1.0 Gameplay. Star Wars: X-Wing Miniatures Maine - The Galactic Underbelly, a Scum & Villainy Campaign

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1 1.0 Gameplay 1.1 This Escalation Campaign follows select Fantasy Flight Games rules for Star Wars: X-Wing Miniatures. As the list of accepted and followed rules is far longer than the list of modifications made to standard gameplay we will, here in, treat all rules as valid until otherwise stated farther along in this introductory rulebook. Should an unforeseen contradiction arise it shall fall to the Game Master s discretion. 1.2 As with standard gameplay each game cycles between the planning, activation, and combat phases. However, in this game, each player starts the escalation game during their first week in a Z-95 Headhunter at pilot skill one. As the campaign continues players unlock the ability to purchase upgrades, modifications, and new ships (see sections 5.0 and 6.0). Each player will need to earn Valor Points (see section 2.0), Ace Points (see section 3.0), and Galactic Credits (see section 5.0) in order to purchase upgrades, secondary weapons, new ships, and alter the stats of their character. Players face off against the Game Master in whatever mission type is presented that week (death match, rescue, search and destroy, capture the objective, etc.) and have the opportunity to earn these three types of in-game currency. The Game Master takes the side of the non-player component (Imperial, Rebellion, Scum & Villainy, or Unaffiliated forces) as the players work together - or against each other - as an up and coming villain in the Star Wars universe in order to achieve the Bounty Contract laid out in that week s mission. 1.3 Required to Play: all a person is required to bring is an interest to play X-Wing Miniatures. The Game Master for this campaign maintain sets large enough to allow for proxying of ships and maneuver dials. During gameplay the Game Master s set of tokens, dice (enough for both sides of the table to have six attack and six defense dice) and maneuver templates shall be used. Any player may proxy their own ships or choose to fly their own ships and use their own dial though this is not a requirement of the game. Having run campaigns like this before with new players we ve discovered it is one of the simplest and easiest way for a player to gain an interest and understanding of how to play. Players do not have to attend day one, this campaign allows for any player to drop-in and start playing at any time. 1.4 Resolving Initiative: Unlike regular play squad point cost has no effect on a pilot s initiative during the course of a mission. Instead initiative will be universally applied so that, as one reads down the below list, each component has initiative over the following component(s) Debtor's Downfall Enforcers (see section 5.7) Campaign Participants 1 of 27

2 1.4.3 Campaign Participant controlled non-player components (NPCs, see section 2.3) Game Master Controlled NPCs Scum and Villainy affiliated NPCs Rebellion/Resistance affiliated NPCs Galactic Empire/First Order affiliated NPCs Other (to be determined at the discretion of the Game Master) Should players choose to create their own factions under section 16.0, at the start of each mission, one player representative from each faction will roll a D20. The player faction with the highest roll shall have initiative over the player faction with the next highest roll and so on, until all player factions have a tier of initiative for that mission Ships with the same pilot skill and tier of initiative may move and attack in any order as would normally be done. 1.5 Alternative Timing Rules 2.0 Valor Points The decloaking rules will revert to the original rules upon release: a ship must choose to decloak (or remain cloaked) before revealing their maneuver dial (rather than the start of the activation phase) The trigger for a ship to remove its tractor beam tokens will be at the start of the combat phase, in order of initiative (see 1.4 above). 2.1 During the course of each mission every player will have a total of five opportunities to earn Valor Points. All earned Valor Points will be applied to a player s campaign standing at the end of each mission. Each player automatically earns one Valor Point per mission for participating in this campaign format, this is applied retroactively for players who join the campaign post-mission one. Each player earns one Valor Point for participation per mission they are present for, this campaign allows for drop-in play and players will still earn this Valor Point even if they are not present at the start of the mission. A third Valor Point may be earned by players who make it through the mission without being shot down. Should the player achieve the Bounty Contract for the mission they will earn a fourth Valor Point. The fifth, and final, possible Valor Point will be earned if the player, through the course of the mission, has also achieved mission ace status and thus earned an Ace Point for the mission (see section 3.0). 2 of 27

3 2.2 The campaign starts, pre-mission one, with all players having zero Valor Points. Players joining the campaign post-mission one will receive two Valor Points per absent mission (double the overall campaign participation prize so as to help the player not get left behind by players who were not absent). 2.3 Hired Guns: The player may spend their Valor Points to, at a one-to-one ratio, pay for the squad point costs of any generic Scum & Villainy pilot (in the game or specifically created by the Game Master for the expressed purposes of this campaign) to add as a wingman and thus grow their own band of pirates. No player may purchase a pilot who's pilot skill is greater than or equal to their own. For example a pilot skill three player may not purchase a pilot skill three Black Sun Soldier to fly alongside them. Once a player has spent their Valor Points on a generic pilot they may now field that ship and pilot as part of their own personal squadron and may purchase upgrades for that ship as they would their own (see section 5.2). Should the ship be shot down during the course of a mission the player controlling the ship must roll the Death Die (see section 11.0). 2.4 Once Valor Points are spent they're subtracted from the player s pool. A player may never have a negative Valor Point total. 3.0 Ace Points 3.1 During the course of each mission every player has the opportunity to earn up to one Ace Point, though it may not be possible for every player to earn an Ace Point in all missions. A player earns an Ace Point by eliminating three enemy ships during the mission Any non-ship enemy target eliminated (such as a sensor relay, communication outpost, turbolaser battery, orbital defense cannon, asteroid, etc.) will not count towards the player earning their Ace Point for the mission. These enemy targets are stationary or move at a snail s pace and serve no purpose in proving the "elite" status of a pilot and therefore do not add towards the pilot s Ace kill count. 3.2 A player will need to collect Ace Points in order to increase their Pilot Skill stat at a cost of three Ace Points per Pilot Skill increase. As with standard gameplay higher pilot skills move later and shoot earlier, however there are further benefits in this campaign to increasing your pilot skill (see section 8.0). 4.0 The Loot System 4.1 When an enemy target is eliminated the player who destroys the target will roll one die and must roll a 4 or higher, the higher the player s pilot skill the better their odds. Pilot Skill 1 pilots roll a D4, Pilot Skill 2 & 3 pilots roll a D6, Pilot Skill 4 & 5 pilots roll a D8, Pilot Skill 6 & 7 pilots roll a D10, and Pilot Skill 8 & 9+ pilots 3 of 27

4 roll a D12. If the player is successful in their dice roll they then roll a D4 for small ships and a D8 for large ships, the resulting number indicates the number of Loot Tokens they immediately receive. If the player eliminates a Huge or Epic ship a D12 is rolled to determine the number of Loot Tokens they receive. 4.2 At the end of the mission each player may preform a loot roll for each of their Loot Tokens. The player will roll a D20 and will receive loot based on the result rolled. Should the player roll less than an 19 they will receive the resulting number in hundreds of Galactic Credits, thus a roll of 12 becomes 1200 Galactic Credits. Should the player roll a 19 or better they will be handed a D8 and asked to roll for Contraband. Players will receive Contraband based on the result rolled on the D8 (see the table below). Contraband Quantity Roll Kyber Crystals 1 1 Crotosis Ore (kilograms) 1 2 Glitterstim (grams) Mechanical Repair Kit 1 4 Energy Refocusing Assembly 1 5 Shield Projector Parts 1 6 Combat Comms Spike 1 7 Survival Rations Contraband Kyber Crystals: Players will be able to spend Kyber Crystals, before mission start, to improve the effectiveness of an equipped torpedo, missile, or bomb upgrade until the ordinance is used. Kyber Crystal expenditures only affect one use of the torpedo, missile, or bomb upgrade. If the player s ship is carrying multiple ordinance upgrades they must specify, in the declare weapon step, whether they are using an enhanced weapon or a standard weapon. If, for example, a player has two proton torpedoes equipped to their ship they would have to spend six Kyber Crystals in order to fully upgrade both sets of torpedoes otherwise they would have to clearly identify which torpedo is being used first. The Extra Munitions Upgrade card does not duplicate a modified ordinance upgrade, the token granted from the Extra Munitions Upgrade will count as any one additional piece of ordinance of the same base upgrade card type (for example a player may 4 of 27

5 use Extra Munitions to equip both a Tier 2 and a Tier 3 set of proton torpedoes to their ship using the token to represent 1 and the card the other. The munitions used must be present in the player s inventory, if no extra munitions are in the player s inventory the Extra Munitions card has no effect and does not add a token to that upgrade card Torpedoes & Missiles Bombs Cost of 1 Kyber Crystal: add one attack die to your attack Cost of 2 Kyber Crystals: you may change one hit result to a critical hit result, on top of the effects of section Cost of 3 Kyber Crystals: add a critical hit result to your dice roll, on top of the effects of section Cost of 1 Kyber Crystal: each ship affected by the bomb must suffer one additional damage Cost of 2 Kyber Crystals: each ship affected by the bomb must suffer one additional critical damage Cost of 3 Kyber Crystals: double the effect of the bomb (Proton Bombs deal two face-up damage cards, Proximity Mines cause the defender to roll six attack dice, etc) Crotosis Ore: Players will be able to spend Crotosis Ore, before mission start, to improve the energy dampening systems onboard their ship. At a cost of 0.5 kilograms of Crotosis Ore per hull point, the player will be able to forgo assigning ion tokens to their ship so long as they still have shields. At an additional cost of 0.5 kilograms of Crotosis Ore per hull point the player will be able to flip the first face-up damage card with the ship trait that they are dealt in a mission facedown without resolving its affect Glitterstim: Players will need to acquire this substance in order to equip the Glitterstim illicit upgrade card Grams of Glitterstim will provide the pilot with one use of Glitterstim and, unlike regular play, players will be able to stack multiple increments of 0.25 grams of Glitterstim in order to get more uses out of their illicit upgrade card per mission. By way of example, if a player has 1.25 grams of Glitterstim they will be able to use their 5 of 27

6 Glitterstim illicit upgrade card up to five times during the mission. If a player does not get all their uses out of Glitterstim in a mission, and they did not get shot down, they will not loose any Glitterstim uses Mechanical Repair Kit: Players may equip any quantity of Mechanical Repair Kits to their ship before the start of the mission. During the perform action step players may spend their action to activate the Mechanical Repair Kit. Once a Mechanical Repair Kit has been activated the player may discard one facedown damage card and then may flip one faceup damage card with the ship trait facedown (if the ship has only one faceup damage card assigned to it the player may not discarded any damage cards that round) Energy Refocusing Assembly: Players may equip one Energy Refocusing Assembly to increase their primary attack value by one or the attack value of an equipped cannon or turret upgrade. Players may equip a second Energy Refocusing Assembly to also allow them to change one blank result to a focus result with their primary attack, equipped cannon or turret upgrade attack. Players may equip a third Energy Refocusing Assembly to also allow them to add one hit result to their primary attack, equipped cannon or turret upgrade dice roll. Unfortunately Energy Refocusing Assemblies have a habit of burning out. Therefore, after completely resolving the attack, the player must roll one attack die. On a hit result they must decrease the upgrade tier of their Energy Refocusing Assembly by one Shield Projector Parts: Players may equip any quantity of Shield Projector Parts to their ship before the start of the mission. During the combat phase the player may forgo their opportunity to attack (whether a valid target exists or not) and recover one shield per Shield Projector Part up to their starting shield value. For each shield that has been recovered, one Shield Projector Part is considered spent and is removed from the player's inventory Combat Comms Spike: Players may equip any quantity of Combat Comms Spikes to their ship before the start of the mission. During the start of the combat phase the player may spend one Combat Comms Spike to assign a stress token to an enemy ship within Range Survival Rations: During the course of a mission, should the player have to roll the Death Die (see the Character Injury & Death section), the player may spend one Survival Ration to re-roll the Death Die; this die may be rerolled even if it has already been re-rolled. 5.0 Galactic Credits 6 of 27

7 5.1 Galactic Credits are earned by players and may be spent to purchase items for their personal inventory, from other players (at an agreed upon exchange), or new ships Each player earns 1000 Galactic Credits for each Valor Point earned Each player earns 2500 Galactic Credits for each Ace Point Earned Each player earns 1000 Galactic Credits for each enemy ship they destroy Each player begins the campaign with a balance of 3000 Galactic Credits and 1 pre-mission loot roll. 5.2 Purchasing Upgrade Cards: players may purchase any upgrade card that can legally be equipped to their ship and is not on the Unpurchasable list (section 5.3). Some Upgrade Cards have a Black Market Price Multiplier (BMPM) added to their cost, at the start of each mission the Game Master will roll a D20 and the result will be the BMPM for that mission. All upgrade cards will also incorporate the Squad Point Cost (SPC) which is the Squad Point Cost as printed on the upgrade card Astromech: 1000 x SPC + 50 x BMPM Bomb: 500 x SPC + 50 x BMPM (Set of 5) Cannon: 1500 x SPC x BMPM Cargo: 2000 x SPC x BMPM Crew: 500 x SPC, recurring at all mission starts Elite Pilot Talent: 1000 x SPC Hardpoints: 2500 x SPC x BMPM Illicit: 3000 x SPC x BMPM (Exemption: Glitterstim) Missiles: 1000 x SPC + 75 x BMPM (Set of 5) Modifications: 1000 x SPC + 50 x BMPM Salvaged Astromech: 1000 x SPC + 50 x BMPM System Upgrades: 1000 x SPC x BMPM Teams: 1500 x SPC, recurring at all mission starts Tech: 1500 x SPC x BMPM 7 of 27

8 Titles: 5000 x SPC x BMPM (Exemption: Unique Titles) Torpedoes: 1000 x SPC + 75 x BMPM (Set of 5) Turrets: 1000 x SPC x BMPM 5.3 Unpurchasable: Players are prohibited from purchasing Unique Titles, Glitterstim, Unique Crew upgrade cards, and the Astromech Upgrade card: R2-D2. Players are also prohibited from purchasing any Unique upgrade card that has already been purchased by another player, with one exemption: Experimental Interface. For the purposes of this campaign format Experimental Interface is not unique. Should a player purchase any permitted unique upgrade card they must pay five times the normal rate for an upgrade card of that type. Thus the Astromech Upgrade card: R3-A2 costs Galactic Credits, as opposed to the normal rate of 2000 Galactic Credits. 5.4 The Illicit Upgrade Slot: In all cases a player may treat their ship as having at least 1 Illicit Upgrade Slot, even if the ship normally does not have such a slot. 5.5 Purchasing New Ships: Players start the campaign in a Z-95 Headhunter with no upgrades and will be afforded three ways to acquire different ships throughout the course of the campaign: purchase with Galactic Credits, commandeer (see section 6.0), or scavenge (see section 7.0) A player may acquire any of the Star Wars: X-Wing Miniatures or Game Master supplied Scum & Villainy Faction specific ships by purchasing them for 1000 times the SPC plus 500 times the BMPM A player may acquire a YT-1300, YT-2400, or VCX-100 for 1000 times the SPC plus 1000 times the BMPM A player may acquire an Attack Shuttle for 1000 times the SPC plus 500 times the BMPM if they acquire it at the time they acquire a VCX-100. Otherwise, they may acquire an Attack Shuttle for 500 times the SPC plus 250 times the BMPM The following Huge Ships may be purchased for times the SPC plus 5000 times the BMPM: the GR-75, CR-90 (must buy both sections), and Gozanti Cruiser (dockable ships, for the purposes of this campaign, include all small based ships) If a participant of this campaign acquires a 3D printed model not currently available for Star Wars: X-Wing Miniatures and has not been already added by the Game Master they may request usage of the model within the campaign. The Game Master will be the final authority on the ship s upgrade bar, action bar, attack value, agility value, hull value, shield value, 8 of 27

9 base squad point cost, and maneuver dial. The input of the model s owner will be taken into serious consideration. The player will have to pay for the ship within the setting of the campaign at a rate of 1000 times the SPC for ships rationalized to exist within the realm of the Scum & Villainy Faction and at a rate of 1500 times the SPC for all other ships (the final cost is multiplied by 10 if the ship in question is a Huge Ship ). 5.6 Something Owed: Players may spend more Galactic Credits than they have but should remain mindful, they are borrowing money from the Hutt Cartel and not some posh Galactic Bank. Long term debt is extremely unwise A player in debt may not increase their own debt Players in debt may not pay the upkeep cost of crew or team upgrade cards. These upgrades are discarded until the player can afford to pay for them once again A player in debt may forcibly have their debt increased through the following effects: Each time a player ends a mission in debt the remaining balance will increase by 5.5% (1000 Galactic Credits owed becomes 1055 Galactic Credits owed). A mission ends once all players have completed their loot rolls The player is forced to pay campaign effects in relation to their or a hired gun s death or serious injury as described in Section Debtor s Downfall: At the start of each mission the Game Master will roll a D10 for each player that was in debt at the conclusion of the previous mission. If the number rolled is less than or equal to the total number of consecutive missions the player has spent in debt the Game Master will select, at random, an Enforcer Scenario for that player. Enforcer scenarios are predetermined card combinations of pilot, ships, and upgrades and are drawn from a deck The Enforcer Scenario gets added to the mission scenario and the Enforcer specifically targets only the one player it was drawn for unless other players act against the Enforcer Acting against an Enforcer will make that player a valid target Acquiring a Target Lock that assigns one or more red target lock token to the Enforcer Declaring the Enforcer as the target of an attack. 9 of 27

10 Dealing damage to a bounty hunter from a bomb token detonation that occurs in the same round in which it was dropped Multiple Enforcer scenarios may be in play simultaneously, each will target their one specific target unless a player triggers a condition in Section Before the mission starts the Game Master will roll a D6, the resulting roll will indicate in which round the Enforcer will deploy. Enforces deploy in their appropriate round at the start of the combat phase and may perform actions. When they deploy they are placed at Range 5 of their target Should any player be destroyed by an Enforcer they must suffer all death effects as per normal (section 11.0) Before revealing their maneuver dial any Enforcer may elect to jump to hyperspace and flee the battlefield. In this instance the Enforcer is immediately removed from the game space, all bomb tokens remain. The Enforcer is not considered destroyed and no players earn a kill for the Enforcer. 6.0 Commandeering Ships 6.1 As not all ships are available to the players in the open market, extreme measures may be taken to acquire these ships. Players will need to acquire the Raid header crew cards, be at Range 1 of a enemy ship that has a tractor beam token assigned to it and at least one crew slot on its upgrade bar, and succeed in eliminating the crew and pilot. Should the player succeed in commandeering the ship it will be made immediately available to them, this means a player may enter a mission in a HWK-290 and acquire a VCX-100 partway through the mission. The player will then complete the mission flying both ships, if the commandeered ship is not destroyed by the end of the mission they may use it freely in future missions. Only ships with at least one crew slot may be raided, ships without crew slots will have to be acquired via Scavenging (see section 7.0). 6.2 Raid Header Crew Cards: these crew cards are not part of Star Wars: X-Wing Miniatures and have been created for the purposes of this campaign, a list of the available cards for purchase may be found in section The Raid header may only be activated at the start of the combat phase. The defender must have at least one tractor beam token assigned to their ship. Activating a Raid header card causes the player to skip their attack in the combat phase (no opportunity to attack is passed - the Feedback Array upgrade card may not be used in the same round, players may not resolve the Blinded Pilot damage card in the same round). The attacker s ship (the player who activated a Raid header card) moves their 10 of 27

11 ship so that the edge of their ship s base is in parallel contact with the defender s ship s base. The attacker must, at the discretion of the Game Master, orientate their ship in a direction that most accurately portrays the direction their ship had pervasively been facing Each Raid header crew card is presented as Raid: X/Y. where X and Y are numbers. X refers to the number of attack dice the player will use when attempting to commandeer a ship, Y refers to the health point value of the raiding party The defender will total the squadron points of their crew and team upgrade cards. Dividing this number by two (rounded up) indicates the number of defense dice they will roll in an effort to thwart the Raid The attacker will roll his/her attack dice, cancel all critical hit results and add two focus results to the dice roll for each canceled critical hit result. They may then spend one focus token to change all focus results to hit results. The attacker may not modify the dice in any other manner unless there is a game effect printed on the Raid header crew card. The defender may not modify the attacker s dice in any way The defender will roll his/her defense dice, may reroll one blank result for each active crew card (team cards do not count here), and may spend one focus token to change all focus results to evade results. The defender may not modify the dice in any other manner. The attacker may not modify the defender s dice, unless there is a game effect printed on the Raid header crew card The attacker and defender compare dice results. For each uncancelled hit result the attacker may discard one of the defender s crew or team cards until no crew or team upgrade cards remain. If there is one or more hit result left uncancelled and the defender has no more crew or team upgrade cards to discard the pilot is killed and the ship is captured. If the defender cancels all of the attacker s hit results the attacker receives one stress token if there is at least one extra evade result. The defender now rolls one attack die for each extra evade result and converts all critical hit results into two hit results. If the total of hit results rolled at this time exceeds the Y value of the Raid header crew card the raiding party has been killed and the attacker must discard this card and receive a second stress token When a Raid ends with crew and Raid header crew cards still in play the two ships remain connected and will not be assigned dials in the next planning phase. Both ships will activate at the start of the activation phase and execute a 1 forward maneuver simultaneously. This process will continue, and the ship being raided may not clear any tractor beam or ion 11 of 27

12 tokens, until the ship is successfully raided, the raid is thwarted by causing the Raid header crew card to be discarded, or the raiding ship chooses, in the combat phase, to not perform the Raid ability When a Raid header crew card takes damage a critical damage token must be placed on the card for each damage taken. This token acts as a health counter, the health total of the Raid header crew card is always the printed Y value minus the number of assigned critical damage tokens If the ship being raided is destroyed by another party or effect while it is under the conditions of being raided the raiding party ( Raid header crew card of the raiding ship) is also destroyed. 7.0 Scavenging Ships 7.1 Ships not available on the open market may be acquired through Scavenging In order to Scavenge a ship the final damage dealt to it must be dealt via an ion based weapon (Ion Cannon, Ion Cannon Turret, Ion Torpedoes, etc.) and, with that attack, have achieved the game effect of being ionized (1 or more ion tokens for small ships and 2 or more ion tokens for large ships) If all of the conditions in section are met the ship enters the gamestate of having been Scuttled. A Scuttled ship remains where it was destroyed, may not move, and may not attack, and is assigned a tractor beam token which it maintains for the remainder of the mission Ships with crew assigned to them must be raided (per section 6.0) before they may be captured Ships without crew assigned to them will be added to the inventory of the player who dealt the ionization kill-shot upon completion of the mission. 8.0 Pilot Skill Unlocks Should the player who dealt the ionization kill-shot not survive the mission the ship goes up for auction to the highest bidder amongst the players that survived the mission. 8.1 Per section 3.0 players will have to increase their Pilot Skill stat by spending three Ace Points per pilot skill increase. Each player starts the campaign at Pilot Skill Pilot Skill Two: Players may now purchase Hired Guns (see section 2.3). 12 of 27

13 8.3 Pilot Skill Three: Players may now purchase Tier 1 Pilot Abilities (see section 9.0) and the first Elite Pilot Talent slot is now unlocked. 8.4 Pilot Skill Five: Players may now purchase Tier 2 Pilot Abilities and the second Elite Pilot Talent slot is now unlocked. 8.5 Pilot Skill Seven: Players may now purchase Tier 3 Pilot Abilities and the third Elite Pilot Talent slot is now unlocked. 8.6 Pilot Skill Nine: Players may now purchase Tier 4 Pilot Abilities and the fourth and final Elite Pilot Talent slot is now unlocked. 9.0 Pilot Abilities 9.1 As a player progresses through the campaign they will have opportunities to increase their Pilot Skill value, at certain levels (3, 5, 7, and 9) they will be afforded access to Pilot Abilities. At each Pilot Skill Unlock level a new Tier of challenges is unlocked (four tiers in all). Each successive tier affords, at a higher cost, stronger pilot abilities. 9.2 No two players may acquire the same Pilot Ability. Once a Pilot Ability has been purchased it is removed from the pool. 9.3 No player may ever have more than one Pilot Ability. If a player purchases a new pilot ability their old ability reenters the pool of available abilities. 9.4 When a player purchases a Pilot Ability they may subtract 1000 times the difference between their Pilot Skill and the minimum Pilot Skill necessary to unlock that tier. Thus a Pilot Skill 9 player purchasing from the Tier 1 Pool would subtract 1000 times the difference of 9 minus 3 from the squad point cost, or 6,000 Galactic Credits. 9.5 Tier 1 Pilot Abilities: 20,000 Galactic Credits Each Advantage Lost: When Defending at Range 1 your attacker may not roll an extra attack die Primarily Secondary: When attacking at Range 3, the defender may not roll an extra defense die A Good Day to Die: When you collide with one or more other ships you may roll one attack die. If you do, you and all ships you are in base contact with suffer the result rolled Evasive: When defending, the attacker cannot modify your defense dice. 13 of 27

14 9.5.5 Sure Shot: When attacking, the defender cannot modify your attack dice Internal Influence: At the start of the combat phase you may assign yourself one tractor beam token Deadlock: When attacking, if you have no shields, you may change 1 focus result to a critical hit result Distraction: When an enemy ship at Range 1 is attacking, you may force it to reroll 1 attack die Munitions Expert: When attacking with a secondary weapon, before the Compare Dice step, you may cancel 1 critical hit result. If you do the defender is hit by your attack, even if no damage is dealt. 9.6 Tier 2 Pilot Abilities: 30,000 Galactic Credits Each My Mother was a Jawa: After you destroy an enemy ship, you may discard one damage card Deferred Aggravation: When you would receive a stress token you may assign it to a ship at Range 1 inside your firing arc instead of yourself Emitter Overload: Once per round, when you deal an enemy ship a damage card, you may receive two ion tokens to flip that card faceup Excessive Coordination: At the start of the combat phase you may choose one friendly ship. That ship may perform a free barrel roll action using the 2 straight maneuver template Kinetic Energy Converter: After completing a red maneuver, if your ship s base has not overlapped another ship or an obstacle token, you may recover 1 shield token Flash Bang: Once per round, after you are declared the target of an attack, you may receive an ion token. If you do, the attacker may not modify any dice results during this attack Psych Out: At the start of the activation phase, you may receive 1 ion token and 1 stress token. If you do choose 1 enemy ship within Range 1-3 and change its maneuver dial to any red maneuver Tractor Bomb: After you perform an attack that hits, you may assign yourself and the defender a tractor beam token. 14 of 27

15 9.6.9 Serial Killer: When attacking, if an enemy ship has been destroyed this round, you may spend your focus token to change all your focus results to critical hit results instead of hit results. 9.7 Tier 3 Pilot Abilities: 50,000 Galactic Credits Each As Luck Would Have It: When defending, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible Flight Superiority: At the start of each phase all other ships at Range 1 of you decrease their pilot skill value by 2 until the end of the phase Vengeance: After defending, you may perform a white 3 speed kiogran maneuver Calming Voice: At the end of the combat phase you may spend 1 focus token to remove 1 stress token from a friendly ship at Range Centered Mind: When attacking you may receive one stress token, if you do you may treat the defender s focus tokens as your own Sensor Dampening Matrix: If you have at least 1 shield token, enemy ships at Range 3 must spend 1 focus token to declare you as the target of an attack Push to the Limit: If you are not stressed, you may treat red maneuvers as though they are white maneuvers Enhanced Range Finders: When attacking with a turret secondary weapon, you may increase or decrease the Range by 1 to a limit of Range Jedi in Exile: Once per round you may change the result of any one die immediately after it was rolled. This die may not be modified again. Assign a weapons disabled token to your ship, this token does not clear until after your next opportunity to attack. 9.8 Tier 4 Pilot Abilities: 75,000 Galactic Credits Each Unlearn What You Have Learned: Once per phase, you may reroll any one die even if that die has already been rerolled Thought Steal: When attacking, before the Modify Attack Dice step, if you have rolled a critical hit you may remove a focus or evade token from the defender and assign it to yourself. 15 of 27

16 9.8.3 Shrapnel Blast: At the start of the combat phase select one other ship at Range 1. If that ship has 2 or more shield tokens you may draw two damage cards, assign one to yourself and the second to the other ship. Both of these damage cards are dealt faceup. You may not perform any attacks this round On a Swivel: When declaring the target of your attack you may spend 1 focus token and a target lock you have on an enemy ship outside of your firing arc to declare them the target of your attack. After resolving the attack receive 1 stress token Sleight of Hand: Once per round, after attacking, you may swap tokens with any other ship on the board Changing Fates: Once per round, when defending, you may discard one of your upgrade cards. If you do, the attacker must reroll their entire dice pool (even if the dice have already been rerolled) at the beginning of the Compare Results step Fly Casual: When you reveal a white maneuver you may roll one defense die, on a focus or evade result remove all stress tokens from your ship Noped: Once per round, when a friendly ship at Range 1-2 is defending, you may receive 1 ion token and 1 stress token to cancel all dice results at the beginning of the Compare Dice step Double Tap: When attacking with your primary weapon, if the defender is inside your primary firing arc and at range 1, you may perform this attack twice Taking Damage 10.1 Players taking damage works the same as in a standard format game. When damage cards are assigned to a player that is not using a Huge Ship they are drawn from the custom Campaign Damage Deck. The Campaign Damage Deck consists of 98 damage cards. Sixty six of these cards are exactly identical to shuffling two The Force Awakens Core Set damage card decks together (4 blinded pilots, 4 console fires, 4 damaged cockpits, 14 direct hits, etc.). The direct hit damage cards have undergone an errata as below (section ). The 32 completely custom damage cards are also detailed below. Players using Huge Ships will only use the damage deck specific to that Huge Ship, if none exists (due to it being a custom Huge Ship) they will then draw from a similar ship-class Huge Ship damage deck. 16 of 27

17 Title: Direct Hit Trait: Ship Text: Immediately select one upgrade card assigned to your ship that is not an Elite Pilot Talent or secondary weapon upgrade card. Discard that card. Flip this card facedown. Quantity: Title: Secondary Explosions Trait: Ship Text: Immediately select the bomb, missile, torpedo, or cannon upgrade card with the greatest squad point cost assigned to your ship. Perform the attack or detonation effect against yourself. Discard that card. Flip this card facedown. Quantity: Title: Cerebral Hemorrhaging Trait: Pilot Text: Immediately select the Elite Pilot Talent upgrade card with the greatest squad point cost assigned to your ship and discard that card. Flip this card facedown. Quantity: Title: Thruster Missfire Trait: Ship Text: Perform a 1 hard left or hard right maneuver towards the nearest board edge. After executing the maneuver, if you are touching another ship or overlapping an obstacle token receive 1 stress token. Flip this card facedown. Quantity: Title: Power Matrix Overload Trait: Ship Text: Receive 2 ion tokens. Then flip this card facedown. 17 of 27

18 Quantity: Title: Concussed Pilot Trait: Pilot Text: Before you reveal your maneuver dial roll 1 attack die. On a hit or critical hit result, you must change your maneuver dial to another randomly selected maneuver. Action: Roll 1 defense die. On an evade result, flip this card facedown. Quantity: Title: Engine Burnout Trait: Ship Text: During the Planning Phase, you may only assign native green maneuvers (as printed on your dial). Action: Roll 1 attack die. On a hit result, flip this card facedown. Quantity: Title: Severe Hull Fracture Trait: Ship Text: When you execute a red maneuver suffer 1 critical damage. Quantity: Title: Cascade Overburn Trait: Ship Text: Immediately execute a 5 forward maneuver and receive two stress tokens. Then flip this card facedown. Quantity: Random Dial Assignments: Spin your dial counter clockwise in hand until you have arrived at the lowest speed maneuver. Continue to rotate your dial counter clockwise until you are at the last bearing of that speed. Starting here count out each different maneuver in a clockwise fashion, this will be that maneuver s identification number. Select a numerically faced die that has at least the same number of sides as maneuvers on your dial. Roll this die until the number coincides with one of the maneuver identification numbers. Execute that maneuver. If it is red 18 of 27

19 and you are stressed execute it as if you were not stressed, then receive 1 extra stress token. Thus a ship with 1 stress token that randomly is assigned a red maneuver will complete the maneuver in speed in bearing and, after completing the maneuver, have a total of 3 stress tokens assigned to it Non-Player Components taking damage draw from 1 standard The Force Awakens Core Set damage deck as per normal game play rules Character Injury & Death 11.1 Death Die: This will be one standard attack die rolled upon the death of any player or player controlled ship Player: Should a player get shot down during the course of the mission the player must roll the Death Die and, in all circumstances, the player s ship is destroyed and a new one will have to be purchased to replace it If the result comes up blank the player has safely ejected from their ship before it was destroyed and suffers no negative character effects If the result comes up focus the player has ejected from their ship before it was destroyed but has suffered minor injuries. Minor injuries will result in the player being charged 2000 Galactic Credits for medical treatment and will also result in the loss of one Pilot Skill If the result comes up hit the player has ejected from their ship as it was being torn apart by internal explosions and has suffered major injuries. Major injuries will result in the player being charged 5000 Galactic Credits for medical treatment and will also result in the loss of two Pilot Skills If the result comes up critical hit the player has failed to eject from their ship and has been pulled from the wreckage by scavengers while suffering critical injuries. Under these circumstances the player will be charged 7000 Galactic Credits for medical treatment, 2000 Galactic Credits to the scavengers for the rescue, and will result in the loss of three Pilot Skills Hired Gun: Should a player s Hired Gun get shot down during the course of the mission the player controlling them must roll the Death Die If the result comes up blank the Hired Gun has safely ejected from their ship before it was destroyed and suffers no negative character effects If the result comes up focus the Hired Gun has ejected from their ship before it was destroyed but has suffered major injuries. Major injuries will result in the player being charged 4000 Galactic Credits for medical treatment. 19 of 27

20 If the result comes up hit the Hired Gun has ejected from their ship as it was being torn apart by internal explosions and has suffered critical injuries. Critical injuries will result in the player being charged 8000 Galactic Credits for medical treatment If the result comes up critical hit the Hired Gun has failed to eject from their ship has suffered a character death. Under these circumstances the player will have to earn and spend the Valor Points to repurchase the killed pilot if able. Should the Hired Gun be a unique pilot, this pilot will not become available again Equipped Crew and Teams: Roll for each individual card and follow the rules as outlined in 11.3, reduce all Galactic Credit costs by 50% Loyalty Challenge: Should the mission end with the controlling player of a Hired Gun not achieving their Bounty Contract, their Hired Gun surviving the mission after being shot down (defined as not suffering a character death), and another player has achieved their Bounty Contract the loyalty of the Hired Gun may be challenged by the player who (first) achieved their Bounty Contract. When a Loyalty Challenge occurs both the controlling and the challenging player roll a D20. The player with the highest rolled result assumes ownership of the Hired Gun. Should the challenging player win the loyalty of the Hired Gun they assume all the costs and expenditures associated with the Hired Gun - to include the cost of the replacement ship and any medical treatment costs. A Hired Gun may only have their loyalty challenged once per mission. If the Hired Gun is not shot down their loyalty may not be challenged by any player, even if the controlling player is shot down Replacing a Shot Down Ship: When a player is shot down they will have to purchase a new ship to replace the one that was destroyed. The price to replace a player s ship can be calculated by taking the squad point cost of the cheapest pilot card for the ship in question and multiplying it by 1000 and then again by the dividend of the player s pilot skill and 10, this is now added to the product of 1000 and the squad point cost. Or simply: X = ((1,000*Y)*(Z 10)) + 1,000*Y Where: X = the cost in Galactic Credits Y = Squad point cost of the ship Z = the player s pilot skill 20 of 27

21 For replacing the ships of shot down Hired Guns the same formula as above will be followed however Y will be replaced with the squad point cost associated with the pilot card for the Hired Gun and Z will be replaced with the pilot skill of the Hired Gun in question. For example, a shot down Black Sun Soldier at pilot skill 3 and a squad point cost of 13 will equate as follows: 12.0 Destroyed Ships X = ((1,000*13)*(3 10)) + 1,000*13 X = ((13,000)*(0.3)) + 13,000 X = 3, ,000 X = 16,900 Galactic Credits 12.1 At any point during mission play should a small ship be destroyed one debris cloud token shall be placed during the end phase centered on the spot at which that ship was eliminated. Likewise a large ship will spawn two debris cloud tokens upon its destruction. In the event of the destruction of a huge or epic scale ship the Game Master will place a custom debris cloud token, of significant size. These debris cloud tokens will remain in play until the start of the combat phase in the next round Standard debris cloud rules will apply when dealing with these obstacles. From the FFG Reference Card: Debris Cloud Debris clouds are obstacles as described in the core rulebook with the following exceptions: Moving Into and Through Debris Clouds When a ship executes a maneuver in which either the maneuver template or the ship s base physically overlaps a debris cloud token, follow these steps: 1. Execute the maneuver as normal, but assign a stress token to that ship after the Check Pilot Stress step. 2. The player rolls one attack die. On a [CRIT] result, the ship suffers 1 critical damage. 21 of 27

22 A ship that is overlapping a debris cloud token during the Combat phase may perform attacks Obstructions 13.1 Standard gameplay rules apply for obstructions (asteroids/debris clouds) with a few exceptions. Firstly, obstructions stack. Firing through multiple obstructions provides the defender with multiple additional defense dice, one for each obstruction. Likewise maneuvering through multiple obstructions will trigger the affects of all of them (run over an asteroid and a debris cloud and you receive 1 stress token and roll for damage for each obstacle). Secondly, when taking damage from asteroids convert all critical hit results into hit results before assigning damage to your ship New Upgrade Card Index 14.1 Raid Header Crew Cards Name: Weequay Thugs Raid: 2/2. Text: None. Squad Point Cost: Name: Rodian Enforcers Raid: 2/3. Text: None. Squad Point Cost: Name: Gran Bruisers Raid: 3/4. Text: After resolving an unsuccessful raid, assign 1 stress token to the enemy ship for each damage dealt to Gran Bruisers. Squad Point Cost: Name: Dengar (Unique) Raid: 4/3. 22 of 27

23 Text: After resolving an successful raid, you may fire upon any enemy ship within Range 1-2 with the captured vessel s primary weapon. Squad Point Cost: Name: IG-76 Series Assassin Droids Raid: 3/4. Text: When performing a raid attack, you may reroll up to 2 blank results. Squad Point Cost: Name: IG-88D (Unique) Raid: 3/5. Text: After resolving an unsuccessful raid, you may assign one focus token to your ship and then you may perform a second raid. Squad Point Cost: Name: Mandalorian Mercenaries Raid: 4/6. Text: Immediately after rolling your attack dice you may cancel one blank result to add two hit results to your roll. Squad Point Cost: Name: Boba Fett (Unique) Raid: 4/6. Text: Immediately after declaring a raid, you may decrease the number of attack dice you roll by 1 and instruct your opponent to discard any 1 equipped crew or team card on their ship with a squad point cost of 3 or less. Squad Point Cost: Illicit Upgrade Cards Name: Beam Splitter 23 of 27

24 Text: When attacking, you may increase your primary weapon value by 2. If you do cancel all critical hit results at the beginning of the Compare Results step. Squad Point Cost: Name: Holographic Emitter Text: At the start of the combat phase you may discard this card to place 2 additional ships parallel to, and in contact with, your ship s base. Each time you are attacked this round you must roll a die to randomly select which ship they re attacking (assign each of the three ships a number and roll a D4 until one of those numbers comes up). Remove the additional ships at the end of the combat phase. Squad Point Cost: Elite Pilot Talent Upgrade Cards Name: Squad Tactics (Unique) Restriction: (Dual Card, Small Ships Only) Text: Form Up: At the start of the activation phase you may select up to two other friendly ships at Range 1-2. Remove those ships from the battlefield and redeploy them using the 1-hard maneuver template out of your rear guides as if they had performed a talon roll. Then flip this card over. Accelerate to Attack Speed: At the start of the combat phase choose up to three friendly ships at Range 1. All of those ships immediately execute a green 2 forward maneuver. Then flip this card over. Squad Point Cost: Special Atmospheric Flight Rules 15.1 For missions taking place above a planet s surface a ship s altitude will be factored in when attacking and defending. All ships will be able to vary their altitude, as represented by pegs from base height, on a range of 1 to All player controlled ships must start every mission at Altitude 3 (3 pegs). 24 of 27

25 Game Master controlled ships will start at the Altitude(s) as detailed in the mission briefing There are two ways to adjust a ship s Altitude After revealing a ship s maneuver dial, if the speed of the maneuver is 2 or greater and the maneuver is not red, the speed of the maneuver may be decreased by 1 in order to increase or decrease the ship s Altitude When attacking a ship may decrease its attack value by 1 in order to increase or decrease its Altitude by 1. If this method is used the ship then immediately receives 1 stress token When a ship is defending, if the difference between its Altitude and the Altitude of the attacker is greater than 1 the defender adds 1 additional defense die to their pool When a ship is defending they may also reroll their defense dice up to the difference in Altitude between the two ships Landing a ship on the surface of a planet may be necessary in some missions. In order to achieve this players that are already at Altitude 1 may spend their action during their Perform Action Step to decrease their Altitude to 0. Alternatively a ship at Altitude 1 may use either method in section 15.2 to decrease their agility to Altitude 0, however these are both considered hard landings and, should a ship land in this fashion, the ship must roll one attack die, on a critical hit result the ship suffers 1 damage (otherwise suffers no ill effects) Ships at Altitude 0 must reduce their agility value to zero and are assigned a weapon s disabled token that may not be removed so long as the ship remains at Altitude Ships at Altitude 0 may not assign maneuver dials during the planning phase. During the activation phase all ships at Altitude 0 execute a green 0 speed maneuver when they become active during the phase Ships at Altitude 0 may only perform three actions: Focus, Take Off, and Load Cargo Take Off action: players at Altitude 0 may perform this action while at Altitude 0 to increase their altitude by 1 and must then execute either a 1 forward straight or bank maneuver (in either direction). The player then removes their weapons disabled token. 25 of 27

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