*INTRODUCTION [#ud645706] 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 [#o464cab3] 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 [#r98aeb89] ***Use of “You” [#qa22680a] 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” [#s34f1af4] 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 [#y55db435] 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 [#d134dbd7] 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 [#pc6a69d8] 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 [#i7feebd7] The glossary lists all gameplay terms and phases in detail. **ABILITIES [#jef076eb] Some of the text on condition, damage, ship, and upgrade cards describe abilities. These abilities consist of a timing and an effect. -Unless a card ability uses the word “may” or has the “Action:” or “Attack:” headers, the ability is mandatory and must be resolved. -A ship cannot spend or remove tokens that belong to another ship unless an effect explicitly states otherwise. Similarly, a ship cannot spend, modify, or remove die results that belong to another ship unless an effect explicitly states otherwise. -If multiple abilities resolve at the same time, the players use the ability queue to determine the order in which the abilities resolve. -A destroyed ship’s abilities remain active until that ship is removed unless the ability specifies a different timing for the effect to end, such as “until the end of the Engagement Phase.” Such effects remain active until the end of the specified time. ***Pilot and Ship Abilities [#uf8e299e] 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 [#df97dd7b] Some abilities are substitutive in nature—they replace how an effect would normally resolve. These abilities use the words “would” and “instead.” -Replacement effects are not added to the end of the ability queue as they are resolved at the timing of the effect they are replacing. -When a replacement effect resolves, the replaced effect is treated as having not occurred. --For example, Jyn Erso’s ability says “If a friendly ship at range 0–3 would gain a focus token, it may gain 1 evade token instead.” If this ability is used, an effect that triggers after a ship gains a focus token cannot trigger. -If there are multiple replacement effects that could substitute for the same effect, only one effect can be substituted for the original effect. --For example, a ship is about to gain a focus token and has both the ability “Before you would gain a focus token, gain an evade token instead” and the ability “Before you would gain a focus token, gain a calculate token instead.” Only one of those abilities could be resolved. ***Paying Costs [#r8ebe381] A ship can pay a cost for an effect only if the effect can be resolved. -For example, GNK “Gonk” Droid’s ability says “Action: Spend 1 CHARGE to recover 1 shield.” The ship cannot spend the charge if it has no inactive shields. -Replacement effects can replace a cost that a ship would pay for an effect. If a cost is replaced in this way, the effect is still resolved. **ABILITY QUEUE [#gf862f6b] 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: +If both players have abilities that triggered from the same event, the abilities are added to the ability queue in player order. +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. +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. -If there are game effects that share the same timing window as a player’s ability, the game effect is resolved first. --For example, if a ship performs a red barrel roll and the ship has an ability that triggers after it performs a barrel roll, the ship gains a stress token before the other ability is resolved. -If an ability’s requirements are not met, it cannot be added to the ability queue. For example, at the start of the Engagement Phase, if a ship has an ability that requires it to be tractored, but that ship is not tractored, that ability cannot be added to the queue. The ship cannot add the ability to the queue even if another ability also added to the queue at the start of the Engagement Phase would cause that ship to become tractored upon its resolution. -If a ship would be removed while there are one or more abilities in the queue, do not remove that ship until there are no abilities in the queue. **ACTIONS [#o0850d4d] 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. -A ship cannot perform actions while stressed. -Some upgrade cards have an action bar that lists one or more actions. These actions are added to the ship’s action bar and therefore are standard actions that the ship can perform. -Some ship and upgrade cards have a linked action bar which allows the ship to perform linked actions. -Some actions can fail. -Actions have three difficulties: white, red, or purple. White is the least difficult, then red, then purple. --As a cost to attempt to perform a red action, a ship must gain 1 stress token. --As a cost to attempt to perform a purple action, a ship must spend 1 FORCE. --If a ship is instructed to perform an action, the action is white unless stated otherwise. --If two or more effects would alter the color of an action from its default color (e.g. “treat the action as red” ), the action is treated as the most restrictive of those colors. -There is no maximum limit to the number of actions a ship can perform over the course of a round, but a ship cannot perform the same action more than once during a single round, or perform an action it has failed this round. --If a ship has multiple damage cards with the same name, each damage card’s ability is a different action. --Some cards have multiple “Action:” headers, each of which indicates a different action. --Game effects such as “gain 1 focus token,” “boost,” or “acquire a lock” are not actions, and a ship can resolve these game effects any number of times each round. Game effects such as “perform a FOCUS action,” “perform a BOOST action,” or “perform a LOCK action” are actions, and therefore each ship can perform each of these actions only once per round. -During the Perform Action step of a ship’s activation, the ship may perform an action. -A ship can choose not to perform an action during the Perform Action step or when granted an action. **ACTIVATION [#x401ee90] See Activation Phase. **ACTIVATION PHASE [#zd768e53] 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: +Reveal Dial: The ship’s assigned dial is revealed by flipping it faceup and then placing it next to its ship card. +Execute Maneuver: The ship executes the maneuver selected on the revealed dial. +Perform Action: The ship may perform one action. After all ships have activated, players proceed to the Engagement Phase. -If a player has multiple ships with the same initiative value, that player activates them in any order—finishing the entire activation for one ship before activating another ship of the same initiative value. -If multiple players have ships with the same initiative value, player order is used to determine the sequence. The first player activates all of their ships with that initiative value in any order, then the second player activates all of their ships with that initiative value in any order. -When a ship activates, if it skips the Reveal Dial step, it cannot resolve any abilities that trigger after the ship reveals its dial. -A stressed ship cannot execute red maneuvers or perform actions. -If a stressed ship attempts to execute a red maneuver, the ship executes a stress maneuver instead. The stress maneuver is a white [↑ 2] maneuver. The bearing, difficulty, and speed of this maneuver cannot be changed unless an ability explicitly affects the stress maneuver. -If a ship with no active FORCE attempts to perform a purple maneuver, it executes a stress maneuver instead. **AGILITY [#wdb87bda] 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. -During an attack, a ship with an agility value of “0” can still roll additional defense dice granted by game effects such as the range bonus, the attack being obstructed by an obstacle, or other card abilities. -Abilities or game effects that cause a ship to roll additional or fewer defense dice do not modify the agility value of the defender. -All modifiers to agility are cumulative. -After all modifiers have been applied, if the number of defense dice required for a roll is less than “0,” it is treated as “0.” -After all modifiers have applied, if the number of defense dice required for a roll is greater than "6," it is treated as "6." 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 [#fa1951b2] 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." -Ships cannot perform attacks against allied ships, unless specified otherwise. -A ship is not friendly to its allied ships, and abilities that affect "friendly ships" do not affect allied ships. -A ship is not "allied" with itself, and so abilities that affect "allied ships" do not affect the ship that produces them. **ARC [#tb5e0d05] 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. -Arcs are measured beyond the base of ships. The portion of any object that lies beneath a ship is not in any of those ship’s arcs. ***Standard Arcs [#me610e89] There are three types of standard arcs created from the crossed diagonal arc lines: +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. +Side arcs (LEFTARC, RIGHTARC): These arcs are on the left (LEFTARC) or right (RIGHTARC) side of ships. +Rear arc (REARARC): This arc projects in the opposite direction that the ship is facing. Some ships have a primary REARARC weapon. ***Bullseye Arc [#wcf4b3d4] 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. -The BULLSEYE is the width and length of the range ruler. -There is no intrinsic effect when a ship attacks a ship in its BULLSEYE, but card abilities may refer to it. ***Full Arcs [#df7f6aa8] There are two full arcs that use the midway line instead of the printed arc lines. +Full front arc (FULLLFRONTARC): This arc covers all of the area in front of the ship. Some ships have primary FULLLFRONTARC weapons. +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. -Behind: If ship A is in the FULLLREARARC of ship B and ship A does not cross the midway line of ship B, then ship A is behind ship B. -In front of: If ship A is in the FULLLFRONTARC of ship B and ship A does not cross the midway line of ship B, then ship A is in front of ship B. -Flanking: If ship A crosses the midway line of ship B, then ship A is flanking ship B. ***Turret Arcs [#md2f4684] 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 [#xb86ad5b] A ship’s firing arcs include all shaded arcs on the ship’s ship token plus all TURRET arcs, if any. -If an upgrade card gives a ship a TURRET arc or primary weapon with a specified arc, those arcs are also firing arcs. **ATTACK [#idf465f0] 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: +Declare Target: During this step, the attacking player identifies and names the defender of the attack. ++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. ++Choose Weapon: The attacking player chooses one of the attacker’s primary or special weapons. ++Declare Defender: The attacking player chooses an enemy ship to be the defender. The defender must meet the requirements defined by the weapon. ++Pay Costs: The attacker must pay any costs for performing the attack. -During the Declare Target step, the attack arc is the arc that corresponds to the chosen weapon. 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. -A primary weapon requires the attack range to be range 0–3. A primary weapon has no cost by default. -Special weapons have different requirements specified by the source of the attack. -If there is no valid target for the chosen weapon, or if the attacker cannot pay the costs required for the attack, the attacking player either chooses a different weapon or chooses not to attack. +Attack Dice: During this step, the attacking player rolls attack dice and the players can modify the dice. ++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. -While performing a primary attack at attack range 0, attack dice cannot be added. ++Modify Attack Dice: The players resolve abilities that modify the attack dice. The defending player resolves their abilities first, then the attacking player resolves their abilities. -While performing a primary attack at attack range 0,the attacker's dice cannot be modified, except by the defender. -The most common ways the attacker modifies attack dice are by spending a focus token or spending a lock it has on the defender. -Each attack die cannot be rerolled more than once during an attack. +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. ++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. ++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. -While defending at range 0, enemy ships cannot reduce the number of defense dice you roll, cancel your results, or modify your results. -The most common ways the defender modifies defense dice are by spending a focus or evade token. -Each defense die cannot be rerolled more than once during an attack. +Neutralize Results: During this step, pairs of attack and defense dice neutralize each other. Dice are neutralized in the following order: ++Pairs of EVADE and HIT results are canceled. ++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. +Deal Damage: If the attack hits, the defender suffers damage for each uncanceled HIT and CRITICAL result in the following order: ++The defender suffers 1 HIT damage for each uncanceled HIT result. Then cancel all HIT results. ++The defender suffers 1 CRITICAL damage for each uncanceled CRITICAL result. Then cancel all CRITICAL results. +Aftermath: Abilities that trigger after an attack are resolved in the following order. ++Resolve any of the defending player’s abilities that trigger after a ship defends or is destroyed, excluding abilities that grant a bonus attack. ++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. ++Resolve any of the defending player’s abilities that trigger after a ship defends or is destroyed that grant a bonus attack. ++Resolve any of the attacking player’s abilities that trigger after a ship performs an attack or is destroyed that grant a bonus attack. -Each ship may perform one standard attack when it engages during the Engagement Phase. -If a ship is destroyed at an initiative step during the Engagement Phase, the ship is not removed until all ships of the attacker’s initiative have engaged. -During an attack, a ship cannot choose to roll fewer dice than it is supposed to roll. -If a player would roll more dice than they have available, keep track of the rolled results and reroll the dice necessary to equal the total number of dice the player would have rolled all at once. Note that these dice are not considered rerolled for the purposes of modifying dice. **ATTACK ARC [#c8737453] 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 [#a9971e44] 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. -While measuring range for abilities that do not specify the attack range, the range between the attacker and defender is measured from the closest point of the attacker to the closest point of the defender, ignoring the attack arc. -While attacking a ship at range 0, the attack range is always 0. BANK (LEFTBAMK AND RIGHTBANK) **BANK (LEFTBAMK AND RIGHTBANK) [#b9b98cf8] See Bearing. BARREL ROLL (BARRELROLL) **BARREL ROLL (BARRELROLL) [#e12da1a7] 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: +Take the [1 ↑] template. +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. +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. +Return the template to the supply. When a medium or large ship barrel rolls, substitute “long edge” for “narrow edge” in the above description. -When a player declares to barrel roll a ship, that player also declares whether the ship is barrel rolling to the left or right. Then, while attempting to place the ship, the player may attempt to place the ship at the front, middle, and back before choosing one of those positions. -While attempting to place a ship to complete a barrel roll, the barrel roll can fail if any of the following occurs: --All three positions would cause the ship to overlap another ship. --All three positions would cause the ship to overlap or move through an obstacle. --All three positions would cause the ship to be outside the play area (and therefore would cause that ship to flee). -If a barrel roll fails, the ship is returned to its prior position before it attempted the barrel roll. If this was part of a BARRELROLL action, that action fails. -The player cannot choose to fail a barrel roll if one of the three positions would not cause the action to fail. -Performing a barrel roll does not count as executing a maneuver but does count as a move. -If an ability instructs a ship to barrel roll, this is different than performing a BARRELROLL action. A ship that barrel rolls without performing the action can still perform the BARRELROLL action this round. **BEARING [#jad31d72] 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 [#debd2bcd] The following bearings are for basic maneuvers. These maneuvers follow the standard rules for executing a maneuver. -Straight: The ↑ (straight) bearing advances a ship straight forward. -Bank: The LEFTBANK (left bank) and RIGHTBANK (right bank) bearings advance a ship at a shallow curve to one side, changing its facing by 45º. -Turn: The LEFTTURN (left turn) and RIGHTTURN (right turn) bearings advance a ship at a tight curve to one side, changing its facing by 90º. ***Advanced Maneuvers [#v738716a] The following bearings are for advanced maneuvers. These have exceptions to the standard rules for executing a maneuver. -Koiogran Turn: The K-TURN (Koiogran turn) bearing advances a ship straight forward, changing its facing by 180º. This uses the same template as the K-TURN maneuver. --If the ship fully executes the maneuver, the player slides the ship’s front guides into the end of the template instead of the rear guides. -Segnor’s Loop: The LEFT-S-LOOP (left Segnor’s Loop) and RIGHT-S-LOOP (right Segnor’s Loop) bearings advance a ship at a shallow curve to one side, then reverses its facing. This uses the same template as the LEFTBANK and RIGHTBANK maneuvers. --If the ship fully executes the maneuver, the player slides the ship’s front guides into the end of the template instead of the rear guides. -Tallon Roll: The LEFT-T-ROLL (left Tallon Roll) and RIGHT-T-ROLL (right Tallon Roll) bearings advance a ship at a tight curve to one side, sharply changing its facing by 180º. This uses the same template as the LEFTTURN and RIGHTTURN maneuvers. --If the ship fully executes the maneuver, before the player places the ship at the opposite end of the template, the ship is rotated 90º to the left for a LEFT-T-ROLL, or 90º to the right for a RIGHT-T-ROLL. Then the player places the ship with the hashmark on the side of the base aligned to the left, middle, or right of the end of the template, (similar to a barrel roll). 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. -Stationary: The ■ (stationary) bearing does not move the ship from its current position. This bearing does not have a corresponding template. --A ship that executes this maneuver counts as executing a maneuver, does not overlap any ships, does trigger the effects of overlapping any obstacles at range 0, and continues to be at range 0 of any objects it was touching before executing this maneuver. --Stationary maneuvers are not forward maneuvers. --A ship that executes a stationary maneuver always fully executes the maneuver. 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. -Reverse Straight: The REVERSESTRAIT (reverse straight) bearing moves the ship straight backward. This bearing uses the same template as the ↑ maneuver. --Reverse straight maneuvers are reverse maneuvers, not forward maneuvers. -Reverse Bank: The LEFT-R-BANK ( left reverse bank) and RIGHT-R-BANK (right reverse bank) bearing moves the ship at a shallow curve to one side, changing its facing by 45º. This bearing uses the same template as the LEFT-R-BANK and RIGHT-R-BANK maneuvers. --Reverse bank maneuvers are reverse maneuvers, not forward maneuvers. **BEHIND [#t8efa019] See Arc. **BLAZE [#t6e44140] 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. -During the End Phase, remove each Blaze with no fuse markers, then remove one fuse marker from each Blaze. While a ship moves, if it moves through or overlaps a Blaze obstacle, it suffers the following effect: -After the move is resolved, roll one attack die. On a HIT or CRITICAL result, the ship suffers one HIT damage; on a FOCUS result, it gains one stress token. Then the ship skips its Perform Action step this round. After a remote relocates, if it relocates so that it at range 0 of a Blaze obstacle, it suffers one HIT damage. While a unit defends, if the attack is obstructed by a Blaze, it rolls 1 additional defense die. **BONUS ATTACK [#z9e01452] If a card instructs a ship to perform a bonus attack, it performs an additional attack during the Aftermath step. -A few special weapons provide a bonus attack using the same weapon. While performing this type of bonus attack, the same arc requirements, range requirements, and cost requirements are followed unless stated otherwise. --For example, a ship that attacked with the Cluster Missiles card can perform a bonus attack against another ship at range 1 of the defender and ignore the LOCK requirement. The range (1–2), arc (FRONTARC), and cost (spending 1 CHARGE charge) are maintained for the bonus attack. -A ship can perform only one bonus attack per round. -If both players have a bonus attack that triggers after an attack, the defending player resolves their bonus attack first. -Huge ships have further rules for bonus attacks. See Appendix: Huge Ships. **BOMB [#i2738abc] 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) [#y6ea49ef] Boost represents a pilot activating additional thrusters to move farther forward. When a ship performs a BOOST action, it boosts by following these steps: +Choose the [1 ↑], [1 LEFT-BANK], or [1 RIGHT-BANK] template. +Set the template between the ship’s front guides. +Place the ship at the opposite end of the template and slide the rear guides of the ship into the template. +Return the template to the supply. -When a player declares to boost a ship, that player also declares whether the ship is boosting straight, left, or right. -While attempting to place a ship to complete a boost, the boost can fail if any of the following occurs: --The ship’s final positions would cause the ship to overlap another ship. --The ship would overlap or move through an obstacle. --The ship’s final position would cause it to be outside the play area (and therefore would cause that ship to flee). -If a boost fails, the ship is returned to its prior position before it attempted the boost. If this was part of a BOOST action, that action fails. -The player cannot choose to fail a boost if the final position would not cause the action to fail. -Performing a boost does not count as executing a maneuver but does count as a move. -If an ability instructs a ship to boost, this is different than performing a BOOST action. A ship that boosts without performing the action can still perform the BOOST action this round. **BREAK [#rbcc3f6b] See Lock. **BUILDER KEYWORDS [#r99988e9] See Squad Building. **BULLSEYE ARC (BULLSEYE) [#ma913a2b] See Arc. **CALCULATE (CALCULATE) [#q87166e8] 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: -While a calculating ship performs an attack, during the Modify Attack Dice step, it may spend one or more calculate tokens to change that many of its FOCUS results to HIT results. -While a calculating ships defends, during the Modify Defense Dice step, it may spend one or more calculate tokens to change that many of its FOCUS results to EVADE results. Additionally: -A ship cannot spend calculate tokens to change FOCUS results to EVADE or HIT results if it does not have any FOCUS results. -If a card ability instructs a ship to gain a calculate token, this is different than performing a CALCULATE action. A ship that gains the token without performing the action can still perform the CALCULATE action this round. **CANCEL [#oadeaf7f] 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. -Canceling dice does not count as modifying dice. **CHARGES (CHARGE, FORCE, SHIELD, ENERGY) [#q1cb2f9a] 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: -When an effect instructs a ship to recover a charge, an inactive charge on that ship (ship or upgrade card) is flipped to its active side. A card cannot recover a charge if all of its charges are on their active side. -When an effect instructs a ship to lose a charge, a charge assigned to the relevant card is flipped to the inactive side. -When a ship spends a charge, that charge is lost. A ship cannot spend a charge for an effect if all of its charges that are available for that effect are already inactive. -Each card with a charge limit (the number) starts the game with a number of charges equal to the charge limit. Each charge starts on its active side. -Charges associated with charge limits that have the recurring charge symbol are called recurring charges. Alternatively, charges associated with charge limits that do not have the recurring charge symbol are called non-recurring charges. Charges that are instead lost over time are called negative recurring charges. ***Charge Types [#ee0c41ca] There are four types of charges: -Standard charges (CHARGE), which represent limited resources like munitions and a pilot's stamina. These have a golden number. -Force charges (FORCE), which represent the ebbing and flowing power of the Force: These have a purple number. -Shields (SHIELD), which represent a ship's defensive shielding. These have a blue number. -Energy (ENERGY), which represents a huge ship's draw of power from its engines (see Appendix: Huge Ships). These have a magenta number. ***Recurring Charges [#c6511df4] 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 [#x2061762] 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) [#p9d4f5bd] Standard charges (CHARGE) can represent anything from limited munitions to exhaustible abilities that can only be performed infrequently. -Ship charges are charges on ship cards and upgrade charges are charges on upgrade cards. -If an upgrade card has a charge limit, the CHARGE are placed above that upgrade card (not the ship card it is attached to). --If an upgrade card instructs the ship to spend CHARGE, those CHARGE are spent from that upgrade card. ***Force Charge (FORCE) [#c2db67fa] 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. -If an upgrade card has a Force capacity, this increases the Force capacity of the ship. The FORCE are placed above the ship card it is attached to (not the upgrade card). --A ship card that does not have a Force capacity on its ship card has a Force capacity of “0,” but that capacity can be increased by upgrade cards that have a Force capacity. --If a ship has multiple sources of recurring FORCE, the recurring charge symbols do not stack. During the End Phase, each ship with a Force capacity recovers a number of FORCE equal the highest number of recurring FORCE symbols among the cards that grant it a Force capacity. For example, if a ship with a Force capacity of "0" has two FORCE cards that each grant it a Force capacity of "+1" and have one recurring FORCE symbol each, that ship has a Force capacity of "2," but recovers only one FORCE during the End Phase. --If an upgrade card instructs the ship to spend FORCE, those FORCE are spent from the ship card. ***Shield (SHIELD) [#w9bdd5f2] 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: -If an upgrade card has a shield capacity, this increases the shield capacity of the ship. The SHIELD are placed above the ship card it is attached to (not the upgrade card). --A ship card that does not have a shield capacity on its ship card has a shield capacity of “0,” but that capacity can be increased by upgrade cards that have a shield capacity. --During the End Phase, each ship with a shield capacity recovers a number of SHIELD equal the number of recurring SHIELD symbols on its ship card (only huge ships have recurring SHIELD symbols, see Appendix: Huge Ships). --If an upgrade card instructs the ship to spend SHIELD, those SHIELD are spent from the ship card. ***Energy (ENERGY) [#a8126a91] 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) [#nca31927] 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: -Its agility value is increased by 2. -It is disarmed. -It cannot perform the cloak action or gain a second cloak token. 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: +Barrel roll using the [2 ↑] template. +Boost using the [2 ↑] template. When a medium or large ship decloaks, it must choose one of the following effects: +Barrel roll using the [1 ↑] template. +Boost using the [1 ↑] template. -Decloaking does not count as executing a maneuver or performing an action but does count as a move. -A ship can decloak even while stressed. -When a player declares to decloak a ship, that player must declare which type of boost or barrel roll it is going to perform before placing a template on the play area. -If a decloak fails, the ship is returned to its prior position before it attempted the decloak and the cloak token is not removed. -Each ship cannot drop or launch a device during the same phase that it decloaked. **CONDITION CARDS [#id926568] 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. -A condition marker is removed when the corresponding condition card is removed. -A condition that has been removed can be assigned again. -When a ship is removed from the game, any condition cards assigned to that ship are not removed. ***Limited Conditions [#pa72460f] 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 [#xcab183b] 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: -No ship can have more than one secret condition that shares the same condition marker. -If a ship is assigned a secret condition that uses the same condition marker as a condition it already has, the previous condition is removed (if it was facedown, do not reveal it). -The player whose effect assigned the condition may look at the facedown condition at any time. -The identity of the assigned secret condition, as well as any unassigned secret conditions that share the same condition marker, are hidden information from all other players. -The text of secret conditions is open information that can be accessed by either player at any time. Products that include secret conditions include an extra copy of each of the secret conditions, so that all players can reference the text of the conditions without revealing which condition is in play. **COORDINATE (COORDINATE) [#j6746c4f] 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: +Measure range from the coordinating ship to any friendly ships. +Choose another friendly ship at range 1–2. +The chosen ship may perform one action. Additionally: -While a ship coordinates, the coordinate fails if no valid ship is chosen. --If the chosen ship attempts to perform an action but that action fails, the coordinate does not fail. -If an ability instructs a ship to coordinate, this is different than performing a COORDINATE action. --A ship that coordinates without performing the action can still perform the COORDINATE action this round. **DAMAGE [#de177d96] 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. -If an effect instructs a player to deal a damage card to a ship, this is different from the ship suffering damage. The card is dealt to the ship regardless of whether the ship has any 󲐈 (active shields). -When a ship suffers damage or otherwise is dealt damage cards that would cause it to exceed its hull value, the excess damage cards are still dealt. **DAMAGE CARDS [#k172d961] 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. -Exposing a damage card does not count as dealing a damage card and therefore does not trigger abilities related to suffering damage. -If an ability exposes or repairs a ship’s facedown damage card, and the ship has multiple facedown damage cards, the card is chosen randomly from the facedown damage cards the ship has. --To randomly select a facedown damage card, one player shuffles those cards and the other player chooses one. -If an ability allows a ship to repair a damage card without specifying faceup or facedown, the player can choose to repair either type. -A ship’s hull value is not reduced by being dealt damage cards. -The text of a ship’s facedown damage cards cannot be looked at unless an effect specifies to do so. -If a damage deck is empty when a damage card must be dealt or drawn, remove all damage cards from destroyed ships, flip them facedown, and shuffle them to create a new damage deck. --If there are still not enough damage cards in a damage deck, record how many facedown damage cards each ship has with scratch-paper or markers, then shuffle those facedown damage cards to create a new deck. -Each damage card is numbered 1–14 on the bottom of the card. Near that number, there is a number of pips that indicate the number of copies of that damage card that are in the deck. This is useful to identify whether cards are missing and if so, how many and which cards. -Huge ships have their own damage cards. See Appendix: Huge Ships. **DECLOAK [#y80501f1] See Cloak. **DEFEND [#zeccab87] See Attack. **DEFENDER [#y00dc095] The ship that is chosen during the Declare Defender step of the Declare Target step of an attack is the defender. -That ship remains the defender until after all “after attacking” and “after defending” abilities have resolved during the Aftermath step. **DEPLETE [#d5803877] 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. -After a depleted ship applies the effect to roll one fewer attack die this way, it removes one deplete token. -After a depleted ship executes a blue maneuver, it removes one deplete token. **DEPLOY [#gc75cc24] See Dock. **DEFICIT [#k05270b1] 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. -At the start of the game, each player earns mission points equal to their opponent’s deficit. **DESTROYING SHIPS [#yc488e7e] 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. -After a ship is destroyed in a phase other than the Engagement Phase, it is removed from the game. -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, which is called simultaneous fire -If an effect triggers after a ship is destroyed, the effect resolves immediately, before the ship is removed. -A destroyed ship’s abilities remain active until that ship is removed unless the ability specifies a different timing for the effect to end, such as “until the end of the Engagement Phase.” Such effects remain active until the end of the specified time. **DEVICE [#b6b14753] 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: +Take the template indicated on the upgrade card. +Set the template between the ship’s rear guides. +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: +Take the template indicated on the upgrade card. +Set the template between the ship’s front guides. +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: -Pick up and replace the device as described in the effect that relocated it. This can involve a template, or might place the device at a ship’s guides. -A device that relocates does not count as moving through or overlapping obstacles. 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. -See Appendix for examples of dropping and launching. -One side of each device has a white boarder to help distinguish which player it belongs to. -Most devices are placed during the System Phase. Each ship can place a device only once per System Phase. -Most devices have an associated upgrade card that lets the player spend CHAGE to place that device. Many of these cards are payload (PAYLOAD) upgrades. -When an effect instructs a ship to place a device associated with a different card (e.g. “drop 1 bomb”), that ship must pay all costs (such as spending CHARGE) and place the device as its associated card dictates. Other effects can modify how it is placed (e.g. the TIE Bomber’s Nimble Bomber ship ability) as normal. -Each ship cannot place a device and decloak in the same phase. -Devices are not obstacles, unless otherwise stated, but are objects. -If a device is placed overlapping a ship, it is placed under the ship’s base. -If a device that detonates when overlapped is placed under more than one ship’s base, it detonates instantly and the player placing the device chooses which ship it affects. -The guides on a device count as part of the device for the purposes of measuring range to or from it as well as overlapping and moving through it. -A device cannot be placed so that a portion of the device would be outside the play area. If this would happen, play is reversed to before the device was placed—the device is not placed, any charges spent and other costs paid are recovered, and the player can choose to not place that device. -If a ship partially executes a maneuver, only the portion of the template that is between the starting and final position of the ship is counted for the purpose of moving through or overlapping a device. Ignore the portion of the template that the ship moved backward along when resolving the maneuver. **DIAL [#ke5016aa] 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. -When a player is instructed to set a ship’s dial, the player can choose the same maneuver that it already has selected unless stated otherwise. -Players are not allowed to touch or look at their opponents’ facedown dials. If a player wishes to touch or look at their own facedown dial, they must inform their opponent they wish to do so before touching the dial. -Each faction has its own Maneuver Dial Upgrade Kit. These dials assemble slightly differently than the standard dials and use a curved indicator below the maneuver instead to indicate selected maneuvers. **DICE MODIFICATION [#vb47973f] Players can modify dice by spending various tokens and by resolving abilities. Dice can be modified in the following ways: -Add: To add a die result, place an unused die displaying the result next to the rolled dice. A die added in this way is treated as a normal die for all purposes and can be modified and canceled. -Change: To change a die result, rotate the die so that its faceup side displays the new result. -Reroll: To reroll a die result, pick up the die and roll it again. -Spend: To spend a result, remove the die from the dice pool. Additionally: -Dice modification occurs during the respective Modify Attack Dice or Modify Defense Dice step, unless otherwise stated. -Although dice can be modified by multiple effects, each die cannot be rerolled more than once. -If an ability instructs a ship to spend a result, it cannot spend another ship’s results unless stated otherwise. -Canceling dice is not a dice modification. -Rolling additional dice or fewer dice is not a dice modification. -If a die cannot be changed to a given result, nothing happens. --For example, an attack die cannot be changed to an EVADE result because that result does not appear on that die. **DIFFICULTY [#p3aaa181] 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. -A stressed ship cannot execute red maneuvers or perform actions. -If an effect increases the difficulty of a maneuver, blue increases to white, and white increases to red. If an effect decreases the difficulty of a maneuver, red decreases to white, and white decreases to blue. --An ability that increases the difficulty of a red maneuver or decreases the difficulty of a blue maneuver can resolve, but has no additional effect. --If multiple abilities change the difficulty of a maneuver, the effects are cumulative. For example, if a ship reveals a red [4 ↑] maneuver and has one effect that increases the difficulty of the maneuver and another effect that decreases the difficulty, the maneuver is treated as red. --A purple maneuver can never have its difficulty increased or decreased, and a non-purple maneuver's difficulty can never be increased to purple. Another maneuver can be treated as purple by an ability, or a purple maneuver can be treated as another color. For abilities that compare difficulty, purple maneuvers are considered more difficult than nonpurple maneuvers and the same difficulty as other purple maneuvers. **DIRECTION [#pe443d95] See “Bearing” **DISARMED [#g93260fa] 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. -During the Engagement Phase, disarmed ships still engage (but cannot perform attacks). **DOCK [#d62738eb] 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: +Choose a non-stationary, non-reverse maneuver on the docked ship’s dial. +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. +The ship may perform one action. -While a ship is deploying, if the ship would partially execute the maneuver and cannot be placed without overlapping another ship, the ship fails to deploy and stays in reserve. -A ship that deploys during the System Phase does not activate during the Activation Phase. 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. -After a ship that can dock partially executes a maneuver and overlaps a friendly carrier ship, it may be placed in reserve. If it is, do not resolve the effects of the overlap. 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. -If the docked ship attempts to emergency deploy and must partially execute the maneuver but cannot be placed without overlapping another ship, the ship fails to deploy and is destroyed. -If a ship emergency deploys during the Engagement Phase, it can still engage during that phase at its initiative. If its initiative has already occurred this round, it cannot engage this phase. Additionally: -See Appendix for a deploy example. -Ships capable of docking can start the game docked. Before the Place Forces step of setup, that player must declare which ships are docked and the ships they are docked to. -During the System Phase, the initiative of the ship docking or deploying is used, not the initiative of the carrier ship. **DROP [#oa0ca2a4] See Device. **END PHASE [#w963a083] The End Phase is the fifth phase of the round. During the End Phase, the following occur in this order: +Abilities that occur "at the start of the End Phase" form an ability queue and resolve. +Abilities that occur "during the End Phase" form an ability queue and resolve. +All circular tokens are removed from all ships (green, then orange). +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 [#iad17ff8] 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 [#gdc2d925] 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. -After all ships of a given initiative have engaged, all destroyed ships are removed. Then, continuing in descending order, this process continues with all ships of the same initiative engaging and then removing all destroyed ships. -If a player has multiple ships with the same initiative, the player engages them in any order, engaging one ship before engaging another ship of the same initiative value. -If multiple players have ships with the same initiative, player order is used to determine the order. The first player engages all of their ships of a given initiative before the second player engages all of their ships of that initiative. -Disarmed ships still engage even though they cannot perform attacks. -Each ship engages only once during this phase. **ENVIRONMENT CARDS [#k09c867e] See Appendix: Environment Cards. **EVADE (EVADE) [#r71b6e47] 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. -If an ability instructs a ship to gain an evade token, this is different than performing an EVADE action. A ship that gains the token without performing the action can still perform the EVADE action this round. **FACTION [#p560604e] 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. -Upgrade cards can be used by any faction unless they have a restriction. **FAIL [#y236db73] Some effects can fail, which means the effect did not resolve as intended and instead is resolved in a default way. -A ship can fail when it barrel rolls, boosts, coordinates, decloaks, deploys, jams, locks, or SLAMs. -An effect that fails does not trigger any effects that would occur after a ship resolves that effect. -If an action fails, the player does not choose a different action to perform and cannot choose to resolve the effect in a different way. -If an action fails, since the action was not completed, that ship cannot perform a linked action. -After a red action fails, the ship gains a stress token. **FIRING ARC [#yfb9dd70] See Arc. **FIRST PLAYER [#j828f4a3] See Player Order. **FLANKING [#o1163ed3] See Arc. **FLEE [#p280ce31] 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. -While a ship moves, the ship does not flee if only the template is outside the play area. -Before a fleeing ship is removed from the game, the only effects it resolves before being removed from the game are effects that trigger when it flees. -A ship cannot flee while resolving a boost, barrel roll, decloak, or SLAM. -Partially executing a maneuver can cause a ship to flee if any part of its base is outside the play area after the maneuver. **FOCUS (FOCUS) [#o85a4b2e] 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: -While a focused ship performs an attack, during the Modify Attack Dice step, it may spend a focus token to change all of its FOCUS results to HIT results. -While a focused ship defends, during the Modify Defense Dice step, it may spend a focus token to change all of its FOCUS results to EVEDE results. Additionally: -A ship cannot spend a focus token to change FOCUS results to EVADE or HIT results if it does not have any FOCUS results. -If an ability instructs a ship to gain a focus token, this is different than performing a FOCUS action. A ship that gains a token without performing the action can still perform the FOCUS action this round. **FRIENDLY [#m060a2d2] 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. -Ships cannot perform attacks against friendly ships, unless specified otherwise. -A ship is friendly to itself and can affect itself with any of its abilities that affect friendly ships, unless those abilities explicitly refer to “other” friendly ships. **FULL ARC [#sfff3725] See Arc. **FULLY EXECUTE [#lcc32505] See Overlap. **FUSE MARKER [#i6229427] 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 [#re5ceee4] 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. -If all of one player’s ships are destroyed, the game ends at the end of the current round. -Players who wish to play a longer or shorter game may agree with their opponent upon any number of rounds before Setup and place that number of charge markers for tracking rounds at the start of the game. The game ends at the end of the last agreed upon round. **GAME MODE [#v3ff7f24] Various game modes limit which ship and upgrade cards are available for squad building. -Some game modes have a Ban List and a Restricted List. -The two most common game modes are Standard and Extended. The points documents found at www.atomicmassgames.com/xwing-documents detail which ships and upgrades are available during squad building in each of these game modes. **GUIDES [#h3e5fd44] 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. -Guides on a ship’s base are ignored only while measuring range or determining whether a ship is in an arc. **HIT [#sb8bac92] 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 [#gcd67888] 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. -The amount of hull remaining for a ship is the difference between the hull value and the number of damage cards it has. **ID MARKER [#p7510022] 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. -Players can color their ID markers, (using a marker, brush, etc.) so long as all of their fielded ships match. -During setup, players must be able to clearly differentiate which ships are on each side by using differently colored ID markers. **ION [#e75ece40] 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: +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. -If an ionized ship's dial shows a stop [■] maneuver, they perform their ion maneuver as a [1 ↑] maneuver. -The bearing, difficulty, and speed of this maneuver cannot be changed unless an ability explicitly affects the ion maneuver. +During the Perform Action step, the ship can perform only the FOCUS action. +At the end of a ship's activation, if it executed an ion maneuver, it removes all of its ion tokens. Additionally: -An ionized ship cannot perform any action except the FOCUS action. -Ships cannot use abilities that trigger from an ionized ship revealing its dial. -If a ship that was ionized during the Planning Phase is no longer ionized at the beginning of its activation, it activates as normal. **INFLICT [#w40ad91a] 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 [#c24af274] See Arc. **INITIATIVE [#se3cbff6] 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. -If several abilities alter the initiative of a ship, only the most recent ability is applied. --If the most recent effect ends (such as “at the end of the Engagement Phase”), the ship’s initiative returns to the initiative established by the most recent ability that is still active. **JAM (JAM) [#w9b74249] 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: +Measure range from the jamming ship to any enemy ships. +Choose an enemy ship at range 1, or at range 1–2 in the jamming ship's BULLSEYE. +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. -Some special weapons inflict jam tokens instead of dealing damage. -While a ship attempts to jam, it fails if no ship is chosen. -Any abilities that cause a jammed ship to gain a green token or acquire a lock still trigger any effects that occur from resolving that ability even if the token is removed or the lock is broken. The jam token does not cause that ability to fail. -If an ability instructs a ship to jam, this is different than performing a JAM action. A ship that jams without performing the action can still perform the JAM action this round. -If a ship has multiple green tokens or locks, the player whose effect caused the ship to gain the jam token chooses which green token is removed or which lock is broken. **KOIOGRAN TURN (K-TURN) [#k23ff31f] See Bearing. **LAUNCH [#dacd72e3] See Device. **LIMITED [#pb97ef9c] 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. -For example, if one bullet appears in front of a card’s name, it can be included only once in a squad. Likewise, if two bullets appear in front of a card’s name, it can be included up to twice in a squad. -This restriction also applies across card types. For example, if a name has two bullets in front of it, the player could field two ship cards with that name, two upgrades with that name, one ship card and one upgrade with that name, etc. **LINKED ACTION [#cfeafb4a] 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. -After a ship performs an action with an attached linked action, if the player wants to resolve the linked action, it is added to the ability queue. If it has multiple actions linked from the same starting action (e.g. FOCUS → BARRELROLL and FOCUS → BOOST), it can choose only one linked action to add to the queue. -A linked action can be performed after performing the action it is attached to even if that action was granted by a card effect or other game effect. -After a ship performs a linked action, it cannot use that action to add another linked action to the ability queue. For example, if a ship has both FOCUS → BARRELROLL and FOCUS → EVADE on its action bar, it cannot use the BARRELROLL action from its linked action bar (attached to FOCUS) as the BARRELROLL action on its action bar to perform a linked EVADE action. **LOCK (LOCK) [#kea5be6c] 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: +Measure range from the locking ship to any number of objects. +Choose another object at range 0–3. +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: -During the Modify Attack Dice step of a ship’s attack, it can spend a lock token that it has on the defender to reroll one or more of its attack dice. Additionally: -When a ship is instructed to break a lock it has, the lock token corresponding to its ID token is removed. -While acquiring a lock, it fails only if there is no valid object to choose. -A ship cannot acquire or have a lock on itself. -An object can be locked by more than one ship. -A ship can maintain only one lock. If a locking ship already has a lock, before the chosen object would be assigned a lock token, the ship’s former lock token is removed. -If an ability instructs a ship to acquire a lock, this is different than performing a 󲁁 action. A ship that acquires a lock without performing the action can still perform the 󲁁 action this round. --If a ship is instructed to acquire a lock, the object it locks must be at range 0–3 unless otherwise specified. **MANEUVER [#d37c23a2] 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: +Maneuver Ship: During this step, the ship moves using the matching template. ++Take the template that matches the maneuver from the supply. ++Set the template between the ship’s front guides (so that it is flush against the base). ++Pick up and place the ship at the opposite end of the template and slide the rear guides of the ship into the template. ++Return the template to the supply. +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: -While executing a maneuver, if a ship would be placed at the end of the template on top of another object, it has overlapped that object. -While executing a maneuver, if only the template was placed on top of another object, the ship has moved through the object. -While executing a maneuver, the ship is picked up from its starting position and placed in its final position. The full width of the ship’s base is ignored except in its starting and final positions. -If a stressed ship attempts to execute a maneuver with a red difficulty, the ship performs a white [2 ↑] maneuver instead. -A card effect can cause a ship to execute a maneuver that does not appear on its dial. -Some abilities reference a ship’s revealed maneuver outside of that ship’s activation. A ship’s revealed maneuver is the maneuver selected on its dial, which remains faceup next to that ship’s ship card until the next Planning Phase. --If a ship’s dial is not revealed, or it was not assigned a dial that round, that ship does not have a revealed maneuver. **MINE [#we532481] 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 [#oa0ef9d9] 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. -If the attack misses, the Deal Damage step of the attack is skipped. **MISSION POINTS [#d44ea111] Mission points determine who wins the game. Reference the scenario rules to determine how mission points are earned. -At the start of the game, each player earns mission points equal to their opponent’s deficit. -Players track their mission points with Victory counters. **MOVE [#k9c508da] 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. -If a ship moves through an obstacle, it suffers the effects of that obstacle. -If a ship moves through a device, it can suffer effects based on the device. -If a ship moves through another ship, there is no inherent effect. Due to the physical miniature being in the way, players should mark the positions of any intervening ships and temporarily remove them. To mark an intervening ship’s position, players can either use the position markers provided in the core set or place templates in the ships’ guides or along the side of the base. Then those ships are physically removed to complete the move. After the move is complete, the removed ships are returned to their original positions. **MOVE THROUGH [#u5b0bb6f] See Move. **NEGATIVE RECURRING CHARGES [#cfc8a482] See Charge. **OBJECTS [#la7969b7] Ships, obstacles, and devices are all objects. The exact position of objects in the play area is tracked and restricted by game effects. -Ships can acquire locks on objects. -Ships can move through objects. **OBSTACLES [#m210e07b] 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: -Asteroid: The ship suffers one HIT damage. Roll one attack die. On a HIT or CRITICAL result, the ship suffers an additional HIT damage. -Blaze: Roll one attack die. On a HIT or CRITICAL result, the ship suffers one HIT damage; on a FOCUS result, it gains one stress token. Then the ship skips its Perform Action step this round. -Debris Cloud: The ship is assigned one stress token. Roll one attack die. On a HIT result, the ship suffers one HIT damage. On a CRITICAL result, the ship suffers one CRITICAL damage. -Electro-Chaff Cloud: The ship breaks all its locks and all locks on it and then is assigned one jam token. Roll one attack die. On a HIT or CRITICAL result, the ship is assigned one stress token. -Gas Cloud: The ship breaks all its locks and all locks on it and then is assigned one strain token. Roll one attack die. On a HIT result, the ship is assigned one ion token. On a CRITICAL result, the ship is assigned three ion tokens. -Loose Cargo: The ship is assigned one strain token. Roll one attack die. On a HIT or CRITICAL result, the ship is assigned one stress token. -Spare Parts: The ship is assigned one strain token. Roll one attack die. On a HIT or CRITICAL result, the ship is assigned one stress token. -If a ship ends a maneuver overlapping an obstacle, it skips its Perform Action step. While a ship is at range 0 of an obstacle it may suffer different effects. -Asteroid: The ship cannot perform attacks. -Debris Cloud: The ship cannot perform attacks. -Electro-Chaff Cloud: The ship cannot acquire locks and cannot be locked. -Gas Cloud: The ship cannot acquire locks and cannot be locked. The ship cannot perform attacks. While a ship performs an attack, if the attack is obstructed by an obstacle, the defender rolls one additional defense die. Additionally: -Obstacles are placed during the Place Obstacles step of setup. -Some cards can also place obstacles during the game in the same manner as devices (see Device). -If an obstacle is placed such that one or more ships overlap it, those ship resolve any effects of overlapping it. -A ship that is overlapping an obstacle can still perform actions granted from other game effects. -For the purpose of overlapping obstacles, if a ship partially executes a maneuver, only the portion of the template that is between the starting and final positions of the ship is counted. Ignore the portion of the template that the ship moved backward along to resolve the overlap. -If a ship moves through or overlaps more than one obstacle, it suffers the effects of each obstacle, starting with the obstacle that was closest to the ship in its starting position and proceeding along the template. -Before a ship moves, if it is at range 0 of an obstacle, it does not suffer the effects of that obstacle unless it overlaps that obstacle again. -Before a ship moves, if it is overlapping an obstacle, it does not suffer the effects of moving through that obstacle. -Huge ships have separate rules related to obstacles (see Appendix: Huge Ships). **OBSTRUCTED [#i2438be7] 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. -If at least one obstacle obstructs an attack, the defender rolls one additional defense die during the Roll Defense Dice step. -The attacker measures from the closest point of its base to the closest point of the defender’s base that is in the attack arc, therefore the attacker cannot measure range from or to another point in order to avoid measuring through an object. --If multiple points are at equal distance from the attacker (for example, if the attacker and defender are parallel), the attacker chooses one of those lines for measuring range from or to another point in order to avoid measuring through an object.. In the example, the X-wing can choose to make this attack be obstructed or not. **OVERLAP [#l1aa517f] 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: +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. +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. -If the overlapped ship was a friendly or allied ship, roll an attack die. On a HIT or CRITICAL result, the ship suffers one HIT damage. Then the ship skips its Perform Action step. -If the overlapped ship was an enemy ship, if it is not stressed, it may immediately perform a FOCUS or CALCULATE action from its action bar, treating the action as red. Then the ship skips its Perform Action step. --The ship cannot perform any additional actions during its activation. -If there was a simultaneous overlap of friendly or allied and enemy ships, resolve the effect for overlapping a friendly or allied ship. 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: -After an object is placed, if it is placed underneath one or more ships, those ships resolve any effects of overlapping the object. **PARTIALLY EXECUTE [#n1623c00] See Overlap. **PILOT ABILITY [#p8115044] See Abilities. **PLANNING PHASE [#dc7b8909] 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: +Each player rolls three attack dice. The player with the most CRITICAL results is the first player. +In the case of a tie, the first player is the player with the most FOCUS results. +If there is still a tie, the first player is the player with the most HIT results. +If there is still a tie, players reroll the dice and follow the above rules until the tie is broken. -This roll cannot be modified by game effects. After player order has been determined, play proceeds to the System Phase. -The phase ends after players roll to determine player order. -Players can assign their dials in any order. -Players are allowed to change their selections on their dials until the players have rolled to determine player order. -A player must inform their opponent if they wish to touch or look at one of their dials during the System or Activation Phase. -If a player forgets to set a maneuver dial for a ship during the Planning Phase, during its activation the ship gains a stress token, then performs a stress maneuver. The stress maneuver is a white [↑ 2] maneuver. **PLAY AREA [#f9251ae8] 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 [#ec836d76] Player markers are used in some scenarios to indicate which player controls an objective. **PLAYER ORDER [#v171be05] 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. -During the System, Activation, and Engagement Phases, player order is used as a tiebreaker after initiative. -When playing with more than two players, player order is determined for all players involved. All players roll to determine the first player, as normal. Then the remaining players roll to determine the second player. This continues until all player order has been established. **POSITION MARKER [#bb995943] 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 [#i5082390] 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. -A primary weapon requires the attack range to be range 0–3 and has no cost by default. -Since primary weapons are not special weapons, they do not benefit from abilities that trigger while performing a special attack. **RANGE [#l79fdd6a] 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. -The following terms are used concerning range: --Range #–#: The range includes all of the range bands from the minimum to the maximum specified. --At: An object is at a specified range if the closest point of it is inside that range. --Within: An object is within a specified range if the entirety of it is inside that range. --Beyond: An object is beyond a specified range if no part of it is between the specified range and the object range is being measured from. -While measuring range to a ship, range is measured to the closest point of the ship’s base, not its ship token nor the miniature itself. -While measuring range to a non-ship object, range is measured to the point of that object that is closest to the ship’s base. -While measuring range, players use a single edge of the range ruler; the width and thickness of the ruler are irrelevant. -Range 0 does not appear on the range ruler, but is used for describing the range of objects that are physically touching. --After a ship partially executes a maneuver, it is at range 0 of the last ship it overlapped. --An object is at range 0 of an obstacle or device if it is physically on top of it. --A ship is at range 0 of another ship if it is physically touching another ship. --If two ships are at range 0 of each other, they remain at range 0 until one of the ships moves or rotates in a way that results in their bases no longer being in physical contact. --Although rare, it is possible for a ship to move in such a way that it is at range 0 of another ship (in physical contact with it) without having overlapped it. **RANGE BONUS [#x22cbfc2] 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. -Range bonuses are applied for all attacks unless stated otherwise. Some special weapons have a small ordnance icon on them to indicate that range bonuses cannot be applied with attacks using those weapons. -Huge ships have additional rules for attacks at range 4 and 5. See Appendix: Huge Ships. **REINFORCE (REINFORCE) [#l29bb3cd] 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. -A ship can have more than one reinforce token. If a ship has multiple of the same type of reinforce token, their effects are applied one at a time. Thus, for two reinforce tokens to both apply their effect, there would need to be at least three HIT/CRITICAL results remaining. -When a ship gains a reinforce token, unless specified otherwise, the player that controls that ship chooses whether it gains a fore reinforce token or an aft reinforce token. -A ship does not spend the reinforce token when resolving its effect. -If an ability instructs a ship to gain one reinforce token, this is different than performing a REINFORCE action. A ship that gains the token without performing the action can still perform the REINFORCE action this round. -Reinforce can be used against attacks at range 4–5 even the defender's FULLLFRONTARC or FULLLREARARC normally only extends to range 3. If the attacker is at range 4–5, treat the defender's FULLLFRONTARC or FULLLREARARC arc as extending to range 5 for the purposes of determining which arc the defender is in for reinforce (but not for any other effects or abilities). **RELOAD (RELOAD) [#aee46d03] 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: +Choose one of the ship’s equipped TORPEDOE, MISSILE, or PAYLOAD upgrade cards that has fewer active CHARGE than its charge limit. +That card recovers one CHARGE. +The ship gains one disarm token. Additionally: -If an ability instructs a player to reload, this is different than performing a RELOAD action. A ship that reloads without performing the action can still perform the RELOAD action this round. **REMOTES [#xb98a64d] 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 [#adcab9e4] A remote can be declared as the defender. While attacking a remote, treat it as a ship, with the following exceptions and notes: -Effects that refer to “friendly ships” or "allied ships" do not apply to a remote. -Effects that refer to “enemy ships” only apply to a remote if the attacker is the source of the effect. -If a remote has printed arcs and center lines, these arcs extend from range 0–3. A ship can be in these arcs or zones as it would be with another ship. -If a remote does not have a midway line, a ship cannot be in front of, behind, or flanking it. -If a remote does not have any arcs, a ship cannot be in or outside of any of that remote’s arcs. -An attack made against a remote can be obstructed and range bonuses are applied to it as normal. -If a remote does not have specified size, it is neither smaller nor larger than a ship for the purposes of effects. ***Damaging Remotes [#t57b4a42] 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 [#o9988b7a] 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: -A remote cannot perform actions or be assigned tokens except for locks. -A remote can be assigned markers or counters if an effect instructs it—place these on its remote card. -If an effect instructs a player to place that a remote on a ship card, pick it up and place it on the relevant ship card. It can be affected only by game effects that return it to the play area. Its damage cards are not removed. -Some devices cause damage to remotes, as described in their individual entries. If a device does not state that it affects remotes, it does not affect remotes. ***Relocating Remotes [#o98e9a5f] 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: -An effect might instruct a player to relocate a remote forward using a specific template (or a choice of several templates). To do this, the player places the listed template at the remote's front guides, picks up the remote, and places the remote's rear guides at the other end of the template, similar to moving a ship. -If a remote would be relocated such that any part of it is outside of the play area, it flees in the same manner as a ship, and is removed. **REMOVED FROM THE GAME [#uc588caf] 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. -At the end of a round, if all of a player’s ships have been removed from the game, the game ends and the other player wins. -Ships that are placed in reserve are not removed from the game. **RESERVE [#ebb9835c] 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. -A ship that is placed in reserve will have an effect that causes it to be placed in the play area. -Ships that are placed in reserve are not removed from the game. -The abilities of a ship in reserve are inactive unless the ability explicitly allows it to be used while it is in reserve. -A ship that is docked is placed in reserve. -During the End Phase, a ship that is in reserve still removes all circular tokens and recovers charges on all of its cards with recurring charge icons. **REVEAL [#n4453335] See Activation Phase. **REVERSE BANK (LEFT-R-BANK AND RIGHT-R-BANK) [#g3abfef2] See Bearing. **REVERSE STRAIGHT (REVERSESTRAIT) [#f4f3b72a] See Bearing. **ROUND [#y967b065] A single round consists of five phases resolved in the following order: +Planning Phase +System Phase +Activation Phase +Engagement Phase +End Phase The first round starts after setup. **ROTATE (ROTATE) [#k8eebd65] 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. -If a ship rotates a double turret arc indicator, it must select the other two standard arcs it was not already selecting. -If an ability instructs a ship to rotate its TURRET indicator, this is different than performing a ROTATE action. A ship that rotates its TURRET indicator without performing the action can still perform a ROTATE action this round. -This is distinct from an ability that instructs a ship to "rotate your ship [a number of degrees]," which is described under Rotate a Ship. **ROTATE A SHIP [#b2edfb88] 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). -Rotating a ship does not count as moving. -If rotating a ship would cause its base to overlap a ship (such as if the front or rear guides would physically be placed over that ship's base), it cannot be rotated and the effect is not resolved. -If rotating a ship would cause its base to overlap a non-ship object (such as an obstacle or device), it does not resolve the effects of overlapping that object. However, it is at range 0 of that object, and applies any effects that entails. **SECRET CONDITIONS [#g836cefc] See Condition Cards. **SEGNOR’S LOOP (LEFT-S-LOOP AND RIGHT-S-LOOP) [#f18d422e] See Bearing. **SETUP [#k27f2637] Before playing, resolve the following steps: +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. +Determine Player Order: Randomly determine the first player as follows: ++Each player rolls three attack dice. The player with the most CRITICAL results is the first player. ++In the case of a tie, the first player is the player with the most FOCUS results. ++If there is still a tie, the first player is the player with the most HIT results. ++If there is still a tie, players reroll the dice and follow the above rules until the tie is broken. -This roll cannot be modified by game effects. +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. +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. +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. +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: -If a card has the “Setup:” header, the ability that follows the header is resolved during the appropriate step of setup. **SHIELDS. [#l4c0b193] Shields (SHIELD) are a type of charge. See Charges. **SHIP [#qd4d4982] A ship is composed of a plastic miniature, base, pegs, a ship token, and ID tokens. -A ship’s plastic miniature must match the ship’s type as indicated on the ship card. -A ship must use the dial that matches the ship’s type. -Some plastic miniatures extend beyond their plastic base. For this reason, the miniature does not affect any game mechanics. The miniature may overlap obstacles and hang over the edge of the play area without issue. 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 [#v02dfee5] 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. -Some ship abilities can have “Action:” headers. These are called ship ability actions. These actions are not on a ship’s action bar. **SHIP SIZES [#mc510b11] 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 medium ship requires two ion tokens before it is ionized and two tractor tokens before it is tractored. -Medium ships barrel roll differently (including while decloaking). A large ship uses a plastic base that is about 3-1/8” (8 cm) long. Large ships have the following exceptions: -A large ship requires three ion tokens before it is ionized and three tractor tokens before it is tractored. -Large ships barrel roll differently (including while decloaking). -During setup, a large ship’s base may extend outside of range 1 as long as it fills the length of that area. A large ship cannot be placed with any portion of its base outside the play area. 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 [#ae4a95dc] 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. -Each ship must use the dial that matches their ship type. -Some upgrade cards have ship restrictions that refer to ship type. **SIDESLIP [#gf6d4660] 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: +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. +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: -A sideslip is executed by placing the maneuver template in the same orientation that it would be placed in front of the ship, but placing it at the center line of the ship instead. This means that a sideslip that moves a ship to the right is dialed in for the left maneuver and uses the left (LEFT-TURN or LEFT-BANK) template, and vice-versa. -If the ship cannot fully execute a sideslip, it partially executes that maneuver using the left/right center line of the ship base (instead of the front/rear center line of the ship base, as it would normally) to determine its final position. **SIMULTANEOUS FIRE [#k48ffab5] 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) [#vcadb54a] 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: +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. +The ship executes the chosen maneuver. +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. -A SLAM action fails if the final position of the ship would cause it to flee. -When a ship performs a SLAM action, it has performed an action as well as executed a maneuver for the sake of abilities. **SOLITARY [#c0e878f7] 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 [#g3bcd3bd] 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. -Some special weapons have a small ordnance icon on them to indicate that range bonuses are not applied with attacks using those weapons. -Arc restrictions appear as arc icons listed to the left of the attack value. The arc restriction requires that the defender be in that arc of the attacker. -Range requirements are white numbers that appear as a range of numbers listed below the attack value and arc restriction. -Some attacks also have special requirements listed in parentheses after the header. --The “Attack (LOCK):” header indicates that the attacker must have a lock on the defender. --The “Attack (FOCUS):” header indicates that the attacker must have a focus token. -Since special weapons are not primary weapons, they do not benefit from abilities that trigger while performing a primary attack. -Any type of upgrade card attack (such as a CANNON attack) is a special attack. **SPEED [#v0026326] Each maneuver has three components: speed (a number 0–5), difficulty (red, white, or blue), and bearing (an arrow or other symbol). -If the speed of a maneuver is increased or decreased, the speed of the maneuver is restricted to the templates that exist. --For example, the speed of a [3 RIGHT-S-LOOP] cannot be increased and the speed of a [1 ↑] cannot be decreased. -The speed of a [0 ■] cannot be increased or decreased. -Even if a ship partially executes a maneuver, it is still treated as having executed a maneuver of the indicated speed. **STANDARDIZED [#aa7f5013] 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 [#kd601b82] See Arc. **STANDARD SHIP [#a227bd96] A standard ship is any non-huge ship (see Appendix: Huge Ships). **STATIONARY (■) [#fe5820d3] See Bearing. **STRAIGHT (↑) [#lf2109e9] See Bearing. **STRAIN [#e0d8c55e] 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. -After a strained ship applies the effect to roll 1 fewer defense die this way, it removes 1 strain token. -After a strained ship executes a blue maneuver, it removes 1 strain token. **STRESS [#x900d745] 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. -A ship receives one stress token while it executes a red maneuver or after it performs a red action. Additionally, a ship removes one stress token while it executes a blue maneuver. -If a stressed ship attempts to execute a red maneuver, it instead executes a white [2 ↑] maneuver. --After a stressed ship reveals a red maneuver, abilities that change the maneuver can be used. After resolving these abilities, if the ship would still execute a red maneuver, it instead executes a white [2 ↑] maneuver. -Huge ships have additional rules for stress (see Appendix: Huge Ships). **STRUCTURE [#c84f31e0] Structures are an upcoming game mechanic that some cards reference for the sake of future compatibility. There are currently no structures. **SUFFER DAMAGE [#ke49b796] See “Damage.” **SUPPLY [#nad4d0a6] 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 [#s6a7f0ae] 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. -Without having specific upgrades, abilities, or tokens, most ships have no effects that can be resolved during this phase. Some abilities that can be used at this time include dropping and launching devices, decloaking, and deploying and docking ships. -If a player has multiple ships with the same initiative value, the player resolves abilities in any order; resolving any abilities for one ship before resolving abilities for another ship of the same initiative value. -If multiple players have ships with the same initiative value, player order is used to determine the sequence. The first player resolves any abilities of their ships with that initiative value in any order, then the second player resolves any abilities of their ships with that initiative value in any order, and so on. **TALLON ROLL (LEFT-T-ROLL AND RIGHT-T-ROLL) [#j981d2a6] See Bearing. **TARGET [#o2aa7003] The target of an attack is declared during the Declare Target step. A successfully targeted enemy ship is the defender. **TIMING [#gca4e929] There are several terms used to indicate the specific timing of an effect: -Before: The effect resolves immediately preceding the timing specified. -At the start of: This timing is used with a specific phase or step. The effect triggers before anything occurs during that phase or step. -While: This term is often used in combination with multi-stepped game effects such as an attack, an action, or a maneuver. Although less specific than the other timings, this term is used to narrow down when the ability is resolved during the round. Additional verbiage is required to identify when exactly the effect is applied. --For example, in the context of an attack, if the ability rolls additional attack dice, the ability triggers during the Roll Attack Dice step. If the ability modifies defense dice, the ability triggers during the Modify Defense Dice step. -At the end of: This timing is used with a specific phase or step of ship’s activation. This effect triggers after the normal effects of that phase or step have occurred. -After: The effect resolves immediately following the timing specified. The ability queue is used to resolve abilities that would resolve simultaneously. **THREAT VALUE (THREATVALUE) [#q178d91f] Instead of using squad points, Quick Build cards use threat value, which is sometimes represented with the THREATVALUE icon, **TITLE (TITLE) [#a01217bb] 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 [#i7e25364] Some abilities cause ships to gain, spend, or remove tokens. Tokens are used to track effects and come in a variety of colors. -When a ship is instructed to gain a token, a token from the supply is placed in the play area next to the ship. -When a ship is instructed to spend a token or there is an instruction to remove a token from a ship, a token of that type is returned from that ship to the supply. -When a ship is instructed to transfer a token to another ship, it is removed from that ship and assigned to the other ship. --If a ship involved in a transfer is not able to remove or gain the token involved, the transfer cannot take place. ***Token Colors and Shapes [#xd317539] 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. -Green and orange tokens are removed during the End Phase. These tokens are both circular. -Blue and red tokens have special criteria for when they can be removed or spent. These tokens are diamond shaped. Additionally: -The physical position of a token in the play area does not provide any effect and is merely representational of belonging to the ship. **TRACTOR [#e62e47a9] 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: -Perform a barrel roll using the [1 ↑] maneuver template. The player applying the effect selects the direction of the barrel roll and the ship’s final position. -Perform a boost using the [1 ↑] maneuver template. 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. -Some special weapons inflict tractor tokens instead of dealing damage. -Huge ships have additional rules for tractor tokens (see Appendix: Huge Ships). **TURN (LEFT-TURN AND RIGHT-TURN) [#e438b056] See Bearing. **TURRET ARC (TURRET) [#f7c86502] See Arc. **UPGRADE CARDS [#s1b059db] 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: -Rebel/Imperial/Scum: This upgrade can be equipped only to a ship of the specified faction. -Small/Medium/Large/Huge ship: This upgrade can be equipped only to a ship of the specified size. -Ship-type: If there is a type of ship listed, this upgrade can be equipped only to a ship of the specified type. -Action: If there is an action icon, this upgrade can be equipped only to a ship with that action on its action bar. This does not include actions on its linked action bar. -A ship cannot equip more than one copy of the same card. -A squad’s cards are restricted by the rules of limited and solitary cards. -Some effects can “exchange” or “equip” an upgrade card from one ship to another during or after setup. --An effect can move an upgrade to a ship that does not have the matching icon on its upgrade bar. --An effect cannot move an upgrade to a ship that does not meet the requirements set out in the restrictions box of the upgrade card unless the effect says to equip the upgrade “ignoring restrictions.” **UPGRADE ICONS [#r6a1dc85] Each upgrade icon uses the corresponding name listed below: -Talent -Force Power -Tech -Sensor -Cannon -Turret -Torpedo -Missile -Crew -Gunner -Tactical Relay -Astromech -Illicit -Payload -Title -Modification -Configuration -Hyperdrive **UNIT [#pca190a5] Ships and remotes are units. **VICTORY COUNTERS [#a6ad833f] 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 [#naf5f831] 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 [#q5fd3503] 省略 *SAW’S RENEGADES AND TIE REAPER (SWX74–75) CORRECTIONS [#mcd3e1b0] 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 [#x493554e] ***•Edrio Two Tubes (T-65 X-wing) [#q7452b85] Should read: “Before you activate, if you are focused...” (Changed “After” to “Before”) ***•Major Vermeil (TIE reaper) [#bc142f66] 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) [#cf5fa200] 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 [#la655aee] ***Advanced Sensors [#s0bd3125] 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 [#y94d19f4] Should read “UT-60D U-wing only” in the restrictions box. (Changed “UT-D60” to “UT-60D”) ***Proton Torpedoes [#hfa28a4e] Should have the ordnance icon next to the attack range. (Changed cone icon to ordnance icon) ***R3 Astromech [#i9885a76] Should read “...2 locks. Each lock must be on a different object.” (Added “Each lock must be on a different object.”) ***Swarm tactics [#d786aab5] Should not be restricted to Imperial only. (Removed “Galactic Empire” icon.) ***•Magva Yarro and •Saw Gerrera [#ded4dc3d] Should read “Rebel only” in the restrictions box. (Changed “Rebel Alliance” icon to “Rebel only” text) ***•Death Troopers, •Director Krennic, and ISB Slicer [#j75218c8] Should read “Imperial only” in the restrictions box. (Changed “Galactic Empire” icon to “Imperial only” text) **CONDITION CARDS [#q908d984] ***•Optimized Prototype [#ccaa6578] 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 [#l544e37e] 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 [#p4fdfed4] ***•"Countdown" (TIE /sk Striker) [#sc204346] 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) [#c29d5f9c] 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) [#pefb3c1b] 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) [#w61bf20e] 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) [#lf24776c] 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) [#fa7b11a8] 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) [#kf9ff285] 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) [#xe837933] 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) [#g5f39f32] 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) [#w996429c] 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) [#odba5b54] 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) [#y930a4a0] 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) [#r973dadf] 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) [#hd6d3814] 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) [#v7fa75eb] 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) [#q625e352] 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) [#f9dc69e6] 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) [#o22a7f5e] 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) [#r4fd80af] 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) [#r2543918] 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) [#k4e75b8e] 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) [#y4d311c5] 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) [#b93cc753] 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) [#h82fc0cb] Should read: “...range 0–1, add 1 EVADE result to your dice results.” (Removed “you may”). ***•"Odd Ball" (Republic, BTL -B Y-wing) [#t6b3a75b] Should read: "After you fully execute..." (Added "fully"). ***Petranaki Arena Ace (Separatist, Nantex-class Starfighter) [#m3f0c2ab] 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) [#t7d3e3b6] 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) [#lcc7142b] 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) [#o5a4ec17] 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) [#a3bafcc6] 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 [#bbba5a6c] ***Buzz Droids Swarm [#ncdbce89] Agility reduced to 1. (Agility adjusted for balance). **UPGRADE CARDS [#lcfe009f] ***•"Zeb" Orrelios [#c4334db0] 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 [#mb4a8edf] 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 [#r8fb47b3] 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 [#vcbcdcf7] Should read "Setup: After placing forces, assign..." (Added "After placing forces,") ***•Asajj Ventress [#w84fcf87] Asajj Ventress should have 1 recurring charge symbol next to her Force modifier. (Added recurring charge symbol on Force modifier.) ***•C1-10P [#b9d3ea23] 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) [#r4fd8792] 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 [#d5cb4537] 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 [#z840a027] Should include the line: "This card's CHARGE cannot be recovered.." (Added restriction on recovering charges.) ***•Count Dooku [#hd2a3cab] 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 [#oc491e83] 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 [#f4eea0f0] Changed the keyword restrictions to "Republic, Clone". (Removed Non-Limited restriction and added Clone restriction). ***Ferrosphere Paint [#jd4d96eb] 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) [#u658c5a7] 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) [#wc4923f1] 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) [#k38d34aa] 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) [#o775d7a9] 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 [#x68ef8f2] Should read: “While you have an Escape Craft docked, you may treat its shields as if...” (Replaced “spend" with "treat") ***•Leia Organa [#ac897a00] 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 [#v22974d4] 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 [#v017ebde] 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 [#ld8c4068] 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 [#mfbcdb03] 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 [#t19ec4c4] Should read: “Huge ship” in the restrictions box. (Changed from "Rebel, Huge ship.") ***Static Discharge Vanes [#ie8ea0ce] 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 [#ndcdc11d] 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 [#ce8c8d80] Should read: “...This card's CHARGE cannot be recovered.") (Added restriction on recovering charges.) **INSERT SHEETS [#h5bffb33] “System” and “Bomb” upgrade cards should be labeled “Sensor” and “Payload” upgrade cards instead. ***Proximity Mines [#c84179f3] 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 [#e7f28776] 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: -Step 1: Using the incorrect dial, select a maneuver. -Step 2: When revealing the dial, consult the corrected chart or dial included above. If the difficulty of the maneuver differs, use the difficulty on the corrected dial instead. 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 [#j037d1fd] This section contains frequently asked questions and their answers. **ARCS [#a0c36983] ***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) [#de6549b6] -A: No. Note the differences between the requirement of Fearless: -“While you perform a FRONTARC primary attack…” -and Punishing One: -“While you perform a primary attack, if the defender is in your FRONTARC…” -A FRONTARC attack uses the FRONTARC icon above the attack value as shown on its ship card. This is different from an attack that is performed against a ship in it’s FRONTARC. ***Q: When a ship with its turret arc indicator pointing at its FRONTARC performs a FRONTARC attack, has it also attacked from that TURRET? [#x5b00a30] -A: No. For example, if a ship equipped with Veteran Turret Gunner performs a primary FRONTARC attack, it could use Veteran Turret Gunner’s ability to perform a TURRET attack even if the turret arc indicator is pointing at its FRONTARC. ***Q: Is a ship in its own firing arc? [#b268cf35] -A: No. ***Q: Does a ship’s firing arc extend to range 3 even if the weapon using that arc does not? [#cde1f545] -A: Yes. For example, if Drea Renthal (Scum, BTL-A4 Y-wing) is equipped with a Dorsal Turret [TURRETUPDATE], she can use her ability on ships at range 1–3 in her turret arc. **DEPLOYMENT [#u924ff0a] ***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? [#g8b7f4eb] -A: That ship instead defaults to being placed within range 1 of its player’s board edge. **LIST BUILDING [#cb7eec84] ***Q: If a ship equips an upgrade that alters one of its values (such as agility), how does this affect variable cost upgrades? [#oc9d4e1c] -A: Other upgrades are ignored when calculating variable costs, and the base values of the ship are used. ***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])? [#d68fc581] -A: No. The Weapon Hardpoint ship ability grants a ship a special upgrade slot that can be used only for one upgrade that exactly matches one of the specified icons (CANNON, TORPEDOE, and MISSILE, in this case). **LOCKING [#vf926871] ***Q: While locking, can a player not choose an object? [#i1eedbdf] -A: Yes, but only if there are no valid objects to select. While locking, a player must choose another object at range 0–3 if able. Thus, acquiring a lock can fail if there is no other object at range 0–3, but only fails under this circumstance. ***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)? [#kb9ad16e] -A: The R3 Astromech only allows having two locks if they are on different ships, so one of the locks breaks if they are transferred to a single ship. ***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? [#t85e250d] -A: No. It must gain a lock of the same number as the first (which, in most cases, causes the ship to lose the original lock, resulting in only one lock token). ***Q: If an effect refers to "your tokens," under which circumstances is a lock considered "your token" or not? [#eac36951] -A: For effects that refer to a "your tokens," the lock is always the red token of the ship to which it has been assigned. For example, if Ship A acquires a lock on Ship B, the lock is Ship B's red token, not Ship A's red token. Any effect that refers to "your tokens" from Ship A does not refer to the lock. Any effect that refers to "your tokens," from Ship B does refer to the lock. -Note that if an effect refers to "your lock," it means the lock over which your ship has possession (the one it assigned). So if Ship A had an effect that referred to "your lock," this would refer to the lock Ship A has on Ship B. For Ship B's effects, however, that same lock would not be "your lock." **OBJECTS [#y3f33235] ***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]? [#h623f1be] -A: When an effect says a ship “ignores obstacles,” it means that ship “ignores the effects of obstacles.” A ship that is “ignoring obstacles” does not apply the effects of overlapping or moving through them, and can move through them by boosting or barrel rolling. When that ship performs an attack that is obstructed by an obstacle it ignores the effects of the obstruction, so the defender does not roll 1 additional defense die being obstructed by the obstacles the attacker is ignoring. -However, the obstacles are still treated as being present for effects that check for their presence or absence (such as the Stunned Pilot damage card or Debris Gambit [TALENT]). Additionally, an attack is obstructed by an obstacle even while the effects of the obstacle are ignored. This applies to cards such as Outrider [TITLE], Han Solo [Pilot, Customized YT-1300], and Trick Shot (TALENT). -Additionally, other ships do not ignore the obstacle when resolving effects that interact with a ship that is ignoring obstacles. For instance, while a ship that is ignoring obstacles defends, if the attack is obstructed, it still rolls 1 additional defense die because the attacker is not ignoring the effects of obstacles. ***Q: Does a Mine, when dropped overlapping a ship in the System Phase, detonate immediately? [#v76cf1e2] -A: Yes. When an object is placed underneath a ship, that ship counts as overlapping that object. ***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? [#qaf2f2ed] -A: Trick question! Sabine only affects devices classified as bombs, not mines and other devices, such as a Proximity Mine. ***Q: How do fuse markers (pg. 11) interact with Mines? [#j152e6e6] -A: If a ship would move through and/or overlap a fused Mine, one fuse marker is removed from the mine and it does not detonate, even if the ship remains physically on top of the mine after the fuse marker is removed. -If a ship is physically on top of a mine that did not detonate because of the effect of a fuse marker, and it moves through and/or overlaps that mine again during a later move, the mine detonates as normal. ***Q: If the Loose Cargo from Rigged Cargo Chute [ILLICIT] or Spare Parts from Spare Parts Canister [MODIFICATION] overlaps another ship, what happens? [#lfada078] -A: It is placed underneath the ship, and the ship overlaps it, suffering its effects. ***Q: If a remote has no arcs, can abilities that resolve “while not in the defender’s FRONTARC (or other arc)” resolve? [#k2a7b9a3] -A: No. A ship cannot be outside of any of a remote’s arcs if that remote has no arcs. ***Q: What happens when a Proximity Mine is dropped such that two or more ships overlap it? [#k258294d] -A: The owner of the Proximity Mine chooses one ship to be affected by it. ***Q: What happens when a set of Cluster Mines are dropped such that two or more ships overlap them? [#da7f046a] -A: The owner of the Cluster Mines first chooses one ship to be affected by each of the individual Cluster Mine. Then, in an order of that player's choosing, the dice are rolled to resolve the effect of the detonation on each of those ships. ***Q: When two or more devices detonate at the same time, who chooses the order of the resolution of their effects? [#b67fd312] -A: The first player resolves all of their devices in any order of their choosing, resolving each detonation and then any resultant effects (such as Sabine Wren [CREW]'s "after an enemy ship is affected by a friendly bomb" effect) fully before moving on to the next. Then the second player in player order resolves all of their bombs in any order of their choosing, resolving each detonation fully before moving on to the next (and so on, for multiplayer games). **ROLLING AND REROLLING DICE [#e03edc30] ***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])? [#wca91db0] -A: No. While rerolls do include the physical act of picking up one or more dice and rolling them again, "rerolling dice" is considered distinct from "rolling dice" from a mechanics standpoint. ***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? [#v877ad4b] -A: The player rerolls as many eligible dice as possible. -In the case of Saturation Salvo and similar effects, if a ship uses Saturation Salvo (which rerolls 2 defense dice) against a ship that rolled only 1 defense die, it can still cause that ship to reroll its 1 defense die by resolving the effect as completely as possible (against the 1 eligible defense die). -Note that if the ship uses Saturation Salvo against a ship that rolled 3 defense dice (for example: EVADE, blank, blank), it must choose exactly 2 of those dice to be rerolled, as it must resolve the effect as completely as possible (on 2 eligible dice, in this case). ***Q: Can Han Solo [Pilot, Modified YT-1300]’s ability be used on a die that has been rerolled? [#be8339c4] -A: Yes. Han Solo’s ability is not treated as a reroll, so it can be used on a rerolled die. **DAMAGE CARDS [#y8006e13] ***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? [#w90359c2] -A: No. The card is repaired, and thus has no effect to resolve. **ACTIVATION PHASE AND ACTIONS [#xac1396b] ***Q: Can the difficulty of a purple maneuver be reduced or increased? [#h11a6dc1] -A: No. However, effects can cause you to "treat the maneuver as [a different color]." ***Q: If one effect says to "treat an action as purple" and another says to "treat an action as red," what happens? [#la297187] -A: Actions have three difficulties, from least to most restrictive: white, red, and purple. -If two or more effects would alter the color of an action from its default color, the action is treated as the most restrictive of those colors. So, if an action is "treated as red" and "treated as purple" at the same time, it is treated as purple, as this is the most restrictive. ***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? [#f14ed3df] -A: White. However, note that if a ship is instructed to perform an action “on its action bar” this way, it uses the difficulty of the action on its action bar. ***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? [#n2eaaf97] -A: Yes, Debris Gambit modifies any red evade action on the ship’s action bar, including linked actions. ***Q: Can an ionized ship perform an action that is linked to its FOCUS action after performing its FOCUS action? [#saa03fa5] -A: No. An ionized ship is limited to performing only the 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? [#t6999319] -A: No. An ionized ship is limited to performing only the FOCUS 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? [#d35a4b31] -A: Yes. A purple action's FORCE cost is a "cost to attempt to perform [that] purple action" (see Actions) and is still paid even if the action fails. ***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? [#bfc81b94] -A: No. A barrel roll can fail in the same manner as a BARRELROLL action, but because Anakin's ability is not an action, the FORCE cost is a cost to resolve the effect (which Anakin cannot do in the case of failure) rather than a cost to attempt the action. ***Q: Does Sense [FORCEUPGRADE] require you to spend 1 FORCE before measuring range to other ships? [#g5c6b669] -A: No. You can measure range to see which ships are at range 0–1 and which ships are at range 0–3 before deciding whether or not to spend the FORCE to affect a ship at range 0–3. ***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? [#e122e278] -A: The action fails. ***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? [#s39e72bb] -A: Yes, provided there is a valid position at which to place it. While executing a Tallon Roll, if a ship can be placed in at least one of the three possible positions (center line aligned to the front, middle, or back of the template), it must choose one of the valid positions, and it fully executes the maneuver. If a valid position exists, it cannot choose an invalid position to partially complete the maneuver. As with a barrel roll, while resolving this, the player may attempt to place the ship at the front, middle, and back before choosing a valid position. ***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? [#a3c3e41e] -A: No. 0-speed bank maneuvers can only be executed by huge ships, and cannot be executed by standard ships even if a particular ship has the ability to execute a maneuver that is not on its dial. ***Q: What is the difference between "flipping a dial faceup" and "revealing a dial," and when does each apply? [#v2f8ecf5] -A: "Flipping a dial faceup" is the manual act of turning the dial such that the face of the dial (containing the maneuvers) is visible. "Revealing a dial" is the specific act that occurs during a ship's activation. A ship that reveals its dial does flip the dial faceup as part of this process. -However, other effects that refer to "flipping a dial faceup," such as the Informant (CREW) upgrade's Listening Device condition do not "reveal" the dial for the purposes of abilities that trigger when a dial is revealed. Additionally, a ship that has flipped its dial faceup can still "reveal" that dial at the appropriate time during its activation (and trigger any relevant effects from doing so), even though the dial is already faceup. **ENGAGEMENT PHASE AND ATTACKING [#eec239b8] ***Q: When a ship is destroyed by a game effect triggered with “before engaging,” does it still engage? [#l19d991f] -A: Yes, because the game has already reached that initiative step, it is not removed until after all ships of that initiative have engaged, per simultaneous fire. ***Q: When specifically during an attack do effects that apply "while you perform an attack" or "while you defend" apply? [#jf8cb4af] -A: Abilities are applied at the step in the attack at which they take effect. For example, in the case of Predator, as this is a dice modification, it is applied at Step 2b: Modify Attack Dice. Note, however, that effects resolved during Step 2b: Modify Attack Dice and 3b: Modify Defense Dice do not use the ability queue, as they are resolved in the order described in that section of the rules reference. ***Q: If a ship is destroyed, when are effects that trigger upon its destruction resolved? [#c6501873] -A: If it was destroyed during an attack, these are resolved during Step 6: Aftermath. -Otherwise, these effects are added to the ability queue immediately (even if the ship would not yet be removed, such as due to the Simultaneous Fire rule or a card effect). ***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)? [#ubaecee1] -A: Yes. After a ship becomes "destroyed" for any reason, it remains destroyed no matter what effects are resolved before it is removed. Effects can change the timing at which a ship is removed, but cannot undo the state of being destroyed. **ABILITIES AND THE ABILITY QUEUE [#eafc3991] ***Q: What makes an effect an "ability?" [#sfd2cf9e] -A: An ability is text from a card a player controls (such a ship card, upgrade card, damage card, remote card, device, condition card, etc). -A few abilities are constant (such as the "Gain a FRONTARC primary weapon with a value of '3'" portion of Moldy Crow). Constant abilities are not resolved via the ability queue. -Most abilities are triggered, occurring only at a specified timing window (such as the "During the End Phase, do not remove up to 2 focus tokens" portion of Moldy Crow). Triggered abilities are resolved via the ability queue. -Each triggered ability has the following parts: --A timing (when the ability is added to the ability queue) --An effect (what the ability does) -Additionally, an ability can have one or more of the following: --One or more requirements the ship must meet --One or more costs the ship must pay --A text box can contain multiple abilities if there are multiple constant abilities or triggers that can add an ability to the queue (as in the Moldy Crow example). ***Q: What is meant by a requirement for an ability? [#f07711a3] -A: A requirement for an ability is a conditional if-statement, such as "if you are tractored" or "if the defender is in your bullseye arc." A ship being inarc at range for an attack made as part of a triggered ability, such as Snap Shot or Foresight, is also a requirement for that ability. -If an ability's requirements are not met at the time the ability would be added to the queue, it cannot be added to the queue. -If the ability's requirements are not met at the time the ability would be resolved from the queue, the ability is not resolved and is instead removed from the queue. -If an ability instructs you to make a choice, such as choosing a ship, that is not itself a requirement to initiate an ability. ***Q: When is the cost for an ability paid? [#v23eb3da] -A: The cost for an ability is paid when the ability is resolved. An ability cannot be added to the queue if its cost could not be paid at the time it is added. -If an ability's cost cannot be paid when it would be resolved from the queue, the ability is not resolved and is instead removed from the queue. The ability's cost is not paid. -An ability can have multiple costs. If it does, all costs must be paid to resolve it. If all costs cannot be paid, no costs are paid and the ability is removed from the queue and not resolved. ***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? [#m2853803] -A: They are added to the ability queue automatically when they are triggered as long as they meet the requirements to be added. Players are not required to declare each ability as it enters the queue. However, if a player does not resolve an ability during the appropriate timing window, the opportunity to do so is lost. -For example, Afterburners and Fine-Tuned Controls are both optional abilities that are added to the ability queue "after you fully execute a maneuver." A Delta-7 Aethersprite equipped with Afterburners would add both abilities to the queue in an order of its player's choosing. -Note that at an ability can be added to the queue only if the requirements for it could be met. For instance, if Afterburners had no active CHARGE remaining, or if the Delta-7 Aethersprite had no active FORCE after it executed the maneuver, those abilities could not be added, respectively. ***Q: Are optional abilities added to the ability queue mandatory once they have been added? [#wd59e8d8] -A: No. When an ability is reached in the ability queue, the player makes the relevant choices for that ability, including whether or not to use it. -For example, if a Delta-7 Aethersprite queues Fine-Tuned Controls and then Afterburners after it fully executes a maneuver, when the queue reaches Fine-Tuned Controls, its player makes the choice whether to pay the costs to resolve the ability, then does so. Then, when the queue reaches Afterburners, its player makes the choice whether to pay the costs to resolve the ability, then resolves it and makes any choices included in the ability. ***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? [#y9bc5f5d] -A: When an ability that "may choose a ship" is reached in the ability queue, before paying costs, the ship's player may measure range to any number of ships. Then, that player may choose a ship from among the valid options as defined by the ability, or choose no ship. If they choose no ship, the costs for the ability are not paid, and the ability is removed from the queue without resolving. **SPECIFIC CARD QUESTIONS [#p144b197] ***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)? [#hb8474fa] -A: No. Cikatro Vizago cannot move the Rigged Cargo Chute to the Z-95 due to the Z-95 not meeting the “Medium or large ship” restriction on Rigged Cargo Chute, as described in Upgrade Cards. ***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? [#g1c6d2ae] -A: No. ***Q: Is Han Solo [Rebel, GUNNER]’s additional attack a bonus attack? [#s7a55f8d] -A: Yes. Anything that permits an attack outside of the standard attack allowed to a ship when it engages is 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? [#n0611305] -A: Yes. Han Solo [Rebel, GUNNER]’s effect occurs at initiative 7 before any ship at that initiative engages (including the one to which Han Solo is equipped), so Han Solo’s bonus attack is always performed first. This means that it cannot perform Han Solo’s bonus attack and then perform a subsequent attack from the same turret arc. ***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”? [#rc8fe0c2] -A: If an effect uses HIT/CRITICAL results for an effect instead of dealing damage (such as inflicting ion, tractor, or jam tokens), that effect cannot be prevented by an effect that “prevents damage.” -Note that Iden Versio can prevent the 1 damage that an Ion Cannon deals before inflicting ion tokens, but this does not prevent the chosen ship from gaining the subsequent ion tokens. ***Q: When the Nashtah Pup deploys, does it gain charges equal to the charge limit from the ship card with the Hound’s Tooth? [#kc14cb08] -A: No, when the Nashtah Pup deploys via emergency deployment, it gains the number of active and inactive charges that the ship with the Hound’s Tooth had before it was destroyed. ***Q: Does the Autopilot Drone [Escape Craft]’s ability trigger if it is destroyed by another method other than running out of charges? [#u034db49] -A: No. ***Q: If a ship with Cloaking Device [ILLICIT] rolls a focus result and then fails while attempting to decloak, what happens? [#va7b4517] -A: The ship does not remove its cloak token. ***Q: Can a ship use Elusive [TALENT] to recover charges on other upgrades by fully executing red maneuvers? [#jdf8c615] -A: No. Elusive and other effects that refer to recovering charges only apply to the charges of that specific card, unless the effect explicitly states otherwise (such as Chopper [Rebel, Crew]). ***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? [#y408082d] -A: Yes. Additionally, note that Kavil would roll an additional attack die when performing an attack that specifies bullseye arc, even though the target is also by definition in 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? [#meb4b8f2] -A: No. Lieutenant Sai can only perform 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? [#af52958e] -A: It can perform a red action, treating it as red. However, because purple is more difficult than red, it cannot 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? [#v8860277] -A: Microthrusters does affect this barrel roll. The player whose effect assigned the tractor token determines the direction and position of the template. ***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? [#lcc0895b] -A: While performing an attack, a TIE Advanced x1 can spend its lock to reroll attack dice after rolling 1 additional die. -It can also change 1 HIT result to a CRITICAL result and then spend the lock to reroll attack dice. However, note that it cannot change 1 HIT result to a CRITICAL result after spending the lock, as it no longer has the defender locked. ***Q: After being destroyed, can “Deathfire” [TIE Bomber] launch a device that cannot normally be launched? [#s06a34e5] -A: No. ***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? [#dbc0d3a0] -A: Yes. A ship can only place a device once during the System Phase, but it can drop an additional bomb as instructed by its pilot (or upgrade) ability. -Note however that some cards that can place devices at times other than the System Phase (such as Edon Kappehl [MG-100 Starfortress] and “Genius” [ASTROMECH]) contain the text “If you have not dropped or launched a bomb this round,” which would prevent them from placing a subsequent device if they had placed one in the System Phase. ***Q: What ship’s initiative does Listening Device condition assigned by Informant [CREW] trigger at? [#s283a309] -A: Listening Device’s effect triggers at the initiative of the ship that has the condition. ***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? [#sfcce062] -A: Yes. Overseer Yushyn [Modified TIE/ln Fighter]’s ability is a replacement effect, and if it replaces part of the cost a ship would pay to resolve an effect (in this case, the disarm token that ship would gain), that effect still resolves (see page 2, “Paying Costs”). -Note that abilities that would resolve “after a ship gains a disarm token” still do not resolve, as this is a timing window that has not occurred, rather than a cost that has been replaced. ***Q: If an attack made with Plasma Torpedoes [TORPEDOE] hits, when does the defender lose a shield? [#l384c9c3] -A: It is determined that the attack hit at the end of Step 4: Neutralize Results. Therefore, the ship loses the shield at the end of Step 4: Neutralize Results and before Step 5: Deal Damage. ***Q: What happens if a ship transfers its own lock to itself (such as by using Admiral Holdo [CREW])? [#qe83fda8] -A: A ship cannot have a lock on itself (see Lock), so that lock breaks. ***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? [#cc7beaf8] -A: No. The difficulty of a revealed maneuver matches its printed color. The speed and bearing of a revealed maneuver also match their printed value and type, respectively. ***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? [#t00238b3] -A: The ship's revealed maneuver is the one to which its dial is physically set. If an effect such as Seasoned Navigator physically sets the dial to a new maneuver, the new maneuver is the ship's revealed maneuver. If multiple effects set the dial, the revealed maneuver is the final maneuver on the dial after all effects that set it have been resolved. ***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? [#ab326d54] -A: Yes. The ship equipped with Emperor Palpatine (Crew) is modifying that ship’s second focus result, and not that ship itself. ***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? [#ca675ee7] -A: No. Once an effect sets a maximum number of dice that can be rolled (“roll 1 additional die, to a maximum of X” or “the defender cannot roll more than X defense dice”), that maximum is applied at Step 2a: Roll Attack Dice or Step 2b: Roll Defense Dice (see Attack) after all effects that cause the ship to roll additional or fewer dice have been applied. ***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? [#dcc669db] -A: No. Whichever effect is applied first, it rolls 0 defense dice. If the reduction is applied first, its defense pool becomes “–1 dice” (negative 1 defense dice), then the positive modifier is applied, bringing it back to 0. On the other hand, if the increase is applied first, the decrease subsequently reduces it back to 0. -Note that after modifiers are applied but before dice are rolled, there is a default minimum of 0 dice (see Attack). Therefore if a ship would roll fewer than 0 dice due to the modifiers that have been applied, it always rolls 0 defense dice instead. ***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? [#y43fa01d] -A: Yes. Although it cannot be made to roll fewer than 0 defense dice due to the intrinsic minimum, the effect of “roll 1 fewer defense die” is applied (see Attack), and so the strain token is removed. ***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? [#h037e331] -A: Both abilities have the same timing window: after the ship executes the maneuver. Thus, after the ship executes the white stationary maneuver, if the player chooses to spend one Force charge to activate Kanan, two abilities enter the ability queue: Inertial Dampeners' "gain 1 stress token" and Kanan Jarrus' "remove 1 stress token." The player who controls both effects determines the order they enter the queue, and then the abilities resolve in that order. If a player wants the ship to gain and then remove a stress token, Inertial Dampeners' ability should be placed into the queue before Kanan's ability. ***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? [#m4d947ad] -A: Yes. "That ship loses 1 shield and you recover 1 shield" is a single effect, and so both parts must be able to resolve for either to occur. ***Q: Do Paige Tico [CREW] and "Deathfire" [TIE Bomber]'s abilities supersede the "one device per round" limitation? [#y9a4b8df] -A: Yes. These abilities allow one ship to drop a second device in the same round (at the relevant timing windows), as they do not include the "if you have not dropped or launched a device this round" limitation (as included on Edon Kappehl). ***Q: If an effect says that a ship "loses a shield" (or "loses shields"), has that ship suffered damage? [#kee4edbd] -A: No. While suffering damage does cause a ship to lose shields (if applicable), if an effect causes a ship to lose one or more shields directly, it has not 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? [#vbeb63d6] -A: Han Solo's ability is treated as a dice modification effect that is not a reroll. Because it is a dice modification effect, when attacking or defending, it triggers during the Modify Dice step. Note, however, that it can also affect other die rolls, such as the roll to determine if a ship suffers damage from overlapping or moving through an asteroid. ***Q: How does Han Solo [Rebel, Modified YT-1300]'s ability interact with C-3PO [Rebel, Crew]? [#d2a62e1d] -A: The "if you do and you roll exactly that many evade results..." portion of C-3PO's ability triggers occurs after the dice are rolled, before the Modify Dice step. Thus, Han Solo's effect occurs after C-3PO's effect has been resolved. If using Han Solo after using C-3PO, the added die must be rerolled. ***Q: How does Han Solo [Rebel, Modified YT-1300]'s ability interact with "Midnight" [TIE/fo Fighter]? [#e0c66439] -A: "Midnight" prevents dice modification. Because Han Solo's ability is a dice modification effect, "Midnight" prevents it from being used. ***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? [#id3295b8] -A: Yes. ***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? [#cb4844e8] -A: Yes. ***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? [#k168b49c] -A: This is resolved one of several ways depending on which player is first player. -In all cases, both abilities ("After you fully execute a maneuver, you may spend 1 force charge to perform a boost or barrel roll action" and "After an enemy ship executes a maneuver, you may perform this attack against it as a bonus attack") are added to the ability queue. -If the first player controls the ship with Fine-Tune Controls, that player resolves this ability before Snap Shot is resolved. If, after performing a boost or barrel roll, the ship with Fine-Tuned Controls is no longer in range or arc to be chosen as a target for Snap Shot, Snap Shot cannot be resolved and is removed from the queue. -If the second player controls the ship with Fine-Tuned Controls, their opponent resolves Snap Shot first. ***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? [#m3537a6b] -A: R4 Astromech and Damaged Engine (and other effects that alter the difficulty of a maneuver, such as Nien Nunb [CREW], L3-37's Programming, and Leia Organa [Rebel and Resistance CREW]) apply only during the Execute Maneuver step, for effects that trigger "before a ship executes a maneuver" (e.g. BB Astromech), and for effects that trigger "after that ship executes a maneuver" (e.g. Elusive). -After Hera's dial is revealed, Hera's player may add Hera's pilot ability and Seasoned Navigator's ability to the ability queue in either order. Both abilities resolve, and if Seasoned Navigator's ability is resolved, the difficulty of the maneuver is increased during the Execute Maneuver step (i.e. the difficulty has not yet been increased when Hera's pilot ability is resolved). -Then, during the Execute Maneuver step, all abilities that alter the difficulty of the maneuver are cumulative as normal. -Note that abilities that alter a maneuver without causing the ship to select a new maneuver on its dial do not affect the ship's "revealed maneuver" as referenced by abilities such as Ric Olié's pilot ability. ***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? [#o3024b82] -A: After a Nantex-class starfighter executes its maneuver, it has the option to add an ability in the queue with the effect of "gain 1 tractor token to perform a ROTATE action." -When this ability resolves, the Nantex-class starfighter pays the cost ("gain 1 tractor token") to resolve this effect. The Nantex-class starfighter gains 1 tractor token, then performs the rotate action. Note that it does not resolve the game effect of becoming tractored (which triggers after the first time a ship becomes tractored each round) until after it fully resolves the ability by completing the rotate action. -Once the ability is fully resolved, the game effect that triggers after a ship becomes tractored is applied to the Nantex-class starfighter (before any other abilities on the queue are resolved), prompting the Nantex-class starfighter's player to move it, if they desire. If they do and this movement takes the Nantex-class starfighter onto a debris cloud, it resolves the effects of moving through or overlapping the debris cloud, including gaining 1 stress token. -Finally, any other abilities on the queue are then resolved in order. ***Q: Can Snap Shot or Foresight be chosen as a special weapon to be used for a ship's attack during the Engagement Phase? [#u29510d7] -A: Yes. The phrase "after an enemy ship executes a maneuver, you may perform this attack against it as a bonus attack" allows the attack to be used as a bonus attack under the specified circumstances, but does not disqualify it from being used 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? [#q5b7d004] -A: Yes. For example, Captain Jonus' pilot ability can be used with a friendly ship's Barrage Rockets [MISSILE MISSILE], and Paige Tico [GUNNER]'s ability can be used with Electro-Proton Bomb [PAYLOAD MODIFICATION]. Each of these upgrades has the qualifying type (MISSILE for Barrage Rockets and PAYLOAD for Electro-Proton Bomb) in addition to its other type. -Note that the Weapon Hardpoint ability does not behave this way, as it grants a special upgrade slot. ***Q: When searching for a damage card with Kaz's Fireball [TITLE], must you show that card to your opponent? [#h0403ac4] -A: No. You are not required to show the 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"? [#d29015a8] -A: No. As exposing a damage card is a cost for removing the disarm token, if the cost cannot be paid, the effect cannot be resolved. ***Q: If "Rush" becomes damaged during the Engagement Phase before the initiative 2 step, causing its initiative to become "6", what happens? [#wb17e1d1] -A: "Rush" engages at the current initiative step, after all other ships at that step have engaged. ***Q: Does the Mining Guild TIE's Notched Stabilizers ship ability allow it to barrel roll through or onto asteroids? [#o3061ab6] -A: Yes. ***Q: When an effect such as Hondo Ohnaka (CREW) coordinates an enemy ship, who chooses the action that ship performs? [#j95f4740] -A: The controller of the coordinated ship chooses the action. ***Q: When does Count Dooku (CREW)'s ability take effect? [#t7768571] -A: Count Dooku's ability takes effect after the dice are rolled (before the Modify Dice step). ***Q: What happens when two players use Count Dooku (CREW) on the same dice roll? [#vdaacbb7] -A: The first player's Count Dooku takes effect: if the roll does not contain the result the first player named, the ship's controlling player must choose one result and change it to the named result. -Then the second player's Count Dooku takes effect: if the roll does not contain the result the second player named,.the ship's controlling player must choose one result and change it to the named result. -This can potentially mean that the same die is modified twice this way. ***Q: At what step of Setup does the Explosion with Wings (Fireball) occur? [#t4ed9da4] -A: During Step 6: Prepare Other Components, after the damage deck has been shuffled. ***Q: How does Chewbacca (Resistance, CREW) interact with the Explosion with Wings ship ability? [#na55b72d] -A: Chewbacca (Resistance, CREW)'s "Setup: Lose 1 CHARGE" ability occurs after the ship equipped with Chewbacca is placed during Step 5: Place Forces. -Explosion with Wings causes a ship to be dealt a damage card during Step 6: Prepare Other Components. -However, triggered abilities that do not have the "Setup:" header or explicitly mention a timing during Setup do not trigger during Setup. Thus, the second ability in Chewbacca's text ("After a friendly ship at range 0–3 is dealt 1 damage card, recover 1 󲈮", which does not mention setup nor have the header, does not trigger from "Explosion with Wings." ***Q: Can "Holo" (TIE/ba Interceptor)'s ship ability transfer a red lock token that has been assigned to "Holo" to a friendly ship? [#mca7eb25] -A: Yes. That red token is included under "your tokens," so Holo can transfer it. ***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? [#x118e1fc] -A: No. "Holo" (TIE/ba Interceptor)'s lock is a red token assigned to another ship. It is not considered "your token" for the purposes of that ability (or other abilities that refer to "your token). However, it is "Holo" (TIE/ba Interceptor)'s lock, and is considered "your lock" for the purposes of any abilities that refer to "your lock." ***Q: What does "closest valid attack range" as mentioned on Automated Target Priority mean exactly? [#z8d0f881] -The "closest valid attack range" is the closest attack range for a given attack that has one or more potential valid defenders. A valid defender is a ship at the proper attack range in arc that meets the requirements for the chosen attack (such as Attack [LOCK]). -For example, consider a TIE/sf fighter equipped with Concussion Missiles that has one enemy ship outside its 󲈫 at range 0, one enemy ship outside its FRONTARC at range 1, two enemy ships in its FRONTARC at range 2, and one enemy ship in its FRONTARC at range 3 (on which it has a lock). Its TURRET is in its FRONTARC. -The TIE/sf fighter measures range (determining the above information) and chooses a weapon as normal. -If it chooses its primary weapon, it determines the closest valid attack range as follows: -Range 0: The enemy ship outside its FRONTARC at attack range 0 is not in arc, so it cannot be selected. As there are no potential valid defenders at range 0, range 0 is not a valid attack range. -Range 1: The enemy ship outside its FRONTARC at attack range 1 is not in arc, so it cannot be selected. As there are no potential valid defenders at range 1, range 1 is not a valid attack range. -Range 2: There are 2 enemy ships in its FRONTARC at range 2. The attack does not have any special requirements. Thus, range 2 is a valid attack range. The attacking player can choose either of these two ships as the defender, regardless of which one is physically closer. -Range 3: There was at least one valid target at range 2, so range 3 cannot be the closest valid attack range. It cannot choose the ship in its FRONTARC at range 3. -It chooses its Concussion Missiles, it determines the closest valid attack range as follows: -Range 0: Range 0 is not a valid attack range for Concussion Missiles, so the enemy ship in its FRONTARC at range 0 cannot be selected. -Range 1: Range 1 is not a valid attack range for Concussion Missiles. Even if the enemy ship at range 1 was in arc, could not be selected. -Range 2: There are 2 enemy ships in its FRONTARC at range 2. However, Concussion Missiles has a special requirement of Attack (LOCK), and the attacker does not have a lock on either ship at range 2. Thus, range 2 is not a valid attack range for Concussion Missiles. -Range 3: There is an enemy ship in the attacker's FRONTARC at range 3, on which the attacker has a lock. Thus, attack range 3 is a valid attack range, and the ship at range 3 can be selected as the defender. -Note that if the TIE/sf had two locks, one on the ship at range 2 and the other on the ship at range 3, Range 2 would be the closest valid attack range and thus it would be required to choose the ship on which it had a lock at Range 2. ***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? [#s95ce9ea] -A: One time. ***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? [#ie82b440] -A: No. The Aftermath step occurs after every attack, but it is not part of the attack. -Note that this means that a bonus attack performed during the Aftermath step is not subject to any “while you perform an attack” effects from the original 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? [#o8d551b3] -A: It resolves as a single instance of gaining two or more tokens. Thus, if a ship is instructed to gain two or more tokens from a single effect like Admiral Sloane, this only triggers abilities that occur “after you gain a token” once. ***Q: Can Major Rhymer perform a TORPEDOE or MISSILE attack at attack range 0? [#sa356f88] -A: Yes. ***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? [#aab8ef74] -A: Unlike Cluster Mines (PAYLOAD), Thermal Detonators are dropped one at a time, and each Thermal Detonator dropped counts as a single instance of dropping a device. This means that: --After Paige Tico (MG-100 Starfortress) drops each Thermal Detonator, she may spend 1 CHARGE to drop one additional Thermal Detonator. As she has only one charge, this normally means she can drop a maximum of 3 Thermal Detonators. --After a ship with Paige Tico (CREW) is destroyed, that ship may drop one Thermal Detonator. --Abilities that trigger after dropping a device trigger after each Thermal Detonator is dropped. In terms of sequence, the first Thermal Detonator is dropped, any abilities that trigger from this (such as Deathrain [TIE/ca Punisher] or Delayed Fuses [MODIFICATION]) are added to the queue and resolve, and then the second Thermal Detonator is dropped, and any abilities that trigger from this are added to the queue and resolved. --Trajectory Simulator (SENSOR) can be used for up to one Thermal Detonator, but as the two devices must be dropped (or launched) with different templates, both cannot be launched this way. ***Q: Are left bank (or turn) and right bank (or turn) templates of the same speed considered different templates? [#ze192b2f] -A: Yes. Even though these templates are resolved with the same physical tool, they are considered different templates. -For example, the [3 LEFT-TURN] and [3 RIGHT-TURN], which use the same physical tool, flipped over), they are considered different templates. Thus, if an effect requires you to choose "two different templates," you may select the [3 LEFT-TURN] template and the [3 RIGHT-TURN] template. ***Q: What is a structure as mentioned on Marg-Sabl Closure (TALENT)? [#tc8ce5b4] -A: A structure is a... wait a second, I can't tell you that yet! You'll have to wait and see. *RULES REFERENCE UPDATE VERSION 1.4 [#le01787a] **ELECTRO-CHAFF CLOUD [#r7815f7f] -See Obstacles. **LIMITED 2 (••) AND 3 (•••) [#fc095a83] 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 [#b1df9410] 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: -The miniature must be made from a majority of miniature parts from the Star Wars: X-Wing miniatures line. -The miniature must be easily identifiable as the ship it represents -Players may not customize a miniature in such a way that any part of the miniature represents the intellectual property of any party except Lucasfilm, including: copyrighted logos, symbols, iconic elements, or other iconography. -The size or pose of a customized miniature cannot interfere with gameplay. -Where possible, miniatures must always be attached to a Star Wars: X-Wing base that is the appropriate size and shape of the original miniature. If two or more miniatures in play could potentially touch, causing conflict with movement or placement of ships, players may remove the miniature from its plastic pegs until the conflict is resolved. -Players cannot modify ship bases to alter their size or shape. -Ship pegs (including the connecting pegs affixed to ship miniatures) may be modified or replaced with a different connecting method. -Each ship card has a ship type centered at the bottom of the card. Players may use any Star Wars: X-Wing miniature that represents the same ship model as the pilot in their squadron, so long as it is easily recognizable as the ship it represents and has the appropriate ship token fitted in the ship’s base. Example: The Customized YT-1300 Light Freighter miniature may be used to represent a Scavenged YT-1300 if the Escape Craft piece is removed and an appropriate ship token is fitted to the ship’s base. **PURPLE ACTIONS [#fdce79d9] As a cost to perform a purple action, the ship performing the action must spend 1 FORCE. *SQUAD BUILDING APPENDIX VERSION 1.4 [#sec38469] **SQUAD BUILDING [#v4671534] 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 [#e318cc22] Nearly all game modes limit ships to a specific faction. All ship cards must be from a single faction. **LIMITED AND SOLITARY CARDS [#a10f17c1] A squad’s cards are restricted by the rules of limited cards and solitary cards. **BAN LIST [#a5726403] 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 [#fefc85bf] 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 [#nb736646] 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 [#n1f86025] 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 [#e03ee532] 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 [#wbfee3ae] -Each ship has an upgrade bar, which is a list of upgrade icons that limit the types of upgrades the ship can equip. A list of all ships’ upgrade bars is available at www.atomicmassgames.com/xwing-documents. -Each upgrade card has a cost. The combined cost of all upgrades equipped on a ship cannot exceed that ship’s loadout value. -A ship cannot equip more than one copy of an upgrade card with the same name. -Some upgrade cards have restrictions listed in their restriction field. These restrictions can refer to faction, ship size, ship types, and builder keywords. Only ships that match the restrictions of an upgrade can equip it. **LOADOUT POINTS [#pf5e671c] 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 [#l5d85836] 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 [#bd4ff1c3] During the Engagement Phase, each huge ship may perform multiple attacks. ***Standard Attack [#md040a57] 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 [#w56d65a7] 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: -A huge ship may perform any number of bonus attacks each round. -A huge ship can use each “Bonus Attack:” header only once per round. -If an effect grants a huge ship a bonus attack that is a primary attack or a special attack with an “Attack:” header, it can perform only one bonus attack using that primary attack or “Attack:” header per round. ***Firing Arcs [#wc234fa9] 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 [#b0df3c0b] 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 [#pdb2e74a] 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 [#t78a44bd] 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 [#ocf0bbec] 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 [#mf0b1e81] 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 [#t5efefae] 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) [#n456fe74] Energy (ENERGY) is a type of charge that follows all the standard rules for charges (see Charge). Additionally: -If an upgrade card has an energy capacity, this increases the energy capacity of the ship. The ENERGY are placed above the ship card it is attached to (not the upgrade card). --During the End Phase, each ship with an energy capacity recovers only a number of ENERGY equal to the recurring charge symbols on its ship card, regardless of the number of recurring charge symbols that appear on its upgrade cards. --If an upgrade card instructs the ship to spend ENERGY, those ENERGY are spent from the ship card. **ENGAGEMENT VALUE [#oc5dd254] 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 [#j484baff] 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 [#kd13a486] 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 [#o7002818] 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: +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. +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] [#u31b3a08] 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: +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. +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 [■] [#p63e16bd] A huge ship executes a stationary maneuver [0 ■] following the stationary maneuver rules for standard ships. **“MOVE” AND “ROTATE” EFFECTS [#oe0c61ca] 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: -Barrel Roll -Boost -Cloak/Decloak -SLAM -Any effect that calls for a base rotation (e.g. “rotate your base 90˚” or “rotate your base 180˚”) to occur. **OVERLAPPING OBJECTS [#tf380656] Huge ships have additional rules for overlapping objects that they use in place of the rules used by standard ships. ***Overlapping Obstacles [#vf5d95ed] 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: -Asteroid or Debris Field: The huge ship suffers one CRITICAL damage and gains one stress token. -Gas Cloud: The huge ship gains one jam token. Then the huge ship continues to resolve its activation. It does not skip its Perform Action step ***Overlapp ing Huge Ships [#gd2f7353] 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 [#o9991f44] 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 [#wf4dcbf8] While a huge ship obstructs an attack, the defender rolls one additional defense die. **PRECISION SHOT [#c4e5576b] See Damage Cards. **RED MANEUVERS [#h6fba6d5] While a huge ship executes a red maneuver: -If it has one or more active energy (ENERGY), it loses one ENERGY instead of gaining one stress during the Check Difficulty step. -If it has zero ENERGY and is not stressed, it gains one stress token during the Check Difficulty step. -If it has zero ENERGY and is stressed, it executes a white [2 ↑] maneuver instead of the maneuver on its dial. **RESOURCE TRACKERS [#yacdc3f8] Huge ships use resource trackers to note their current active energy (SHIELD) and active shields (ENERGY). To use a resource tracker: -When a huge ship loses ENERGY or SHIELD, reduce the relevant tracker by that amount. -When a huge ship recovers ENERGY or SHIELD, increase the relevant tracker by that amount, to a maximum of its energy or shield value, respectively. **SETUP [#e202d11f] 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 [#t9643480] 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 [#b3f62888] 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 [#y25d09c0] 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 [#c23873cf] This section contains diagrams for huge ships. **EXAMPLE OF A [2 LEFT-BANK] MANEUVER [#me6d85f9] This example shows how a huge ship executes a bank maneuver. -Fig. 1a: Position tool (before) -Fig. 1b: Place ship (after) **EXAMPLE OF OVERLAPPING A HUGE SHIP [#wa1c6d0f] This example shows how a huge ship overlap of another huge ship is resolved. -Fig. 2a: The Raider-class corvette is attempting to execute a [2 RIGHT-BANK] maneuver. -Fig. 2b: The Raider-class corvette would overlap the CR90 corvette. -Fig. 2c: To resolve this, the Raider instead executes a [1 RIGHT-BANK] maneuver, since it is a speed 1 lower maneuver that does not cause it to overlap the CR90. **EXAMPLE OF OVERLAPPING A STANDARD SHIP [#i6aab858] This example shows how a huge ship overlap of a standard ship is resolved. -Fig. 3a: The Raider-class corvette would overlap the YT-1300. To resolve this, the YT-1300’s player picks it up and sets it aside. -Fig. 3b: After the Raider moves, the YT-1300’s player places it in the Raider’s full rear arc [FULLREARARC] at range 0–1. Then a chosen opponent may rotate the YT-1300 by 90˚. **EXAMPLE OF TRACKING [TURRET] ON A HUGE SHIP [#ic0f2a5a] 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 [#j6a3c519] 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 [#k659fc2c] This section contains frequently asked questions and their answers. **ATTACKS [#h4736cd3] ***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? [#qe626c0b] -A: Per Attacks on page 35, a huge ship can choose a special attack (such as the one on Heavy Laser Cannon) for the attack it performs when it engages. Per the same page, it can perform up to 1 bonus attack granted to it for a given special attack with an “Attack:” header per round. -Therefore, the answer is “two times,” but there are several ways this can occur. The C-ROC chooses to perform its standard attack using Heavy Laser Cannon, and also does one of the following: --The C-ROC performs an attack that misses and uses IG-88D and IG-88B's abilities to perform a bonus attack with its Heavy Laser Cannon. --The C-ROC spends 1 ENERGY and uses Corsair Refit to perform a bonus attack using Heavy Laser Cannon. -Note that the same applies to special attacks that generate their own bonus attacks, like Cluster Missiles (MISSILE)—in that case, the C-ROC could choose Cluster Missiles for its standard attack and then fire one subsequent bonus attack using Cluster Missiles if there was an eligible target, or it could chose it for its attack when it engages and also use Corsair Refit and spend 1 MISSILE to fire Cluster Missiles for a bonus attack against any ship in range and arc, but it cannot do both during the same 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? [#r8bbeffd] -A: Once. While it can fire one of these weapons with its standard attack and another with a bonus attack (or fire one weapon twice this way, as described in the example above), it can only use the "Bonus Attack:" header on Corsair Refit once per round. ***Q: Can a CR-90 Corvette with Han Solo [GUNNER, Rebel] perform an attack at Initiative 7? [#cd0def85] -A: Yes. While huge ships are unable to engage at initiative steps other than the one defined by their engagement value, they are capable of making attacks at other initiative steps if instructed by a card like Han Solo. ***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? [#ee7ffd45] -A: If Targeting Battery is the only card at play, no. Targeting Battery does not read "ignoring range restrictions," therefore the ship must obey the normal range restrictions for acquiring locks. -However, there are a number of ways huge ships can circumvent this limitation. The CR-90's Broadside Battery ship ability allows it to acquire locks at range 4, and the Boosted Scanners [SCANNER] upgrade allows a ship to spend energy increase the range at which it can lock, letting it acquire the lock from Targeting Battery at range 4 or 5. **MOVEMENT [#a7089322] ***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? [#he647aff] -A: No. The huge ship movement tool is distinct from a maneuver template, and uses its own rules described in this section. -In fact, huge ships never interact with the rules for "moving through" objects, as they move with their maneuver tool and not a maneuver template. Note that this does mean that huge ships can, in rare circumstances, "jump over" a small object. **TURRET ARC INDICATOR PLACEMENT [#g05b679c] ***Q: If a ship has three upgrades that grant it a TURRET or DOUBLETURRET indicator, what happens? [#w9a0b6b0] 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 [#jb888572] 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 [#xf48952a] 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 [#s1843278] To play a scenario using Environment cards, both players should first agree to use them. **USING ENVIRONMENT CARDS [#v925464a] 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 [#k9996f1d] 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 [#mdf29abd] Environment cards can be found in several products. A full list of environment cards and locations follows: **NEVER TELL ME THE ODDS OBSTACLES PACK [#ef49d53f] -Asteroid Shower (9 Obstacles) -Clouzon-36 Deposits (6 Obstacles) -Comet Tail (8 Obstacles) -Ion Clouds (6 Obstacles) -Mynock Infestation (6 Obstacles) -Recent Wreckage (9 Obstacles) **FULLY LOADED OBSTACLES PACK [#kc4e56c1] -Continuous Bombardment (6 Obstacles, 8 Devices) -Countdown (5 Obstacles, 1 Device) -Minefield (4 Obstacles, 4 Devices) -Munitions Cache (6 Obstacles, 7 Scenario Upgrades) -Pinpoint Bombardment (6 Obstacles, 6 Scenario Upgrades) -Unexploded Ordnance (5 Obstacles, 4 Devices)