Star Wars: X-Wing Miniatures Game – Ghost Expansion Pack
Star Wars: X-Wing Miniatures Game – Ghost Expansion Pack Rulebook
Table of Contents
Table of Contents
Pilots
• Hera Syndulla
VCX-100. Rebel. Pilot skill 7. Attack 4, agility 0, hull 10, shields 6. 40 points.
When you reveal a green or red maneuver, you may rotate your dial to another maneuver of the same difficulty.
• Ezra Bridger
Attack Shuttle. Rebel. Pilot skill 4. Attack 3, agility 2, hull 2, shields 2. 20 points.
When defending, if you are stressed, you may change up to 2 of your focus results to evade results.
• "Chopper"
VCX-100. Rebel. Pilot skill 4. Attack 4, agility 0, hull 10, shields 6. 37 points.
At the start of the Combat phase, each enemy ship you are touching receives 1 stress token.
• Kanan Jarrus
VCX-100. Rebel. Pilot skill 5. Attack 4, agility 0, hull 10, shields 6. 38 points.
When an enemy ship at Range 1–2 is attacking, you may spend a focus token. If you do, the attacker rolls 1 fewer attack die.
• Hera Syndulla
Attack Shuttle. Rebel. Pilot skill 7. Attack 3, agility 2, hull 2, shields 2. 22 points.
When you reveal a green or red maneuver, you may rotate your dial to another maneuver of the same difficulty.
• Sabine Wren
Attack Shuttle. Rebel. Pilot skill 5. Attack 3, agility 2, hull 2, shields 2. 21 points.
Immediately before you reveal your maneuver, you may perform a free boost or barrel roll action.
• "Zeb" Orrelios
Attack Shuttle. Rebel. Pilot skill 3. Attack 3, agility 2, hull 2, shields 2. 18 points.
When defending, you may cancel critical hit results before hit results.
Lothal Rebel
VCX-100. Rebel. Pilot skill 3. Attack 4, agility 0, hull 10, shields 6. 35 points.
No ability text.
Upgrades
Adv. Proton Torpedoes
Torpedo. Attack 5, range 1. 6 points.
Attack (target lock): Spend your target lock and discard this card to perform this attack.
You may change up to 3 of your blank results to focus results.
Predator
Elite. 3 points.
When attacking, you may reroll 1 attack die. If the defender's pilot skill value is "2" or lower, you may instead reroll up to 2 attack dice.
Conner Net
Device. 4 points.
Action: Discard this card to drop 1 Conner net token.
When a ship's base or maneuver template overlaps this token, this token detonates.
Cluster Mines
Device. 4 points.
Action: Discard this card to drop 1 cluster mine token set.
When a ship's base or maneuver template overlaps a cluster mine token, that token detonates.
Phantom
No type line or points cost is printed on this card.
While you are docked, the Ghost can perform primary weapon attacks from its special firing arc and, at the end of the Combat phase, it may perform an additional attack with an equipped Turret. If it performs this attack, it cannot attack again this round.
Ghost
VCX-100 only. Title. 0 points.
Equip the Phantom title card to a friendly Attack Shuttle and dock it to this ship.
After you execute a maneuver, you may deploy it from your rear guides.
Kanan Jarrus
Crew. Rebel only. 3 points.
Once per round, after a friendly ship at Range 1–2 executes a white maneuver, you may remove 1 stress token from that ship.
"Zeb" Orrelios
Crew. Rebel only. 1 point.
Enemy ships inside your firing arc that you are touching are not considered to be touching you when either you or they activate during the Combat phase.
Dorsal Turret
Turret. Attack 2, range 1–2. 3 points.
Attack: Attack 1 ship (even a ship outside your firing arc).
If the target of this attack is at Range 1, roll 1 additional attack die.
Reinforced Deflectors
Modification. Large ship only. 3 points.
After you suffer 3 or more damage from an attack, recover 1 shield (up to your shield value).
Ezra Bridger
Crew. Rebel only. 3 points.
When attacking, if you are stressed, you may change 1 of your focus results to a critical hit result.
"Chopper"
Crew. Rebel only. 0 points.
You may perform actions even while you are stressed.
After you perform an action while you are stressed, suffer 1 damage.
Hera Syndulla
Crew. Rebel only. 1 point.
You can reveal and execute red maneuvers even while you are stressed.
Sabine Wren
Crew. Rebel only. 2 points.
Your upgrade bar gains the Device upgrade icon. Once per round, before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.
Thermal Detonators
Device. 3 points.
When you reveal your maneuver dial, you may discard this card to drop 1 thermal detonator token.
This token detonates at the end of the Activation phase.
Reference Cards
Bomb Tokens (Reference Card #4)
The ion bomb and cluster mine tokens are bomb tokens. Bomb tokens detonate as described on their corresponding Upgrade cards, producing one of the following effects:
- Ion Bomb Token: When this bomb token detonates, each ship at Range 1 of the token receives 2 ion tokens. Then discard this token.
- Cluster Mine Token: When one of these bomb tokens detonates, the ship that moved through or overlapped that token rolls 2 attack dice and suffers all damage (critical hit) rolled. Then discard that token.
Using Cluster Mines (Reference Card)
To drop the cluster mine token set, follow these steps:
- Take the straight 1 maneuver template and slide it between the rear guides of your ship.
- Place the central cluster mine token into the play area and slide the guides of the token into the opposite end of the template.
- Place 1 additional cluster mine token in each of the recessed areas of the central cluster mine token.
Bomb Tokens (Reference Card #5)
The ion bomb and Conner net tokens are bomb tokens. Bomb tokens detonate as described on their corresponding Upgrade cards, producing one of the following effects:
- Thermal Detonators Token: When this bomb token detonates, each ship at Range 1 of the token suffers 1 damage and receives 1 stress token. Then discard this token.
- Conner Net Token: When this bomb token detonates, the ship that moved through or overlapped this token suffers 1 damage, receives 2 ion tokens, and skips its "Perform Action" step. Then discard this token.