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CIN) coe § Waa ai 'GTARTREK ATTAGK-WING Game Overview Welcome fo Attack Wing, on excirg, ostpace staship bate game set nthe Store unica. In Attack Wing, 2 03 ployers Tepeset te legerday cops ofthe Federation, ingon Empie, ‘and Ramon Emo os thoy Fight shi o sip intial space cont. The player wo deshoys clo his ogporen ships wins the ume! The gare bor includes all of he componets necessary for 2-3 players to got trod os wall cs two missions that fer uriquevctry conditions. Ifyou hove played Foray Fight Gave’ Fight Path lem then you wil be oni with many of the mecharics cody. You shold sill view fr new rubs ond new ways fo ply that re uique fo Attack Wing. ‘G@HOW TO USE THIS RULEBOOK Samm This ulebook is written assuming that ployers are using only the thee ships included in his gome to. fer ployer are more ‘xgoionced with the game, they can mplarant the advanced rules, ‘which allow players to encounter planets, buid custom squads, ond Play unique missions (see pages 21-25). If this your fist gome, set his rulebook aside and use the intoducoy rules explained onthe incuded quickstart rules booklet before reading this rulebook. es = S BS = Component List © | Full Rulebook | hicktart Rules Booklet © 3 Painted Pls Ships - U.S. Enteprise-D (Feceration) + LKS. Matta (Klingon) ~ LR.W. Rhozara (Romulon) © 3 Tronsporent Phstc Bases with 6 Pegs © 3 Ship Tokans (doubls-sided) + 14 Coptain ID Tokens © 13 Maneuver lemplates, consisting of: ~3 Tins ~4 Bonks ~ 6 Stoghts © 3 HeroClix™ Maneuver Dials (each consisting of a foceplate, a cial, ond 0 pait of plastic connectors) 15 Aeton Tokens, consisting of ~5 Evade Tokens 1 Eotte Stotions Tokens ~ 1 Scan Token ~ 2 Cloak Tokens (double-sided) ~ 3 Red Torget Lock Tokens (double-sided) ~ 3 Blue larget Lock Tokens (double sided) #12 Shield Tokens (double-sided) 3 Citcal Ht Tokens 3 sly Power Tokens © 12 Diced Upgrade Tokens | Miefelé Token | Ploet Token © 12 Mission Tokens * 6 Objocive Tokens © Shp Cods +3 Maneuver Cards #7 Caplcn Caés © 17 Upgrade Cords + 33 Damage Cards #5 Red Atak Dice #5 Gieen Defense Dice | Range Ruler GUCOMPONENT OVERVIEW This saction describes the components in detcil (SE > SHIPS, BASES, & PEGS & er These prepuinted modes pest sips inthe game. The pogs securely tach the ips other bass. 7 Each base dso holds Sip Token that a ~~ ‘identifies the ship name and two Captoin ID Tokens that identity the ; Coptin ofthe sip. we SHIP TOKENS These tokens identify the ship's name and display information about the ship's capobiliies. One token isploced in each ship's base to identify th sip. CAPTAIN ID TOKENS These ckers ce iseted into stp base to idently which Cooanis commanding the shi. They splay the Copii’ image cnd Skil Number for quik reference ding the game. HEROCLIX™ MANEUVER DIALS These dios lt the players secretly plan rnaneuves or hi stp Ech ship has its onn ‘Maneuver Dial, MANEUVER TEMPLATES These templates correspond to possible al a rnoneves on thesis’ Hane Das, Teyaelve halo shis crud te pay ao. ACTION TOKENS » These tokens mark shos perforing specif ‘ypes of actions, such as Scanning, Cloaking, or Acquiring a Target Lock. SHIELD TOKENS These tokers tac hw tong ship's Deftor Shiks «These tokens re deubleste: ones shows ‘an Active Shield (blue) and the other side shows a Disabled Shield ('ed). The Disabled Shield signifies that a player hes vlntory bled Kis hin coder to perform a paicur Action such Coking, CRITICAL HIT TOKENS Those tokens mak ships that have suffered cic bil an rend payors to consul thet Damage Cards for moc information, ‘AUXILIARY POWER TOKENS Thos tokens mak ships that have stined thet ow esouces and have switched to uxiary poe to ceive funcioning, DISABLED UPGRADE TOKENS These tokens ore placed ontop of powerul Crew, Weapon, and Tech Uogades tht can onl be used intrmiteny cboord tho stashp. MINEFIELD TOKEN This okon& used fo mark the ply area eno ship aches Animata dines fom fs rea fing ar PLANET, MISSION, & OBJECTIVE TOKENS Tse lokens oe privaily used during Missions (ee poges 24-25). The Planet and Oijoctv Tokens a oso be oe to stordat ply (soe page 22) SHIP CARDS These cards lst « ships states ond special ability, the Acie it con peiform, the Upgrades it con equip, and its pont cost wher bilding squads. MANEUVER CARDS The Maneuret Cards ect a cui to ploy as they ceri which manawer to conse on tet Monewer Dials each round, CAPTAIN CARDS Each hip must ncude oe (and ely ne) Captin Cad foch Copan provides o kl Number his ship and cfien pres a special city wal. Copan Crd is nat considered cn Upgrade Card an snot ected by chiles thot affect Upgate Cas. UPGRADE CARDS Tose cud represent dferem Upgaes that plays can purchase oth sis, inccng Cen, Weapon, cd Tech Upgiades a wel s Ei ces thi Cepiain is capable of supporting then, These cas tack bow much damage a ship hus sufeted ond dscbe special ponds that occur hen a stip safes citi hit CUSTOM DICE These custom elghsided dice cre used to resolve combat and oft abies dung the gona There are two diferent ypes of dice: ateck dic (ted) and defense dce (queen, RANGE RULER This twosided cardboard ruler is used to measure voto dstonces ding thegane, G@PUSOME ASSEMBLY REQUIRED Sinn SHIP ASSEMBLY Toassermleo ship, flow this stops: 1. Plate the chosen Ship Token in the bse ¢ vith its foward fring ‘arc (i. the fring are vith solid nes) over the chewen, which points to the front of the base. 2. Inset one pog into the tower ofthe bose, 3. Inset the second peg into the fist peg. REFERENCE 4, Insartthe smal pog onthe botom of the plastic ship into he second fe. From this point forward in the oto, the frm ship” refs oo fuly assembled ship, complete with post stip, pags, tose, A> Shi Token, ond Coptain Token (oe next column). © = & ae Coptain 1D Token i Toke the 2 Copoin ID Tokens ‘hat match the image on Your Captain Card, Insert both tokens into the tower of he base os shown in the I ciogom, The cloed border ‘hat you display onthe front facing 1D Token must maich ‘the border that you display on, ‘the tear facing 1D Token. This“ llows tao diferent players Se (each with ther own copy of = the game) to ploy with the same Coptcin; each player must choose «diferent colored bovder to foce outwerd fromthe font ond eat of thei ships. HEROCLIX™ MANEUVER DIAL ASSEMBLY Before playing, assemble each diol as shown, e Connect each el wath the foepoe with the matching artwork. GHSSHIP CARD ANATOMY SS lnstead of malinga normal attack wih yur primary ou may fre 7. Hull Value & Shield Value 9. Ship Type Icon 10. Upgrade Bar 11. Ship Special Ability 12. Action Bar 1. Ship Name 2. Unique kon 3. Ship Class 4. Faction leon 5. Primary Weapon Value 6 Agility Value 13, Squadron Point Cost Setup Before playing, set up the game os folows: 1 Choose «a Faction: Payers cgee on which Factions to contol (Federation, Kingn, or Rola). f players cannot ‘aye, randomly assign Feo. Al components belonging to ore ployer cre conseeed fiend (even f they ar fiom cfferent Factions) ,and al cmpanent belonging this opponent ae carsidered enemy @aYgY Feperation Kuincon Romutan KE Gather Forces: Fach ployer chooses Ship, Cpti, ond Upgrade Cas. players oe not using he scund bing rules (se pages 21-22), thar plays should assemble the follwing cas Federation Faction Shia Cand: U.S. Eterprbe-D ‘Naneover Crd: Galaxy Css Coptoin Cer: Joa Luc Fcad Upgrade Cds: Goon La Forge, Mikes 0 ien Klingon Faction ‘Shia Cord: LK.S. MahtH’o ‘Neneuver Card: Yorcha Coss Captain Cord: Nu’Doq Upgrade Card: Konmel,Tactor Beam, Photon Torpedces (ingon Faction) Romulan Faction Shio Cord: A.W, hozara ‘Nanuet Cad: D ‘deride Clos Copfain Crd oth Upgrade Cds: Bot, Plasma Topatoes ‘tr the fist ome or two, itis stongly recommended that players customize thor ovm ship configurations using the sqund buiding rules on gages 21~22. ‘Assemble Ships: Eu player finds the plastic ship, Ship Token, ond Copicn 1D Token that match fis chosen Ship Cord cane Copia Card. Poyescssomile thi ships os shown inthe "Ship Assembly” and “Coptin ID fen” orams on pag 4 Establish Play Area: (hoose a play area on o table o: ‘other flat surface, Players my ue a pleymat,otobledath, er some other mers to mark the edges of he ploy rea (see “The Play Area”). 2 Players: Payats si opposite from each other acoss the play area. The side of the play area closest to each player {s fered to as bs “stating ogo.” See “7-Plyer Setup Diagram on page 6. 3 Players: One player sits foword the centr of ene edge of the play ren, and ench ofthe remaining players sit atone of ‘the comets on the other side of the play oreo; ench player is then csignd a 4 x 8 ecangulr space alld his ‘toring cea,” Seo 3 Payer Setup Diagram” en page 7. 5, Place Forces: Pace each ship in the aloy are in oder of Copioin Sil (the gold number on the Coptoin ID Token), fom lowest to highest ie. the ship with the lowest Coptcin Skil {splced fist; the sip with the highest Capton Sil pled Int). muito ships shore the some Captain Sel, he ship with iictive is placed fist (see “Initiative” on page 18). 2 Players: To ploce a stip, its owner lays the Ronge Ruler straight out fiom the edge ofthe play crea and places the ship ‘onywhere thats entirely within the Ronge 1 section, facing any toction (S00 “2-oyor Setup Dogiam’ on pege 6). 3 Players: o plce a stip is owner stars by mening cut bis 4°» 8° stating en os shown on he "3 Player Setup Dingo” on page 7. The ship's owner places his hip nh thats erly within hi tating oreo, facing ony iron, Pease not tat each segment onthe Range Rul is 4" lng, sts wil be o guide for players to measure out thei sorting areas. 6, Propare Gathored Cards: Each loot tke the cars malting hs forces and soc them face up ouside he ply coon view of cl the ployer. 7. Raise Shields: Place a number of shield Tokens above cath Ship (cd quel to its hil Vale (hue rub). A stip ‘cannot have more Shield Tokens thon its Shiald Value. Make sure enh Stil Tokens showing its Active Se (Bue). {Prepare Other Components: Shu the Damage Deck cri plcet face down ous the ploy cea win each ofa the ples. Pace the ter components cue the lay crea win rooch ofc tho plyas (se Setup Degas on pages &). GGTTHE PLAY AREAS ‘Attack Wing isnot played! on a boot, Intend its ployed on ery fiot surface with atleast 3X 3" of space. Payers moy wont fo use ‘feb or dot surface, wich provides abt of ficon and bes to prevent players from accidentally bumping or moving the shios. Experienced players should fed fee fo expeiiment wih different play rea size, @RTWO-PLAYER SETUP. REFERENCE a 8 1. Play Area (roughly 3' x 3') 2. Range Ruler (mecsuing out the str rea) 3. Player 1 Stertng Area (ist 4" of play crea 4, Player 1 Sterting Edge 5. Player | Ship Card (with Shield Tokens) 6. Player 1 Mcneuver Card (for reference 7. Player 1 Meneuver Dial 6... @BTHREE-PLAYER SETUP! 1. Play Area (roughly 3' x3!) 8. Player 1 Coptain and Upgrade Cards 2. Range Ruler (meosuting out the stort area) 9. Dice 3. Player 1 Stering Area (4" x 8° centered onthe side) 10. Domoge Deck (stuffed, fce down) 4, Playor I Stertng Edge 1. Aton Token Supply 5. Player I Ship Are (wth Ship Cad, Stil Aanewver Card, Manewer Dal, Coptcin Crd, ond 12. Maneuver Templotes previcus page for detuils) 13. Miscellaneous Tokens 14. Player 2s Area (os Player 1 from Player 1) 6. Player 2 Storting Area (4° x 8" ot the for and of the side 7. Player 2 Starting Edge Hoyer 2 tip Area (with Ship Cord, Shield Tokens, al, Coptai ‘ard, and Upgrade Player 3 Starting Are from Player 2) 10. Player 3 Starting Ege 11. Player 3 Ship Area Maneuver Card, Cads—see prev Cord, Shield Tokers, Coptain Card, ond Upgrace us poge for details) 12. Game Accessories The Game Round Attack Wing is ployed over ostes of gare rounds. During ech game round, players perm the folowing four phases in cre: J, Planning Phase: Each player secretly chooses one maneuver for each of his ships by using that ship's Manzuver Dic. 2. Activation Phase: Foch ship moves and performs one Action. ln ascending order of Copoin Ski, reed! each ship’s Maneuver Dial ond execute its crosen maneuver. Inmactly oer perfoing ts chosen maneuver, ach stip. may perfor one Acion. 3. Combat Phase: Each ship ray perlorm one altack. In descending order of apisin Skil, each ship con attack one ‘enemy ship thot inside is fonward fing or and within range. Some shigs indude o rearing orc marked with c dashed line; ths fring arc can only be used for Weopon Uprades that speciclly soy they con be fed through o ear fing a 4, End Phase: Players perform the following end of round activities: ‘© All Shield Tokens that were flipped to thei disabled sides (‘ed) cuting the round can be flipped bock to their active sides (blue) for fies. Note: Disabled Shilo not he something os Damaged Shi, Shs thet re damaged ding Comat ar revved fom cy unl tey at eed by 0 specail Players remove Scan Tokens, as well os unusad Evade and Batt Stations ckors, mth hips; unusod Taxget Lock Tokens main on he table. Coak Tokens thot were flioped to their ed sides must be removed, ‘Cloak Tokens still on their green sides may stay in ploy ifthe owners elect to keep their Shiolds discbled. Hf the ‘Cloak Token was curently positioned on fop of the ship's bse, place it beside the ship to indicate thatthe ship has been Cloaked for more than one turn and con no longer be Tuget Locked ‘© Resolve ony “End Phase” abilities on cords, ‘tr esoing the End Phase, o new gave oud begs tating withthe Panning Phase. Ths continues unl one pleyrdestoy clo his opponents’ stps oro mission objective is competed, Ench of these phases is discussed in detail over the next few pages. REFEREN ‘GEPLANNING PHASER Ding ths phase, each ployer uss his Maneser Dil to sectelly choose one maneuver fer each of is hips. The selection onthe dal cashew hs ships ave ding the next Activation Phase. Players must sino cial peach sip. Aero stps have been csigned ‘Manewver Dis, continue to he Adivcin Phase. Note: Pye sholéconuit thet stip’ Maneaer Cords for fll list ofthe maneuvers tha their ships ce capable petting, © CHOOSING A MANEUVER To choose o mares, th ployer rotate the facepaeof tho ship's ‘Manowar Dal unt the window shows ony he destad manewet, He then ossgns the manewer to one of hs ships by pladng the il Face down near its corresponding ship inside the ploy aea. A player may lock at his own face down Maneuver Dials at any ‘ime, but he connat look at his cpponents face cow cil. & player contoling more than one ship may ossign meats fo is sips in ‘ny order, Fach selection on the Maneuver Dial has a corresponting Maneuver Template that mecsures the ship's movement during the Activation Phaso. During tho Planning Phas, tho playots eamnot use IAanauvor Templates in order to “test” where ships will end up. Instead, they must plan theit meneuvess by estimating their ships’ movernent in ‘their heads. Note: Since different types of ships inthe Stor Tok universe vty in their masimoum spoad end maveoveraility, the dl for each ‘ype of stip is urique. Thus, no all ships are capable of using every ‘Naneuvei Template included in the gome, and some ships con exocute moneuvers that others cannot. TYPES OF MANEUVERS Foch maneuver consists of three: clement he beng (aro), the speed (numba), andthe cificty (aw cel. Beoring Bening is indicated by the aos on the ‘anew Dio. hips con towel n seven pssble beatings, depending cn the options vale on thei cs: without changing i facing Bank Alows the ship fo exerteo shallow ccuwve that advances the ship ahead, slightly to cone side, ond changes its facing by 45°. Tarn: Aus the ship to oxocute ight carve that adhanes the ship aheae,sharly to one sie, ond changes is facng by 90%. Come About: Advances the ship straight chend, changing its acing by 180° i Full Astorn: Moves the ship straight i Straight: Advances the sip sight chee, teackword, witout changing its facing. Speed pues indict bythe numbers one Monawver Dil and vais totwoen 1” and “6,” depanding onthe options avaloble onthe di. The higher the pee, the fore the hip navel cng manewer Difficulty Some maneuvers ore mote difficult to execute than others. The color of the beating anow inicoes each manauve’sdifclty, Most arows| cre white, which represen astndoré mares. Some ars cre ted cr gen, ubich resent tht the mane is ether dca for the ship to anil (ed) or extremely simple (gee) Ding the Activation Pas, sips may eave o emove Aer Power Tokens based on the color of the maneuver executed (soe “Novliy Power’ on page 19). Note: Some maneuvers may be modified or restricted by other foctors, suchas on Ausny Power Token othe text ono fce up Damage Card, Planning Phase Example het snr ce nee of ips: 1. The Federation Player rototes the Galaxy Class Maneuver Dial to he [7 3] Manewer and places he dal face down ner the Enterse. 2. At the same time, the Kingon Player rotates the Yo‘ca Class Maneuver Dil tothe [¢ 2] Manewerané places the dal face down beste the Maha 3. Asso ot the some time, the Romulan Player rctates the ‘’deridex Cass Nonaive ic tote [7 2 ] Maneuver ord places the il face down rear the Kazaa GHACTIVATION PHASE Ding tis phe, each tips ctvatd one ata time. Siang wih te ship wth he lowest Captain Skil resolve the allowing steps in ae |. Reveal Dial: Revel the active ship's Maneuver biel by fipping it fce up. 2. Set Template: Toke the Maneuver Template that matches ‘the chosen maneuver on the cia! ond place thet template snugly ognns the font of he shi’s bose between the front guides. Insert the template uly into the guides so fhot iis flush against the base. 3. Execute Maneuver: Holding the template firmly in place, aio the sid wells ofthe ship bose and lft the ship ofthe play sufoc. Then place the ship ot the opposite end ofthe tomate, siding the rear guides of tho ship into te opposite. end of the template, Exceptions: To evewte o [9] Maneuver, see “Come About” on page 10. To execute a [ $ ] Noneuver, se2 “Full Aster” on page 10. Ife ship fos ony tokens ose fit (uch os Acton Tokers cor Anxliay Power Tokens), move the tokens along with the ship. Note: F 0 stip ecu'es a maneuver that causes either its base or the Maneuver Templote in use to physically covolapcncthar stip bose, see “Moving Through a tip” ond “Overlaping Other Ships” on page 18 4, Check for Power Strain: I the stp just executed c Red Mareuney, place 1 Audicry Power Token beside the ship. If ‘the ship just executed 0 Green Maneuver, remove | Auxiliory Power Token from the ship (if any) and refuin the token to the rmiscellanecus token supply (see “Auxiliary Power” on page 19) 5, Clean Up: Retumn the wsed template tothe gil of Monener Templates. Place the reveced dial outside th play arg, nacr tha ship's comespanding Ship Cad 6, Perform Action The stip may perfor one Aon Ans prove a wide ange of Lene cnd ate descbed on poges 1012, Asp wih one ot more Auiny Power Tkenscarot gesform Acions (se “Aviary Powe” en page 19). ‘The ship currently resolving o phase is known as the active ship. ‘fie: the active ship resolves the final step, the ship with the next lowest Copiin Skil bocomes the active hip and resdves those same steps. Players continue activating ships in order of ascending Captain ‘kill until each ship has activated. BREAKING TIES When to or mare stips ve the some Coptin Sk the stip with initiative octunes fist Unles otherwise space, he order cf initive is Federation > Kingon > Romulo. For the ul Is of Feo in the game ond thir nttve ore, See “Iittive” on poge 18. Fa single ployer owns multiple stps fom the same Faction wih the same Captain Skil he may activate those shi inthe oder of bis eosin. MANEUVER TEMPLATES Nivewve Templates preckely meosuredstarce and angle to ensure that oll ship movernents are consistent, Each and of a Maneuver Template dsploys one anor (the berg) ard one nuke (he speed). Alter player reveal is cil during the Actvation Pose, he fins the tomplate matching the bearing and spoad of the rvealae ‘maneaver and uss tha template to move hs ship. (Note: Ships must bonk or tum using the exact same ‘maneuver chosen on their dol. In other words, #0 player reveals [77 3], he cannot rotate the template to execute a [ *\ 3]. Come About The Come About Monewrer [9] uses the same movement fama 5 0 Stroight Maneuver { t J. The only difference between these ‘maneuvers is that after executing o [A] Moneuvey, the player rotatos his ship 180° (so thet the quides on the front ofthe ship’ bose ft socuely wih the Manewver Template). Full Astern The Full Astern Maneuver [ 4] uses the sume movement template as 4 Shroight Maneuver [To execute this move, lace the appropri [4] tomplate on the back of the shio’s base and then move the ship ott the fot the ship is placed onthe fer endothe newer Temple. Movement Example REFERENCE 1. The Federation Player flios his cial to revea! his chosen mronewver: [771] The Federation Player takes the [ 7 1] Manewer Template nc sotsitbotwoan hs sho’ font guides. 3, Then the Federation Payer hls the famplate in place, moves Ihe ship othe opposite end of he temple, and sides he rece uiles of te stip nto the template. ACTIONS Dung the Acivetin Phase, each ship may perform one Action immotaely afer moving. A ship may peform eny Action stow in the Acton Bor ofits Shp Card, Atonalycstain Ship Cords, Copiin Cos, Upgrade Cads, Dage Cares, lissins may alow sips to perorm oe Actions. Echo the possible Actions descibed in etal over the net few goges. fan ail alls ship to perform a “free Aion,” this Adlon does not cout as fre one Actien alowed cing the “Peto Acton” step. Evasive Maneuvers [ %. J Ships wth he [. ] conn thi Action Bor may perform the Evasive Maneuvers Actin. lo paar tts Action, poco one [83] Token nec the stip. The plays con sped the (Token ltr ding the Combat Phase fo cancel | damage le by the ccka (sae “Sperding an Evade Token” on page 14) Unspent [Tokens ae removed from l ships ding the End Phese Sean [ (+] Stips wih she [icon in thei Acton Bor ray pao the Scam Acc. To peo tis Ain, place one [(] Token near he sip A ship with o{(]Tokon bes it ding te Combet Phse reduces the rumber of defense cicero by bis oppnent (se “al Defense Dice” on poge 14). [( ] Tokens ate removed fom al ships ding the End Phase Bartle Stations { (@) ] Ships withthe ['Z] icon in thei Acton Bar may paform he Battle Stations Acton. To perform tis Action, lace one { ©] Token necr the ship. The player con spend the (() ] Token later ding the Combat Phase fo nese hs chances of iting when attacking cr decease fis chances of geting fit when defending (see "Spending o Bate Stations Token” on poge 14). Unspent [) ] Tokens ore removed fio al ships cing the Fd Phese lock 61 Stips wih tho [8 ] conin hat Aton Bor may perform the Cloak Acton stip must hove at lost 1 Acive Shield oder to ptf «(look Action. When penning a Cok Actin, dsl a ofthe shi’ temaning Shs by fgpng them ove to tort sides (se0 “Dsahlng Shik” on pogo 19) and pace c{& ]Tokan onthe sip witht ean side foce up. Te [&]Tcken is placed ight ontop of the ship bas to sig hat the ship hs just aked and can sill be Teget Locka ft the emnindr of he rund see “Acie a Taget Lock” on pege 11). While Gonked, the stip ols 4 ex dlense dice in batt cndis captble of petfoing a Sensor Echo Acon (see next poge) os Action in furre tumns. Ho Clockd ship res, owner must pte [& ] Token over tots tnd sido, which gfe tho the 8 Token ust be ramoved during the End Phese. However, the shi is stil considered Cloaked for the ‘emoinder of the round. During the End Phos, if «ship still has a gleen {J Tokan (signifying that it i not ttl), that ship's owner may chose te keep its Shields cisobled in order to retin the Clock Token. In this cas, the player moves the Cloak Token of the ship base to signify that the ship hes been Cloaked for mere thon one round. A player may keep his sip Clonked inthis manner for on indefiita numer of tun. If the ployar instead choosos to rose te ship's Shots during the End Phese, then the ployer must remove the Cloak Token. Sensor Echo [ 4 Shios with the [ 459 ] icon in their Action Bor may perform the Sensor Echo Action. Aship con only perform a Sensor Echo Action if it is erty Clcked (¢.g from a previous tum) Pafrming a Sensor [cho Acion sigs thar th Cloaked sip is aca in afferent postion than the enemy ship's sensors were able to deed To peta o Sensor Eto, foto hese stops: 1, Choose sii the [41] o (4 2 Manewe Template. 2. Place one end of the terplate agit either the et right Sie ofthe sh’sbose, The teeploe nay be phced anywhere clong the side ofthe sh base as ong os mo part ofthe Tumplate goes beyond the fan or bad edge of he base. 3 Holding the template fim in loc, lit the ship off the play surface, Then place the ship at the opposite end ofthe ‘template, making sure no patt of the template goes beyond the front or back edge of the base. The front ofthe ship must fac the same dieciont was facing when it torte the Sensor Echo. ‘Aship connot parform a Sensor Echo if this would cause its base to corel anothe ship or simi abstrucio. The player moy measure to see i his ship con peer a Sensor Echo before commiting to this Action; he may evan test both the [1 | ond { 2] Maneuver ‘Ternplates when moking this determination. However, once he physically picks bis ship off the playing surface, he must commit to the Sensor Echo Acien uness doing so proves to ba impossible without ‘verlopping another ship or obstruction. Soe eos) rca Te en eS PD a a Te sroabouts but fing upon i it if Sometimes a hip’ sensors il pickup a bip that is signa ing about o clocked enemy’s position. In Attack Wing, that is Rec. ( Sensor Echo Example Ihe Khar Conked and performs o Sensor Echo Acton hoping to nove ote the Maht' forward finger. 1. The Romulcn Player wants to shift the Khazare to the right, so he takes the [1 ] Manewer Template an sts it clang the tight wall oho sips bose. 2. Ther he takes the Khazara and moves it to the other side of the femplat so tha! the template touches the ft wal of the ship base. Acquire a Target Lock [3 Ships with he 3] con in thet Acton Bar may perform the Acura Target Lock nt psec 13 ers Gee elon). The player can chasse to spend the [#28] Tokens later ding the Combat hase t incecse his chances of iting the ftgoted ship (see “Spending Iago Lock Tokens” on page 14) To aire «Tet Lock, fellow these steps: 1. Deterine the enemy sips within ange by tokng the Fenge Rue: ond meosuing the distor rom any point on the active ship's base to any point onthe enemy hi’ bse. 2 fhe enemy shi ot Ronge I, 2,03, the ave ship may cuir Trt Leck on tat stip. 3. Place one red [ 23] Token near the enemy ship to indicate thot itis targeted, 4, lace the conosponding blue { 3) Token (he on that mmathes the red tckens ltr) near the ative shi to indicate thotitis locking. ‘When measuring the ange foro Taget lock, the playa may mecsure 360? fom the cctv ship The active player cy measure fo see fon enemy ship is within onge before commiting to tis Acton Each hip cape ofpefrming this Acon can maintain only 1 Tage! Lock (i. each ship can have only 1 blue {28} Token csslned to). However, mul ships can taget he someship, sot is possible for stip to have sovra rod { 5] Tokens assigned to it. While itis posit to Terget Leck an enemy ship the tun that it Clocks (i. its Cook Token i fil resting on its ship bose), a ship ‘cannot acquire c Target Lock on a ship that bas been Cloaked since ‘he previous tun (Le, fits Clock Token is now beside the ship base). However, aship that hos acquired a Target Lack on cn enemy ship con keep its [€8}] Token beside that ship even if the enemy ship later Cloaks ond remains Cloaked for more than one turn. [Tokens are only moved if the locking ship either acqutes Tage! Lock ona cfferont ship or spends the frgt Lock cing tho REFERENCE Combot Pose. 3] Tokers cre not eroved automaticly dung the End Phase ike many oer tokens. Certain abies may also allow ‘oforgeted sip te omovo a Taga Lock ‘Some Secondary Weapons, uch os Photon Torpedoes, con only be used if the shia spends a Target Lock on the targeted ship (see “Secondary Weapons" on page 20). a Target Lock Example Ate the Mah Ha maves, it performs an Acquire a Tog Lock Adon 1. The Kingn Poy measures 350° rend tho ceo see vihch eneny ships ore ot Range 1-3 2. The Enterprise is out of range, so the Mah cannot cxqute 0 Faget Lock on it 3. The thareos ot Range 3, so the Ait’ oks onto he hazoa. The Kingon Pye plcas ano red [ €,] Token moat to the Khozara Then be places the blue [&2]] Token with the matching letter next fo the Mah‘. Pass A ship may pass, chosing nt to pan any Aion. Other Actions Some car ois indule the “Actions” header. hip moy resshe iis obit ding is “Perfo Acion” sep, Tis cus hat ship's ‘Action for the round. Cord obiities without the “Aetion:” header may be resolved when specie onthe card and do nc counts the si’ con However, a ship cannot perform the same Action more than once duting ‘asingle game round (not even when the Action is a “free Action”) orn, Pere eve Raut emu GULCOMBAT PHASE Ding this phse, each ship may perfor one attack agit! one enemy stip thats insides fora fng ov and win arge. Some Secenany Neogons can be fied fom fe fawatd oer ing a, csindcateé onthe espctve Weapon Upradss (see "Secondary Weapons” on page 20). Starting withthe ship withthe highest Captain Skill, players resolve the folowing carbo steps in ode 1. Declare Target: The atacker chooses which enemy ship he wists fo attack. 2. Roll Attack Dice: The atfocker ols c numba of atock dice equ t is ships Pimary Weapon Value (ed umber), unless using o Secondary Weapen,in which cos he vls« number cf dice equa othe Secondary Weapon’ Pack Value (soe *Socondary Weapors” on pogo 20). 3. Modify Attack Dice: Players can sperd Acton Tokans ond resolve abies that retol ot oerwise modi attack dice results Rell Defense Dice: The defender sols «numberof defense ice equ to fs tips Aity Ydue (aren eunbet). If he cefending ship is looked, the defender ols 4 adtonl defense dhe end ime the ship's tcl. 5. Modify Defense Dice: Playas can spend Acton Tokens cid tsok cbs tat rol or otherse mod dfensa ice rests, 6. Compare Results: Payers compare the fine atock and defense dice results to determine if the defending ship was kit ‘and how much damage it suffers. 7. Deal Damage: Ifthe defending ship was hi, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers. ‘fer esoving the final sip, the ship withthe next highes: Copan ‘kill resolves these same stop. Players continue resalvng combat for ships in oder of Cagtcin Skil, from highest to lowest, uni all ships hove hod the oppor‘nity 1 pesfrm one attack #F mohipe ships have the same Coptain Skil, the ship with Initiative resolves its combat steps first (so2 “tative” on poge 18 end “Simultaneous Attack Rele” on page 17). singe ployer owns mug ships frm the some Fatcn with the some Captoin Ski, he may eschve their artcks i the ade of his choosing Note: fath ship may attack only orce par ound The seven steps of combat ate descited in detail over the next few pages. 1. DECLARE TARGET Duving ths stp, the attackor (te ocive ship) must deca its farget (h ship he wishes to otk). The lage ship must be insite the atocke’s firing ar ond within range. & player may mets fo \eify at hee codtiors are net before dadrng a tage. Once delared the tet stip now the defender and players proceed foe “Rol Ack ice” step, Firing Are ‘the font of each Ship Token isa wedge shope (colored dtferetly for each Faction) called the forward firing arc. This area shows the angle fom which the ship's weapens con fie, An eneny ship is inside the active ship’s Fring arc if any prart ofthe enemy ship's bose fal inside the angle detned bythe wedge shape (see “Finng Ac ond Range Example tothe right). Some ships oso have a rear firing arcrmarked by deshed lines ‘onthe reer of the Ship Token. The ship con use tha arc to fie specfc ‘Weapon Upgrades that indicate thot they con be fired through a rear firing crc. A ship connct fire is Primary Weopon through fs rear ing ‘arcunless it has a special ability that cllows it fo do so. Other sips do not ostuct ing acs. For example i sho hes ulti enemy Sis ise is forwod fing ca, cn target any one of them. Thematic, tis represen thot ships con etac above ot teow the other ships in 2D speca, Range Range is measured using the Range Rol. The Range Rulers divided into thea sections: Range 1 (close), Range 2 (medum), and Rarge 3 (Jong). Sem weapons and abities provide bonuses or ce resicied based onthe range (dsionce) from another ship (ee “Upgrade Card ‘Anctomi/" on page 20). Each ship's Primary Weapon con torget ships at Ronge 1-3 (ie. at Range 1, 2, 03} To monsue range, plae the Ronge | end ofthe range rr so that it touches the desest part ofthe cttaker base, Than point the twlet toward the closest part of the target ship's base thot is inside the attacker’ fring or. The lowest section (1,2, 013) ofthe ruler that overeps the target ship's tose is considered the range between the ships. {fF the ruler is nt long enough to reach the target ship, the ship is considered out of ronge and cannot be tageted. A ship may be within, range, but stil fal ouside the eacke’ fring ar. Range Combat Bonuses Depending onthe ange between the ships, fhe atacker or defender tno rol atonal dice dung this cack (e> “Roll Ack Dice” and “Roll Defense Dice” on poges 1314). Range combat beruses only cut wher a shi is itcking wih ts primary weapon, Firing While Cloaked fa Clocked ship fires, fip its Cook Token over to the red side, The ship is stil considered Cloaked until the End Phase, ot which time its ‘Conk Token must be removed (see “End Phase” on page 17). Firing Arc and Range Example 1. The Khazargais at Range 2, but outside of the Enterprise-D's fing a. 2. The Mokth0is at Range 3 ond inside he Ents D's fing oc 3. The EntopiseD sot Rarge 1 ond ise the Monts fing ac. 2. ROLL ATTACK DICE During this step, the attacker cakulotes how many attack dice to use cond thea ral the die. The Pimary Wocpon for ooch ship ropresonts either its phasor r szyptorbenks. The ployer rls a number of cttck ice equal othe ship's Primary Weapon Valve (the red number shown on its Ship Cad ond Ship Toker), Instead of tacking with ts rary Weapon, the attacker moy horse o use a Secondary Wlapon ht hs sip hos equipped (see "Secondary Weopos” on page 20). The ftockervesches any cad oes hat ello hi to rol edition or ever dice. Aso, if ois tagetng a stp ct Range T with his Pimary Weapon, he os | atonal tink de, ‘After calculating the number of ctluck dice, the attacker takes that number of re¢ attack dice ond rolls them. Combat Bonuses Thor are sever fats tat mey ey asi’ tak or defense, incating the onge mote just desibed. Al dice medias we comoltve,F mots would reduce the cicker’s dice fo 220 or less, then the attack causes no damage. If modifiers would reduce the defender’s dice to zero or lass, then the dafender rolls O defense dice, 3, MODIFY ATTACK DICE Duin his stp, payers may resolve otis ond spend tokers that cllow hem to modily cick ice. Ths ndudes adding de resuts, converting die nsults, and re-rolling dice (see “Modifying Dice Results” on poge 14). «player warts fo resshe mule nodfyng cies, he esoes them inthe oder of ts chosing. he oick and defender both have abit tot modty aac dc, the defender resolves al ofhs chilies before the cttackar resolves ony. @ REFERENCE Spending Target Lock Tokens Uf the otacker has Target Lock on the dtenco, he may rtun his pair of osgnet [8] Tokens to ‘the Action Token supply to choose any number of stak ice ond rerol her once (sae “Combat Phase Example” on pages 15~16) The attacker may spend [€} Tokons only whan het attacking ‘ship that hs locks tagetng (Le., the red | #8 | Token near the forgeted ship must motch the letter on the ble { 5] } Token nec the attacker). Spending a Battle Stations Token Ifthe aftackor has 0 (3) ] Token, he may retum to the Acton Token supoly to convert ail [ 2] rests onthe attack dice to [ + ] results. MODIFYING DICE RESULTS arena ULE ea} Set Re cee CLOT Y TAL OC ee eee a ey tee Ra en Petr eee ones end rel eee ea ead been e Cen ee eceat Pee ne) 4. ROLL DEFENSE DICE using this step, the defender calculates bow many defense dice to use ‘and then rolls the dice, The defender tals 0 numberof defense dice oqual to the ship's Agility Value (the groan numtor shown onthe Ship Cord and Ship Token), Ifthe defender hos o [ & ] Token beside his ship (green or red), he alls 4 additional defense dice. Ifthe defender is targeted ot Range 3 by the attacker's Pimary ‘Weapon, he rols 1 odditional defense die i ito atckr hs 0 [|] Token esd is stip sh dfodor ff rolls 1 less defense cle. The defender abo resolves any cord abilities that allow him to ol adcitional (or fewer) dice. eo... After calculating the numberof defense dice, the defender tokes that number of green defense dice and rolls them, 5. MODIFY DEFENSE DICE Dung ts step, payers may este oitns ond pend tokens that allow tem to modiy danse dice. Ths indudes adding de resus, convening ess neg ees Dee Resi) ‘fa player wonts to resolve multiple modfying cbiltes, he resolves ‘hem nthe odor of is Choosing. Ifthe afackor and defendor both have aie tot con med defense cic, the attckerrescisal of his obits before the defender. tothe Acion Token supply during this step fo chonge al [1S] results to (8. T resus. ; Spending on Evnde Token @ Ifthe defender os an [..] Token, ke may tun to. the Acionloken supply to add one adionel [elt tohis defers ll (ee "Combat Phase Example” on pages 15-16) Spending a Batile Stations Token IF he deferder has a { >] Token, he moy return it 6. COMPARE RESULTS Ding ths step, payers compare thet dce sults ro daterine wheter the defender wos it. To determine whether the defender was hit, compare the number of [8], [+ ], ond [5% ] results in the common oreo. For each [8] result, cancel (remove) 1 [4 ] or [9%] result fiom the cttak rol [ 4] sits must be canceled before any [2] resus may be carceled. fF here is ot least one unconceled [ | or [%%1 result remoining, the dafender is considered tit (see “Deol Damoge” below. IF all [+] ond [2%] results are canceled, the attack misses ond ‘he defender doas not sufer any damage. Canceling Dice Each time o die result is canceled, a ployer takes | di displaying the canceled result and physically emaves the die rom the common aan. Playas ignore all canceled results during this attack, ‘Al obilfies that cllow players to cancel dice must be resolved at the start of the “Compare Results” step. 7. DEAL DAMAGE Ding this step, ships thet have been bt suer damage based upon uncnceled [4 ] ond [>] result. The hit ship suffers | damage for enchuncanceled [ +] result, cad then stffes 1 critical damage fo: each uncarceled [| result. For each damage or ctl damage sured, he ship must Tose one Active Shield Token (be). ithas no Actve Shield Tokers, it mst receive 1 Doroge Crd instead (see “Sufeting Damage” on poge 17). Note: A Disabled Shield Token (ted) cannot be camaged but does ‘not protect the ship from receiving Damage Cards. ‘When the number of Borage Cards dect to stip equals or ‘exceecsits Hull Valve (yalow number), tht shipis destoyad (sa “‘Destoying Ships” on page 17) Combat Phase Example Ate sesoving the il ste, the ship withthe next highest Cpicin Ski csi turn sthing the combat segs. Aer ech ship as hed the cpporunty to anoc, the Combat Phase ends andthe players proceed to th End Phos. 1. The ships end the Avion Phase in is poston, ond the Contact Pose begins, CF ol he ering lips the game, ‘the Khozorc’s Coptoin has the highest Skil (°7”), so it resolves, its combat steps fist. Te Erepise Ds within the Khazar forward fing arc ond at Ronge |, and the Kczor itech. Since the Khazor was Cloaked, it must flip its Clock Token over to its red side; itis still considered Cloaked until the end of the round. 3. The KhazerolSetak de (hee ice fem the stip’s Fimary Weapon Ve cf 3, ove atonal de fring at Range 1, ond ane otionl die fo aspx cy that allows itto roll an extra attack die whan firing with its Cloak on). The Ahaznobtcns hs lleving ests [ 4 ], [+], [+], blank, on bank. ° BaOOO 4, Tho Khazora chooses to sond is Tao! Lock orto the two Blok resus, obning a [9°] onda [(S>] sul The [13] result wll ave ro eft otis attack 5, The EntoprseD rol one defense de since ths on Agiy du» of 1, ond obtains cn [*.,] result. The EntopiseD chooses to spendits [> ] Token oa ore cdtoral [1 rest othe éefense rl, 7. Thetwo [*,] results cancel two [ + ] results, but one [+ ] result ond one (3 ] result remain. The EneriseD isi! ‘EAN OES MN ES TN @ Combat Phase Example (Continued) 8. The Futeqier has one Ave Shed le, the uncanced [+] tsut dstiys tat Si. Th Fedraton ayer Temovas the Shed Token om bes is Ship Cad 9, Hote sts one cite droge fem the unancled [D8 ] ret. The Bomuon Pye dacs one Damage Crd face ‘peti Enteise-' Ship Cr. Thi fae up Danage Cord text hasan ongoing ofc thet apis cing cach ‘Activation Phase. The Romulan Playet places one Critical Hit Token near the Enterprise to resrind tim of ths Damoge Car's eee. The Enterprise-D is not destroyed by this attack because. its Hull Value (5) is grecter than the total number of Domage Crit es (1). The ship with the next highest Coptain Skill is the Enterpise-D (’6"), soit soles combat net. The Federation Player chooses to tuget the Khazora, which at Range 1. 1, The Fadraton Player rls attck dice (fur dice fiom the ship's Piimary Weapon Value of 4, and one additional de for firing ct Range 1), ond obioins the folowing resus: [ + J, (41, [4], (21, ond blank. The (131) suit will hive no effec fo ths cack. 12. 13. The Boren Payer ol 6 defense cc (two dice fm the Shi’ Aaity Value nd fou atonal dice fr Bing Coad) Noe tht even tcugh the Kz has fied and is lok Token hs bon fipod ore tit ed se, the ships il conscod Cloked unt he end ofthe round, The Reruon Player cians the fllowing results [°. }, [8], Blank, bln, Hank, on bon The two [%.,] sults cancl two ofthe [ 4 ] results. One [4 ] result remains - the Khazara is htt 14, En though the Khazarahas fur Sil! Tokes maining, the ‘Shields were disabled when the ship Clooked. Since Disablee Shields do not protect o ship's Hul, the remoiring [ > ] result ‘causes the Khazar to cove ore face down Domoge Cord. Sines the Khazorahas © Hull Value of 6, it can sustain 5 more damage before its destroyed. GHEND PHASE Ding this phos, tho players rrform he foloning tons. hough the players can sua perfor these steps ot the seme tme, any ployer can eques tht fhe pyr act one by onein ascending cordor of Coptcin Skill. f two or more Captains hove the same Skill, then tose ships perform these activa in intintve ord. ‘© Each gover moy flip ol fis sabe Sted Tokens (re) bck otic Atie sides (ie). freon doesnot court 5 on Aco. Tis has no eft on Damaged Sho Tokens (ie. ‘Shiald Tokans removed during Combat). ‘© Players remove Scon Tokens, as well es unused Evade and Battle Stations Tckens, from their ships; unused Target Lock Tokens remoin on the table. ‘© Cloak Tokers thar were flipped to her ed sides must be removed, Cook Tokers sil en thet gieen sides may stayin ly i her ‘nmr elect oko hi hid diced Ihe Cook Token ‘was cuetlypostoned on tp of the ship’ bas, place i beside the ship to indicate that the ship has been Clooked for mmo than one tun and can no longa be Target Locked. ‘© Some cord abilities o Missions may instruct players to resolve cceriin effects during the End Phase. If his isthe case, do so now. ‘ter completing the End Phase, the round is ove. more than one player has o ship remciring, «new ound bogins, staring with the Planing Fhase Note: Ina 3?byer gome, fa player has los all of his ships, hes clminated fom the gem Winning the Game ‘When only one player has ships remaining in the py cea, the gcma exis ond ha lye wins. plying o sin, ef i vicy condiions Ir the even thet alain ships or destyed ot the some fe, the player whose deste ship ha native wns, Exception: ff adesiye ship hos on abit ht tiggass uihan hit or dstroyed (suchas the tot en “Rr, and this chit destoys al enemy sis, hen te plyer owing the ship with thespecal ity wis the gare. Additional Rules This section explins all rules not previously addressed. GESUFFERING DAMAGE Si ‘his con sur damage om deen scrces such as being ht ding corto by an tect ccd ai, Damage cad ack tow ruc damage ech stig has suf ond ce used fo detenine ihe ship hos ban destyed Gee “Destoying Ships” blo). ‘When a ship suffers demage or critical damage, it suffers them one ‘ata time following thas stops. The ship must suffer all rormal damage before suffering ony citicol damage. 1. Damage Active Shields: I fire ae any Acie Shield Tokens (He) remaining beside the stp ca, rrove one af the tokens fom poy nd skip Sep 2. hee ate no Aaive Sie Tokens, proceed t Step 7 below. Noe that Disabled Sol Tokens (ed) cannot be destroyed, bu hoy donot protec the ship’ Hl 2. Damage Hull: Deol one Damage Cid othe ship bosed on the ype of damage it sufad. the sip sufaed damage (uch as fem a [ + } su), lace the Domage Crd face down bese the ship’ cad. the stip suffeed ciel darage (Suh as fom 0 [] reat), place the Darage Cot face up nett he ship's cad (se2 “Ciel Damage” below). Note: If the Damoge Deck runs out, shuffle the discard rile to form new deck. CRITICAL DAMAGE When a stip sf damage, oloyes del te Damage Cad face down ord ignore tho cad’ ta. Howeve, when chp sues critical damage, pcyets dal he Damage Cad face up Se = ‘The text on face up Damage Cards is resolved as instructed on the cL caud, When ships deak 0 Daroge Car fce up, place Cre Hit Token near the ship, This token reminds players tat this ship is cgffected by an ongoing effect. Ifa ship somehow manages fo remove the ongoing effect (e.g. by Fiping tha cid face down, by discading thot cord, et), vetun the Citic Hit Token to the supply. i DESTROYING SHIPS When the numberof Damo Cords dea beside a Skip Co fs equal to.0r greater than fe stp Hul Value (yellow number), the ship isimmadinely destoyed (ace up and fce down cards cout tovad this rtd. Immedaely emave the desnoyd ship from the pay cea, scot al fs Damage Cards to a fce up dicad ple next othe Damage Dec, ond ttc ois tokens fo thi respective supe, Exception: See “Simultaneous Attack Rule” below. Note: Feccuse ships are destroyed immediately cfter receiving Darage Cords, ships wit low Copan Skis may be destroyed tefore having an opportuity to attack. SIMULTANEOUS ATTACK RULE Athough stip pra thei aitecks on ating, stips with a Coptain Skil equal to the active ship’s Captain Skill have the ‘opportunity to atfock before being destioyed. such a ship wuld be destroyed it simply wecins ts Darage Crds witout being removed fiom the play ea tay perform onc sna! eng te Combat Pse, othough any face up Damage Coss js eat may fect ts cack. ‘Mex to stp has had is opportunity ocak this oun, itis immediatly destoyed ord remeved frm he ply a, Example: Both the Khar and the Malo poying wth norique Coptins wth o Copan Sil of 1. Since the MahrH’ bas ino, it ftacks fist. From this cha, the Khazar sufi damage : : ‘equal ots Hul Value. The Khazara will be destroyed, but since it hos es = S BS = ‘the some Coptcin Skill os the active stip, i fist hos the opportunity to resale ts combat stps. Afr fhe Khazara resales its combat ins, it is destioyed und comoved fiom he ploy oea. GURESOLVING CONFLICTS Sn INITIATIVE ‘Ships have initiative, o distinction used to vesolve timing conflicts involng Coptins of equl Sk. Unles using th squad bulding rks (seo page 2), use tho ship’sFackon to lene the oder oF infaive os folows: Federation > a > Romulan > Dominion > Borg > Species 8472 > Kozon > Bojoran > Ferengi > Independents > Mirror Universe Infativ does rot chang dang the ame. Dung fhe Adivtion Phise, when stig of equal Caton Skil ve acted, the ship with Initiative activates first. Then the next ship in initiative order that has the same Copan Sl octvaes, and soon Initiative clso applies during the Cortbat Phase; th skip with initiative resolves its combat steps before an opponent's ship with the ‘some Captain Skil (see “Simultoneous Attock Rule” choveb.. If osingle player ons mutipe ships ftom the some Focton with ‘the same Coptein Skil he may cctvate those ships and resolve thot ctfucks in the order of his choosing, {tmay be possile for different players to have ships from the some Faction wih the some Captain Skil. When this occurs, determine rondomly at the start of the game which of those ships will have Iniative ovr the others thoughout the game. BREAKING THE RULES ‘Some abilities on cords conflict with the genercl ries. In cose of a conflict, cord text overrides the general rules. {fone cord ability forbids an effect, while another ability cllows i, the effect is forbidden. RESOLVING RULES DISPUTES ‘Situations may ciise that are too close to call (such as 0 ship being Within certain range, et.) players cannot ogee onthe conect tuling, follow these steps: 1. One playe takes five atack dice while the other player tokes five defense dice. 2. Both ployes rol. The player wo obtains the most [> ] resis wins the cispte, The ployer wo wins the dispute determines the cnet lig for thisstvain this suai aes aun dung this gore, apply the same wing, Remember that what & most impartnt when playing « game of Afack Wing i baving fn! GEMOVEMENT RULES SS FLEEING THE BATTLEFIELD IF stip executes manewer tat causes any part of its base fo go cwisde te ploy en (beyond the edge), then hat ship hes lathe bari. Uno spectied by the Misson Overview, sis tht fee the botféuld am immedatay destoyed. MOVING THROUGH A SHIP Ships on move through space cupid by other his without pec; ossumed the ships hove suficent me ad oom to imanewvercround them in 3D space, ‘To execute a maneuver through onother ship, the player should hold ‘the Maneuver Template cove the ships and make his best estimation cf where the ship should end is movement. Then he picks up his ship and moves it to its final location. Both players must agree on the ship's final position and facing, OVERLAPPING OTHER SHIPS There are 0 few situations that moy orise where ships ovetlag other ships, an thay ore explained below. Plastic Bases Overlapping [Fa ship executes a maneuver that would cause the final position ofits ‘base to physically overlap cnother ship's base (even partially), folow these steps: |. From the opposite end of the template, move the octve ship bockward along the top of th template unl i no longer ‘verians another ship. While moving the ship, adjust it so that the template remoins centered between both the sets of guides can the ship's base. Place the ship so that the bases of both ships are touching, 2. Skip this ship's “Poform Action’ step. Ships whose bases ore touching con tuiget each other during the Combat Phase. Important: Ifthe active ship is executing a [1 ] Maneuver ‘hot causes fo orelap cnathor ship, instead tract its mareuver aso [] Maneaver with the some soeed and color revealed on the dial, IF the ship is executing a [ §] Maneuver thot couses it to ovetlop ‘another ship, then fiom the opposite end of the template, move the ‘acive ship forwarrd along the top of the template until itno longer ‘over'aps another ship. Plastic Figures Overlapping ‘Save ship figures extend beyond the eige of their bese. I this part of ‘the figure wou'd touch another figure ot obstruct its movement, simply ‘dd ot remove one peg fom the base fo proven his situation ond continue moving as normal, 1 Overlapping Other Ships Example The Enterpise-D is executing a maneuver thot cppears to causa itto overlop the MahtH'a. ‘While trying to execute the maneuver, it does in fact cause the Enterprise to oveap the Mahtit. The Faderation Player moves the Entorise-D backwards along ‘the template, but now the Enferprise-D is overlapping the hoz. The Federation Player moves the Enterise-D backwards along the tamplete, ond places it touching the Khazora GUSHIP SYSTENS ACTIONS AND CLOAKING Some Acton bein withthe following text: “Action: If you stip not Cocke, dsable allo your remaining Shek,” These Actions cannot be used i you are Cloaced. Furthermore, a ployer wishing to use tat bly mus fist sable lof his eaiing Acive Shiels AUXILIARY POWER ‘There ore several factors that can force a ship to sith to Avior Powe, such os executing dificult Red Maneuvers (see “Activation Phase” Step 4 on poge 9). When ‘his occus, place on Auxitory Power Token beside the ship. While o ship has of least one Auxliony Power Toke, it cannot execute Red ‘Maneuvers of perform any Actions (even free Actions). Ifa ship craody has on Auxitary Pow Token assignad to it and reveals a Red Manewer during the Activation Phase, the opposing player chooses ary nan Red Maneuver on hat ship's cial forthe ship toerecute ‘feo ship executes a Breen Monewve, reve ore Anilry Power Token fromit (se “Activation Phase Stop 4 on poge 9). DISABLING SHIELDS Some cbites equi poyet to dale Sie Tokers, Al Stoll Tens begin the game with thir cctv (bh) sides face up, When insta to isle a Shi eke, the payer fips ver ots cisabled (ed) side. A Disabled Shield Token comnot be dameged but oes not protec te Hull. Ding ie Ed Phos, ployer cn acti cllo hs Stil Tokens by fiping em back tthe lv sides fore. Fo specielobity requis a player to date o specified number cof Active Shields, then the ship must possess ct east that many Active ‘Stieds in ade forth phir to use tha special eile. However, if @ ‘special ability requites o ployer to disable all remaining Shields, thon the ployer is permitfad fo use that ability even if he has no Shild Tokens remaining. Example: t'Vek's Action requites a player to disable “] Active Shield” to use his ability. If N’Vek's ship hos no Active Shielés, he ‘cannot use his abiity. Conversely, Bochva forces a player to disable all cf his ship's “remcining Shields” to use his cblity. This ability con be used even i Bochia's ship has no Active Shields. Exceptions I rdet fo prfom 0 (lok Aton (ee “Cock cn page 10), a ship must have at est 1 Acie Shield in pay When efoming th Cea Action, the sip ust then sale al ofits remaining Stilds. Note: A Discbled Shield snot the same ting os a Damaged Shield Fa Shi is damoged dung combo, is removed from ploy and does not come boc dung th End Phas. Tho only way o instore a Damaged Shield Token so use ocr’ sec ei. Ime REFERENCE UPGRADES Disabling / Discarding Upgrades Some abit may instruct you to “dsobl” can Upgrade Card. Disoblng an Upgrade works om clferenty thn disabling a Shield Token then insuced to disable on Upgrade, place a Disabled Upgrade Token on that Upgiade Card. Wile 0 Upgtace Cais cisabled, «player ccnnot us its card text. Dutng the Action Phos, c ship can spond its Acton te remove a Disabled Uparae Token fiom one of is Ungrade Cad. Tet Ungrade is 10 longer consdered dsb ‘Some abitias may reute the player to “dscard” an Upgrade Crd Rolun dscardad Upgrade Cards lo the ome bo; they cannot bo used forthe remcindor ofthe gome, Upgrade Card Anatomy @ Pg eat FACTION. (TARGET LOCK) Spon yur target lnc and disable this ‘Canta pvr this tack. Youn comet of your ® ca tot 2 ist 8 1. Card Tile 2. Cord Ability 3. tack Value (Secondary Weapon Only) 4, Vleapon Range (Secondary Weapon Only) 5. Upgrode Icon 6. Faction kon 7. Squadron Poin! Cos (see page 21) Secondary Weapons Some Vieapon Upgrade Cards provide thet ships with Socondary Woopons suchas Photen Torpedoes. This section exons o few rules tated to Secondary Weapons. ‘Ships may perform orly one attack during the Combat Phese. Secondary Weapons show the hacder “Attacks” os a reminder thet a ship attacks with either its Pimory Weapon or one of is Secondary Weapors. In addition to being inside the attacker’ ffing arc, the closest point cof the torger ship's base must fal within the Weapon Range shown onthe cad (See “Upgtace Card Anatomy” below). If bth oF ‘hese condiions ve met, then the ployer oli the number of aiack dice equal to this cad’s Attack Value (instead of the ship's Primary Weapon Value) Example: Photon Trpadoes con oly be used to cack on ener ship thats at Range 23. They canot be use fo ge stigs at Range lo eyo ange 3 Sear Secondary Weapons specty fey canbe fed eter oma ship forward fing acc fom searing a. Tes re the only {types of woapons that con be frad ftom a rea firing ac. OF courso, 0 ship myst etal have crear fing acon its Sip Icken (aed by cost nes) in oder to tea Saconday Weapon rm isc section. Secondary Weapon attocks cre no fected by the extra ice provided by the Renge Ruler at Range | (+1 cttack ce) or Ronge 3 (41 defense ce). When fing a Seccndory Weogon, use the side cof the Range Ruler thot does not show the bonus dice (lo ovoid confusion). Only Pimary Weapons make use ofthese exto dice, Some Secondary Weapons specy cer equemens in parentheses cfs the word “Attack” Examples The “Photon Trpedoes” cad spaces “Attack (Target Lock)” nace fo aitack with his Secondary Wenpo, the flake ims: hove aleody equa «xg Lok on he defender NNor-Weapon Upgrades and Range la Gew [@), lech ( 1,0 te lent ( © } Upgrade hes cn city that wois within o cron rage, then tha power warks regardless of firing arc. firing arcs are only usad when attacking with o Primary o Secondary Weapon, Advanced Rules This section explcins advanced rules that enhance the Attack Wing ‘experience. Before starting game, players must agree which ‘advanced rules they would ike to use during the game (ary). ‘GHSQUAD BUILDING Athough Attack Wing is fst ond fu using ony the ships found in this game box, the gameploy fs even more exciting and tactical with rma ships. Ar players hove a fim grasp onthe core garepcy, they an cid the rubs expined in his secon To best seth sual bulking ns, players wlleed mac than he thee sis foud in his game box. Aéciond sips ar sol separately in exgarsion pct ‘A Ship Cds, Cptoin Cards, and Upgrade Cards isla a number in the ower ight comet. Tis lis the squadron point cst ofthe ship, Cpt, or Upgrde, Note that each shi mustincue one (and conl one) Coptan Cord. Howeve, sre Copan Cals cos O squdion points, Duting the “Gathor Forces” stop of Setup ll players must ist goo ‘on a number of sqvadion points per payer. tis recommended thot each ployer play with ether 60 or 100 squacron points, alfhough players ore walcome to choose any point totcl. If ployers only own the ‘hee ships found in this game box, ech player shold fel 40 points, Note: If laying with more than 100 squadron gonts por play, be sue fo check the “Component Lmiations” secon on page 73 ‘Avter choosing « point total, dll players secretly and simulioneously bud their squads. They do this by chcosing Ship, Ceptoin, ond Upyrode Cords wit combined squedren points equal toot lower tkan the ogiezé upon tol, Ifa players agree, then each player moy ploy with ships from imple Factions, Players may aven combine Captains end Upgrades fiom multiple Factions onthe same stp if hey cre wiling to py the Faction penalty, which requires a player to poy 1 exira squadron point fret Cpfoin ond Upgrade Card thot does not match its ship’s action. ‘ter cl layers cre savistied with thet choices, they simultaneously revadl ther diesen Ship Cards, Coptan Cords (ono gr ship), ond Upatade Cards. Players then resume the steps of Setup, continuing vith the “Assamble Sigs” step (sae page 5) Note: The Fortion Penalty does nct apply to Captains who cost O Squecion Poin. Floats may fred swap out to other O point Capioin Cards to help keop rack of who contols which ships, INITIATIVE WHEN SQUAD BUILDING When using squad biting res, the hips belonging to the ployer it the Fowest point ial tthe sia of he game alveys hae inate. Thon he ships belonging to the payer wit he nox ovest point total have intaive, and soon F hwo ot mae plas” squadron point fotal cre equal atthe stort of the game, then use the initiative Tues dered on poge 18. ADJUSTING THE PLAY AREA I playing with more than 100 squodon points per plye,ployers roy ‘ish fo expand the size oftheir aay aeo beyond 3° X 3'. Payers ora {ree to use any pley area size that they ogres on, UNIQUE NAMES This game box includes several famous ships, captain, and crew members from throughout the Star Trek universe, Each of these famous sips nd charccs is retsered by c card with oni name. On such cds, his sided ky c specie Unique Ion [ @ J tothe lft fhe cd name (se “Ship Crd Anatomy” on page 4). sng payer cannot eld two or more cas thot share the same unique nao, evn f thre oe two diffrent cards with he samo nome (e.g. 0 ker” Crew Upgade Cad canot be played f the ployer is allen using o “Riker” Copii Cd). In a eam game, this limit pps to each team (se “Team Play Rules" on pogo 23). However, two diferent players can use the same uriquecharccet ‘slong os hey ore not on the same ear. If two diffrent payers or using the same Coptain, hen they should foke care to position thei opto I Tokens so that they display diferent borders cn the fonts cond backs oftheir respecve ship bose. Lxampe: On the “EntxprseD” Ship Cad, thor is 0 Unigue conto the left ofthe ship's nome. A srgle player may only eld one copy of the EnferiseD. Ther sno Unique cnt helt ofthe “Federation Stusip (Galaxy Ces)” Ship Cer, soa single play could fied csmany Goloxy Cts Federation Staships os ne wants (itn the squedion point iit), CARD ABILITIES ‘Mony cord bits use the wad “you” ospcicalyreftence tha Ship Cad. abites on Ship Cad cannrofct ther stgs uns calc spocted by the abit. Examples The Enfepris-DS obiity reads “Instead of making nomal atck with you Pimary Weapon, you may fein any icon at ange 1~2 wth 3 cack dice” This ily only lows the Enterprise to perfor tis spec artack, Likewise, Coton Cards, Upgrde Carts, ond Damage Crs only cfc the ship to which they cre csined, uns othervisespeciied, Unless a cad ably wses the ward “may ot has “Actions” o “tak” heades, then the ably is mandatory ond must be flowed UPGRADE CARDS There ae dferent woys fo custemize o ship, such es adding o cew imembey, a secondary weapon, eran ete tient. Howevet, ech ship islimited in which Upgiaces and how many ofench Upgrade con equi. The Upgrade Bar long the bottom ofthe Ship Cad displays icons ‘hat represent which Upgrades the ship can equip. For each icon shown inthe Upgrade Ba, the sip con equip one Upgrade Crd wrh the matching icon, Upgrade icons that eppear ina shi’s Upgrade Bar indude Crew [® ], Weapon [© ], and Toch [© | Upgradas,

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