Star Wars: Armada – Imperial Fighter Squadrons Expansion Pack
Star Wars: Armada – Imperial Fighter Squadrons Expansion Pack Rulebook
Table of Contents
Table of Contents
Squadron Cards
Each card shows, from left to right: Speed, Hull, anti-squadron armament, and anti-ship armament. Dice colours are printed on the card. Ace squadrons are marked with a bullet (•) before the ace's name.
Ability text follows the stat line. Keyword reminder text is printed in italics on the card and is transcribed as printed.
Standard Squadrons
TIE Fighter Squadron
Card number: 8 Speed: 4 Hull: 3 Anti-squadron armament: 2 blue dice Anti-ship armament: 1 blue die
Swarm. (While attacking a squadron engaged with another squadron, you may reroll 1 die.)
TIE Advanced Squadron
Card number: 12 Speed: 4 Hull: 5 Anti-squadron armament: 2 blue dice Anti-ship armament: 1 black die
Escort. (Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.)
TIE Interceptor Squadron
Card number: 11 Speed: 5 Hull: 3 Anti-squadron armament: 2 blue dice Anti-ship armament: 1 blue die
Counter 2. (After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.)
Swarm. (While attacking a squadron engaged with another squadron, you may reroll 1 die.)
TIE Bomber Squadron
Card number: 9 Speed: 4 Hull: 5 Anti-squadron armament: 1 black die Anti-ship armament: 1 black die
Bomber. (While attacking a ship, each of your [bomber icon] icons adds 1 damage to the damage total and you can resolve a critical effect.)
Heavy. (You do not prevent engaged squadrons from attacking ships or moving.)
Ace Squadrons
"Mauler" Mithel (TIE Fighter Squadron)
Card number: 15 Speed: 4 Hull: 3 Anti-squadron armament: 2 blue dice Anti-ship armament: 1 blue die
After you move, each squadron engaged with you suffers 1 damage.
Swarm. (While attacking a squadron engaged with another squadron, you may reroll 1 die.)
Darth Vader (TIE Advanced Squadron)
Card number: 21 Speed: 4 Hull: 5 Anti-squadron armament: 2 blue dice and 1 black die Anti-ship armament: 1 black die
While attacking, each of your [bomber icon] icons adds 1 damage to the damage total.
Escort. (Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.)
Soontir Fel (TIE Interceptor Squadron)
Card number: 18 Speed: 5 Hull: 3 Anti-squadron armament: 2 blue dice Anti-ship armament: 1 blue die
After a squadron you are engaged with performs a non-counter attack, it suffers 1 damage if it did not attack you.
Counter 2. (After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.)
Swarm.
Major Rhymer (TIE Bomber Squadron)
Card number: 16 Speed: 4 Hull: 5 Anti-squadron armament: 1 blue die and 1 black die Anti-ship armament: 1 black die
Friendly squadrons at distance 1 can attack enemy ships at close range using all dice in their battery armament.
Bomber. (While attacking a ship, each of your [bomber icon] icons adds 1 damage to the damage total and you can resolve a critical effect.)
Heavy. (You do not prevent engaged squadrons from attacking ships or moving.)
Notes on the Transcription
- The pictogram printed in the ability text of Darth Vader and of the TIE Bomber's Bomber keyword is the same symbol in both places. It is written here as [bomber icon]; it is not one of the anti-squadron or anti-ship armament icons shown in the stat line.
- The two green icons along the foot of each ace card and the squadron-type icon at the lower left of every card are not described by any printed text on the card and are not transcribed.
- Card numbers are printed on each card and are kept above. Artist credits are omitted.
- No errata, setup text or rules insert exists for this pack.