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AI Elite: AI Flee:
The AI Elite all start with the higher level squadron
When the AI is in flee mode it will attempt to
upgrades and action selections of the same ship
swerve to another green manoeuvre to avoid
type. Where there is a conflict such as an
obstacles if possible. If not possible just fly over it
astromech or secondary weapon type, use the
and attempt to jump.
ones stated on the elite card.
AI Actions:
AI Squadrons:
The actions for each of the AI ships is:
As the average player pilot skill increases the skill
1. Remove stress
of the squads you face will also increase.
2. Resolve face up damage cards.
When the AI spawn they fly in formation if they 3. Follow actions stated on the movement card for
are in the same group. each ship.
When you reveal your maneuver dial, or after you perform an action, you may perform
3 Deathfire
a [bomb] Upgrade card action as a free action.
At the start of the End phase, you may spend a target lock you have on an enemy ship
3 Lieutenant Colzet
to flip 1 random facedown Damage card assigned to it face up.
When another friendly ship at Range 1-2 would receive a stress token, if you have 2 of
4 Captain Yorr
fewer stress tokens, you may receive that token instead.
4 Epsilon Ace While you do not have any Damage cards, treat your pilot skill value as "12."
When attacking, at the start of the "Compare Results" step, you may cancel all dice
4 Wampa
results. If you cancel a [crit] result, deal 1 facedown Damage card to the defender.
Commander At the start of the Combat phase, you may acquire a target lock on an enemy ship at
5 Alozen Range 1.
5 Countess Ryad When you reveal a [straight] maneuver, you may treat it a [K-turn] maneuver.
When the number of damage cards assigned to you equals or exceeds your hull value,
5 Fels Wrath
you are not destroyed until the end of the round.
5 Krassis Trelix When attacking with a secondary weapon, you may reroll 1 attack die.
When performing a barrel roll action, you may receive 1 stress token to use the
5 Lieutenant Lorrir
[1 bank] template instead of the [1 straight].
5 Night Beast After executing a green maneuver, you may perform a free focus action.
5 Winged Gundark When attacking at range 1, you may change 1 of your [hit] results to a [crit] result.
When performing a barrel roll, you may use the Straight 2 template (instead of the
5 Zeta Ace
Straight 1 template).
6 Backstabber When attacking from outside the defender's firing arc, roll 1 additional attack die.
When another friendly ship at Range 1 attacks with a secondary weapon, it may reroll
6 Captain Jonus
up to 2 attack dice.
At the start of the combat phase, you may assign 1 of your blue target lock tokens to a
6 Colonel Jendon
friendly ship at range 1 if it does not have a blue target lock token.
When attacking, immediately after you roll attack dice, you may acquire a target lock
6 Colonel Vessery
on the defender if it already has a red target lock token.
Commander If you have no shields and at least 1 Damage card assigned to you, increase your agility
6 Kenkirk value by 1.
6 Dark Curse When defending, ships attacking you cannot spend focus tokens or reroll attack dice.
F D V1.4
At the start of the Combat phase, remove 1 stress token from each friendly ship at
6 Epsilon Leader
Range 1.
When attacking at Range 2-3, you may spend 1 evade token to add one [hit] result to
6 Kir Kanos
your roll.
Friendly players at Range 1-2 may perform the action on your equipped [EPT] Upgrade
6 Youngster
card.
6 Zertik Storm Enemy ships at Range 1 cannot add their range combat bonus when attacking.
When attacking, the defender receives 1 stress token if he cancels at least 1 [crit]
7 Kath Scarlet
result .
When your attack deals a faceup damage card to the defender, instead draw 3 Damage
7 Maarek Stele
cards, choose 1 to deal, and discard the others.
When attacking with a secondary weapon, you may increase or decrease the weapon
7 Malor Rhymer
range by 1 to a limit of Range 1-3.
When attacking, you may spend a focus token and a target lock you have on the
7 Omega Ace
defender to change all of your results to Critical Hit results.
You may maintain 2 target locks on the same ship, When you acquire a target lock you
7 Redline
may acquire a second lock on that same ship.
When attacking a defender that has 1 or more Damage cards, roll 1 additional attack
7 Scourge
die.
When you reveal a [K-turn] maneuver, you may treat the speed of that maneuver as 1,
7 Tetran Cowall
3 or 5.
7 Turr Phennir After you perform an attack, you may perform a free boost or barrel roll action.
7 Whisper After you perform an attack that hits, you may assign 1 focus token to your ship.
When attacking, if you are not stressed, you may receive 1 stress token to roll 1 addi-
7 Zeta Leader
tional attack die.
When you reveal a bank maneuver, you may rotate your dial to the other bank
8 Boba Fett
maneuver of the same speed.
8 Captain Kagi When an enemy ship acquires a target lock, it must lock onto your ship if able.
F D V1.4
When another friendly ship at Range 1 is attacking with its primary weapon, it may re-
8 Howlrunner
roll 1 attack die.
When you reveal your maneuver, you may increase or decrease its speed by 1 (to a
8 Juno Eclipse
minimum of 1).
Enemy ships that you have locked cannot modify any dice when attacking you or de-
8 Omega Leader
fending against your attacks.
Rear Admiral
8 Chiraneau
When attacking at Range 1-2, you may change 1 of your [focus] results to a [crit] result.
After you perform an attack that deals at least 1 Damage card to the defender, you may
8 Rexlar Brath
spend a focus token to flip those cards face up.
When attacking with your primary weapon at range 2-3, treat the range of the attack as
8 The Inquisitor
Range 1.
8 Tomax Bren Once per round, after you discard an [EPT] Upgrade Card, flip that card face up.
9 Darth Vader During your "Perform Action" step, you may perform 2 actions.
Once per round, when you lose a shield token, you may perform a primary weapon
9 Quickdraw
attack.
9 Soontir Fel When you receive a stress token, you may assign 1 focus token to your ship.
F D V1.4
SECTOR SCAN
3 4
Mission Briefing:
There has been Rebel activity in the sector so we have
increase patrols to locate the Rebel ships. Our
intelligence reports indicate that some Rebel ace has 2 5
been brought in to stir things up in the sector. The
asteroid fields have been used as ambush points by the
Rebels on our convoys as they jump out of hyperspace.
Engage any Rebels you encounter and hold them at bay 1 6
long enough for a heavily armed squadron to arrive and
crush the Rebel forces.
PRIMARY At least 50% of the player ships (rounded up) must survive until the end of round 10.
Z 95 Setup 4 Attack 2 2 2 2
Z 95 4 1D6 Attack 2
Z 95 6 1D6 Attack 2 2
F D V1.4
SECTOR SCAN
3 4
Mission Briefing:
We have been using satellites to collect intel in a nearby
system, to prevent the satellites from being detected
they were set to receive only so we need to collect 2 5
them. Rebel activity has been detected nearby and we
need the intel to see what they are up to.
Escort a shuttle and collect the satellites. Make sure the
shuttle gets back safely. 1 6
Z 95 Setup 5 Attack 2 2 2 2 3
Z 95 4 1D6 Attack 1 2 2 3 2
Z 95 8 1D6 Attack 2 2 2
F D V1.4
SECTOR SCAN
3 B 4
Mission Briefing:
The Rebels have had a spy operating in the region and is
now trying to escape with intel on our operations here.
We believe they are using the cover of a nearby 2 5
asteroid belt to make his escape. The asteroid belt
emits interference with the hyperspace engines and A
communications. This will prevent the Rebels from
jumping to hyperspace until they clear the belt.
1 6
Intercept the HWK-290 and destroy it, you will then
need to clear the belt and report back to base for any
needed assistance.
PRIMARY Destroy the HWK-290 and at least 1 player ship must escape by fleeing the board on their
starting edge.
BONUS If no players are shot down, all players gain 2xp.
If all rebel ships are destroyed or flee all players gain 2xp.
The intel the have escaped Well done, we have kept this
with could prove critical to sector secure from the Rebel
our hold on the sector. scum.
F D V1.4
Player Victory:
The HWK-290 must be destroyed and at least 1
player ship must escape the board by the end of
round 10.
AI Ships:
The AI are not able to flee by jumping to
hyperspace so will flee to the nearest edge at
fastest speed, they will be able to fire on ships
while doing so.
The HWK-290 is a Rebel Operative PS2 and gains
2 shields for each difficulty band. The HWK-290
will roll for manoeuvre treating the Yellow arrows
as its target, when within range 2 fly at fastest
speed to that corner.
SECTOR SCAN
Mission Briefing: 3
attack.
We must protect the fuel supplies at all costs. 6 4
arrive.
5 5 3 3
5 3
1 5
6
Friendly Territory12 Turns
Red ZoneStation for 2 Players, add station
sections and emplacements according to
number of players.
1st 2 players start R1 of Red Zone, subsequent
players start in docking bay according to
number.
PRIMARY Make sure at least half the fuel pods (rounded up) last until the end of round 12.
Z 95 Setup 5 Attack 2 2 2 2 3