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F TIE Fighter 5

I TIE Interceptor 5
2% 3^ 3 & 0 * 4 3% 3^ 3 & 0 * 4
3 3
3 3
1 Select Target 2 1 Select Target 2
1) Nearest Enemy in 2 3 1) Nearest Enemy in 2 3
Arc and at Range 1-3 2 3 Arc and at Range 1-3 2 3
2) Nearest Enemy 2 2 2) Nearest Enemy 2 2
4 2 *) Free f Action 5 2
2 Select Maneuver 4 5
Check Target’s Range & Direction, 1 2 Select Maneuver 1
Roll on the matching table Check Target’s Range & Direction,
+ Skip step 3 on red moves 3 Roll on the matching table 3
1 1
3 + Skip step 3 on red moves 3
2 2
3 Action Selection 2 2
3 3 Action Selection 3
1) Remove stress or Resolve c 2 2
4 5
2) r to get a shot 1 1) Remove stress or Resolve c 1
3) r to avoid target’s arc, 2) r or b to get a shot
1 1
and keep target in your arc 3) r or b to avoid target’s arc,
4 2 5 2
4) f if you have a shot and keep target in your arc
3 3 3 3
5) e 4) e
3 4 3 5
Attack Target 3 4 3 5
Attack Target
1) Nearest enemy 5 3 5 3
1) Nearest enemy
2 2
1 1
3 3
v0.7 v0.7
1 1
1 R1/R2+Closing 1 R1/R2+Closing
R3+/R2+Fleeing R3+/R2+Fleeing
A TIE Advanced 5
P TIE Phantom 4
2% 3^ 3 & 2 * 4 4% 2^ 2 & 2 * 3
3 2
3 3
1 Select Target 2 Roll to Decloak at PS0: 2
1) Nearest Enemy in 1 3 2 3
Arc and at Range 1-3 1 3 2 3
Back to Front; Reroll if blocked 2 2
2) Nearest Enemy 2 2 2
*) Free l Action vs. Target 4 1 Select Target 4
1 4
1) Nearest Enemy in Arc + Range 1-3
2 Select Maneuver 4 1
2) Nearest Enemy
Check Target’s Range & Direction, *) Free e Action
Roll on the matching table 1
1 2 Select Maneuver 1 1
+ Skip step 3 on red moves 2
4 Check Target’s Range & Direction,
2 2 2
3 Action Selection 2 Roll on the matching table 4
3 3
1) Remove stress or Resolve c + Skip step 3 on red moves 2
2) r to get a shot 3 Action Selection
1
3) r to avoid target’s arc, 4 1) Remove stress or Resolve c
4 2
and keep target in your arc 2
4 2) r to get a shot
3 3
4) f if you have a shot 1 3) r to avoid target’s arc,
3 4
5) e 3 and keep target in your arc
3 4
3 4 4) f if you have a shot
Attack Target 4 3
2 5) k 2
1) Enemy you have l on
Attack Target 1
2) Nearest enemy 4 3
v0.7 1) Nearest enemy v0.7
Fire M if possible 2 1
At end of round:
Clear l if unspent 2 R1/R2+Closing 1 R1/R2+Closing
Free k Action
R3+/R2+Fleeing R3+/R2+Fleeing
B TIE Bomber 4
D TIE Defender 5
2% 2^ 6 & 0 * 3 3% 3^ 3 & 3 * 4
2 3
2 3
1 Select Target 2 1 Select Target 2
1) Nearest Enemy in 1 3 1) Nearest Enemy in 1 3
Arc and at Range 1-3 1 3 Arc and at Range 1-3 1 3
2) Nearest Enemy 1 3 2) Nearest Enemy 2 2
*) Free l Action vs. Target 5 1 *) Free l Action vs. Target 4 1
1 4
2 Select Maneuver 5 2 Select Maneuver 1
Check Target’s Range & Direction, Check Target’s Range & Direction,
Roll on the matching table Roll on the matching table 1 1
1 3
+ Skip step 3 on red moves + Skip step 3 on red moves 4 2
2 2
2 2
3 Action Selection 3 3 3 Action Selection 1
3
1) Remove stress or Resolve c 1) Remove stress or Resolve c
2) r to get a shot 2) r to get a shot
3) r to avoid target’s arc, 5 3) r to avoid target’s arc, 4
and keep target in your arc 3 and keep target in your arc 2
2 4) f 1
4) f 5 4
3 5 Attack Target 3
Attack Target 3 3 4
2 1) Enemy you have l on
1) Enemy you have l on 2
3 2) Nearest enemy
2) Nearest enemy 1
Fire M or P if possible 5 Fire C if at Range 2-3 4
v0.7 v0.7
Clear l if unspent 2 Clear l if unspent 1
2 R1/R2+Closing 1 R1/R2+Closing
R3+/R2+Fleeing R3+/R2+Fleeing
d VT-49 Decimator 4
3
l Lambda Shuttle 3
3 % 0 ^ 12 & 4 * 3% 1^ 5 & 5 * 2
2
1
4 2
1 Select Target 4 3 1 Select Target 3
1) Nearest Enemy 3 2 1) Nearest Enemy in 2
0
*) Free l Action vs. Target 3 3 3 Arc and at Range 1-3 2
1
3 3 2) Nearest Enemy 0
2 Select Maneuver 1
3 2 *) Free l Action vs. Target 1
1
Check Target’s Range & Direction, 2 1
Roll on the matching table 4 2 Select Maneuver 2
Check Target’s Range & Direction,
3 Action Selection 3 Roll on the matching table 0
3 2
3 + Skip step 3 on red moves
1) Remove stress or Resolve c 3 2
2
2) f 2 1 2
2 3 Action Selection 2 3
1 1
$ First Attack 1) Remove stress or Resolve c
1) Enemy you have l on 2) f 0
2) Nearest enemy
3
2 0 2
2 Attack Target 2 2
$ Second Attack 3
1 1) Enemy you have l on 2
Nearest enemy you have not 3 3 2) Nearest enemy 3
already attacked this round. 2 2 2 Fire C if at Range 2-3 2
3
1 1 3 Clear l if unspent 1
Clear l if unspent 1
v0.7 v0.7
2 2
2 R1/R2+Closing 2 R1/R2+Closing
R3+/R2+Fleeing R3+/R2+Fleeing
v0.7
Emplacement Rules
S Shield 2& Terrain Template/Ship Overlap Obstructs? AI
Movement over Emplacements: Generator 3*
tø"SFOPUDPOTJEFSFEPCTUBDMFTBOEEP All emplacments (including this) on ASTEROID
ASTEROID Skip your perform action step, Roll 1 attack
not obstruct attacks, cause collisions, connected station modules gain 1 die and suffer any d/c. On ship overlap, +1 Swerve
or interact with maneuvers defense die for each shield generator. also skip your combat phase activation.
t"*TIJQTEPOPUTXFSWFUPBWPJEUIFN

DEBRIS
DEBRIS FIELD Skip your perform action step and gain a
Attacks vs. Emplacements: Fuel Tank 3&
FIELD
Stress. Roll 1 attack die and suffer any c.
+1 Swerve
t)BWFBHJMJUZCVUSPMMBOBEEJUJPOBM F
defense die at Range 3+ as usual
0*
t5SBDLEBNBHFXJUIUPLFOT OPUDBSET When destroyed, all ships and
MINEFIELD
MINEFIELD Skip your perform action step. If Hostile, roll 1 Swerve
t$SJUJDBMIJUTTVGGFSFEUPIVMMDPVOUBTd emplacements at Range 1 must roll
attack die for each of the Mine’s remaining hull +1 If Hostile
t%POPUTVGGFSTUSFTTPSJPOUPLFOT one attack die and suffer any d or
and suffer any d/c, then remove Minefield.
t%POPUIBWFBQJMPUTLJMMSBUJOH c damage rolled.
Can be attacked: 3 & , 1 ^, count c as dd.
These have mission-specific rules: Only gain XP for mines from mission special rules.

T Turbolaser 5&
Tower 0* A Sensor 5& CLOUD Ion Storm variant only:
+1
CLOUD -
Attack: 2 % Range: 2-4 Array 0* Immediately roll 1 attack die. On a c
result, become ionized + suffer 1d
,
At the end of the Combat Phase, attack No attacks
the nearest enemy ship in the Tower’s 90º  at Range 3+
firing arc. The defender gains 1 bonus C Command 5&
defense die at Range 3+. Centre 0* HUGE
HUGE SHIP
SHIP
If your maneuver template overlaps, no effect. Swerve
If your ship overlaps, Skip your perform action +1 If ship
Then, rotate the Tower up to 90º to step, Roll 1 attack die and suffer any d/c. overlaps
center its firing arc on the target, or to G Cargo 5&
attempt to get the nearest target in arc. Container 0* v0.7
PLAYER PLAYER
x x
CALLSIGN CALLSIGN

PS 3% 2^ 3 & 2 * PS 3% 2^ 3 & 2 *

f l F f l F

A P MISSIONS:
I A P MISSIONS:
I
XP: A XP: A
B B
m 3E m 3E
D D
4m 5E P 4m 5E P
l l
6m 7E 6m 7E
d d
8m 9E 8m 9E

9E 8m 9E 8m
d d
7E 6m 7E 6m
l l
P 5E 4m P 5E 4m
D D
3E m 3E m
B B
A XP: A XP:
I MISSIONS: P A I MISSIONS: P A
F f l F f l

3% 2^ 3 & 2 * PS 3% 2^ 3 & 2 * PS

CALLSIGN CALLSIGN

PLAYER
x PLAYER
x
PLAYER PLAYER
y y
CALLSIGN CALLSIGN

PS 2% 1^ 5 & 3 * PS 2% 1^ 5 & 3 *

f l F f l F

A P/B MISSIONS:
I A P/B MISSIONS:
I
U P/B XP: A U P/B XP: A
BTL-A4 BTL-A4
B B
m 3E m 3E
D D
4m 5E P 4m 5E P
l l
6m 7E 6m 7E
d d
8m 9E 8m 9E

9E 8m 9E 8m
d d
7E 6m 7E 6m
l l
P 5E 4m P 5E 4m
D D
3E m 3E m
B B
BTL-A4 BTL-A4
A XP: P/B U A XP: P/B U
I MISSIONS: P/B A I MISSIONS: P/B A
F f l F f l

2% 1^ 5 & 3 * PS 2% 1^ 5 & 3 * PS

CALLSIGN CALLSIGN

PLAYER
y PLAYER
y
PLAYER h PLAYER

CALLSIGN CALLSIGN

PS 3% 1^ 3 & 5 * PS 1% 2^ 4 & 1 *

f lr F f l F

S P MISSIONS:
I W I MISSIONS:
I
C P XP: A U t XP: A
B B
m/W 3E m 3E
D D
4m 5E P 4m 5E P
l l
6m 7E 6m 7E
d d
8m 9E 8m 9E

9E 8m 9E 8m
d d
7E 6m 7E 6m
l l
P 5E 4m P 5E 4m
D D
3E m/W 3E m
B B
A XP: P C A XP:

I MISSIONS: P S I MISSIONS: M E

F f lr F fl eb

3% 1^ 3 & 5 * PS 2% 3^ 2 & 2 * PS

CALLSIGN CALLSIGN

PLAYER PLAYER
a

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