Star Wars: X-Wing Miniatures Game – C-ROC Cruiser Expansion Pack
Star Wars: X-Wing Miniatures Game – C-ROC Cruiser Expansion Pack Rulebook
Table of Contents
Table of Contents
- Pilot Cards
- Upgrade Cards
- Heavy Scyk Interceptor (Title)
- Heavy Laser Turret (Hardpoint)
- Cikatro Vizago (Crew)
- Azmorigan (Crew)
- Merchant One (Title)
- Light Scyk Interceptor (Title)
- Broken Horn (Title)
- Insatiable Worrt (Title)
- Supercharged Power Cells (Cargo)
- Quick-release Cargo Locks (Cargo)
- Pulsed Ray Shield (Modification)
- ARC Caster (Cannon, Dual card)
- Huge Ship Rules
- Combat Phase
- Additional Huge Ship Rules
- Using Huge Ships as Obstacles
- New Upgrade Cards
Pilot Cards
The bullet (•) before a pilot name is printed on the card as it appears on the card image. Pilot cards show the pilot skill value first, then the ship, then the stat block, action bar, ability text, upgrade bar and squad point cost. Where a card prints no ability text, none is listed.
C-ROC Cruiser
- Pilot skill: 1
- Ship: C-ROC Cruiser (huge ship)
- Faction: Scum and Villainy
- Stats: energy 4, agility 0, hull 10, shields 4 (the card shows no attack value)
- Action bar: Recover, Reinforce, Target Lock, Jam
- Upgrade bar: Crew, Crew, Hardpoint, Team, Cargo, Cargo, Cargo
- Ability: none printed
- Squad points: 35
Cartel Spacer
- Pilot skill: 2
- Ship: M3-A Interceptor
- Faction: Scum and Villainy
- Stats: attack 2, agility 3, hull 2, shields 1
- Action bar: Evade, Target Lock, Barrel Roll, Boost
- Upgrade bar: none
- Ability: none printed
- Squad points: 14
Tansarii Point Veteran
- Pilot skill: 5
- Ship: Scyk Fighter (as printed in the card header)
- Faction: Scum and Villainy
- Stats: attack 2, agility 3, hull 2, shields 1
- Action bar: Evade, Target Lock, Barrel Roll, Boost
- Upgrade bar: Elite
- Ability: none printed
- Squad points: 17
• Genesis Red
- Pilot skill: 7
- Ship: M3-A Interceptor
- Faction: Scum and Villainy
- Stats: attack 2, agility 3, hull 2, shields 1
- Action bar: Evade, Target Lock, Barrel Roll, Boost
- Upgrade bar: Elite
- Ability: After you acquire a target lock, assign focus and evade tokens to your ship until you have the same number of each token as the locked ship.
- Squad points: 19
• Inaldra
- Pilot skill: 3
- Ship: M3-A Interceptor
- Faction: Scum and Villainy
- Stats: attack 2, agility 3, hull 2, shields 1
- Action bar: Evade, Target Lock, Barrel Roll, Boost
- Upgrade bar: Elite
- Ability: When attacking or defending, you may spend 1 shield to reroll any number of your dice.
- Squad points: 15
• Quinn Jast
- Pilot skill: 6
- Ship: M3-A Interceptor
- Faction: Scum and Villainy
- Stats: attack 2, agility 3, hull 2, shields 1
- Action bar: Evade, Target Lock, Barrel Roll, Boost
- Upgrade bar: Elite
- Ability: At the start of the Combat phase, you may receive a weapons disabled token to flip one of your discarded Turret or Modification Upgrade cards faceup.
- Squad points: 18
• Sunny Bounder
- Pilot skill: 1
- Ship: M3-A Interceptor
- Faction: Scum and Villainy
- Stats: attack 2, agility 3, hull 2, shields 1
- Action bar: Evade, Target Lock, Barrel Roll, Boost
- Upgrade bar: none
- Ability: Once per round, after you roll or reroll dice, if you have the same result on each of your dice, you may add 1 matching result.
- Squad points: 14
Upgrade Cards
Upgrade cards are listed with their type, any restriction printed above the text, the upgrade icon shown in the bar, the top stat (if any), the squad point cost and the card text. Title and Modification restrictions are printed on the card.
Heavy Scyk Interceptor (Title)
- Restriction: M3-A Interceptor only. Title.
- Squad points: 2
- Text: Your upgrade bar gains the Cannon, Turret, or Modification upgrade icon. Increase your hull value by 1.
Heavy Laser Turret (Hardpoint)
- Restriction: C-ROC Cruiser only.
- Top stat: 2 (lilac; no label is legible on the scan)
- Attack: 4 (red), Range 2–3
- Squad points: 5
- Text: Attack (energy): Spend 2 energy from this card to perform this attack against 1 ship (even a ship outside of your firing arc).
Cikatro Vizago (Crew)
- Restriction: Scum only.
- Unique: yes (bullet printed)
- Squad points: 0
- Text: At the start of the End phase, you may discard this card to replace a faceup Illicit or Cargo Upgrade card you have equipped with another Upgrade card of the same type of equal or fewer squad points.
Azmorigan (Crew)
- Restriction: Huge ship only. Scum only.
- Unique: yes (bullet printed)
- Squad points: 2
- Text: At the start of the End phase, you may spend 1 energy to replace a faceup Crew or Team Upgrade card you have equipped with another Upgrade card of the same type of equal or fewer squad points.
Merchant One (Title)
- Restriction: C-ROC Cruiser only. Title.
- Unique: yes (bullet printed)
- Top stat: energy limit increase +1
- Squad points: 2
- Text: Your upgrade bar gains 1 additional Crew upgrade icon and 1 additional Team upgrade icon and loses 1 Cargo upgrade icon.
Light Scyk Interceptor (Title)
- Restriction: M3-A Interceptor only. Title.
- Squad points: -2
- Text: All Damage cards dealt to you are dealt faceup. You may treat all bank maneuvers (bank left or bank right) as green maneuvers. You cannot equip Modification upgrades.
Broken Horn (Title)
- Restriction: C-ROC Cruiser only. Title.
- Unique: yes (bullet printed)
- Top stat: energy limit increase +2
- Squad points: 5
- Text: When defending, if you have a reinforce token, you may add 1 additional evade result. If you do, after defending, discard your reinforce token.
Insatiable Worrt (Title)
- Restriction: C-ROC Cruiser only. Title.
- Unique: yes (bullet printed)
- Top stat: energy limit decrease -1
- Squad points: 1
- Text: After you perform the recover action, gain 3 energy.
Supercharged Power Cells (Cargo)
- Restriction: Limited.
- Squad points: 3
- Text: When attacking, you may discard this card to roll 2 additional attack dice.
Quick-release Cargo Locks (Cargo)
- Restriction: C-ROC Cruiser and GR-75 only. Limited.
- Squad points: 2
- Text: At the end of the Activation phase, you may discard this card to place 1 container token.
Pulsed Ray Shield (Modification)
- Restriction: Rebel and Scum only. Modification.
- Squad points: 2
- Text: During the End phase, you may receive 1 ion token to recover 1 shield (up to your shield value). You can equip this card only if your shield value is "1".
ARC Caster (Cannon, Dual card)
- Restriction: Rebel and Scum only. Dual card.
- Attack: 4 (red), Range 1
- Squad points: 2
- Text: Attack: Attack 1 ship. If this attack hits, you must choose 1 other ship at Range 1 of the defender to suffer 1 damage. Then flip this card.
ARC Caster (Recharging) (Cannon, Dual card)
- Restriction: Rebel and Scum only. Dual card.
- Squad points: 2
- Text: At the start of the Combat phase, you may receive a weapons disabled token to flip this card.
Jabba the Hutt (Crew, Crew)
- Restriction: Scum only.
- Unique: yes (bullet printed)
- Squad points: 5
- Text: When you equip this card, place 1 illicit token on each Illicit Upgrade card in your squad. When you are instructed to discard an Upgrade card, you may discard 1 illicit token on that card instead.
IG-RM Thug Droids (Team)
- Squad points: 1
- Text: When attacking, you may change 1 of your hit results to a critical result.
Huge Ship Rules
Official Fantasy Flight Games "X-Wing Huge Ship Rules," Version 1.0 (updated 4.21.2014). This leaflet is this expansion pack's own rules insert.
New Rules
The following sections describe rules introduced with huge ships.
The Epic Icon
Ships with the epic icon (epic icon) next to the card title on the Ship card can be fielded only in Epic Play. They can also participate in specific missions of Cinematic Play when called for by the mission, however these ships cannot be fielded in 100-point squads of Standard Play.
Huge Range Ruler
Some expansion packs include a range ruler that is larger than the range ruler in the core set. This huge range ruler adds Range 4 and Range 5 to the three sections of the ruler from the core set. Only ships using a weapon or card effect that specifically affects targets at a range beyond Range 3 may use the huge range ruler.
If a ship attacks at Range 4 with its primary weapon, the defender rolls two additional defense dice during the "Roll Defense Dice" step of combat. If a ship attacks at Range 5 with its primary weapon, the defender rolls three additional defense dice during the "Roll Defense Dice" step of combat.
Huge Ship Rules
Some ships, such as the CR90 and the GR75, have two large plastic bases. Such ships are classified as huge ships, which are governed by the following rules.
Huge Ship Sections
Huge ships count as a single ship consisting of two bases, one ship token, and one or two Ship cards. The ship token is divided into two halves by the blue center line. The front base and the front half of the ship token comprise the fore section. The rear base and the rear half of the ship token comprise the aft section.
Multiple Ship Cards
Some ships, such as the CR90, have two Ship cards, one for each section. Each Ship card has two sides and begins the game at full strength (with its "crippled" side facedown; for more details, see "Crippled Sections for Ships with Multiple Ship Cards" on page 3).
Activation Phase
During the Activation phase, huge ships activate after all small and large ships have activated. For more details see "Huge Ship Activation" "Huge Ship Activation" on page 3.
Huge Ship Movement
Huge ships use a special maneuver template instead of the templates included in the core set.
To execute a straight maneuver, follow these steps:
- Place the huge ship maneuver template on either side of the ship's front base so that the bottom line of the template aligns with the rear edge of the ship's front base.
- Pick up the ship and place it so that the rear edge of the ship's front base aligns with the revealed maneuver's speed line.
To execute a bank maneuver, follow these steps:
- Place the template on the side of the front base so that the bearing arrows on the template match the bearing of the revealed maneuver. Do this so that the corner of the rear edge of the ship's front base fits snugly into the notch at the bottom of the template.
- Pick up the ship and place it so that the front corner of the ship's front base fits snugly into the right angle just below the chosen maneuver's image on the template.
Energy
Huge ships can gain energy, which they can spend to perform special actions and trigger effects. For each point of energy that a huge ship gains, place one energy token on the Ship card. For each point of energy a huge ship spends, remove one energy token from the Ship card and return it to the token supply.
The maximum number of energy tokens that a card can have at any time is its energy limit. A ship's energy limit can be increased with certain upgrade cards. If at any time a card has a number of energy tokens that exceeds its energy limit, immediately return the excess energy tokens to the token supply.
Energy tokens remain on cards until removed by an effect.
Energy Steps in the Activation Phase
To gain and spend energy, huge ships resolves two additional steps during the Activation phase. These steps occur between the "Clean Up" and "Perform Action" steps, and they occur in the following order:
- Gain Energy: The huge ship gains a number of energy tokens equal to the number of energy icons shown on the chosen maneuver on the maneuver dial (below the speed number).
- Allocate Energy: The huge ship's controlling player may remove energy tokens from his Ship card and place them on any cards with an energy limit that are equipped to this ship. He cannot place energy tokens on a card in excess of its energy limit.
- Use Energy: The huge ship may use one or more of its Upgrade cards or Damage cards with the "Energy:" header. Each card with this header can be used only once per round.
Figure captions: "Energy:" Header on an Upgrade Card; "Energy:" Header on a Damage Card.
Huge Ship Actions
Recover [recover icon]
Ships with the recover action icon in their action bar may perform the recover action. To do so, remove all energy tokens from the corresponding Ship card. For each energy token removed, that ship recovers one shield. For ships with multiple Ship cards, for each energy token removed, the ship recovers one shield on either of its section. A huge ship cannot exceed a ship card's shield value with a recover action.
Reinforce [reinforce icon]
Ships with the reinforce action icon in their action bar may perform the reinforce action. To perform this action, place one reinforce token next to either the fore or aft section of the ship.
When a ship with a reinforce token is defending, the reinforce token adds one [defense die result icon] result to its defense roll, but only if that token is assigned to the targeted section.
This effect does not spend the reinforce token; thus, a reinforce token can provide this effect for multiple attacks during a single round.
During the End phase, remove all reinforce tokens along with focus and evade tokens.
Jam [jam icon]
Ships with the jam action icon in their action bar may perform the jam action. To do so, choose one enemy ship at Range 1–2 and assign it stress tokens until it has a total of two stress tokens.
Target Lock [target lock icon]
Some huge ships have the target lock action icon in their action bar. This allows them to acquire target locks as described on page 9 of the core set rulebook.
When a huge ship acquires a target lock, the blue target lock is placed next to the ship. It is not assigned to either section, and it can be spent by either section.
Coordinate [coordinate icon]
Ships with the coordinate action icon in their action bar may perform the coordinate action. To do so, choose another friendly ship at Range 1–2. The chosen ship may immediately perform one free action.
Performing Actions from a Ship with Two Ship Cards
During the "Perform Action" step, ships with two sections may perform two actions. The first action must be an action in the fore section's action bar or an action from one of the fore section's Upgrade cards or Damage cards. The second action must be an action in the aft section's action bar or an action from one of the aft section's Upgrade cards or Damage cards.
Measuring Range from Huge Ships During Actions
When a player performs an action or uses a card from a specific section, he measures range from the closest point of the huge ship to the affected ship(s). For example, if the fore section of a CR90 performs the coordinate action, another friendly ship at Range 1–2 from the closest point of the CR90 may immediately perform one free action.
Combat Phase
The following sections describe how huge ships operate during combat.
Huge Ship Attacks
During the Combat phase, each huge ship may perform one attack with its primary weapon and may perform one attack with each of its secondary weapons. Each attack must be fully resolved before it begins another.
Some huge ships, such as the GR-75, do not have a printed attack value and therefore cannot perform primary weapon attacks during the Combat phase.
Huge Ship Agility
Huge ships have an agility value of "0," but they can roll additional defense dice granted by card effects, range combat modifiers, obstructed attacks, etc.
Targeting a Huge Ship
To target a huge ship, choose a section (either fore or aft) of a huge ship that the attacking ship can target normally. Then, measure a line from the exact center of the attacking ship's base to the exact center of the base for the chosen section of the huge ship. If this line is not obstructed by the blue center line on the huge ship's ship token, the attacker can declare the chosen section as his target.
The range of the attack is determined by the line measured from the closest point of the attacking ship to the closest point of the chosen huge ship's section that is inside the attacking ship's firing arc. If using an attack that ignores firing arcs, measure this line without regard to firing arc.
If the attacker determines that he cannot target the chosen section, he may choose another target.
Turret Primary Weapon
Some huge ships have a primary weapon that is a turret. Thus, the Ship card will show the turret primary weapon icon, and the ship token will show a circular red arrow as a reminder.
When that ship attacks with its turret primary weapon, it may target an enemy ship inside or outside its firing arc, and it measures range from the corresponding section's base.
When that ship targets a ship outside of its firing arc, measure a line from the exact center of the chosen ship's base to the exact center of the huge ship's corresponding base. If this line is not obstructed by the blue center line on the huge ship's token, the huge ship can declare the chosen ship as the defender.
Primary Weapon Range
Some huge ships have a Range restriction for their primary weapon. For example, the CR90's primary weapon uses Range 3–5 (see "Huge Range Ruler" on page 1). To denote this increased range, the weapon range is shown on the Ship card.
Additional Firing Arcs
Some huge ships have different firing arcs. For example, the CR90 has four firing arcs printed on the ship token; there are two firing arcs in the fore section and two firing arcs in the aft section. If a section of the CR90 has a secondary weapon equipped, that secondary weapon must target a ship inside either firing arc from its corresponding section.
Damage
Huge ships have pairs of unique Damage decks; one for the ship's fore section, and one for the ship's aft section. When the huge ship is dealt a Damage card, draw the card from the deck that corresponds to the targeted section and place it next to the corresponding Ship card.
For a huge ship with a single ship card, all Damage cards that are placed next to the Ship card count against that ship's hull value.
If an effect would damage both sections of a huge ship, the opposing player chooses one section, and the chosen section suffers the damage.
If a huge ship suffers damage from a source that does not explicitly affect a single section, the opposing player chooses which section suffers the damage. Crippled sections cannot be chosen.
Figure captions: "Fore Damage Deck"; "Aft Damage Deck."
Crippled Sections for Ships with Multiple Ship Cards
When the number of Damage cards dealt to a section equals or exceeds its hull value, that section is crippled. The crippled section's Ship card is then flipped to the crippled side.
A Ship card's crippled side has fewer Upgrade icons than its normal side. When a Ship card's crippled side is revealed, the controlling player must choose and discard any Upgrade cards in excess of the upgrade icons depicted on that side. Similarly, he must discard any energy tokens in excess of the energy limit on that side. Titles and modifications are not discarded.
Crippled sections cannot be the target of an attack and cannot suffer damage.
If both sections of a huge ship with multiple Ship cards are crippled, that ship is destroyed. Immediately remove the destroyed ship from the play area, discard all of its Damage cards to faceup discard piles next to the Damage decks, and return all of its tokens to their respective supplies.
Exception: See "Simultaneous Attack Rule."
Simultaneous Attack Rule
If a section of the huge ship would be crippled by a ship attacking at the same pilot skill value as the huge ship, and that huge ship has not attacked yet, do not flip the Ship card. It may attack as normal during the Combat phase, although any faceup Damage cards just dealt to it may affect its attacks.
After the CR90 has had the opportunity to attack, any section that would be crippled becomes crippled.
Additional Huge Ship Rules
Setup
Huge ships follow all standard setup rules. However, during setup, a huge ship's bases may extend outside of Range 1 (or a mission's specified setup area) as long as the ship fully occupies the length of that area.
A huge ship cannot be placed with any portion of its bases outside the play area. A huge ship's figure may extend outside the play area at any time as long as the base remains in the play area.
Setup example caption: "Huge Ship Setup Example." The Rebel player chooses to diagonally place his GR-75 in the setup area. He ensures that the back-left corner of the ship's rear base is touching the edge of the play area, and then he freely adjusts the ship until it is pointing in the desired direction.
Huge Ship Activation
The Activation phase consists of two subphases that players resolve in this order:
2a. Small and Large Ship Activation 2b. Huge Ship Activation
During "Small and Large Ship Activation," all small and large ships activate in order from lowest pilot skill value to highest pilot skill value.
Then, during "Huge Ship Activation," all huge ships activate in order from lowest pilot skill value to highest pilot skill value.
All other standard rules for activating ships apply as normal. Effects that trigger at the end of the Activation phase resolve at the end of the "Huge Ship Activation" subphase.
Example: The Rebel player has Rookie Pilot (pilot skill "2"), Luke Skywalker (pilot skill "8"), and one CR90 (pilot skill "4"). During the Activation phase, the Rebel player will activate his ships in the following order: Rookie Pilot, then Luke Skywalker, and finally the CR90.
Overlapping
Huge ships use modified rules for overlapping.
Overlapping Huge Ships
When a huge ship executes a maneuver and the final position of one of its sections overlaps one or more huge ships, use the standard rules for overlapping ships as described on page 17 of the core set rulebook. However, the huge ship that moved does not skip its "Perform Action" step. Instead, both huge ships are dealt one faceup Damage card; each player draws the Damage card from the deck that corresponds to his ship's affected section.
Overlapping Small or Large Ships
When a huge ship executes a maneuver and the final position of one of its sections overlaps one or more small or large ships, the small or large ships overlapped by the huge ship are immediately destroyed and the huge ship completes its maneuver. The huge ship does not skip its "Perform Action" step.
Then, the huge ship's player rolls one attack die for each small ship destroyed in the overlap and two attack dice for each large ship destroyed in the overlap. Then the huge ship's fore section suffers any damage (damage icon) and critical damage (critical damage icon) rolled.
Overlapping Obstacles
When a huge ship executes a maneuver and the final position of one of its sections overlaps one or more obstacle tokens, the huge ship is dealt one faceup Damage card. Draw this Damage card from the Damage deck that corresponds to the affected section. If both sections overlap, the opposing player chooses which section suffers the damage.
Obstacles do not cause a huge ship to skip its "Perform Action" step. All obstacle tokens that are overlapped by a huge ship are immediately removed from the play area.
The huge ship suffers these effects when one of its sections overlaps an obstacle, not when its maneuver template overlaps an obstacle.
Small/Large Ship Overlapping a Huge Ship
When a small or large ship executes a maneuver and the final position of its base overlaps a huge ship, the overlapping ship must follow the rules under "Plastic Bases Overlapping" described on page 17 of the core set rulebook. Additionally, the player controlling the overlapping ship rolls one attack die and suffers any damage (damage icon) and critical damage (critical damage icon) rolled.
Modifications
Huge ships can equip only modifications that are labeled "Huge Ship only."
Focus, Evade, and Stress Tokens
Focus, evade, and stress tokens do not affect huge ships. When a huge ship receives any of these tokens, immediately remove them and return them to the token supply.
Ion Tokens
Some card abilities may cause a ship to receive an ion token. Huge ships do not suffer the standard effects of ion tokens. Instead, when a huge ship gains energy during its "Gain Energy" step, reduce the amount of energy it gains by one for each ion token assigned to it. Then remove all ion tokens from the ship at the end of the Activation phase.
Target Lock Tokens
A ship that acquires a target lock on a huge ship must acquire that lock on a single section of the huge ship. The closest point of the chosen section must be within range. The red target lock token is placed next to the chosen section of the huge ship and its effect only applies to that section.
Free Actions
Huge ships cannot perform free actions.
Obstructing
When a ship performs an attack, if its closest-point-to-closest-point line passes through any part of a section of a huge ship and that huge ship is not the target, the attack is obstructed; the defender rolls one additional defense die.
Assault Missiles
If a huge ship is attacked by Assault Missiles, which damages all ships at Range 1 of the defender, the player measures range from the targeted section. The huge ship's other section does not suffer damage in this case.
Using Huge Ships as Obstacles
Players may use huge ships as obstacles instead of as a ship in standard play. To do so, flip the ship token to the starfield side and follow the rules for adding obstacles described on page 20 of the core set rulebook, with the following change: one player places the huge ship obstacle first instead of his three asteroid tokens. Huge ships may not be used as obstacles during tournament play, except in casual events in which the Tournament Organizer has announced prior to the event that they will allow huge ships to be used as obstacles.
The huge ship obstacle is not controlled by any player. It uses the rules for overlapping and obstructing described under the "Additional Huge Ship Rules" section of this rulebook. It does not move, and it cannot be attacked, damaged, or destroyed.
New Upgrade Cards
The following sections describe some Upgrade cards introduced with huge ships.
Ship-Restricted Upgrades
Some Upgrade cards are labeled "Huge Ship only." Cards with this label cannot be equipped by small or large ships.
Limited Upgrades
Some Upgrade cards are labeled "Limited." A ship cannot equip multiple copies of the same card if that card is labeled as "Limited."