Star Wars: Armada – Rebel Fighter Squadrons II Expansion Pack
Star Wars: Armada – Rebel Fighter Squadrons II 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, 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.