INTRODUCTION

This reference is the definitive source for all Star Wars: X-Wing rules. Unlike the Rulebook, this reference addresses complex and unusual gameplay situations.

The main component of this guide is a glossary of important game terms, organized alphabetically. There are several appendices beginning on page 23.

GOLDEN RULES

If a rule in this guide contradicts the Rulebook, the rule in this guide takes precedence.

If the ability of a card conflicts with the rules in this guide, the card ability takes precedence.

If a card ability uses the word “cannot,” that effect is absolute and cannot be overridden by other effects.

During an attack or while otherwise resolving an effect involving dice, each die cannot be rerolled more than once.

CARD INTERPRETATION

Use of “You”

Many pilot and ship abilities use the word “you” to refer to the ship card’s corresponding ship. Upgrade, damage, and condition cards that use the word “you” refer to the ship to which the card has been dealt or equipped.

Card effects that use “you” always refer to the ship or remote, not the player.

Use of “May,” “Can,” and “Must”

The word “may” is used to mean “has the option to.” For example, an ability that says “At the start of the Engagement Phase, you may perform a BARRELROLL action,” means that the ship has the option to perform the action, but can also decline.

The word “can” is used to mean “has the capacity to.” For example, an ability that says “While you boost or barrel roll, you can move through and overlap obstacles” means when a ship with this ability boosts or barrel rolls, it ignores the rules that prevents them from overlapping or moving through obstacles. The ship always applies this effect as the effect is not optional but instead an expanded capability.

The word “must” is used to mean “is required to.” Although all effects that are not “may” effects are mandatory, the inclusion of “must” is used to reiterate a mandatory effect that could provide a drawback to the ship with the effect.

Once Per Opportunity

Many abilities are restricted to occur “once per opportunity,” which means they can be resolved only one time during the specified timing window. For example, if an ability occurs “At the start of the Engagement Phase,” this ability can only be resolved once at the start of each Engagement Phase.

As another example, if a ship has the ability “While you perform an attack, you may reroll 1 attack die,” it may resolve that ability once during each of its attacks.

And/Or

If an effect refers to results separated by slashes, it means any combination of those results. For example, if an ability refers to “2 HIT/CRITICAL results” this would include two HIT results, two CRITICAL results, or one HIT and one CRITICAL result.

ERRATA AND CONFLICTS

If there is a conflict when resolving a game effect between different translations and/or printings of cards, the most recent English printing takes precedent. The most recent card text can be found in the Errata available at www.atomicmassgames.com/xwing-documents.

GLOSSARY

The glossary lists all gameplay terms and phases in detail.

ABILITIES

Some of the text on condition, damage, ship, and upgrade cards describe abilities. These abilities consist of a timing and an effect.

Pilot and Ship Abilities

Some ship cards have abilities in addition to or instead of flavor text. All limited ships have unique, personalized pilot abilities instead of flavor text. Some ships have ship abilities on their ship cards listed below their pilot ability or flavor text. Ships of the same ship type all have the same ship ability.

Replacement Effects

Some abilities are substitutive in nature—they replace how an effect would normally resolve. These abilities use the words “would” and “instead.”

Paying Costs

A ship can pay a cost for an effect only if the effect can be resolved.

ABILITY QUEUE

The ability queue is used to resolve the timing of multiple abilities that trigger during the same timing window. Abilities are resolved from the front of the queue to the back of the queue. These abilities are added to the back of the ability queue using the following rules:

  1. If both players have abilities that triggered from the same event, the abilities are added to the ability queue in player order.
  2. If a player has multiple abilities that triggered from the same event, that player chooses the order that those abilities are added to the ability queue.
  3. If resolving an effect from the ability queue triggers additional effects, they are added to the front of the ability queue using the above rules.

See Appendix for 2 examples of the ability queue.

ACTIONS

Ships can perform actions, which thematically represent things a pilot can do, such as repositioning slightly or flying defensively.

When a ship is instructed to perform an action, the ship can perform a standard action, which includes actions listed in that ship’s action bar, as well as abilities that have the “Action:” header on that ship’s condition, damage, ship, or upgrade cards.

ACTIVATION

See Activation Phase.

ACTIVATION PHASE

The Activation Phase is the third phase of a round. During this phase, each ship activates, one at a time, starting with the ship with the lowest initiative and continuing in ascending order.

Each ship activates by resolving the following steps in order:

  1. Reveal Dial: The ship’s assigned dial is revealed by flipping it faceup and then placing it next to its ship card.
  2. Execute Maneuver: The ship executes the maneuver selected on the revealed dial.
  3. Perform Action: The ship may perform one action.

After all ships have activated, players proceed to the Engagement Phase.

AGILITY

A ship’s agility is the green number on its ship card. This value indicates the number of defense dice the ship rolls while it defends.

	FPO
	T-65 X-wing
	Enigmatic Gunslinger
	After you perform a 󲁂󲁂 or 󲁃󲁃 action,
	you may flip your equipped 󲈡󲈡 upgrade
	card if it is a dual card.
	•Kullbee Sperado
	3 2 3 3
	4
	Agility Value on
	a Ship Card

ALLIED

Some ships/devices controlled by the same player are allied to each other instead of being friendly. Allied ships are use by their player much like friendly ships, but do not interact with effects that affect "friendly ships."

ARC

An arc is an area formed between the lines created by extending hash marks or arc lines printed on a ship token to range 3. A ship is in an arc if any part of its base is inside that area.

Standard Arcs

There are three types of standard arcs created from the crossed diagonal arc lines:

  1. Front arc (FRONTARC): This arc projects in the same direction that the ship is facing. Most ships have a primary FRONTARC weapon. Almost all LASER, TORPEDOE, and MISSILE weapons use this arc.
  2. Side arcs (LEFTARC, RIGHTARC): These arcs are on the left (LEFTARC) or right (RIGHTARC) side of ships.
  3. Rear arc (REARARC): This arc projects in the opposite direction that the ship is facing. Some ships have a primary REARARC weapon.

Bullseye Arc

Inside of the front arc, each ship has a bullseye arc.

Bullseye arc (BULLSEYE): This arc is found inside the FRONTARC. If something is in a ship’s BULLSEYE, it is also in its FRONTARC.

Full Arcs

There are two full arcs that use the midway line instead of the printed arc lines.

  1. Full front arc (FULLLFRONTARC): This arc covers all of the area in front of the ship. Some ships have primary FULLLFRONTARC weapons.
  2. Full rear arc (FULLLREARARC): This arc covers all of the area behind the ship.

Using the FULLLFRONTARC, FULLLREARARC, and extending the midway line to range 3, the following phrases are used to express specific special relationships between ships.

Turret Arcs

Unlike other arcs, some weapons use turret arc indicators to select arcs. There are two types of turret arc indicators: single turret (TURRET) and double turret (DOUBLETURRET). During setup, a ship with a primary (or special) TURRET or DOUBLETURRET weapon adds the corresponding turret arc indicator to its base.

The turret arc indicator points toward one of the ship’s four standard arcs. The standard arc that the turret arc indicator is pointing toward is a TURRET in addition to still being a standard arc. While a ship performs a TURRET attack, it can attack a target that is in its TURRET arc.

A ship with a double turret arc indicator has two TURRET in opposite directions.

A ship can adjust which standard arc(s) that its turret arc indicator is pointing towards by using the rotate (ROTATE) action.

Huge ships have additional rules for turret arc indicators (see Appendix: Huge Ships).

Firing Arcs

A ship’s firing arcs include all shaded arcs on the ship’s ship token plus all TURRET arcs, if any.

ATTACK

Ships can perform attacks which thematically represents the ship firing its blaster cannons, ordnance, or other weapons.

If a ship performs an attack, it becomes the attacker then follows these steps:

  1. Declare Target: During this step, the attacking player identifies and names the defender of the attack.
    1. Measure Range: The attacking player measures range from the attacker to any number of enemy ships and determines which enemy ships are in which of its arcs.
    2. Choose Weapon: The attacking player chooses one of the attacker’s primary or special weapons.
    3. Declare Defender: The attacking player chooses an enemy ship to be the defender. The defender must meet the requirements defined by the weapon.
    4. Pay Costs: The attacker must pay any costs for performing the attack.
  1. Attack Dice: During this step, the attacking player rolls attack dice and the players can modify the dice.
    1. Roll Attack Dice: The attacking player determines the number of attack dice to roll. Starting with the attack value, modifiers that increase or decrease the number of attack dice (such as range bonus and other effects) are applied. Next, if any minimum or maximum number of dice has been set, that limit is applied. There is always a minimum of 0 and a maximum of 6. Then they roll that many dice.
  1. Defense Dice: During this step, the defending player rolls a number of defense dice equal to the ship’s agility value and the players can modify the dice.
    1. Roll Defense Dice: The defending player determines a number of defense dice to roll. Starting with the defender’s agility value, modifiers that increase or decrease the number of defense dice (such as range bonus, whether the attack is being obstructed by an obstacle, and other effects) are applied. Next, if any minimum or maximum number of dice has been set, that limit is applied. There is always a minimum of 0 and a maximum of 6. Then they roll that many dice.
    2. Modify Defense Dice: The players resolve abilities that modify the defense dice. The attacking player resolves their abilities first, then the defending player resolves their abilities.
  1. Neutralize Results: During this step, pairs of attack and defense dice neutralize each other. Dice are neutralized in the following order:
    1. Pairs of EVADE and HIT results are canceled.
    2. Pairs of EVADE and CRITICAL results are canceled. The attack hits if at least one HIT or CRITICAL result remains uncanceled; otherwise, the attack misses.
  2. Deal Damage: If the attack hits, the defender suffers damage for each uncanceled HIT and CRITICAL result in the following order:
    1. The defender suffers 1 HIT damage for each uncanceled HIT result. Then cancel all HIT results.
    2. The defender suffers 1 CRITICAL damage for each uncanceled CRITICAL result. Then cancel all CRITICAL results.
  3. Aftermath: Abilities that trigger after an attack are resolved in the following order.
    1. Resolve any of the defending player’s abilities that trigger after a ship defends or is destroyed, excluding abilities that grant a bonus attack.
    2. Resolve any of the attacking player’s abilities that trigger after a ship performs an attack or is destroyed, excluding abilities that grant a bonus attack.
    3. Resolve any of the defending player’s abilities that trigger after a ship defends or is destroyed that grant a bonus attack.
    4. Resolve any of the attacking player’s abilities that trigger after a ship performs an attack or is destroyed that grant a bonus attack.

ATTACK ARC

During an attack, the attack arc is the arc that corresponds to the weapon the attacker is using. During the Declare Defender step, the opposing ship needs to be in the attack arc.

ATTACK RANGE

During an attack, the attack range is determined by measuring range from the closest point of the attacker to the closest point of the defender that is in the attack arc.

BANK (LEFTBAMK AND RIGHTBANK) See Bearing.

BARREL ROLL (BARRELROLL) Pilots can barrel roll to move their ship laterally and adjust their position. When a small ship performs a BARRELROLL action, it barrel rolls by following these steps:

  1. Take the [1 ↑] template.
  2. Place the narrow edge of the template flush against the left or right side of the ship’s base. The template must be placed with the middle line of the template aligned with the hashmark on the side of the base.
  3. Lift the ship off the play surface, then place the ship with the hashmark on the side of the base aligned to the front, middle, or back of the other narrow end of the template.
  4. Return the template to the supply.

When a medium or large ship barrel rolls, substitute “long edge” for “narrow edge” in the above description.

BEARING

Each maneuver has three components: speed (a number 0–5), difficulty (red, white, or blue), and bearing (an arrow or other symbol). Each bearing is also defined with a direction, including straight, left, or right.

All maneuvers are categorized as either basic or advanced. Additionally, all maneuvers that begin by using the front guides are forward maneuvers.

Basic Maneuvers

The following bearings are for basic maneuvers. These maneuvers follow the standard rules for executing a maneuver.

Advanced Maneuvers

The following bearings are for advanced maneuvers. These have exceptions to the standard rules for executing a maneuver.

If a ship overlaps another ship while executing a Koiogran turn, Segnor’s Loop, or Tallon Roll, the ship partially executes the maneuver by using the rear guides as though it was executing the basic maneuver that uses the same template.

At the start of any type of reverse maneuver, instead of sliding the template between the front guides of the ship’s base, slide it between the rear guides. Additionally, when the ship is moved, the player slides the ship’s front guides into the end of the template instead of the rear guides.

BEHIND

See Arc.

BLAZE

When this object is placed, fit the guides to the tab of the Blazer Bomb.

After this obstacle is placed, place a fuse marker on it.

While a ship moves, if it moves through or overlaps a Blaze obstacle, it suffers the following effect:

While a unit defends, if the attack is obstructed by a Blaze, it rolls 1 additional defense die.

BONUS ATTACK

If a card instructs a ship to perform a bonus attack, it performs an additional attack during the Aftermath step.

BOMB

A bomb is a type of device that is placed in the play area through a card effect from a PAYLOAD upgrade card. The upgrade card that corresponds to the bomb has the “Bomb” trait at the top of its card text. Bombs can be dropped or launched during the System Phase and detonate at the end of the Activation Phase.

BOOST (BOOST)

Boost represents a pilot activating additional thrusters to move farther forward. When a ship performs a BOOST action, it boosts by following these steps:

  1. Choose the [1 ↑], [1 LEFT-BANK], or [1 RIGHT-BANK] template.
  2. Set the template between the ship’s front guides.
  3. Place the ship at the opposite end of the template and slide the rear guides of the ship into the template.
  4. Return the template to the supply.

BREAK

See Lock.

BUILDER KEYWORDS

See Squad Building.

BULLSEYE ARC (BULLSEYE)

See Arc.

CALCULATE (CALCULATE)

Pilots can calculate, using advanced computing power to increase their combat performance. When a ship performs the CALCULATE action, it gains one calculate token.

A ship is calculating while it has at least one calculate token. Calculate tokens are circular, green tokens. A calculating ship follows these rules:

Additionally:

CANCEL

When a die result is canceled, a player takes one die displaying the canceled result and physically removes the die from the common area. Players ignore all canceled results.

CHARGES (CHARGE, FORCE, SHIELD, ENERGY)

Charges are two-side punchboard components that track certain limited resources. Some ship and upgrade cards have charges to denote their use.

All charges obey the following rules:

Charge Types

There are four types of charges:

Recurring Charges

Some charge limits, shield capacities, and all Force capacities have a recurring charge symbol. During the End Phase, each card with a recurring charge symbol recovers one charge per recurring charge symbol.

Negative Recurring Charges

Some charge limits have a negative recurring charge symbol. During the End Phase, each card with a negative recurring charge symbol loses one charge per negative recurring charge symbol.

Standard Charge (CHARGE)

Standard charges (CHARGE) can represent anything from limited munitions to exhaustible abilities that can only be performed infrequently.

Force Charge (FORCE)

Force charges (FORCE) represent how some pilots or crew members can exert their influence over the Force.

While it performs an attack, a ship can spend any number of FORCE during the Attack Dice step to change that number of its FOCUS results to HIT results. While it defends, a ship can spend any number of FORCE during the Defense Dice step to change that number of its FOCUS results to EVADE results.

Shield (SHIELD)

Shields (SHIELD) represent defensive energy barriers. A ship is shielded while it has at least one active shield.

While a ship defends, shields provide it protection against damage. See Damage. Additionally:

Energy (ENERGY)

Energy (ENERGY) are charges used only by huge ships (see Appendix: Huge Ships).

	Recurring Charge
	Symbol
	Negative Recurring
	Charge Symbol
	© & ™ Lucasfilm Ltd. The AMG logo is a ® of Atomic Mass Games.
	9

CLOAK (CLOAK)

Ships can cloak to become difficult to hit, and they can decloak to move unpredictably. When a ship performs the CLOAK action, it gains one cloak token.

A ship is cloaked while it has a cloak token. Cloak tokens are blue tokens. A cloaked ship has the following effects:

During the System Phase, each cloaked ship may spend its cloak token to decloak. When a small ship decloaks, it must choose one of the following effects:

  1. Barrel roll using the [2 ↑] template.
  2. Boost using the [2 ↑] template. When a medium or large ship decloaks, it must choose one of the following effects:
  3. Barrel roll using the [1 ↑] template.
  4. Boost using the [1 ↑] template.

CONDITION CARDS

Condition cards are cards assigned by ship and upgrade cards that represent persistent game effects. A condition card is not in play until a game effect assigns it to a ship. When a condition card is assigned, its text resolves. After a ship is assigned a condition card, assign the associated condition marker to that ship as a reminder of the card’s persistent effect.

Limited Conditions

Some condition cards are limited, meaning that each player can have a limited number of instances of that condition in play. If an effect assigns a new instance of a limited condition in excess of the limited value of that condition for that player, the player whose effect caused the condition to be assigned chooses one instance of the limited condition in play and removes it, then assigns the new instance of that condition.

For example, if a condition is limited 1 and a second instance would be assigned for that player, the first instance of the condition card is removed and then the second is assigned.

Secret Conditions

Condition cards that share the same condition marker and are assigned facedown, rather than faceup, are called secret conditions. A secret condition is assigned by one player, and the other players do not know which of the secret conditions that shares the same marker was assigned. They are revealed when their effects are resolved. Additionally:

COORDINATE (COORDINATE)

Pilots can coordinate to assist their allies. When a ship performs the COORDINATE action, it coordinates. A coordinating ship is a ship that is attempting to coordinate by performing the following steps:

  1. Measure range from the coordinating ship to any friendly ships.
  2. Choose another friendly ship at range 1–2.
  3. The chosen ship may perform one action.

Additionally:

DAMAGE

Damage represents the amount of structural damage a ship can take. Damage is tracked by damage cards. A ship is destroyed when the number of damage cards it has is equal to or greater than its hull value.

There are two types of damage: HIT (regular) damage and CRITICAL (critical) damage. When a ship suffers damage, that damage is suffered one at a time. For each damage a ship suffers, it loses an SHIELD (active shield). If it does not have an SHIELD remaining, it is dealt a damage card instead. For HIT damage, the card is dealt facedown; for CRITICAL damage, the card is dealt faceup and its text is resolved. All HIT damage is suffered before CRITICAL damage.

A ship is damaged while it has at least one damage card. A ship is critically damaged while it has at least one faceup damage card.

DAMAGE CARDS

Damage cards are used to track how much damage a ship has suffered. When a ship needs to be dealt damage cards, the player uses their own damage deck. After a ship is destroyed, its damage cards remain on that ship.

Some abilities can cause damage cards to be flipped. A facedown damage card can be exposed, which flips it faceup and the effect is resolved. Both facedown and faceup damage cards can be repaired. If a faceup damage card is repaired, it is flipped facedown. If a facedown damage card is repaired, it is discarded.

DECLOAK

See Cloak.

DEFEND

See Attack.

DEFENDER

The ship that is chosen during the Declare Defender step of the Declare Target step of an attack is the defender.

DEPLETE

A ship is depleted while it has at least one deplete token. While a depleted ship performs an attack, it rolls one fewer attack die. Deplete tokens are red tokens.

DEPLOY

See Dock.

DEFICIT

If the squad point total of a player’s squad is less than the maximum allowed squad value, subtract the total squad point value of their squad from the maximum to determine that player’s deficit before the game begins.

DESTROYING SHIPS

A ship is destroyed after it has a number of damage cards that equals or exceeds its hull value. A destroyed ship is placed on its ship card.

DEVICE

Devices are objects that exist in the play area and are represented by cardboard markers. Certain cards allow a ship to add a specific type of device to the play area and provide additional rules for how that device behaves. There are a number of ways for a device to enter or change location in the play area. Some provide specific instructions for how to place a device in the play area, while others use one or more of the following processes:

To drop a device, follow the steps below:

  1. Take the template indicated on the upgrade card.
  2. Set the template between the ship’s rear guides.
  3. Place the device indicated on the upgrade card into the play area and slide the guides of the device into the opposite end of the template. Then remove the template.

To launch a device, follow the steps below:

  1. Take the template indicated on the upgrade card.
  2. Set the template between the ship’s front guides.
  3. Place the device indicated on the upgrade card into the play area and slide the guides of the device into the opposite end of the template. Then remove the template.

To relocate a device, do the following:

Some devices can detonate. When a device detonates, a number of effects trigger depending on the type of device. After resolving these effects, remove that device.

DIAL

Each ship type has its own unique dial. All expansion products contain a dial for each ship in that product. Dials are used during the Planning Phase to secretly select maneuvers.

DICE MODIFICATION

Players can modify dice by spending various tokens and by resolving abilities. Dice can be modified in the following ways:

Additionally:

DIFFICULTY

Each maneuver has three components: speed (a number 0–5), difficulty (red, white, blue, or purple), and bearing (an arrow or other symbol).

During the Check Difficulty step of executing a maneuver, if the maneuver is red, the ship gains one stress token. If it is blue, the ship removes one stress token. If it is purple, the ship must spend 1 FORCE as a cost to execute the maneuver.

DIRECTION

See “Bearing”

DISARMED

A ship is disarmed if it has at least one disarm token. A disarmed ship cannot perform attacks. The disarm token is a circular, orange token and is removed during the End Phase.

DOCK

Some abilities allow a ship to be attached to or ride inside another friendly ship. If a card ability instructs a ship to dock with a carrier ship, the docked ship is placed in reserve. A docked ship is able to deploy from its carrier ship during the System Phase by performing the following steps:

  1. Choose a non-stationary, non-reverse maneuver on the docked ship’s dial.
  2. Using the corresponding template, the docked ship executes the maneuver using the front guides or the rear guides of the carrier ship as if those guides were the docked ship’s starting position.
  3. The ship may perform one action.

During the System Phase, a ship at range 0 of its carrier ship can dock with it and be placed in reserve. A ship cannot both dock and deploy during the same System Phase. A ship that docks during the System Phase does not resolve its assigned dial or activate during the Activation Phase.

If a carrier ship is destroyed, before the carrier is removed from the play area, any docked ships can emergency deploy from their carrier. A docked ship performs an emergency deploy similar to deploying, as described above, except the ship first suffers 1 󲁨 damage and after executing the maneuver, does not have the opportunity to perform an action.

Additionally:

DROP

See Device.

END PHASE

The End Phase is the fifth phase of the round. During the End Phase, the following occur in this order:

  1. Abilities that occur "at the start of the End Phase" form an ability queue and resolve.
  2. Abilities that occur "during the End Phase" form an ability queue and resolve.
  3. All circular tokens are removed from all ships (green, then orange).
  4. Each card with a recurring charge icon recovers that many charges. Each card with a negative recurring charge icon loses that many charges.

After this phase, the criteria for winning the game are checked. If the game did not end, the Planning Phase of the next round begins.

ENEMY

All ships/devices controlled by opposing players are enemy ships/devices. Any dice that an opposing player rolls are enemy dice. This is in contrast with friendly.

ENGAGEMENT PHASE

The Engagement Phase is the fourth phase of the round. During this phase, each ship engages, one at a time, starting with the ship with the highest initiative and continues in descending order.

When a ship engages, it may perform an attack.

ENVIRONMENT CARDS

See Appendix: Environment Cards.

EVADE (EVADE)

Pilots can evade to fly defensively. When a ship performs an EVADE action, it gains one evade token.

A ship is evading while it has at least one evade token. Evade tokes are circular, green tokens. While an evading ship defends, during the Modify Defense Dice step, it can spend one or more evade tokens to change that many of its blank or FOCUS results to EVADE results.

FACTION

There are seven factions in the game: Rebel (The Rebel Alliance), Imperial (The Galactic Empire), Scum (Scum and Villainy), Resistance, First Order, Republic (Grand Army of the Republic), and Separatist (Separatist Alliance). All ship cards and some upgrade cards are aligned to one of these factions. A squad cannot typically contain cards from different factions.

FAIL

Some effects can fail, which means the effect did not resolve as intended and instead is resolved in a default way.

FIRING ARC

See Arc.

FIRST PLAYER

See Player Order.

FLANKING

See Arc.

FLEE

A ship flees if any part of its base is outside the play area at any time. A ship that flees is removed from the game.

FOCUS (FOCUS)

Pilots can focus to concentrate and expand their combat prowess. When a ship performs the FOCUS action, it gains one focus token.

A ship is focused while it has at least one focus token. Focus tokens are circular, green tokens. A focused ship follows these rules:

FRIENDLY

All ships/devices controlled by the same player are friendly to each other unless a card, game mode, scenario, or other effect states otherwise. Any dice rolled by that player are friendly to those ships. This is in contrast with enemy and allied.

FULL ARC

See Arc.

FULLY EXECUTE

See Overlap.

FUSE MARKER

A device or obstacle is fused while it has at least one fuse marker. When a fused device would detonate, one fuse marker is removed from that device instead, and that device does not detonate. When a fused obstacle would be removed, one fuse marker is removed from that obstacle instead, and that obstacle is not removed.

GAME LENGTH AND TRACKING ROUNDS

Standard games are played over twelve rounds. Players track completed rounds with charge markers. At the start of the game, place twelve charge markers, flipped to their active sides, near the play area. At the end of each round, the players flip one charge marker to its inactive side. At the end of the twelfth round, the game ends.

GAME MODE

Various game modes limit which ship and upgrade cards are available for squad building.

GUIDES

Each ship’s base has two pairs of guides, one pair on the front and one pair on the back. Some devices also have a pair of guides.

HIT

During the Neutralize Results step of an attack, the attack hits if at least one HIT or CRITICAL result remains uncanceled. If no HIT or CRITICAL results remain, the attack misses.

HULL

The yellow number on a ship card is the ship’s hull value. The hull value indicates how many damage cards it must have to be destroyed.

ID MARKER

ID markers relate ships in the play area to their respective ship card and any locks they have. Players must assign ID markers to each of their ships during setup. To assign an ID marker to a ship, the player places one ID marker on the ship’s card. Then they insert the two corresponding ID markers into the tower of the ship’s base. The color of the number on the sides that face outward must match the color of the faceup marker on the ship card.

ION

A ship is ionized while it has a number of ion tokens relative to its size: one or more for a small ship, two or more for a medium ship, and three or more for a large ship. Ion tokens are red tokens.

A ship that is ionized cannot acquire or maintain locks. When a ship becomes ionized, it breaks all locks it is maintaining.

During the Activation Phase, an ionized ship activates as normal, with the following exceptions:

  1. During the Execute Maneuver step, the ionized ship flips its maneuver dial faceup and executes an ion maneuver with the same direction shown on the dial. An ion maneuver is a blue speed 1 bank or straight [LEFT-BANK, ↑, RIGHT-BANK] maneuver.
  1. During the Perform Action step, the ship can perform only the FOCUS action.
  2. At the end of a ship's activation, if it executed an ion maneuver, it removes all of its ion tokens. Additionally:

INFLICT

Some special weapons inflict tokens instead of dealing damage. If an attack inflicts tokens, the defender gains the number and type of tokens specified.

IN FRONT OF

See Arc.

INITIATIVE

A ship’s initiative value is the orange number to the left of the ship’s name on its ship card. Initiative is used to determine the order in which ships can use abilities during the System Phase, activate during the Activation Phase, engage during the Engagement Phase, and are placed during setup.

JAM (JAM)

Pilots can jam to conduct electronic warfare and confuse other ships’ systems. When a ship performs the 󲁉 action, it jams. A jamming ship is a ship that is attempting to jam by performing the following steps:

  1. Measure range from the jamming ship to any enemy ships.
  2. Choose an enemy ship at range 1, or at range 1–2 in the jamming ship's BULLSEYE.
  3. The chosen ship gains one jam token. A ship is jammed if it has at least one jam token. Jam tokens are circular, orange tokens. When a ship becomes jammed, the player whose effect caused the ship to gain the jam token chooses for the ship to either remove one of its green tokens or break one of its locks. If either effect is resolved, it removes the jam token. If the ship does not have any green tokens or is not maintaining any locks, it remains jammed.

After a jammed ship gains a green token or acquires a lock, the jammed ship removes that token or breaks that lock. Then it removes one jam token.

KOIOGRAN TURN (K-TURN)

See Bearing.

LAUNCH

See Device.

LIMITED

Some ship cards and upgrade cards have limitations. These limited cards are identified by a number of bullets (•) to the left of their names. During squad building, a player cannot field more copies of cards that share that name than the number of bullets in front of the name.

LINKED ACTION

Linked actions allow a ship to perform an action after performing another action. Linked actions can appear on a ship or upgrade card in the linked action bar just to the right of the action bar. After the ship performs the action from its action bar, it can perform the attached action listed on the linked action bar.

LOCK (LOCK)

Ships can lock to use their computer to acquire targeting data on environmental hazards or other ships. When a ship performs a LOCK action, it acquires a lock. A locking ship is a ship that is attempting to acquire a lock by performing the following steps:

  1. Measure range from the locking ship to any number of objects.
  2. Choose another object at range 0–3.
  3. Assign a lock token to it with the number matching the ID marker of the locking ship.

An object is locked while it has at least one lock token assigned to it. Lock tokens are red tokens. While a ship has another ship locked, it follows this rule:

Additionally:

MANEUVER

A maneuver is a type of move that a ship can execute. Each maneuver has three components: speed (a number 0–5), difficulty (red, white, or blue), and bearing (an arrow or other symbol). Each bearing is further defined with a direction.

A ship can execute a maneuver by resolving the following steps in order:

  1. Maneuver Ship: During this step, the ship moves using the matching template.
    1. Take the template that matches the maneuver from the supply.
    2. Set the template between the ship’s front guides (so that it is flush against the base).
    3. Pick up and place the ship at the opposite end of the template and slide the rear guides of the ship into the template.
    4. Return the template to the supply.
  2. Check Difficulty: During this step, if the maneuver is red, the ship gains one stress token; if the maneuver is blue, the ship removes one stress token and one strain token and one deplete token. Additionally:

MINE

A mine is a type of device that is placed in the play area through a card effect from a PAYLOAD upgrade card. The upgrade card that corresponds to the mine has the “Mine” trait at the top of its card text. Mines can be dropped or launched during the System Phase and typically detonate after they are moved through or overlapped by a ship.

MISS

During the Neutralize Results step of an attack, the attack misses if no HIT or CRITICAL results remain. The attack hits if at least one HIT or CRITICAL result remain uncanceled.

MISSION POINTS

Mission points determine who wins the game. Reference the scenario rules to determine how mission points are earned.

MOVE

A ship moves when it executes a maneuver or otherwise changes position using a template (such as barrel rolling or boosting).

A ship moves through an object if the template is placed on that object when the ship moves.

MOVE THROUGH

See Move.

NEGATIVE RECURRING CHARGES

See Charge.

OBJECTS

Ships, obstacles, and devices are all objects. The exact position of objects in the play area is tracked and restricted by game effects.

OBSTACLES

Obstacles act as hazards that can disrupt and damage ships. A ship can suffer effects by moving through, overlapping, or while being at range 0 of obstacles.

If a ship moves through or overlaps an obstacle, it suffers an effect based on the type of obstacle after resolving its move:

While a ship performs an attack, if the attack is obstructed by an obstacle, the defender rolls one additional defense die.

Additionally:

OBSTRUCTED

An attack is obstructed if the attacker measures range through an object. If a ship or device obstructs an attack, there is no inherent effect. If an obstacle obstructs an attack, there is an additional effect.

OVERLAP

While a ship executes a maneuver or otherwise moves, it overlaps an object if the ship’s final position would physically be on top of an object.

A ship fully executes a maneuver if it does not overlap a ship. If a ship executes a maneuver and overlaps a ship, it must partially execute that maneuver by performing the following steps:

  1. Move the ship backward along the template until it is no longer on top of any other ships. While doing so, adjust the position of the ship so that the hashmarks in the middle of both sets of guides remains centered over the line down the middle of the template.
  2. Once the ship is no longer on top of any other ship, place it so that it is touching the last ship it backed over. (This may result in the ship not leaving its initial position.) Then, after the Check Difficulty step, it suffers an effect based on what ship it overlapped that initially forced it to partially execute the maneuver.

Even if a ship partially executes a maneuver, it is still treated as having executed a maneuver of the indicated speed, bearing, and difficulty.

Additionally:

PARTIALLY EXECUTE

See Overlap.

PILOT ABILITY

See Abilities.

PLANNING PHASE

The Planning Phase is the first phase of the round. During the Planning Phase, each player secretly sets a maneuver for each of their ships. To set a ship’s maneuver, the player takes a dial matching the ship’s type and rotates the dial until the arrow points at the desired maneuver. Then the dial is placed facedown in the play area next to the matching ship. After all ships have dials assigned to them, players roll to determine player order as follows:

  1. Each player rolls three attack dice. The player with the most CRITICAL results is the first player.
  2. In the case of a tie, the first player is the player with the most FOCUS results.
  3. If there is still a tie, the first player is the player with the most HIT results.
  4. If there is still a tie, players reroll the dice and follow the above rules until the tie is broken.

PLAY AREA

The play area is the defined area on a flat surface on which the ships are placed. After executing a maneuver, if any part of a ship’s base is outside the play area, that ship has fled.

The recommended play area for a standard 20 point game is 3’ x 3’ (91 cm x 91cm). If playing with other squad point totals, the players can expand or contract the play area in one or both dimensions to create a suitable space for the game.

PLAYER MARKER

Player markers are used in some scenarios to indicate which player controls an objective.

PLAYER ORDER

Player order is used as a tiebreaker for many game effects. If players are instructed to resolve an effect in player order, the first player resolves all of their effects first, then the second player resolves all of their effects.

During the Determine First Player step of setup, the first player is assigned the First Player marker. The First Player marker is passed to the First Player every round, after rolling to determine player order in the Planning Phase.

POSITION MARKER

The position marker is used to assist with tracking the position of intervening ships when attempting to move ships. To use the position marker, place it at the corner of an intervening ship, aligning the guides with the holes in the position marker. This will track the position of the ship in order to place it back in the play area accurately.

PRIMARY WEAPON

Each ship has up to two primary weapons listed on its ship card. Each primary weapon has an arc symbol and a red attack value. During a ship’s attack, it chooses a weapon to perform an attack with. If it performs an attack using a primary weapon, the attack value indicates how many attack dice it rolls during the Roll Attack Dice step and the arc symbol indicates where the defender must be located.

RANGE

The range is the distance between two objects as measured by the range ruler. The range ruler is divided into three numbered range bands.

To measure range between two objects, place the range ruler over the point of the first object that is closest to the second object, then aim the other end of the ruler toward the point of the second object that is closest to the first object. The ships are at the range that corresponds to the range band that is over the closest point of the second object.

While measuring attack range for an attack, the attacker measures from their attack arc to the closest point of the target ship that is in the attacker’s attack arc.

RANGE BONUS

During an attack, the attacker or defender can roll additional dice depending on the attack range. For attack range 1, the attacker rolls one additional attack die during the Roll Attack Dice step. For attack range 3, the defender rolls one additional defense die during the Roll Defense Dice step.

REINFORCE (REINFORCE)

Pilots can reinforce to angle their deflector shields and increase the defensiveness of a portion of their ship. When a ship performs the REINFORCE action, it gains a reinforce token with either the fore or aft side faceup.

A ship is reinforced while it has a reinforce token assigned to it. Reinforce tokens are circular, green tokens. While a reinforced ship defends, if the attacker is inside the full arc specified by the reinforce token and not in the other full arc, the token provides an effect. The attacker needs to be in the defender’s FULLLFRONTARC arc for the fore reinforce token or be in the defender’s FULLLREARARC arc for the aft reinforce token.

During the Neutralize Results step, if the attack would hit and there is more than one HIT/CRITICAL result remaining, one EVADE result is added to cancel one result.

RELOAD (RELOAD)

Pilots can reload to rearm ordnance tubes by moving around ammo on their ship. When a ship performs the RELOAD action, it reloads by performing the following steps:

  1. Choose one of the ship’s equipped TORPEDOE, MISSILE, or PAYLOAD upgrade cards that has fewer active CHARGE than its charge limit.
  2. That card recovers one CHARGE.
  3. The ship gains one disarm token.

Additionally:

REMOTES

Remotes are devices that have initiative, agility, and hull values, and can be attacked. Ships can move through, overlap, or be at range 0 of remotes.

ATTACKING REMOTES

A remote can be declared as the defender. While attacking a remote, treat it as a ship, with the following exceptions and notes:

Damaging Remotes

If a remote suffers one or more HIT/CRITICAL damage, deal that many facedown damage cards to it. If it has a number of damage cards greater than or equal to its hull value, it is destroyed. After a remote is destroyed, remove it from the play area and shuffle any damage cards assigned to it back into the damage deck. If the attack occurred at the same initiative as the remote’s initiative, it is removed after all effects at that initiative are resolved, per Simultaneous Fire.

Using Remotes

A remote resolves effects during the System Phase, activates during the Activation Phase, and engages during the Engagement Phase at its listed initiative value, resolving any effects specified on its card for these phases. During any other phase, it resolves any abilities listed on its remote card that apply during that phase. Additionally, the following apply to remotes:

Relocating Remotes

If an effect relocates a remote, its controlling player picks it up and places it in the new location as instructed by the effect. Additionally:

REMOVED FROM THE GAME

After a ship is destroyed or flees, it is removed from the game. If a ship is removed from the game, it returns all of its tokens to the supply, its ship card is flipped facedown, and the ship is placed on top of its ship card.

RESERVE

Ships can sometimes be placed in reserve from card effects. A ship that is placed in reserve is placed on its ship card. While a ship is in reserve, it is not assigned a dial, it cannot perform actions, and it cannot attack.

REVEAL

See Activation Phase.

REVERSE BANK (LEFT-R-BANK AND RIGHT-R-BANK)

See Bearing.

REVERSE STRAIGHT (REVERSESTRAIT)

See Bearing.

ROUND

A single round consists of five phases resolved in the following order:

  1. Planning Phase
  2. System Phase
  3. Activation Phase
  4. Engagement Phase
  5. End Phase The first round starts after setup.

ROTATE (ROTATE)

Pilots can rotate to alert a gunner or aim one of the ship’s turret-mounted armaments. When a ship performs the ROTATE action, it rotates the turret arc indicator to select any other standard arc.

ROTATE A SHIP

Some abilities and effects instruct a player to "rotate a ship 90˚" independent of a maneuver. These effects could also read "rotate your ship [a number of degrees]" or "rotate [a number of degrees]," but importantly, they do not simply read "rotate" (which refers to the rotate action and its effect).

SECRET CONDITIONS

See Condition Cards.

SEGNOR’S LOOP (LEFT-S-LOOP AND RIGHT-S-LOOP)

See Bearing.

SETUP

Before playing, resolve the following steps:

  1. Gather Forces: Each player places their ships and upgrade cards on the table in front of them. For each ship that has a shield value, charge limit, or Force capacity, place the corresponding SHIELD, CHARGE, or FORCE above the ship and/or upgrade cards. Each player assigns ID markers to each of their ships.
  2. Determine Player Order: Randomly determine the first player as follows:
    1. Each player rolls three attack dice. The player with the most CRITICAL results is the first player.
    2. In the case of a tie, the first player is the player with the most FOCUS results.
    3. If there is still a tie, the first player is the player with the most HIT results.
    4. If there is still a tie, players reroll the dice and follow the above rules until the tie is broken.
  1. Establish Play Area: Establish a 3’ x 3’ (91 cm x 91 cm) play area on a flat surface or use a game mat, such as the Fantasy Flight Games Starfield Game Mat. Then players pick opposite edges of the play area to be their player edges.
  2. Place Obstacles: In player order, players take turns choosing an obstacle and placing it into the play area until all six obstacles have been placed. Obstacles must be placed beyond range 1 of each other and beyond range 2 of each edge of the play area.
  3. Place Forces: Players place their ships into the play area in initiative order from lowest to highest initiative, using player order as a tiebreaker. Ships must be placed within range 1 of their player edge. When a ship with a turret arc indicator is placed, the player rotates the arc to select a standard arc. Each ship with a turret arc indicator may rotate its indicator when the ship is placed.
  4. Prepare Other Components: Shuffle the damage deck and place it facedown outside the play area. If the players have more than one damage deck, each player uses their own deck. Then the supply of range rulers, templates, dice, and tokens is created near the play area.

Additionally:

SHIELDS.

Shields (SHIELD) are a type of charge. See Charges.

SHIP

A ship is composed of a plastic miniature, base, pegs, a ship token, and ID tokens.

If a miniature would touch another miniature or disrupt a ship’s movement, the players should add or remove one peg from the base to prevent this contact. Otherwise, the players can temporarily remove the miniature from its base until ships have moved to allow it to be returned.

SHIP ABILITIES

Some ships have ship abilities on their ship cards listed below a pilot ability or flavor text. Ship abilities are the same across all pilots for a type of ship.

SHIP SIZES

There are four different ship sizes: small, medium, large, and huge.

A small ship uses a plastic base that is about 1-9/16” (4 cm) long. The rules of X-Wing are written for small ships and therefore there are no special exceptions for small ships.

A medium ship uses a plastic base that is about 2-3/8” (6 cm) long. Medium ships have the following exceptions:

A large ship uses a plastic base that is about 3-1/8” (8 cm) long. Large ships have the following exceptions:

A huge ship uses an extra large plastic base. Huge ships have many additional rules. They were introduced in the first edition of X-Wing and will be reintroduced in an upcoming product.

SHIP TYPE

Each ship has a ship type that is identified by the name of the type of ship listed on the bottom of its ship cards.

SIDESLIP

A sideslip is an advanced maneuver using a turn (LEFT-TURN or RIGHT-TURN) or bank (LEFT-BANK or RIGHT-BANK) template. A sideslip is executed by performing the following steps:

  1. Place the narrow end of the template flush with the ship's side.
    • For a left (LEFT-TURN or LEFT-BANK) sideslip, place the template on the right side of the ship.
    • For a right (RIGHT-TURN or RIGHT-BANK) sideslip, place it on the left side of the ship.

Align the center line of the template to the center hashmark of the base. The other end of the template must be in the ship's FULLLFRONTARC.

  1. Pick the ship up and place it at the other end of the template. Align the center hashmark on the opposite side of the ship to the center line of the template.

Additionally:

SIMULTANEOUS FIRE

To represent that ships with the same initiative are essentially attacking at the same time, if a ship is destroyed during the Engagement Phase, it is removed after all ships that have the same initiative as the currently engaged ship have engaged.

SLAM (SLAM)

Pilots can SLAM by activating their SubLight Acceleration Motors and careening through space at incredible speeds. A ship performs a SLAM action by performing the following steps:

  1. The player chooses a maneuver from the ship’s dial. The maneuver must match the speed of the maneuver that the ship executed this round.
  2. The ship executes the chosen maneuver.
  3. The ship gains one disarm token. A ship can perform a SLAM action only during its activation in the Activation Phase. Therefore a ship cannot perform a SLAM action if it is granted an action at any other time.

SOLITARY

A squad cannot include more than one card of the same upgrade type with the “solitary” restriction. For example, since all TACTICALRELAY (Tactical Relay) upgrades have the solitary restriction, no squad can include more than one TACTICALRELAY upgrade.

SPECIAL WEAPON

Special weapons appear as “Attack:” headers in card text. They provide additional types of attacks other than a ship’s primary weapon(s).

Special weapons have a combination of arc requirements, range requirements, attack value, and possibly other requirements. The arc icon indicates where the target needs to be in order to use this attack. The range requirement indicates the span of legal attack ranges. The red attack value is used to determine the number of attack dice to roll during the Roll Attack Dice step. For cards with special requirements, all of those requirements must be met in order to perform that attack.

SPEED

Each maneuver has three components: speed (a number 0–5), difficulty (red, white, or blue), and bearing (an arrow or other symbol).

STANDARDIZED

Some upgrade cards have the standardized restriction. During squad building, if a player selects a ship with a standardized card equipped, each ship of that ship type (i.e., full ship name) in that player's squad must be equipped with a copy of that standardized card.

STANDARD ARC

See Arc.

STANDARD SHIP

A standard ship is any non-huge ship (see Appendix: Huge Ships).

STATIONARY (■)

See Bearing.

STRAIGHT (↑)

See Bearing.

STRAIN

A ship is strained while it has at least one strain token. While a strained ship defends, it rolls 1 fewer defense die. The strain token is a red token.

STRESS

A ship is stressed while it has at least one stress token. A stressed ship cannot execute red maneuvers or perform actions. The stress token is a red token.

STRUCTURE

Structures are an upcoming game mechanic that some cards reference for the sake of future compatibility. There are currently no structures.

SUFFER DAMAGE

See “Damage.”

SUPPLY

The supply is the shared set of game components that are not being used by any player, such as unassigned focus tokens, maneuver templates, etc.

SYSTEM PHASE

The System Phase is the second phase of a round. During this phase, the sequence of play starts with the ship with the lowest initiative and continues in ascending order.

During this phase, each ship gets an opportunity to choose and resolve any abilities that are explicitly resolved during the System Phase.

TALLON ROLL (LEFT-T-ROLL AND RIGHT-T-ROLL)

See Bearing.

TARGET

The target of an attack is declared during the Declare Target step. A successfully targeted enemy ship is the defender.

TIMING

There are several terms used to indicate the specific timing of an effect:

THREAT VALUE (THREATVALUE)

Instead of using squad points, Quick Build cards use threat value, which is sometimes represented with the THREATVALUE icon,

TITLE (TITLE)

A title is a type of upgrade that is used to represent a very specific version of a ship. Therefore, each title is restricted to a specific ship type. For example, the Millennium Falcon is a TITLE upgrade.

TOKENS

Some abilities cause ships to gain, spend, or remove tokens. Tokens are used to track effects and come in a variety of colors.

Token Colors and Shapes

To help with memory, the token’s color and shape indicates both when the token is removed and whether the effect is positive or negative.

Additionally:

TRACTOR

A ship is tractored while it has equal to or greater than a specific number of tractor tokens, according to its size: a small ship requires at least one tractor token, a medium ship requires at least two tractor tokens, and a large ship require at least three tractor tokens. A tractor token is a orange token.

The first time a ship becomes tractored each round, the player whose effect applied the tractor token may choose one of the following effects:

This move cannot cause the ship to move through or overlap an obstacle. After a ship is moved this way, if an opponent moved it, the ship's player may choose to have the ship rotate 90˚ to the left or right. If they do, the ship gains one stress token.

While a tractored ship defends, it rolls one fewer defense die.

TURN (LEFT-TURN AND RIGHT-TURN)

See Bearing.

TURRET ARC (TURRET)

See Arc.

UPGRADE CARDS

When building a squad, a player can field upgrades for their ships by paying their associated loadout point cost. When building a squad u, each ship will have a loadout value and an upgrade bar that shows how many and which types of upgrades that ship can equip.

Some upgrade cards have one or more of the following rules in their restrictions box:

UPGRADE ICONS

Each upgrade icon uses the corresponding name listed below:

UNIT

Ships and remotes are units.

VICTORY COUNTERS

Some scenarios have victory counters that are used as markers in the player, used to track progress, or scored for completing goals during play.

WINNING THE GAME

During the game, each player calculates and tracks their mission points. The player with the most mission points at the end of the game wins.

APPENDIX: EXAMPLES

省略

SAW’S RENEGADES AND TIE REAPER (SWX74–75) CORRECTIONS

These products were released in first edition with preview versions of second edition cards, and some cards contain wording and formatting that is inconsistent with the second edition versions of those cards.

SHIP CARDS

•Edrio Two Tubes (T-65 X-wing)

Should read: “Before you activate, if you are focused...” (Changed “After” to “Before”)

•Major Vermeil (TIE reaper)

Should read: “...you may change 1 of your blank or FOCUS results to a HIT result.”

(Changed “blank/FOCUS results” to “blank or FOCUS results”)

•Captain Feroph (TIE reaper)

Should read: “you may change 1 of your blank or FOCUS results to an EVADE result.”

(Changed “blank/FOCUS results” to “blank or FOCUS results”)

UPGRADE CARDS

Advanced Sensors

Should read “...If you do, you cannot perform another action during your activation.”

(Changed “skip your Perform Action step” to “you cannot perform another action during your activation.”)

Pivot Wing

Should read “UT-60D U-wing only” in the restrictions box.

(Changed “UT-D60” to “UT-60D”)

Proton Torpedoes

Should have the ordnance icon next to the attack range.

(Changed cone icon to ordnance icon)

R3 Astromech

Should read “...2 locks. Each lock must be on a different object.”

(Added “Each lock must be on a different object.”)

Swarm tactics

Should not be restricted to Imperial only.

(Removed “Galactic Empire” icon.)

•Magva Yarro and •Saw Gerrera

Should read “Rebel only” in the restrictions box.

(Changed “Rebel Alliance” icon to “Rebel only” text)

•Death Troopers, •Director Krennic, and ISB Slicer

Should read “Imperial only” in the restrictions box.

(Changed “Galactic Empire” icon to “Imperial only” text)

CONDITION CARDS

•Optimized Prototype

Should read “...you may spend 1 HIT, CRITICAL, or FOCUS; result.”

(Changed “1 HIT/CRITICAL/FOCUS result” to “1 HIT, CRITICAL, or FOCUS result”)

ERRATA

This section contains the official errata that have been made to individual cards and other game components in Star Wars: X-Wing. Errata overrides the originally printed information on the game component it applies to. Unless errata from a game component appears below, the original English printing of that component is considered accurate, and overrides all other printings. This includes translated cards, promotional cards, and printings which may appear in other products.

SHIP CARDS

•"Countdown" (TIE /sk Striker)

Ship ability should read: "Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must boost."

(Changed ship ability).

•"Duchess" (TIE /sk Striker)

Ship ability should read: "Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must boost."

(Changed ship ability).

•"Pure Sabacc" (TIE /sk Striker)

Ship ability should read: "Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must boost."

(Changed ship ability).

•"Vagabond" (TIE /sk Striker)

Pilot ability should read: "After you move using your Adaptive Ailerons, if you are not stressed, you may drop 1 device."

Ship ability should read: "Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must boost."

(Changed pilot and ship ability).

•"Vizier" (TIE Reaper)

Pilot ability should read: "After you move using your Controlled Ailerons ship ability, you may perform a COORDINATE action. If you do, skip your Perform Action step.

Ship ability should read: "Controlled Ailerons: Before you reveal your dial, if you are not stressed, you may boost."

(Changed pilot and ship ability).

•Alexandr Kallus (VCX -100)

Should include the Tail Gun ship ability possessed by all other VCX-100 pilots.

(Added missing ship ability).

•Arliz Hadrassian (Scum, BTL -A4 Y-wing)

Should read: "While you defend, if you are damaged, before the Modify Defense Dice step, you must change 1 of your focus results to a blank result."

(Added a specific timing window to prevent players from circumventing the downsides of the Pilot Ability.)

•Arvel Crynyd (Rebel, RZ-1 A-wing)

Should read: "If you would fail a BOOST action by overlapping another ship, you may resolve it as though you were partially executing a maneuver instead.

While you perform an attack at attack range 0, treat it as an attack at attack range 1."

(Changed the second portion of the ability.)

•"Black Squadron Scout" (TIE /sk Striker)

Ship ability should read: "Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must boost."

(Changed ship ability).

•Berwer Kret (Separatist, Nantex-class Starfighter)

Ship ability should read: "You cannot rotate your TURRET to your REARARC. After you fully execute a maneuver, you may gain 1 tractor token to perform a ROTATE action."

(Added "fully").

•Captain Feroph (TIE Reaper)

Ship ability should read: "Controlled Ailerons: Before you reveal your dial, if you are not stressed, you may boost."

(Changed ship ability.)

•Captain Oicunn (Imperial, VT -49 Decimator)

Should read: "While you perform an attack at attack range 0, treat it as an attack at attack range 1."

(Ability changed to work in new core rules)

•Chertek (Separatist, Nantex-class Starfighter)

Ship ability should read: "You cannot rotate your TURRET to your REARARC. After you fully execute a maneuver, you may gain 1 tractor token to perform a ROTATE action."

(Added "fully").

•Commandant Goran (Imperial, TIE /in Interceptor)

Should read: "At the start of the Engagement Phase, choose a friendly ship at range 0–3 with a lower initiative than yours. The chosen ship gains 1 evade token and removes 1 non-stress red token."

(Ability reworked.)

•Commander Malaru s (First Order, Xi-class Light Shuttle)

Should read: "While a friendly ship at range 0-2 performs a primary attack, before the Modify Dice step, if it has 1 or more blank results, that ship must gain 1 strain token to reroll 1 blank result, if able."

(Added a specific timing window to prevent players from circumventing the downsides of the Pilot Ability.)

•DBS -404 (Separatist, Hyena-class Droid Bomber)

Should read: "While you perform an attack at attack range 1, you must roll 1 additional die. After the attack hits, suffer 1 CRITICAL damage."

(Changed the range restriction on this ability).

•Fenn Rau (Rebel, Sheathipede-class Shuttle)

Should read: "Before an enemy ship in your firing arc engages..."

(Replaced "After an enemy ship in your firing arc engages").

•Goji (Repu blic, BTL -B Y-wing)

Should read: "While a friendly ship at range 0–3 defends, it may roll 1 additional defense die for each friendly bomb at range 0–1 of it."

(Removed "or mine").

•Gorgol (Separatist, Nantex-class Starfighter)

Ship ability should read: "You cannot rotate your TURRET to your REARARC. After you fully execute a maneuver, you may gain 1 tractor token to perform a ROTATE action."

(Added "fully").

•Hera Syndulla (Rebel, A/SF -01 B-wing)

Should read: "While another friendly ship at range 1-2 defends or performs an attack, during a Modify Dice step,..."

(Added a specific timing window of an attack during which her ability can be used. As before, this ability can only be used once per attack.)

•Hera Syndulla (Rebel, RZ-1 A-wing)

Should read: "While another friendly ship at range 1-2 defends or performs an attack, during a Modify Dice step..." (Added a specific timing window of an attack during which her ability can be used. As before, this ability can only be used once per attack.)

•Lieutenant Dormitz (First Order, Upsilon-class Shuttle)

Should read: "Setup: After you are placed, friendly small ships can be placed anywhere in the play area at range 0–2 of you."

(Replaced "other friendly ship" with "friendly small ships").

•Major Vermeil (TIE Reaper)

Ship ability should read: "Controlled Ailerons: Before you reveal your dial, if you are not stressed, you may boost."

(Changed ship ability.)

•Norr a Wexley (Rebel, ARC-170)

Should read: “...range 0–1, add 1 EVADE result to your dice results.”

(Removed “you may”).

•"Odd Ball" (Republic, BTL -B Y-wing)

Should read: "After you fully execute..."

(Added "fully").

Petranaki Arena Ace (Separatist, Nantex-class Starfighter)

Ship ability should read: "You cannot rotate your TURRET to your REARARC. After you fully execute a maneuver, you may gain 1 tractor token to perform a ROTATE action."

(Added "fully").

•"Planetary Sentinel" (TIE /sk Striker)

Ship ability should read: "Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must boost."

(Changed ship ability).

•Scarif Base Pilot (TIE Reaper)

Ship ability should read: "Controlled Ailerons: Before you reveal your dial, if you are not stressed, you may boost."

(Changed ship ability.)

•Sun Fac (Separatist, Nantex-class Starfighter)

Ship ability should read: "You cannot rotate your TURRET to your REARARC. After you fully execute a maneuver, you may gain 1 tractor token to perform a ROTATE action."

(Added "fully").

•Stalgasin Hive Guard (Separatist, Nantex-class Starfighter)

Ship ability should read: "You cannot rotate your TURRET to your REARARC. After you fully execute a maneuver, you may gain 1 tractor token to perform a ROTATE action."

(Added "fully").

REMOTE CARDS

Buzz Droids Swarm

Agility reduced to 1.

(Agility adjusted for balance).

UPGRADE CARDS

•"Zeb" Orrelios

Should read: "While you perform an attack at attack range 0, you may spend focus tokens for their default effect to modify results. While defending at attack range 0, the attacker may spend focus tokens for their default effect to modify results."

(Ability reworked).

BB Astromech

Should read "During the System Phase, you may spend 1 CHARGE to perform a BARRELROLL action."

(Changed the effect timing to the System Phase).

•BB-8

Should read "During the System Phase, you may spend 1 CHARGE to perform a BARRELROLL or BOOST action."

(Changed the effect timing to the System Phase).

•Agent Kallus

Should read "Setup: After placing forces, assign..."

(Added "After placing forces,")

•Asajj Ventress

Asajj Ventress should have 1 recurring charge symbol next to her Force modifier.

(Added recurring charge symbol on Force modifier.)

•C1-10P

Second section of the ability should read: "After you fully execute a maneuver, you may spend 1 󲈮 to perform a red 󲁄 action, even while stressed."

(Added "fully").

•C1-10P (Erratic)

Should read: "After you fully execute a maneuver, you must choose a ship at range 0–1. It gains 1 jam token."

(Added "fully").

Composure

Should include the line: "If you do, you cannot perform additional actions this round."

(Added "If you do, you cannot perform additional actions this round.")

Contraband Cybernetics

Should include the line: "This card's CHARGE cannot be recovered.."

(Added restriction on recovering charges.)

•Count Dooku

Should read: "During an attack, before a ship at range 0–2 rolls attack or defense dice, if all of your FORCE are active, you may spend 1 FORCE and name a result. If the roll does not contain the named result, the ship must change 1 die to that result."

(Added "During an attack").

Concussion Bombs

The first sentence should read: "During the System Phase, if any of this card's CHARGE are inactive, you must spend 1 CHARGE to drop 1 concussion bomb, if able, using the [1 ↑] template."

(Added ""using the [1 ↑] template").

Dedicated

Changed the keyword restrictions to "Republic, Clone".

(Removed Non-Limited restriction and added Clone restriction).

Ferrosphere Paint

Should read: "After an enemy ship locks you, if you are not in that ship’s BULLSEYE, that ship gains 1 stress token unless it chooses to break its lock."

(Ability adjusted to allow counter play).

Grappling Struts(Closed)

Should read “.... After you execute a maneuver, if you overlap an asteroid or debris cloud and there are 1 or fewer other friendly ships at range 0 of that obstacle, you may flip this card. If you do, you do not suffer the effects of overlapping the asteroid or debris cloud."

(Updated text to work as intended.)

Grappling Struts(Open)

Should read "You ignore obstacles at range 0. You cannot perform BARRELROLL actions. After you reveal your dial, if you reveal a maneuver other than a [2 ↑] and are at range 0 of an asteroid or debris cloud, skip your Execute Maneuver step and remove 1 stress token; if you revealed a right or left maneuver, rotate your ship 90° in that direction. After you execute a maneuver, flip this card."

(Updated text to work as intended.)

Landing Struts (Closed)

Should read “.... After you execute a maneuver, if you overlap an asteroid or debris cloud and there are 1 or fewer other friendly ships at range 0 of that obstacle, you may flip this card. If you do, you do not suffer the effects of overlapping the asteroid or debris cloud."

(Updated text to work as intended.)

Landing Struts (Open)

Should read "You ignore obstacles at range 0. You cannot perform BARRELROLL actions. After you reveal your dial, if you reveal a maneuver other than a [2 ↑] and are at range 0 of an asteroid or debris cloud, skip your Execute Maneuver step and remove 1 stress token; if you revealed a right or left maneuver, rotate your ship 90° in that direction. After you execute a maneuver, flip this card."

(Updated text to work as intended.)

•Lando's Millennium Falcon

Should read: “While you have an Escape Craft docked, you may treat its shields as if...”

(Replaced “spend" with "treat")

•Leia Organa

Should read: "After a friendly ship reveals a non-[0 ■] maneuver, you may spend 1 FORCE. If you do, the chosen ship reduces the difficulty of that maneuver."

(Added restriction on maneuver type).

•Luke Skywalker

Should read: “At the start of the Engagement Phase, you may spend 1 FORCE and gain 1 deplete token to rotate your TURRET indicator.”

(Added an additional cost)

.•Outrider

Should read: “While you perform an attack that is obstructed by an obstacle...”

(Changed “obstructed attack” to “an attack that is obstructed by an obstacle.)

•Protectorate Gleb

Should read: "After you coordinate a friendly ship, you may transfer 1 orange or red token to the ship you coordinated."

(Added restriction stipulating friendly ship.)

•Slave I

Should read “...maneuver, you may set your dial to the maneuver of the same speed and bearing...”

(Removed “you may gain 1 stress token. If you do,”)

Stalwart Captain

Should read: “Huge ship” in the restrictions box.

(Changed from "Rebel, Huge ship.")

Static Discharge Vanes

Should read: “Before you would gain 1 ion or jam token, if you are not stressed, you may choose another ship at range 0–1 and gain 1 stress token. If you do, the chosen ship gains that ion or jam token instead, then you suffer 1 HIT damage.”

(Changed from “If you would gain an ion or jam token, you may choose a ship at range 0–1. If you do, gain 1 stress token and transfer 1 ion or jam token to that ship.”)

•Ursa Wren

Should read “You can maintain up to 2 locks. Each lock must be on a different object. After a friendly ship at range 0-3 is locked by an enemy ship, you may perform a LOCK action."

(Updated text to work as intended.)

Tracking Torpedoes

Should read: “...This card's CHARGE cannot be recovered.")

(Added restriction on recovering charges.)

INSERT SHEETS

“System” and “Bomb” upgrade cards should be labeled “Sensor” and “Payload” upgrade cards instead.

Proximity Mines

Should read “When this device detonates, that ship rolls 2 attack dice. That ship then suffers 1 HIT plus 1 HIT/CRITICAL damage for each matching result.”

(Changed from “When this device detonates, that ship rolls 2 attack dice. That ship then suffers 1 HIT/CRITICAL damage for each matching result.”)

DIALS

The dials included in the first printing of the Tantive IV expansion are incorrect. The incorrect dials can be identified by the "RDR" text printed in the center (instead of the correct "C90." The correct dial is as follows:

Additionally, the ship can still be played using the incorrect dial if necessary. by following these steps:

Because the speed and bearing of all maneuvers on the incorrect dial still match with the CR90’s correct maneuver dial, any maneuver on the dial is still a legal speed and bearing for the CR90. Additionally, the incorrect dial is not missing any speed/bearing combinations available to the CR90.

Note also that effects that refer to the ship’s revealed maneuver use the corrected difficulty.

FAQ

This section contains frequently asked questions and their answers.

ARCS

Q: Can ships that only use TURRET or FRONTARC attacks use effects that require the ship to perform a FRONTARC attack? (i.e. Fearless, Outmaneuver)

Q: When a ship with its turret arc indicator pointing at its FRONTARC performs a FRONTARC attack, has it also attacked from that TURRET?

Q: Is a ship in its own firing arc?

Q: Does a ship’s firing arc extend to range 3 even if the weapon using that arc does not?

DEPLOYMENT

Q: If a ship equipped with Boba Fett [CREW] cannot be placed at range 0 of an obstacle and beyond range 3 of any enemy ship, what happens?

LIST BUILDING

Q: If a ship equips an upgrade that alters one of its values (such as agility), how does this affect variable cost upgrades?

Q: Can a T-70 X-wing or M-3A Interceptor equip an upgrade that requires multiple slots with its Weapon Hardpoint ship ability (such as Barrage Rockets [MISSILE MISSILE])?

LOCKING

Q: While locking, can a player not choose an object?

Q: What happens when two locks from the same ship with an R3 Astromech [ASTROMECH] are transferred onto a single ship (such as by Captain Kagi’s [Lambda-class Shuttle] pilot ability)?

Q: If an effect instructs a ship to gain an additional lock token (such as Petty Officer Thanisson [CREW]), can a player choose to assign the ship a lock token with a different number from the first lock token?

Q: If an effect refers to "your tokens," under which circumstances is a lock considered "your token" or not?

OBJECTS

Q: What does “ignores obstacles” mean? Do Han Solo [Pilot, Customized YT-1300] and Qi’ra [CREW] work together? What about Dash Rendar [YT-2400] and Outrider [TITLE]?

Q: Does a Mine, when dropped overlapping a ship in the System Phase, detonate immediately?

Q: When a ship moves through a Mine (and overlaps) does the timing window for Sabine Wren [CREW] occur before or after the ship has an opportunity to perform an action?

Q: How do fuse markers (pg. 11) interact with Mines?

Q: If the Loose Cargo from Rigged Cargo Chute [ILLICIT] or Spare Parts from Spare Parts Canister [MODIFICATION] overlaps another ship, what happens?

Q: If a remote has no arcs, can abilities that resolve “while not in the defender’s FRONTARC (or other arc)” resolve?

Q: What happens when a Proximity Mine is dropped such that two or more ships overlap it?

Q: What happens when a set of Cluster Mines are dropped such that two or more ships overlap them?

Q: When two or more devices detonate at the same time, who chooses the order of the resolution of their effects?

ROLLING AND REROLLING DICE

Q: Are rerolls considered "rolling dice" for the purposes of effects that occur before or after a player rolls dice (such as Count Dooku [CREW])?

Q: If a card such as Saturation Salvo [TALENT] instructs a player to reroll “all dice” or a specific number of dice but there are not enough eligible dice, what happens?

Q: Can Han Solo [Pilot, Modified YT-1300]’s ability be used on a die that has been rerolled?

DAMAGE CARDS

Q: Does the Wounded Pilot [Damage Card]’s first effect (“After you perform an action, roll 1 attack die. On a HIT or CRITICAL result, gain 1 stress token.”) resolve after you repair it?

ACTIVATION PHASE AND ACTIONS

Q: Can the difficulty of a purple maneuver be reduced or increased?

Q: If one effect says to "treat an action as purple" and another says to "treat an action as red," what happens?

Q: If the difficulty of an action is not stated (such as Lando Calrissian [Rebel, CREW]’s unique action or the coordinate action “Vizier” [TIE Reaper] can perform as part of its pilot ability), what is the difficulty of that action?

Q: If a ship has red evade linked to another action (such as the TIE Aggressor or Attack Shuttle), Debris Gambit [TALENT] equipped, and is within range of an obstacle, does it treat the linked red evade as white?

Q: Can an ionized ship perform an action that is linked to its FOCUS action after performing its FOCUS action?

Q: Can an ionized ship that is granted an non-FOCUS action after executing a maneuver (such as a Delta-7 Aethersprite using Fine-Tuned Controls to perform an BARRELROLL or BOOST action, or a TIE Defender using Full Throttle to perform an EVADE action) perform that action?

Q: If a ship attempts a purple action (such as a BARRELROLL or BOOST action) and fails the action, must it still spend the FORCE?

Q: If Anakin Skywalker [Naboo Royal N-1] uses his pilot ability to barrel roll (note that this is not a BARRELROLL action) and fails, must he still spend the FORCE?

Q: Does Sense [FORCEUPGRADE] require you to spend 1 FORCE before measuring range to other ships?

Q: Q: If a Quadrijet Transfer Spacetug uses its "Spacetug Tractor Array" action and cannot choose a ship in its front arc at range 1, what happens?

Q: While a ship executes a Tallon Roll maneuver, if it cannot be placed at the middle position (center line aligned to the center line of the template), is it able to fully execute the maneuver?

Q: Can Ved Foslo [TIE Advanced x1] use his ship ability to reduce the speed of a [1 LEFT-BANK] or [1 RIGHT-BANK] maneuver, allowing him to execute a [0 LEFT-BANK] or [0 RIGHT-BANK] maneuver?

Q: What is the difference between "flipping a dial faceup" and "revealing a dial," and when does each apply?

ENGAGEMENT PHASE AND ATTACKING

Q: When a ship is destroyed by a game effect triggered with “before engaging,” does it still engage?

Q: When specifically during an attack do effects that apply "while you perform an attack" or "while you defend" apply?

Q: If a ship is destroyed, when are effects that trigger upon its destruction resolved?

Q: If a ship is destroyed and an effect such as R1-J5 [ASTROMECH] repairs one or more of its damage cards before it is removed, is the ship still destroyed (and thus removed)?

ABILITIES AND THE ABILITY QUEUE

Q: What makes an effect an "ability?"

Q: What is meant by a requirement for an ability?

Q: When is the cost for an ability paid?

Q: Are optional abilities added to the ability queue automatically when they are triggered, or does a player make their choice by adding the ability to the queue?

Q: Are optional abilities added to the ability queue mandatory once they have been added?

Q: How are abilities that "may choose a ship" (e.g. K-2SO [CREW] or Darth Vader [CREW]) resolved when they are reached in the ability queue?

SPECIFIC CARD QUESTIONS

Q: Can Cikatro Vizago [CREW] exchange an ILLICIT upgrade card onto a ship that could not normally equip it (such as equipping a Stealth Device to a Z-95 Headhunter and then exchanging it with a Rigged Cargo Chute on a YV-666)?

Q: When attacking with a weapon with the ordnance icon (such as Proton Rockets) or defending against an attack with the ordnance icon, can Grand Inquisitor [TIE/Advanced v1] apply the range bonus?

Q: Is Han Solo [Rebel, GUNNER]’s additional attack a bonus attack?

Q: If a ship with Han Solo [Rebel, GUNNER] is made to engage at initiative 7 (through Roark Garnet [HWK-290], Heightened Reflexes [FORCE], etc.), must it perform Han Solo’s bonus attack first?

Q: How do effects that “prevent damage” such as Iden Versio interact with effects such as Ion Cannon and Tractor Beam that “inflict [ion, tractor, jam, etc] tokens instead of dealing damage”?

Q: When the Nashtah Pup deploys, does it gain charges equal to the charge limit from the ship card with the Hound’s Tooth?

Q: Does the Autopilot Drone [Escape Craft]’s ability trigger if it is destroyed by another method other than running out of charges?

Q: If a ship with Cloaking Device [ILLICIT] rolls a focus result and then fails while attempting to decloak, what happens?

Q: Can a ship use Elusive [TALENT] to recover charges on other upgrades by fully executing red maneuvers?

Q: Does Kavil (Scum, BTL-A4 Y-wing) roll an additional attack die when attacking with a turret weapon when the turret arc indicator is set to his front arc?

Q: If Lieutenant Sai [Lambda-class Shuttle] coordinates a ship and it performs an action followed by a linked action, can Lieutenant Sai perform the linked action instead of the initial action?

Q: Airen Cracken [Z-95 Headhunter]’s pilot ability allows another friendly ship to “perform an action, treating it as red.” Can that ship choose to perform a red action, treating it as red? Can it choose to perform a purple action, treating it as red?

Q: Does the StarViper-class Attack Platform’s ship ability (Microthrusters) apply to the barrel roll that results from becoming tractored?

Q: Can a TIE Advanced x1 that rolled 1 additional die from Advanced Targeting Computer spend the lock later in the attack? If it does, can it change 1 HIT into a CRITICAL?

Q: After being destroyed, can “Deathfire” [TIE Bomber] launch a device that cannot normally be launched?

Q: If "Deathfire" [TIE Bomber] (or a ship with Paige Tico [GUNNER] equipped) placed a device during the System Phase, can that ship drop a bomb after being destroyed?

Q: What ship’s initiative does Listening Device condition assigned by Informant [CREW] trigger at?

Q: If a ship would gain a disarm token as part of paying the cost of an effect, such as Foreman Proach [Modified TIE/ln Fighter] or Quinn Jast [M3-A Interceptor], but Overseer Yushyn [Modified TIE/ln Fighter] causes them to gain a stress token instead, does the effect still resolve?

Q: If an attack made with Plasma Torpedoes [TORPEDOE] hits, when does the defender lose a shield?

Q: What happens if a ship transfers its own lock to itself (such as by using Admiral Holdo [CREW])?

Q: When an effect checks the difficulty of your revealed maneuver (such as Cova Nell’s pilot ability), do any effects that alter the difficulty of your maneuvers (such as R4 Astromech [ASTROMECH] or Leia Organa [Resistance, CREW CREW] apply?

Q: When an effect (such as Seasoned Navigator) instructs a ship to set its dial to a different maneuver "after you reveal your dial," is the ship's revealed maneuver the one that was on the dial when it was revealed or the new maneuver to which it is set?

Q: If a ship is affected by Padmé Amidala’s pilot ability and it modifies 1 of its FOCUS results, can Emperor Palpatine [CREW, Empire]’s ability be used to modify a second FOCUS result?

Q: If an effect applies a maximum to the number of dice rolled (e.g. Seventh Fleet Gunner [GUNNER] or Predictive Shot [FORCE]) and another effect instructs it to roll additional dice in excess of this maximum, does the order in which the effects were applied matter?

Q: If a ship with agility 0 (such as the VCX-100) is subject to one effect that would cause it to roll 1 fewer defense die and another effect that would cause it to roll 1 additional defense die, does the order in which these effects are applied change how many defense dice it rolls?

Q: If a ship with agility 0 (such as the VCX-100) is strained and defends against an attack at attack range 1 (for which it would normally roll 0 defense die), does it remove the strain token?

Q: If a ship that is equipped with Kanan Jarrus [CREW] uses Inertial Dampeners [Illicit] to perform a white stationary maneuver, in which order to Kanan's ability and the "gain 1 stress token" portion of Inertial Dampeners' ability occur?

Q: Dalan Oberos [M12-L Kimogila]'s pilot ability reads "At the start of the Engagement Phase, you may choose 1 shielded enemy ship in your bullseye arc and spend 1 charge. If you do, that ship loses 1 shield and you recover 1 shield." Must both "that ship loses 1 shield" and "you recover 1 shield" be able to resolve for either to resolve?

Q: Do Paige Tico [CREW] and "Deathfire" [TIE Bomber]'s abilities supersede the "one device per round" limitation?

Q: If an effect says that a ship "loses a shield" (or "loses shields"), has that ship suffered damage?

Q: How is Han Solo [Rebel, Modified YT-1300]'s ability categorized? Is it a dice modification? Is it a reroll? What is its timing window?

Q: How does Han Solo [Rebel, Modified YT-1300]'s ability interact with C-3PO [Rebel, Crew]?

Q: How does Han Solo [Rebel, Modified YT-1300]'s ability interact with "Midnight" [TIE/fo Fighter]?

Q: If a ship executes a stationary maneuver in arc at range 2 of an enemy ship with Snap Shot equipped (or in the bullseye arc of an enemy ship with Foresight equipped), can the ship with Snap Shot (or Foresight) perform the bonus attack?

Q: While "Scourge" Skutu performs an attack using Snap Shot, if the defender is in "Scourge" Skutu's bullseye arc, does "Scourge" Skutu add an additional attack die?

Q: If a ship with the Fine-Tuned Controls ship ability (or another ability that triggers "after you execute/fully execute a maneuver") fully executes a maneuver in arc at range 2 of a ship equipped with Snap Shot, how is this resolved?

Q: How do abilities that alter the speed, difficulty, and/or bearing of a maneuver that a ship reveals during its Reveal Dial step and executes during its Execute Maneuver step resolve? For example, if Hera Syndulla [Attack Shuttle] is equipped with R4 Astromech and Seasoned Navigator, and also has the Damaged Engine Damage Card, what happens?

Q: After a Nantex-class starfighter executes its maneuver, if it uses its Pinpoint Tractor Array ship ability to assign a tractor token to itself so that it can rotate its turret arc, and then it barrel rolls itself over a debris field as a result of becoming tractored, giving it a stress token, how does this resolve?

Q: Can Snap Shot or Foresight be chosen as a special weapon to be used for a ship's attack during the Engagement Phase?

Q: Do abilities that reference upgrades of a specific type (such as Captain Jonus' pilot ability) affect upgrades with multiple types including that type?

Q: When searching for a damage card with Kaz's Fireball [TITLE], must you show that card to your opponent?

Q: Can a Fireball use its Explosion with Wings ship ability without any facedown damage card to pay the cost of "exposing 1 damage card" to resolve the effect of "remov[ing] 1 disarm token"?

Q: If "Rush" becomes damaged during the Engagement Phase before the initiative 2 step, causing its initiative to become "6", what happens?

Q: Does the Mining Guild TIE's Notched Stabilizers ship ability allow it to barrel roll through or onto asteroids?

Q: When an effect such as Hondo Ohnaka (CREW) coordinates an enemy ship, who chooses the action that ship performs?

Q: When does Count Dooku (CREW)'s ability take effect?

Q: What happens when two players use Count Dooku (CREW) on the same dice roll?

Q: At what step of Setup does the Explosion with Wings (Fireball) occur?

Q: How does Chewbacca (Resistance, CREW) interact with the Explosion with Wings ship ability?

Q: Can "Holo" (TIE/ba Interceptor)'s ship ability transfer a red lock token that has been assigned to "Holo" to a friendly ship?

Q: Can "Holo" (TIE/ba Interceptor)'s ship ability transfer a red lock token that has been assigned to another ship by "Holo" to a friendly ship?

Q: What does "closest valid attack range" as mentioned on Automated Target Priority mean exactly?

Q: After an enemy ship executes a maneuver, if it is in multiple friendly ships’ bullseye arcs, how many times can Kalani (TACTICALRELAY) be triggered?

Q: Do effects that apply “while you perform an attack” (such as Fire-Control System) remain in effect during the Aftermath step of the attack?

Q: When a ship is instructed to gain two or more tokens from a single effect (such as Admiral Sloane), does this resolve as a single instance of gaining two or more tokens or as two or more separate instances of gaining one token?

Q: Can Major Rhymer perform a TORPEDOE or MISSILE attack at attack range 0?

Q: If a ship equipped with Thermal Detonators (PAYLOAD) chooses to drop two Thermal Detonators, does this count as one or two instances of dropping devices?

Q: Are left bank (or turn) and right bank (or turn) templates of the same speed considered different templates?

Q: What is a structure as mentioned on Marg-Sabl Closure (TALENT)?

RULES REFERENCE UPDATE VERSION 1.4

ELECTRO-CHAFF CLOUD

LIMITED 2 (••) AND 3 (•••)

As explained in the Core Rulebook, limited cards are marked with a number of bullets (“•”) equal to their limited value before their name. The core set contains numerous cards which are marked with a single bullet (“•”) that denotes them as limited 1.

If a card has two bullets (“••”) before its name, it is limited 2, and a player cannot field more than two cards with this name; if a card has three bullets (“•••”), it is limited 3, and a player cannot field more than three cards with this name, and so forth.

MINIATURES

Each player must have the miniatures for each ship in their squad. Players are allowed to customize their miniatures as they like but must follow these guidelines:

PURPLE ACTIONS

As a cost to perform a purple action, the ship performing the action must spend 1 FORCE.

SQUAD BUILDING APPENDIX VERSION 1.4

SQUAD BUILDING

Each player builds a squad by choosing ships whose total squad point cost does not exceed the total defined by the game mode. The squad point total for a standard game is 20 points, with a limitation of three to eight ships. Each ship in a player’s squad can be equipped with a number of upgrades, based on the ship’s loadout value. Players build a squad using ship cards, upgrade cards, and the following rules and restrictions.

FACTION

Nearly all game modes limit ships to a specific faction. All ship cards must be from a single faction.

LIMITED AND SOLITARY CARDS

A squad’s cards are restricted by the rules of limited cards and solitary cards.

BAN LIST

The Ban List is a list of ships and upgrades that are not legal for standard play.

Ships and upgrades on the Ban List cannot be selected during squad building in standard games.

RESTRICTED LIST

The Restricted List is a list of ships and upgrades that are legal for standard play, with limitations.

During squad building, a total of four ships and upgrades from the Restricted List can be included in a squad. This could be up to four copies of one upgrade or ship or a mix of up to four selections from among all the ships and upgrades on the Restricted List.

SQUAD POINTS

Each ship card has a squad point cost associated with it. This value is used during squad building to build lists that are legal for different game modes. A list of all ship card squad point costs is available at www.atomicmassgames.com/xwing-documents.

LOADOUT VALUE

Each ship has a loadout value that determines how many upgrade cards it can equip. This value is used during squad building to build lists that are legal for different game modes. A ship cannot equip more upgrades than its loadout value. A list of all ships’ loadout values is available at www.atomicmassgames.com/xwing-documents.

BUILDER KEYWORDS

Some ships have builder keywords. These keywords are required to equip certain upgrades. A list of all ships’ builder keywords is available at www.atomicmassgames.com/xwing-documents.

UPGRADES

LOADOUT POINTS

Each upgrade card has a loadout point cost associated with it. This value is used during squad building to build lists that are legal for different game modes. A list of all upgrade card loadout point costs is available at www.atomicmassgames.com/xwing-documents.

The rules for Huge Ships have not been updated alongside the core rules. They will be updated in the future.

APPENDIX: HUGE SHIPS

Huge ships function similarly to standard ships, and obey the rules in the glossary except as noted in this appendix. There are also several example diagrams for huge ship movement and turret arc placement at the end of this section.

ATTACKS

During the Engagement Phase, each huge ship may perform multiple attacks.

Standard Attack

During its engagement, a huge ship may perform one standard attack which is either a primary attack or special attack with an “Attack:” header. This is resolved in the same manner as a standard ship (see Attack).

Bonus Attacks

When an attack granted by a special weapon has the “Bonus Attack:” header, a huge ship equipped with that upgrade may perform the listed bonus attack while it engages, before or after its standard attack. Additionally:

Firing Arcs

Huge ships have standard firing arcs as denoted on their ship cards. By default, their primary attacks can be made at range 1–3.

Attack Range 4–5

Unlike standard ships, huge ships can sometimes perform attacks at range 4–5. Some special weapons and abilities can extend a huge ship’s firing arcs to range 4 or 5 while a weapon with that range requirement occupies that arc or that ability is active.

If a ship’s front arc [FRONTARC] or full front arc [FULLARONTARC] extends to range 4 or 5, its bullseye arc [BULLSEYE] also extends to range 4 or 5.

Defending at Range 4–5

While a ship defends, if the attack is range 4–5, and the attack does not have the ordnance icon, the defender rolls two additional defense dice. Reinforce tokens can be used by defenders at attack range 4–5, even if a ship's FULLARONTARC or REARARONTARC normally does not extend to range 4–5.

DAMAGE CARDS

Huge ships use the huge ship damage deck instead of the standard damage deck. Each side should use its own huge ship damage deck. The rules for the huge ship damage deck are described below.

Facedown Damage Cards

If a huge ship has suffered more than four facedown damage cards, it is suggested that players arrange the ship’s damage cards in groups of five. This makes it easier to count and track damage during a game.

Faceup Damage Cards

Each card in the huge ship damage deck has two effects: a primary effect (on the bottom), which functions like the effect of any other faceup damage card, and a precision shot effect (on the top), which is an additional effect that attackers can apply when firing from certain angles.

While a huge ship defends, if it is dealt a faceup damage card, resolve the precision shot effect only if the attacker is in the specified arc of the defending huge ship: side arc, full front arc, full rear arc, or bullseye arc. Note that precision shot effects trigger only if a huge ship is defending.

After resolving the precision shot effect (if applicable), apply the primary effect of the faceup damage card. Slide the card underneath the ship card or its other faceup damage cards such that only the primary effect is visible.

	Deploying from a Huge Ship
	
	A player can deploy docked ships from the sides
	of a huge ship in addition to the front and rear guides. Simply align the line that
	runs down the center of the template with the center line of the huge ship’s
	token, and then execute the maneuver as normal.

DOCKING WITH HUGE SHIPS

Some upgrades allow standard ships to dock with huge ships. While a docked ship deploys, it may execute its maneuver from the front or rear guides, or by aligning the center of its maneuver template to the huge ship’s center line.

During the System Phase, any number of ships docked to a huge ship may deploy from it. If a ship cannot be placed while being deployed, it is destroyed.

During the System Phase, one or more standard ships may dock with a huge ship carrier at range 0–1.

ENERGY (ENERGY)

Energy (ENERGY) is a type of charge that follows all the standard rules for charges (see Charge). Additionally:

ENGAGEMENT VALUE

Each huge ship has an engagement value, a second orange number printed beneath its initiative value. During the Activation Phase, a huge ship activates according to its initiative value, like normal. However, a huge ship engages during the Engagement Phase at the initiative of its engagement value instead.

A huge ship’s initiative cannot be altered, and it cannot be caused to engage at an initiative step other than its engagement value.

ION

A huge ship is ionized while it has six or more ion tokens. Otherwise, an ionized huge ship behaves in the same manner as an ionized standard ship (see Ion).

MOVEMENT

Huge ships are limited to straight [↑], bank [LEFT-BANK or RIGHT-BANK], and stop [■] maneuvers. To execute these maneuvers, huge ships use the huge ship maneuver tool.

Straight [↑] Maneuvers

The straight edge of the huge ship maneuver tool is used for executing straight maneuvers. This edge has six lines that players use to execute straight maneuvers at various speeds.

To execute a straight maneuver, a player follows these steps:

  1. Align Tool: The player places the straight edge of the maneuver tool against one of the long edges of the huge ship’s base. Then the player aligns the speed 0 line of the tool to the huge ship’s center line.
  2. Move Ship: The player moves the huge ship along the tool until the ship’s center line is aligned with the speed that corresponds to the maneuver’s speed. Then the player returns the tool to the supply and the maneuver is complete.

When executing a straight maneuver, the base of the huge ship might overlap another ship or obstacle (see Overlapping Objects).

Bank Maneuvers [LEFT-BANK and RIGHT-BANK]

The hook and jagged edge of the maneuver tool are used for executing bank maneuvers. This edge has four lines, which players use to execute bank maneuvers at various speeds. See Example of a [2 󲁟] Maneuver for a full visual.

To execute a bank [LEFT-BANK or RIGHT-BANK] maneuver, a player follows these steps:

  1. Position Tool: The player positions the maneuver tool by sliding the tool’s hook underneath the opening of the huge ship’s base so it fits into the base’s left groove (for a LEFT-BANK) or right groove (for a RIGHT-BANK). Both the hook and the hook’s edge should be flush against the huge ship’s base.
  2. Place Huge Ship: The player places the huge ship so the front right corner of its base (for a RIGHT-BANK) or front left corner of its base (for a LEFT-BANK) is pressed into the corner of the maneuver tool that corresponds to the speed of the bank maneuver (shown below).

When executing a speed 0 bank, the player aligns the front edge of the ship’s base with the speed 0 line on the tool (shown below).

When executing a bank maneuver, the base of the huge ship might overlap another ship or obstacle (see Overlapping Objects).

Stationary Maneuver [■]

A huge ship executes a stationary maneuver [0 ■] following the stationary maneuver rules for standard ships.

“MOVE” AND “ROTATE” EFFECTS

If another card’s effect instructs a huge ship to move or rotate its base a number of degrees, it does not move or rotate its base. Such effects include:

OVERLAPPING OBJECTS

Huge ships have additional rules for overlapping objects that they use in place of the rules used by standard ships.

Overlapping Obstacles

After a huge ship overlaps an obstacle, the obstacle is removed from the play area. Then the huge ship suffers an effect according to the type of obstacle it overlapped, as follows:

Then the huge ship continues to resolve its activation. It does not skip its Perform Action step

Overlapp ing Huge Ships

During the Activation Phase, if a huge ship overlaps another huge ship, it executes a maneuver that is one speed lower than what was revealed on its dial. The huge ship repeats this process until it does not overlap another huge ship (executing a stationary maneuver [■] if it was executing a speed 0 bank). See Example of Overlapping a Huge Ship.

Then the ship that executed the maneuver and each huge ship that it overlapped suffers CRITICAL damage equal to the speed of the maneuver on the overlapping ship’s dial.

If a standard ship (a small, medium, or large ship) overlaps a huge ship, it resolves the overlap using the same rules used for overlapping a standard ship.

Overlapping Standard Ships

After a huge ship overlaps a standard ship, the standard ship suffers CRITICAL damage equal to the speed of the huge ship’s revealed maneuver. Then, the standard ship is picked up and set aside until the huge ship completes its maneuver. See Example of Overlapping a Standard Ship.

After the huge ship completes its maneuver, each standard ship that was picked up is placed in the huge ship’s full rear arc [FULLFRONTARC] at range 0–1. Starting with the first player, players take turns placing any of their standard ships that were picked up. Any standard ship that cannot be placed is destroyed. After a player places their ship, they must choose an opponent, who may rotate the ship 90° to the left or right using the position marker from the core set. After all ships are placed, the huge ship rolls one attack die for each small ship it overlapped, two for each medium ship, and three for each large ship; for each HIT result, the huge ship gains one stress token, and for each CRITICAL result the huge ship suffers one CRITICAL damage.

OBSTRUCTION BY HUGE SHIPS

While a huge ship obstructs an attack, the defender rolls one additional defense die.

PRECISION SHOT

See Damage Cards.

RED MANEUVERS

While a huge ship executes a red maneuver:

RESOURCE TRACKERS

Huge ships use resource trackers to note their current active energy (SHIELD) and active shields (ENERGY). To use a resource tracker:

SETUP

Players set up a game with huge ships using the same steps used for a standard game of X-Wing, with the following additions:

Gather Forces: Set each huge ship’s resource tracker so its shield and energy values match those shown at the bottom of its ship card. Place any turret arc indicators and their associated markers (see Turret Arc Indicators). Place Forces: Place huge ships before all other ships. If there are multiple huge ships, they are placed in descending order according to their initiative value.

Like a large ship, a huge ship’s base may extend outside of its side’s setup area as long as it fills the length of that area. It cannot be placed with any portion of its base outside the play area.

Prepare Other Components: Players shuffle the huge ship damage deck and place it facedown outside the play area. If the players have more than one huge ship damage deck, each player uses their own deck. Additionally, players place the huge ship maneuver tool outside the play area.

STRESS

After a huge ship gains a stress token, it must spend one ENERGY to remove a stress token, if able. After a huge ship recovers ENERGY, it must spend one ENERGY for each stress token it has. Then it removes one stress token for each ENERGY it spent this way.

Otherwise, a huge ship interacts with stress tokens in the same manner as a standard ship (see Stress).

TRACTOR

A huge ship is tractored while it has six or more tractor tokens. After a huge ship becomes tractored, it is not moved as a standard ship would be. Otherwise, a huge ship interacts with tractor tokens in the same manner as a standard ship (see Tractor).

TURRET ARC INDICATORS

A huge ship can have up to two turret arc indicators if it equips two upgrades that grant it a TURRET or DOUBLETURRET arc indicator.

If a huge ship has two upgrades that grant it a turret arc, place one turret arc indicator on one mount and a different colored turret arc indicator on the other mount. Then place the position marker that matches the color and type of indicator on the upgrade card that grants the TURRET or DOUBLETURRET. See Example of Tracking TURRET on a Huge Ship.

Each indicator is associated with the upgrade that has the matching position marker. Since the indicators correspond to different weapons, each indicator can be pointed at different arcs or at the same arc. Regardless of whether a turret arc indicator is on the front or rear mount, its firing arcs are always measured from the center of the ship, not from the mount. Additionally, regardless of which mount they are on, both indicators behave similarly and occupy the arc they are pointing toward: FRONTARC, LEFTARC, RIGHTARC, or REARARC. See Example of a Huge Ship with Multiple TURRET. When a huge ship is instructed to rotate its turret arc indicator—such as via the rotate ROTATE action—it can rotate either or both of its turret arc indicators.

HUGE SHIP EXAMPLES

This section contains diagrams for huge ships.

EXAMPLE OF A [2 LEFT-BANK] MANEUVER

This example shows how a huge ship executes a bank maneuver.

EXAMPLE OF OVERLAPPING A HUGE SHIP

This example shows how a huge ship overlap of another huge ship is resolved.

EXAMPLE OF OVERLAPPING A STANDARD SHIP

This example shows how a huge ship overlap of a standard ship is resolved.

EXAMPLE OF TRACKING [TURRET] ON A HUGE SHIP

This CR90 has a Point-Defense Battery [BATTERTY] equipped, so a DOUBLEARC turret arc indicator needs to be placed on a mount. A black indicator is selected and placed on the front mount.

Since the black DOUBLEARC was used on the front mount, the corresponding black DOUBLEARC mount marker is placed on the Point-Defense Battery upgrade card.

This CR90 also has a Turbolaser Battery [BATTERTY] equipped. Since a black turret arc indicator was used on the front mount, the white TURRET is used for the rear mount.

Additionally, the corresponding white TURRET mount marker is placed on the Turbolaser Battery upgrade card.

EXAMPLE OF A HUGE SHIP WITH MULTIPLE TURRET

This CR90 has a Point-Defense Battery [BATTERY] and a Turbolaser Battery [BATTERY] equipped. The Point-Defense Battery’s black DOUBLETURRET turret arc indicator was place on the front mount and the Turbolaser Battery’s white TURRET turret arc indicator was place on the rear mount.

The Point-Defense Battery can attack from the CR90’s LEFTARC and RIGHTARC. The Turbolaser Battery can attack from the CR90’s FRONTARC.

If the CR90 tried to attack this TIE fighter, the attack range for the Turbolaser Battery would be range 1, which is too close, but the range for both the Point-Defense Battery and its primary weapon is range 2.

HUGE SHIP FAQ

This section contains frequently asked questions and their answers.

ATTACKS

Q: If a C-ROC Cruiser is equipped with IG-88D (CREW), Corsair Refit (CONFIGRATION), and Heavy Laser Cannon (CANNON) and a friendly IG-88B is in play, how many times can the C-ROC fire its Heavy Laser Cannon (CANNON) per round?

Q: How many times per round can a ship use Corsair Refit (CONFIGRATION) to make a bonus attack if it has a MISSILE, CANNON, and TURRET-UPGRADE upgrade equipped?

Q: Can a CR-90 Corvette with Han Solo [GUNNER, Rebel] perform an attack at Initiative 7?

Q: After performing an attack with Targeting Battery [BATTERY] against a defender at range 4–5, can the attacker acquire a lock on that defender?

MOVEMENT

Q: While a huge ship moves, if the huge ship movement tool overlaps an object (such as a ship or obstacle) but the huge ship’s base does not, did the huge ship "move through" that object?

TURRET ARC INDICATOR PLACEMENT

Q: If a ship has three upgrades that grant it a TURRET or DOUBLETURRET indicator, what happens?

A: Two of the turrets must share an indicator. Choose two of the upgrades that share a turret arc type (single [TURRET] or double [DOUBLETURRET]) and the front or rear mount. Place the indicator those cards use on that mount and place the corresponding mount marker next to both of those upgrades. Both upgrades use the matching TURRET or DOUBLETURRET.

APPENDIX: ENVIRONMENT CARDS

EnviRonment caRds are cards containing special rules that simulate environmental conditions of the battlefield, such as ion clouds, unexploded munitions, or meteor showers. Each card offer players a way to quickly add a new combination of obstacles and special rules to their games.

Environment cards are meant for casual play, and are an excellent option to add a twist to home games, local events, and even Epic Battles scenarios.

ANATOMY OF AN ENVIRONMENT CARD

Each environment card lists a set of components to be gathered during Setup, as well as rules for their use.

CHOOSING TO USE ENVIRONMENT CARDS

To play a scenario using Environment cards, both players should first agree to use them.

USING ENVIRONMENT CARDS

During the Gather Forces step of Setup, shuffle the Environment cards and randomly deal one.

Each environment card has additional rules while placing obstacles, and many have additional special rules during play. For instance, some introduce devices into the play area, or add new rules to existing obstacles, or even cause objects to move during play.

VICTORY COUNTERS

Some scenarios have victoRy coUnteRs that are used as markers in the play area, used to track progress, or scored for completing goals during play. These are represented in text with the VICTORY-COUNTER icon.

Environment cards use victory counters only as markers, and not for scoring. Each environment card that uses victory counters explains their use in that scenario.

WHERE TO FIND ENVIRONMENT CARDS

Environment cards can be found in several products. A full list of environment cards and locations follows:

NEVER TELL ME THE ODDS OBSTACLES PACK

FULLY LOADED OBSTACLES PACK


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