped with this card is
attacking, it can spend G icons before
resolving this effect. Those dice are removed
from the attack pool and are not rerolled.
© LFL © FFG
© LFL © FFG
phylon Q7
traCtor BeamS
Phylon Q7 Tractor Beams
Veteran GunnerS
Modification.
When you activate, you
may exhaust this card to
choose 1 enemy ship of
your size class or smaller
at distance 1–5. That ship
must spend a M token or
reduce its speed by 1 to
a minimum of 1.
While attacking, you
may exhaust this card
to reroll all dice in your
attack pool.
6
5
Quad Laser Turrets
Walex Blissex
Defense tokens recovered by this ability are
readied.
© LFL © FFG
© LFL © FFG
QuAd lAser turrets
A ship with this card equipped rolls 1 blue
die when performing a counter attack. It does
not use its anti-squadron armament.
•WAlex
While defending at
distance 1, if the attacker
is a squadron, you have
counter 1.
blissex
When you activate, you
may discard this card
to recover 1 of your
discarded defense tokens.
5
5
Rapid Launch Bays
Before deploying fleets, you
may set aside a number of
friendly squadrons up to your
squadron value next to your
ship card.
O: For each squadron you
would activate with this
command, you may instead
place 1 of your set-aside
squadrons within distance
1. It cannot move
this activation.
6
This ship can change a red die to the face
that contains two F icons.
•WArlord
While attacking, you may
change 1 die face with
an G icon to a face with
a F icon.
8
Wulff Yularen
If a ship spends a command token to resolve
a command, it cannot spend the matching
token gained by exhausting Wulff Yularen to
resolve that command or its effect again this
round.
© LFL © FFG
Example: A ship equipped with Rapid Launch
Bays has a squadron value of “4” and sets
4 B-wing squadrons aside. During a later
round, the ship resolves a O command from
its dial and first chooses to place all 4 of the
B-wing squadrons. Then, the ship activates
3 of those B-wings and 1 X-wing that is at
its squadron activation range. The B-wing
squadrons can attack but cannot move as
part of that activation.
Warlord
© LFL © FFG
© LFL © FFG
rapid launCh BayS
When a ship with this card equipped resolves
a O command, it can place its set-aside
squadrons up to the number it would activate
during that O command. After the squadrons
are placed, they can be activated (one at a
time) as part of that O command, but cannot
move. Placing a set-aside squadron does not
count as an activation.
•Wulff
Yularen
When you spend a
command token, you
may exhaust this card to
gain 1 command token
of the same type.
7
Shields to Maximum!
At the start of the Ship
Phase, you may discard
this card or spend a Q
token. If you do, until the
end of the round, before
a friendly ship reveals a
command, it may recover
1 shield.
XI7 Turbolasers
© LFL © FFG
© LFL © FFG
•ShieldS to maximum!
If the ship with this upgrade equipped is
destroyed after resolving this effect, friendly
ships are still affected until the end of the
round.
XI7 turbOlasers
While attacking, if the
defender spends a B
token, it cannot suffer
more than 1 damage on
hull zones other than the
defending hull zone.
6
6
Slaved Turrets
© LFL © FFG
If a ship with this card equipped attacks a
squadron, it can declare additional squadron
targets during its attack.
slAved turrets
Even if the defender is equipped with
Advanced Projectors, XI7 Turbolasers
prevents the defender from suffering more
than one damage in total on hull zones other
than the defending hull zone.
For example, if an attack deals four damage,
a defender with Advanced Projectors must
suffer at least three damage on the defending
hull zone; the fourth damage can be suffered
on any hull zone.
www.FantasyFlightGames.com
Modification.
You cannot attack more
than once per round.
© & ™ Lucasfilm Ltd. The FFG logo is ® of Fantasy Flight Publishing, Inc.
While attacking a ship,
add 1 red die to your
attack pool.
6
14
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