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Ê During attack, spend 1 or more to change a f to d.

During defense, spend 1 or more to change a f to e. Ç Reminder that a c damage card effect applies.

Å Ñ
Calculate Critical Marker

During Modify Defense Dice, spend 1 or more to change Flip to cancel d or cresults. Certain effects can recover
a blank or f result to an e result. shields, flipping them again.

Ò
Shield

Ä
Evade

During Modify Attack Dice, spend to change all f to d. Flip to spend for various effects. When [`] present, recover
During Modify Defense Dice, spend to change all f to e. one charge (per card) during End Phase by flipping it again.

Ü Ô
Focus Charge

When attacker is in full arc (~ or ¡) matching the token, During attack, spend 1 or more to change a f to d.
before taking two or more damage, add one e. During defense, spend 1 or more to change a f to e.
Recover at most one charge per ship during End Phase.

á
Reinforce Force Charge
Jamming ship chooses one green token or target’s lock to

?
RANGE BONUS
A
discard. If none present, jam token remains until one is.

Ö
At range 0–1, attacker adds one .
D
Jam
Range bonus
Cannot attack while disarmed. At range 3, defender adds one .
does not apply

D
à
Disarm
After 1–3 tokens (based on ship size), roll one fewer . MANEUVERS
Tractoring ship may force a r or straight b using [1 8]. Move Through: When the template is placed on an obstacle,
If moved by opponent, may gain a stress token to rotate 90˚. suffer the effect. Devices may have an effect. Ships have no effect.

C
Tractor

å
Overlapping: If final position overlaps a ship, move backward
Roll two more . Cannot attack. Spend during System
along template until no longer touching. Skip Perform Action step.
Phase to r or straight b. Small ships use [2 8] template.

ä
2
Cloak
Koiogran Turn: Use 8 template, K-Turn
1–3 tokens required based on ship size. Cannot assign dial.
placing front ship guides.
No dial: blue [1 8], only f allowed, remove all ion tokens.

p
B
Ion
1 2

oo
Segnor’s Loop: Use 7 template,

L
S-
2 During Modify Attack Dice, spend to reroll any number of . placing front ship guides.
1

É
Target Lock
Cannot perform actions. Attempt red maneuver: white [2 8] : Tallon Roll: Use 4 template,
instead. Remove one stress token after a blue maneuver. rotate 90° into turn and align
T-Roll
:
D
hashmark to left, middle, or right of

ö
Stress

Roll one fewer , then remove one strain token. After template like a barrel roll.
executing a blue maneuver, remove one strain token.

ø A
Strain

Roll one fewer , then remove one deplete token. After


executing a blue maneuver, remove one deplete token.
Deplete
SETUP PERFORMING AN ATTACK
1. Place 6 Obstacles: Alternating in player order, beyond range 1. Declare Target
1 of each other and beyond range 2 of all edges of the play area. Measure Range, Choose Weapon, Declare Defender, Pay Costs
2. Place Forces: Starting from lowest to highest initiative (in player 2. Attack Dice
order if tied). Place within range 1 of player’s edge.
a. Roll Attack Dice
THE GAME ROUND b. Defender Modifies Attack Dice
1. Planning Phase: Each player secretly plans their ships’ c. Attacker Modifies Attack Dice
maneuvers by assigning them facedown dials. 3. Defense Dice
2. System Phase: In ascending order of initiative, each ship that a. Roll Defense Dice
has an effect that says it can be used during the System Phase b. Attacker Modifies Defense Dice
resolves those abilities. You may perform at most one drop, launch, c. Defender Modifies Defense Dice
or decloak.
4. Neutralize Results
3. Activation Phase: In ascending order of initiative, each ship
a. e Results Cancel d Results
reveals its dial, executes its maneuver, and may perform one action.
b. e Results Cancel c Results
4. Engagement Phase: In descending order of initiative, each ship
c. Determine Whether Attack Hits
may perform one attack.
5. End Phase: Remove circular tokens. Recover recurring charges. 5. Deal Damage
Remove negative recurring charges. a. Defender Suffers d Damage
b. Defender Suffers c Damage
ACTIONS
6. Aftermath
Barrel Roll: Move sideways with [1 8] template. May shift
forward/backward. Medium/large ships place long template edge. a. Resolve “After Defending” Abilities
Boost: Move forward with [1 7], [1 8], or [1 9] template. b. Resolve “After Attacking” Abilities
c. Possibly Perform Bonus Attack
Calculate: Gain 1 calculate token.
Cloak: Gain 1 cloak token.
OBSTACLES
Coordinate: A friendly at range 1–2 performs an action.
Evade: Gain 1 evade token.
add one C
Obstructed Attack: When attacking through any obstacle,
. For gas clouds, change one blank result to an e.
Focus: Gain 1 focus token.
Lock: Acquire a lock on an object at range 0–3.
Asteroid: Roll one B and suffer anydorc, then skip the
Perform Action step. While at range 0, cannot perform attacks.
Jam: A ship at range 1 (or 1-2 inside }) gains 1 jam token.
Debris Cloud: Roll one A and suffer anyc. Gain stress token.

B f
Reinforce: Gain 1 fore or aft reinforce token.
Reload: Recover 1 g on a P, M, or B. Gain 1 disarm token. Gas Cloud: Roll one , on ord, gain one strain token.
Then skip the Perform Action step.
Rotate: Rotate your turret arc indicator.
SLAM: Execute a maneuver with same speed. Gain 1 disarm token. v5 • 2021-03-24 • github.com/npiegdon/xwing2-quick-reference

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