TM

TM

Tournament FAQ

Summary of changes in this version VERSION 2.2.1 / EFFECTIVE 10/24/2016

• Errata, Page 2 • FAQ, Page 4

• Rule Clarifications, Page 3 • Card Clarifications, Pages 5, 7–9

All changes and additions made to this document since the previous version are marked in red. ™ Range Example

All changes and additions made to this document since the previous version are marked in red.

Errata Cards Most Wanted The special rule for the “Most Wanted” objective card should read:

“While a ship is attacking an objective ship, it may add 1 die of The CR90 Corvette’s front hull zone attempts to attack any color that is already in its attack pool to its attack pool.” the Victory’s rear hull zone. The Rebel player must measure range to the closest point of the Victory’s rear Jamming Field hull zone that is within the attacking firing arc. This This upgrade card’s effect should read: measurement passes through the Victory’s left hull zone, so the CR-90’s front hull zone does not have “While a squadron at distance 1–2 is attacking a squadron or line of sight on the Victory’s rear hull zone. defending against a squadon, the attack must be treated as obstructed.”

Learn to Play Fleet Building, p.6 Fleet-Building Restrictions, p.22 This entry should include the following bullet point: This section should include the following bullet point: “A ship cannot equip more than one copy of the same upgrade card.” “A ship cannot equip more than one copy of the same upgrade card.” Line of Sight, p.7 Rules Reference The fourth bullet point of this entry should read: “If line of sight or attack range is traced through a hull zone on Attack, p.2 the defender that is not the defending zone, the attacker does The second sentence of step 6, “Declare Additional Squadron not have line of sight and must choose another target.” Target,” should read: easuring iring rc and ange p “The new defender must be inside the firing arc and at attack M F A R , .7 range of the same attacking hull zone, and the attacker must This entry should include the following paragraph: measure line of sight to it as normal.” “When measuring attack range for a ship, ignore any portion of the defender that is outside the attacking hull zone’s firing arc, Attack, p.2 even if that portion is at a closer range.” Step 6, “Declare Additional Squadron Target,” should include the following bullet point: Measuring Firing Arc and Range, p.7 “Treat each repetition of steps 2 through 6 as a new attack for This entry should include the following paragraph: the purposes of resolving card effects.” “If attack range is measured through a hull zone on the defender that is not the defending hull zone, the attacker does not have Commands, p.4 line of sight and must choose another target.” This entry should include the following bullet point:

“A ship can resolve a command and choose not to produce its effect. It still counts as resolving that command, such as for the purpose of triggering upgrade cards.” 2 Overlapping, p.8 A player cannot learn hidden information without the aid of a game effect, rule, or another player verbally communicating The last sentence of the first paragraph should read: the information. However, if a player that has access to hidden “He can place those squadrons in any order, but he cannot information about the game or a card and chooses to verbally place them outside the play area.” share it with his or her opponent, that player is not required to tell the truth. Size Class, p.11 The size of a small ship should read “43mm x 71mm.” The size of a medium ship should read “63mm x 102mm.” The size of a FAQ large ship should read “77.5mm x 129mm.” This section answers frequently asked questions about : Armada. Rule Clarifications Attacks Q: When a ship resolves an ability that allows it to add open, derived, and hidden to the attack pool, can it add those dice if their color is not information normally appropriate for the range of the attack? A: Yes. The range restriction on dice color applies only when open information dice are gathered during the “Roll Attack Dice” step of an Open information is any information about the game, game attack. state, or ships that is available to all players. This includes faceup damage cards, any relevant tokens, the chosen Q: If a ship’s attack would not include any dice, but the ship objective, discarded upgrade cards, and any other information can add dice through a card effect, can it perform the continuously available to all players. attack?

All players are entitled access to open information and cannot A: No. If a ship does not gather any dice during the “Roll Attack hide open information from an opponent or omit specific Dice” step of an attack, the attack is canceled. details. A player must allow his or her opponent to discover the information themselves if they attempt to do so. Commands Q: When a ship spends a command dial and token of the same derived information type, does that count as one resolution of that command? Derived information is any information about the game, game state, or ships all players have had the opportunity to learn A: Yes. through card/game effects or through the process of deduction Q: If a ship wants to spend a command dial and token of the using open information. This includes each player’s current same type, does it have to spend them simultaneously? score, how many of a particular damage card might remain in a damage deck, which ship a dial belongs to, etc. A: Yes. It must already have both the dial and token, and must spend them together. Derived information may be marked with the use of a token or other indicator so that players remember the information. A Q: Can a ship spend its command dial to gain a command player cannot misrepresent derived information or hide the open token of the same type at any point during its activation? information necessary to discover derived information. A: No. It can only do this when it reveals its command dial. If derived information is dependent on a player’s previous decision or action, he or she must answer truthfully when asked Q: If a ship spends its command dial to gain a command token about that decision or action. For example, Steph chooses two of the same type, can it spend that token later in that round? ships for the objective Most Wanted. During a round later in the A: Yes. game, Bryan forgets which ships were chosen and asks Steph. Steph must answer honestly which two ships she chose for the Q: If a ship has a P dial and a P token, can it spend those objective. tokens against different targets during the same round?

idden nformation A: No. A ship cannot resolve each command more than once H I each round. Hidden information is any information about the game, game state, or ships unavailable to one or more players. This includes Q: If a ship spends a P dial and a P token together, can it facedown damage cards (even if they were previously faceup), reroll the die that it adds? Is it required to reroll a die? facedown maneuver dials, cards within the damage deck, etc. A: It can reroll the die that it adds, and it can choose not to reroll any dice.

3 Q: When a ship executes a maneuver such that a portion of Damage cards the ship would be outside the play area at its final plotted Q: Can players look at facedown damage cards assigned to position, but the ship overlaps another ship at that position ships? and finishes its move entirely inside the play area, is the ship A: No. that is moving destroyed? A: No.

Flotillas Q: When an effect instructs a ship to execute a maneuver Q: What ship size are flotillas for the purposes of resolving outside of its usual Execute Maneuver step, what is that card effects? ship’s speed?

A: A flotilla ship is of the ship size defined by its ship token and A: While executing that additional maneuver, the ship’s speed base. For example, a flotilla ship on a small base is a small is temporarily set to the speed indicated by the effect that is ship for all rules and effects interactions. Flotillas are only resolved. The ship executes the maneuver by completing the treated differently when they are overlapped or overlapping Determine Course and Move Ship steps. The ship’s current other ships. speed is still tracked by its speed dial, and the ship does not count as having changed its speed. Movement Q: When a ship executes a maneuver, does it move along the Obstructed maneuver tool? Q: While a ship is overlapping an obstacle and the attacking hull zone’s traced line of sight does not pass over a visible A: No. The ship is picked up from its starting position and placed portion of that obstacle, or another obstacle or ship, is that in its final position. It ignores any obstacles, ships, and attack obstructed? squadrons that its base does not overlap in its final position. A: No. Q: When a ship executes a maneuver, is it destroyed if part of the maneuver tool is outside the play area but the ship itself is entirely inside the play area? Setup and Fleet-Building A: No. Q: During fleet-building, how many fleet points can a player spend on squadrons? Q: When a ship overlaps more than one ship, how does a player determine which of those ships is closest? A: A player can spend up to one third of the fleet point total, rounded up. For example, if playing a 200-point game, a fleet A: The player measures range to the overlapped ship that could contain 67 points of squadrons, even if the total cost of appears to be closer and temporarily marks that measurement that fleet was only 190. (such as by holding his or her thumbnail where the ruler reaches the overlapped ship). Retaining that measurement, Q: During the “Place Obstacles” step of setup, can the players he or she measures range to the other overlapped ship. place any combination of six obstacles? If the second range measurement is beyond the marked A: No. The players place three asteroid fields, two debris fields, measurement, the first ship is closer; otherwise, the second and one station. ship is closer. Q: During the “Deploy Ships” step of setup, can a player set his Q: When can a player premeasure with the maneuver tool? or her ship’s speed to “0”?

A: A player can only premeasure with the maneuver tool during A: No. his ship’s “Determine Course” step and only for that ship. Q: Can a ship be placed so that it overlaps another ship? Q: If a ship executes its manuever so that it is exactly touching another ship or squadron at its final position, did the A: No. ship that moved overlap the ships or squadrons that it is touching? Q: Can a ship spend a defense token even if it would have no effect? A: No. A: Yes. For example, a ship can spend a B token and choose an Q: If a ship overlaps another ship and suffers damage so that it adjacent hull zone with no shields remaining. has damage cards equal to its hull value but its final position is overlapping the station obstacle, is that ship destroyed? A: Can a ship spend an evade token to reroll a die and wait to see the result before spending another defense token? A: Yes. The station’s effect is not resolved until after the ship executes its maneuver. A: Yes. Q: When measuring line of sight, do the attacker’s hull zones block line of sight?

A: No. 4 Q: Which parts of a ship’s base block line of sight? Q: Is a squadron with grit prevented from moving while engaged with two squadrons, one with heavy and one A: The ship’s entire plastic base blocks line of sight, excluding without heavy? the plastic portions that frame shield dials. The shield dials also do not block or obstruct line of sight. A: Yes

Q: Can a ship attack an engaged squadron? Q: If a squadron is at distance 1 of two enemy squadrons, one that it is engaged with and one that it is not engaged with because it is separated by an obstacle, does the original A: Yes. squadron have to attack the engaged squadron?

A: No. A squadron can attack another squadron at distance 1 Squadrons regardless of whether it is technically engaged with that Q: When a squadron activates, is it required to move and/or squadron. attack?

A: No. A squadron can activate and end its activation without moving and/or attacking. Card Clarifications

Q: During setup, can a squadron be placed outside the setup This section clarifies individual cards and explains various area as long as it is within distance 1–2 of a friendly ship? card interactions.

A: No. It may be placed outside of the deployment zone, but not outside the setup area. Damage Cards

Q: When a squadron with counter performs its counter attack, power Failure Power Failure can it resolve abilities that affect an attack? If a ship has two Power Failure damage cards, Ship A: Yes. A counter attack functions just like a normal attack it fully applies one, then applies the other. Your engineering value is reduced to half its For example, a ship with an Engineering except that the dice gathered for the attack are indicated by value, rounded down. the squadron’s counter value instead of its anti-squadron value of “5” would be reduced to “2” and armament. They can be affected by the swarm keyword, then reduced again to “1.” Howlrunner’s ability, etc.

Q: How does the squadron keyword bomber work? 19/52

A: When a squadron with bomber attacks a ship, it can resolve the standard critical effect before totaling damage if it has at thrust-Control Thrust-Control Malfunction malFunCtion least one E result. To determine the total damage of an attack An adjustable joint is a joint with a yaw value against a ship, it sums the number of F and E results instead Ship of “I” or “II”; a joint with a yaw value of The yaw value for the of only the F results. last adjustable joint at “-“ is not affected. This card affects the yaw your current speed is reduced by 1. value printed on the speed chart; that value Q: If a ship overlaps a large number of squadrons, can the can still be increased by the M command or opposing player place the squadrons in a way that makes it other card effects. impossible for all of them to touch the ship?

37/52 This card only affects maneuvers executed at A: No. The player must place as many as possible touching the the ship’s current speed (the number on its ship. He or she cannot space them out in order to prevent speed dial). some squadrons from touching the ship. Q: If a ship overlaps a large number of squadrons and it is Objective Cards impossible to place all of them touching the ship, where should the remaining squadrons be placed? Advanced Gunnery A: A squadron that cannot be placed touching the ship must be AdvAnced Gunnery If either player’s objective ship is Setup: After deploying fleets, each player placed touching another squadron that is touching the ship. chooses 1 of his ships to be an objective equipped with Gunnery Team and ship, starting with the first player. Special Rule: The first player’s objective attacks from the same hull zone ship may perform each of its attacks from Q: When a ship executes a maneuver, if its shield dial or the the same hull zone. It cannot target the same hull zone or squadron more than during its activation, that ship cannot plastic portion framing that dial is overlapping a squadron’s once each round with that hull zone. The second player’s objective ship may target the same ship or squadron more base, does that count as overlapping? perform each of its attacks from the same hull zone, and it may do so against the than once during its activation. same targets. end of Game: The fleet point cost of a A: Yes. Similarly, a squadron cannot move under or be placed destroyed objective ship is doubled. Do not double the cost of its upgrade cards. If either player’s objective ship is under a ship’s shield dial, as this would count as overlapping © LFL © FFG equipped with Slaved Turrets, that ship cannot attack more than once per Q: Can a squadron with rogue move and attack in either order – when it activates during the Squadron Phase? round.

A: Yes. 5 6 This ssault A hymer R rs effect. icon’s abilities and upgrades Their G O ajor space yper an J Ors herself is defending, Unless Jan her defense tokens cannot be targeted an by H not aside are set and squadrons Ships in play. be and they cannot are inactive abilities. any affected by set aside that was When a squadron slider to set its activation is deployed, color as the initiative the same display token. second player During setup, if the cannot a squadron but must deploy no ships in the because he or she has her squadrons that area, his or play destroyed. are not set aside are cannot move second player The at the start of the first tokens objective round. ships in the play If all of a player’s his ships and area are destroyed, squadrons that are set aside are also If the game goes to time, or destroyed. the end of the sixth round, his ships and squadrons that are set aside are destroyed. M squadrons that are at Friendly can attack distance 1 of Major Rhymer instead ships at close–medium range of being restricted to distance 1. himself. includes Major Rhymer When a friendly squadron attacks it ignores the dice color in this way, side of the restrictions on the range rolling all dice in its battery ruler, armament (the rightmost armament on the squadron card). 19 16 – ult er A .) M quadron ss row RS hy c S o A heavy

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er ce an J PA MB oldy • ajor 4 5 o At the start of any round round At the start of any M M : ers (After a squadron performs a • B P y ule 2. (While attacking a ship, each of a ship, each (While attacking attack against you, you may attack may you against you, attack . (You do not prevent engaged do not prevent (You . R h tie Before deploying fleets, the second Before deploying (While an enemy squadron is at squadron (While an enemy . : icons adds 1 damage to the damage ounter E 3 Eavy 4 C omBEr ounter ntel etup pecial H C i B after the first round, the second player can can second player after the first round, the the ship and squadrons that he set deploy token. 1 objective aside at distance 1 of ship The tokens. all objective remove Then squadrons; overlapping can be deployed places those squadrons the first player them as though the ship had overlapped executing a maneuver. while he does not deploy, If the second player token to within objective each move may distance 1 of its current position. player sets aside 1 of his small or medium player squadrons; he doesships and up to 3 of his he Then them during setup. not deploy area tokens in the play places 3 objective edges. of both players’ distance 3 beyond S S distance 1 of you, it has distance 1 of you, While a friendly squadron at distance 1–2 is defense tokens. defending, it can spend your K $ non- that squadron with an anti-squadron armament are destroyed.) if you of 2 blue dice, even squadrons from attacking ships or moving.) squadrons from attacking Friendly squadrons at distance 1 can attack squadrons at distance 1 can attack Friendly using all ships at close–medium range enemy dice in their battery armament. I L your your total and you can resolve a critical effect.) can resolve total and you

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any of second The Armament.” be can alvo dice S mbush anes added A L pening leet ire of the attack. of the range regardless includes the fleet point cost A ship’s equipped to cards costs of all upgrade that ship. only that portion is token, objective added to the sum. A hull zone can add only its current battery armament to the sum, including increases and decreases due to cards like “Enhanced after an Do not include dice granted as from be rolled, such would attack command or the Fire the Concentrate “Dominator” title. F squadrons can deploy first player The within distance 1–2 of a ship inside the ambush zone. player’s F hull zone’s If only a portion of a of an range armament is at attack O effect this card added by dice The pool after to the attack are added pool is rolled. the attack – -- 15 . Players mark mark . Players lvo A bush zone nes

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A ambu ire enin Each player gains 1 victory player Each The first time a ship performs first time The F P leet : : Each player increases his player Each : : F o ule ame ound R The portion of the setup area that portion of the setup area that The After deploying fleets, assign 1 After deploying After placing obstacles, the second G R : : : : of of

etup pecial etup etup nd nd is beyond distance 5 of any edge of the edge of the distance 5 of any is beyond setup area is the an attack against another ship, discard the against another an attack token. If the attacker objective attacker’s he adds 2 red belongs to the first player, If the attacker pool. dice to the attack he adds 2 player, belongs to the second pool. to the attack color, of any dice, each the corners of the ambush zone with the corners of the ambush zone with tokens. objective fleets as take turns deploying Players ships before all normal, but must deploy first player The squadrons. any deploying ambush ships within the must deploy zone on his odd-numbered deployment turns, starting with his first turn. He cannot ships or squadrons overlapping deploy After setup obstacles in the ambush zone. all objective is complete, he removes area. tokens from the play final score by half the fleet point cost of by half final score area that has ship in the play enemy each at least 1 damage card, rounded up. objective token to each ship. token to each objective S e S e S S player places 3 objective tokens in the setupthe in tokens objective 3 places player distance 4 of both players’ area beyond each move may the first player Then edges. token to within distance 1–2 of its objective current position. token for each objective token he controls. objective token for each players token, each of control determine To line of sight and range measure attack of their ships’ hull zones as if from each with battery armament performing attacks player The token. targeting that objective with the highest total number of dice in his pools controls that token. combined attack an ship or squadron overlaps If a player’s controls that token, his opponent objective ships or squadrons token; if both players’ the same token, neither player overlap controls it.

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The Techs, issiles Techs. Engine M with defense token. equipped C oncussion is et C N is that attack or step of its activation Attack ominator emolisher evastator ssault omms Demolisher D take shields, it may If this ship spends two both from the same hull zone or one each different hull zones. from two A be card cannot this by caused damage The the reduced by C the after effect can only be resolved This of the ship with Command Dial step Reveal this card equipped. faceup damage cards any is affected by attack forfeited. if Demolisher is In the Minefields objective, attack. before it can perform its delayed if it is dealt, and Demolisher cannot attack Demolisher only affects one of the ship’s the of a mine token after it executes within range that mine it suffers the effect of a maneuver, destroyed. after it executes can perform one of its attacks Engine by granted the maneuver during attack It must perform its other attacks. D If D If this ship replaces one of its defense tokens ability), (for example, using Captain Needa’s its replaced defense token does not count as discarded. a discarded defense If this ship recovers token, that token no longer counts as discarded. ship cannot spend a defense token This as part of the cost of resolving an upgrade effect unless that effect specifies that a card’s be spent. defense token may 7 2 12 10 10

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oMinaTor M emoliSher eVaStator ommS attack pool. attack d d D C • at distance 1–5. After the Reveal After the Reveal lack • • suffers 1 damage. ssaulT B of blue dice to your of blue dice to your defending hull zone zone adjacent to the execute a maneuver. from any of your hull of your from any spend up to 2 shields a pool for each of your of your pool for each you can perform 1 of you your attacks after you after you attacks your token from this ship to to another friendly ship Once per round, while Once per round, while During your activation, activation, During your assign a matching token token assign a matching hull zone, you may add may hull zone, you medium range, you may may you medium range, 1 blue die to your attack attack 1 blue die to your may remove 1 command remove may While attacking at close– While attacking attacking from your front from your attacking Command Dial Step, you Command Dial Step, you zones to add that number discarded defense tokens.

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that Team token to Admiral M squadrons Fissure Thruster Admiral engaged otti ontferrat effect. Fissure’s Thruster zzel onstantine ckbar hiraneau command using a A O M K M C equipped, M effect, that ship is Motti’s Admiral to both apply may ability Ackbar’s a speed of “3.” have that it activates that is at speed 3 or Montferrat Admiral dmiral dmiral dmiral dmiral dmiral dmiral the effect changes Konstantine’s Admiral Admiral zone. from the same hull performed attacks A equipped with Gunnery If a ship is a resolves A friendly ship equipped with Nav damage card, that ship does not suffer 1 damage from A amount of damage cards it has as a result A If speed of a ship with a faceup becomes equal to the hull value If a ship’s higher. A of losing A Control A ship with a faceup Disengaged Fire damage card cannot target a ship equipped with Chiraneau bomber destroyed. A and If a ship has Corruptor resolve may value increase a yaw 1. its speed by effect to change Ozzel’s 5 10 24 23 38 20 otti zzel ckbAr hirAneAu O m OntferrAt A onstAntine command, c M m K of “2.” of speed 1.

Large ship: 3 Small ship: 1 dmirAl dmirAl dmirAl Medium ship: 2 discard this card. Squadrons that you Squadrons that you A After you execute After you A overlapped a ship, overlapped : a maneuver, if you if you a maneuver, Attack Step, it may Step, it may Attack by an additional 1. by dmirAl A • • only its left and right only its left and right When a friendly ship treated as obstructed. dice to its attack pool pool dice to its attack an engaged squadron choose to attack from from to attack choose dmirAl dmirAl The hull value of each of each hull value The • a ship, if your speed is a ship, if your while attacking a ship. attacking while O Before a friendly ship’s Before a friendly ship’s A it may change its speed change it may At the start of each StatusAt the start of each at distance 1–5 of at least hull zones this round. If hull zones this round. If 3 or higher, the attack is the attack 3 or higher, speed by 1 to a minimumspeed by resolves a resolves it does, it may add 2 red add 2 red it does, it may While defending against they are engaged. When they are engaged.

ships, you may increase or may ships, you friendly ship is increased decrease that enemy ship’s ship’s decrease that enemy 2 friendly medium or large moves in this way, treat it in this way, moves as having a printed speed as having activate can move even if even can move activate A Phase, for each enemy ship enemy Phase, for each A • according to its size class: • •

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Territory ships These eroute R ieekan R hift S rav al ener nsidious the last equipped to. If this ability prevents fleet from being destroyed, ship in Rieekan’s ability). of Rieekan’s immediately (regardless ability affects the ship he is Rieekan’s the game ends at the end of the game round. area, it is destroyed the play leaving by until the end of are treated as undestroyed all purposes (attacking, the Status Phase for card abilities, etc). defending, resolving can suffer additional ships and squadrons as effects such damage from resolving Ruthless Strategists. be destroyed would If a ship or squadron or “end of game” effects. “end of round” any this ability affected by Ships and squadrons of the Status Phase at the end are destroyed cards or of the number of damage regardless before resolving are removed or squadrons G with this effect are Obstacles moved tokens, obstacles, restricted from overlapping and ships only at their final position. one or more If an obstacle overlaps squadron overlapped any squadrons, move and place the obstacle. out of the way the obstacle is not moving who the player squadrons, regardless places the overlapped position touching them, in any owns of who that obstacle. or overlapping with this effect can be An obstacle moved is rotated as long as no part of that obstacle original distance 2 of the object’s beyond position. placed token If an obstacle with an objective on it during the setup of Dangerous I against the ship can initiate an attack This ship at medium rear hull zone of an enemy red or blue if it does not have even range dice in its armament. G ability this by affected and squadrons Ships at that time. they have hull points token this effect, that objective with is moved remains on that obstacle.

3 2 30 eroute ieekan r r hiFt nSidiouS i the play area. the play s • eneral obstacles, or ships. hull zone of a ship. of the Status Phase. cannot overlap tokens,cannot overlap G rAv 1–3 of that token to within treated as if it was not not treated as if it was in the play area and is is area and in the play current location. Obstacles The black dice in your dice in your black The distance 2 of that obstacle’s distance 2 of that obstacle’s used at medium range. used at medium range. This effect applies only This is destroyed, it remains it remains is destroyed, destroyed until the end until the end destroyed • while attacking the rear attacking while When a friendly ship or When a friendly ship or g battery armament can be friendly unique squadron friendly unique squadron Before deploying fleets, place fleets, Before deploying After deploying fleets, you may you may fleets, After deploying move each obstacle at distance each move 1 grav shift token anywhere in shift token anywhere 1 grav •

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at M joint rojector dial, it can use P first M the eam effect is resolved This command and spends a for T M blis adine Techs. critical effect and Turbolasers cumulative effect is not Team’s I value echs M el T xperimental ontrol yaw B C usual arm eneral token, Nav ngine ire G of more than one copy A ship cannot have the same command token. M the When a friendly ship resolves G before the Determine Course step of that temporary and reduces the ship’s maneuver 0. 1 to a minimum of speed by G-8 E on an enemy When this effect is resolved speed dial its ship and that ship changes ship’s during the Determine Course step, the 1 from the reduced by speed is temporarily current speed on its dial. ship on an enemy effect can be resolved This from an effect that is executing a maneuver as Engine such F equipped resolves If a ship with this card both the XX-9 effect, only the first 2 the standard critical faceup. damage cards are dealt it can this maneuver, executes the ship When tool using the maneuver the first joint of click its E effect. Madine’s with General an by value this effect to increase a yaw additional 1. When a friendly ship equipped with Nav the resolves Team command and spends a 2 8 8

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eaM BlIs t adine I echS dial it may dial it may el M command, T M M token, it may token, it may B xperimentAl by 1. by rojeCtor OntrOl M maneuver. p effect twice. ngine arm -C After you execute After you eneral : e execute a 1-speed G g-8 e round and the fifth During the Resolve During the Resolve exhaust this card to exhaust this card to G yaw value by 1. If it by value yaw resolve 1 additional resolve increase 1 additional When a friendly ship M ire distance 1–5 resolves • At the start of the first • a maneuver, you may may you a maneuver, may gain a number of may the Determine Course step, you may exhaust may step, you to its command value. • either change its speed either change Damage Step, you may may Damage Step, you this card to temporarily this card to temporarily command tokens equal or increase 1 yaw value value or increase 1 yaw spent a resolves a resolves resolve the same critical resolve Before an enemy ship at Before an enemy f the end of the maneuver. round, each friendly ship round, each if it spent a critical effect. You cannot You critical effect. reduce its speed by 1 to a reduce its speed by minimum of speed 0 until

© LFL © FFG © LFL © FFG © LFL © FFG © LFL © FFG © LFL © FFG 9 to Yularen Wulff com . Turbolasers ames icons. G F Projectors must Advanced ets urr lissex ularen light F T Y B urbolasers ulff antasy alex arlord laved .F that command or its effect again this resolve round. W If a ship spends a command token to resolve a command, it cannot spend the matching exhausting token gained by XI7 T if the defender is equipped with Even Projectors, XI7 Advanced the defender from suffering more prevents than one damage in total on hull zones other than the defending hull zone. deals four damage, example, if an attack For a defender with suffer at least three damage on the defending hull zone; the fourth damage can be suffered hull zone. on any S a attacks card equipped with this If a ship squadron it can declare additional squadron, its attack. targets during W this ability are by Defense tokens recovered readied. W a red die to the face ship can change This that contains two www 7 6 5 6 8

© & ™ Ltd. The FFG logo is ® of Fantasy Flight Publishing, Inc. © & ™ Lucasfilm Ltd. B lissex ularen urrets b Y icon. t Arlord urbOlasers F a W attack pool. attack ulff Alex Modification. • icon to a face with Aved of the same type. l W W When you spend a When you G to recover 1 of your 1 of your to recover defending hull zone. defender spends a command token, you command token, you s add 1 red die to your add 1 red die to your • than once per round. • token, it cannot suffer While attacking, if the While attacking, may discard this card may XI7 t gain 1 command token While attacking a ship, While attacking change 1 die face with change more than 1 damage on You cannot attack more cannot attack You may exhaust this card to may When you activate, you you activate, When you hull zones other than the an While attacking, you may may you While attacking, discarded defense tokens.

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D eams It does attack. B counter urrets ractor annons T defense tokens; an C D area. in the play on fficer othma aser Q7 T not affect this ship’s does keyword heavy L O M intel on uad hylon token if it has one. Otherwise, it reduces ntel nstigator does not also defense token spent in this way produce its normal effect. they are ship if this attack can Squadrons squadron actual enemy an by not engaged without M an alternative ability provides Mon Mothma’s to spend way I 1 equipped can choose A ship with this card resolving this when defense tokens of its own card. I ability. The P this ability must discard a A ship affected by M MS-1 I an card effects that do not have Upgrade “exhaust” requirement can still be resolved that card is exhausted. while its speed. A ship with this card equipped rolls 1 blue performing a die when Q not use its anti-squadron armament.

7 4 2 5 6 30

urrets token . token or annOnS eamS 1 D t othMa Q7 M fficer C B Choose : M o On E

Aser hylon counter nstigAtOr on that token. distance 1. i p lue Modification. l raCtor • ntel M B t i currently engaged. a minimum of 1. • even if they are not even While defending at Enemy squadrons at Enemy and exhaust 1 of the If that token is spent resolves the resolves When a friendly ship if they are engaged by if they are engaged by 1 die at close range or 1 die at close range uAd reduce its speed by 1 to reduce its speed by choose 1 enemy ship of 1 enemy choose When you activate, you you activate, When you 2 additional squadrons, 2 additional squadrons, is a squadron, you have have is a squadron, you may exhaust this card to may choose 1 defense token. 1 defense token. choose distance 1 are treated as distance 1 are treated as may exhaust this card to may your size class or smaller your must spend a at distance 1–5. That ship That at distance 1–5. defender’s upgrade cards. upgrade defender’s effect, it can cancel 1 die roll your attack pool, you pool, you attack roll your distance 1, if the attacker distance 1, if the attacker MS-1 i at medium range or reroll at medium range during this attack, discard discard during this attack, While attacking, after you after you While attacking, Q

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