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Star Wars: Armada – Rebel Fighter Squadrons II Expansion Pack thumbnail

Star Wars: Armada – Rebel Fighter Squadrons II Expansion Pack

Expansion for Star Wars: Armada

Star Wars: Armada – Rebel Fighter Squadrons II Expansion Pack Rulebook

Table of Contents

Table of Contents

  • Squadron Cards
  • Standard Squadrons
    • E-wing Squadron
    • Z-95 Headhunter Squadron
    • Lancer-class Pursuit Craft
    • VCX-100 Freighter
  • Ace Squadrons
    • •Corran Horn (E-wing Squadron)
    • •Lieutenant Blount (Z-95 Headhunter Squadron)
    • •Ketsu Onyo (Shadow Caster)
    • •Hera Syndulla (Ghost)
  • Notes on the Transcription

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, as printed in the title bar.

Ability text follows the stat line. Keyword reminder text is printed in italics on the card and is transcribed as printed.

Standard Squadrons

E-wing Squadron

Card number: 15 Speed: 4 Hull: 5 Anti-squadron armament: 3 blue dice Anti-ship armament: 1 red die

Bomber. (While attacking a ship, each of your bomber icons adds 1 damage to the damage total and you can resolve a critical effect.)

Snipe 3. (You can attack squadrons at distance 2 with an anti-squadron armament of 3 blue dice. This attack ignores the Counter keyword.)

Z-95 Headhunter Squadron

Card number: 7 Speed: 3 Hull: 3 Anti-squadron armament: 2 red dice Anti-ship armament: 1 red die

Swarm. (While attacking a squadron engaged with another squadron, you may reroll 1 die.)

Lancer-class Pursuit Craft

Card number: 15 Speed: 4 Hull: 4 Anti-squadron armament: 2 blue dice Anti-ship armament: 1 black die

Bomber. (While attacking a ship, each of your bomber icons adds 1 damage to the damage total and you can resolve a critical effect.)

Grit. (You are not prevented from moving while you are engaged by only 1 squadron.)

Rogue. (You can move and attack during the Squadron Phase.)

VCX-100 Freighter

Card number: 15 Speed: 3 Hull: 8 Anti-squadron armament: 3 blue dice Anti-ship armament: 1 blue die

Heavy.

Relay 1. (When a friendly ship resolves a command, if you are in range to be activated, up to 1 of the squadrons it activates can be at distance 1–3 of you.)

Strategic. (When you end your movement at distance 1 of 1 or more objective tokens, you may move 1 of those tokens so that it is at distance 1 of you.)

Ace Squadrons

•Corran Horn (E-wing Squadron)

Card number: 22 Speed: 4 Hull: 5 Anti-squadron armament: 4 blue dice Anti-ship armament: 1 red die

Bomber.

Rogue. (You can move and attack during the Squadron Phase.)

Snipe 4. (You can attack squadrons at distance 2 with an anti-squadron armament of 4 blue dice. This attack ignores the Counter keyword.)

•Lieutenant Blount (Z-95 Headhunter Squadron)

Card number: 14 Speed: 3 Hull: 3 Anti-squadron armament: 2 red dice Anti-ship armament: 1 red die

While another friendly squadron with Swarm at distance 1 is attacking a squadron, it may reroll 1 die (in addition to any dice rerolled from Swarm).

Swarm. (While attacking a squadron engaged with another squadron, you may reroll 1 die.)

•Ketsu Onyo (Shadow Caster)

Card number: 22 Speed: 4 Hull: 4 Anti-squadron armament: 3 blue dice Anti-ship armament: 2 blue dice

While an enemy squadron is at distance 1, its speed is reduced by 2 to a minimum of 1.

Bomber.

Grit. (You are not prevented from moving while you are engaged by only 1 squadron.)

Rogue. (You can move and attack during the Squadron Phase.)

•Hera Syndulla (Ghost)

Card number: 28 Speed: 3 Hull: 8 Anti-squadron armament: 2 blue dice and 2 black dice Anti-ship armament: 1 blue die and 1 black die

At the start of the Squadron Phase, choose up to 2 friendly squadrons at distance 1–2. Those squadrons gain Rogue until the end of the round.

Grit. (You are not prevented from moving while you are engaged by only 1 squadron.)

Rogue. (You can move and attack during the Squadron Phase.)

Notes on the Transcription

  • Card numbers are printed on each card and are kept above. Artist credits are omitted.
  • The base cards' printed names are used exactly. On the ace cards the ace's name is printed in the top title bar; the second name under it is the card's printed squadron name (Corran Horn and Lieutenant Blount cards repeat the base squadron name; the Ketsu Onyo and Hera Syndulla cards print "Shadow Caster" and "Ghost").
  • 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.
  • No errata, setup text or rules insert exists for this pack.