Star Wars: X-Wing Miniatures Game – Millennium Falcon Expansion Pack
Star Wars: X-Wing Miniatures Game – Millennium Falcon Expansion Pack Rulebook
Table of Contents
Table of Contents
Reference Card
Boost Action
Reference card.
This card explains the rules for performing a boost action. Ships with the boost icon in their action bar may perform a boost action. To boost, follow these steps:
- Choose the straight 1, bank left 1, or bank right 1 maneuver template.
- Set the maneuver template between the ship's front guides.
- Move the ship to the opposite end of the template and slide the rear guides of the ship into the template.
Performing a boost does not count as executing a maneuver. A ship cannot boost if this would cause its base to overlap with another ship's base or an obstacle token, or if the maneuver template overlaps an obstacle token.
Title and Modifications
Millennium Falcon
Title. YT-1300 only.
Your action bar gains the evade action icon.
Shield Upgrade
Modification.
Increase your shield value by 1.
Engine Upgrade
Modification.
Your action bar gains the boost action icon.
Pilots
Han Solo
YT-1300
When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.
Chewbacca
YT-1300
When you are dealt a faceup Damage card, immediately flip it facedown (without resolving its ability).
Lando Calrissian
YT-1300
After you execute a green maneuver, choose 1 other friendly ship at Range 1. That ship may perform 1 free action shown in its action bar.
Outer Rim Smuggler
YT-1300
No ability text.
Upgrades
Chewbacca
Crew. Rebel only.
When you are dealt a Damage card, you may immediately discard that card and recover 1 shield.
Then, discard this Upgrade card.
Luke Skywalker
Crew. Rebel only.
After you perform an attack that does not hit, immediately perform a primary weapon attack. You may change 1 focus result to a hit result. You cannot perform another attack this round.
Nien Nunb
Crew. Rebel only.
You may treat all straight maneuvers as green maneuvers.
Weapons Engineer
Crew.
You may maintain 2 target locks (only 1 per enemy ship).
When you acquire a target lock, you may lock onto 2 different ships.
Draw Their Fire
Elite.
When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled critical hit results instead of the target ship.
Note: the card's icon is small in the scan; "critical hit" here follows the card-data text for this card, which names the critical hit result.
Elusiveness
Elite.
When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die.
If you have at least 1 stress token, you cannot use this ability.
Veteran Instincts
Elite.
Increase your pilot skill value by 2.
Assault Missiles
Missile. Attack 4, range 2–3.
Attack (target lock): Spend your target lock and discard this card to perform this attack.
If this attack hits, each other ship at Range 1 of the defender suffers 1 damage.
Concussion Missiles
Missile. Attack 4, range 2–3.
Attack (target lock): Spend your target lock and discard this card to perform this attack.
You may change 1 of your blank results to a hit result.