Star Wars: X-Wing Miniatures Game – Imperial Raider Expansion Pack
Star Wars: X-Wing Miniatures Game – Imperial Raider Expansion Pack Rulebook
Table of Contents
Table of Contents
Ship Cards
Raider-class Corv. (Fore)
Initiative 4. Attack 4, range 2–4. Agility 0. Hull 8. Shields 6. Squad points 50.
Once per round, after you perform a primary weapon attack, you may spend 2 energy to perform another primary weapon attack.
Raider-class Corv. (Aft)
Initiative 4. Energy 6. Agility 0. Hull 8. Shields 4. Squad points 50.
No ability text.
Pilot Cards
Commander Alozen (TIE Advanced)
Unique. Initiative 5. Squad points 25.
At the start of the Combat phase, you may acquire a target lock on an enemy ship at Range 1.
Lieutenant Colzet (TIE Advanced)
Unique. Initiative 3. Squad points 23.
At the start of the End phase, you may spend a target lock you have on an enemy ship to flip 1 random facedown Damage card assigned to it faceup.
Zertik Strom (TIE Advanced)
Unique. Initiative 6. Squad points 26.
Enemy ships at Range 1 cannot add their range combat bonus when attacking.
Juno Eclipse (TIE Advanced)
Unique. Initiative 8. Squad points 28.
When you reveal your maneuver, you may increase or decrease its speed by 1 (to a minimum of 1).
Tempest Squadron Pilot (TIE Advanced)
Initiative 2. Squad points 21.
No ability text.
Storm Squadron Pilot (TIE Advanced)
Initiative 4. Squad points 23.
No ability text.
Upgrade Cards
Cluster Missiles
Missile. Attack 3, range 1–2. Squad points 4.
Attack (target lock): Spend your target lock and discard this card to perform this attack twice.
Comms Booster
Cargo. Squad points 4.
Energy: Spend 1 energy to remove all stress tokens from a friendly ship at Range 1–3. Then assign 1 focus token to that ship.
Proton Rockets
Missile. Attack 2, range 1. Squad points 3.
Attack (focus): Discard this card to perform this attack.
You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice.
Single Turbolasers
Hardpoint. Attack 4, energy 2, range 3–5. Squad points 8.
Attack (energy): Spend 2 energy from this card to perform this attack. The defender doubles his agility value against this attack. You may change 1 of your focus results to a hit result.
Quad Laser Cannons
Hardpoint. Attack 3, energy 2, range 1–2. Squad points 6.
Attack (energy): Spend 1 energy from this card to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again.
Ion Cannon Battery
Hardpoint. Attack 4, energy 2, range 2–4. Squad points 6.
Attack (energy): Spend 2 energy from this card to perform this attack. If this attack hits, the defender suffers 1 critical damage and receives 1 ion token. Then cancel all dice results.
Tibanna Gas Supplies
Cargo. Limited. Squad points 4.
Energy: You may discard this card to gain 3 energy.
Engine Booster
Cargo. Limited. Squad points 3.
Immediately before you reveal your maneuver dial, you may spend 1 energy to execute a white straight 1 maneuver. You cannot use this ability if you would overlap another ship.
Gunnery Team
Team. Limited. Squad points 4.
Once per round, when attacking with a secondary weapon, you may spend 1 energy to change 1 of your blank results to a hit result.
Sensor Team
Team. Squad points 4.
When acquiring a target lock, you may lock onto an enemy ship at Range 1–5 (instead of Range 1–3).
Engineering Team
Team. Limited. Squad points 4.
During the Activation phase, when you reveal a straight 1 maneuver, gain 1 additional energy during the "Gain Energy" step.
Advanced Targeting Computer
Tech. TIE Advanced only. Squad points 5.
When attacking with your primary weapon, if you have a target lock on the defender, you may add 1 hit result to your roll. If you do, you cannot spend target locks during this attack.
Grand Moff Tarkin
Unique. Officer. Huge ship only. Imperial only. Squad points 6.
At the start of the Combat phase, you may choose another ship at Range 1–4. Either remove 1 focus token from the chosen ship or assign 1 focus token to that ship.
Captain Needa
Unique. Officer. Huge ship only. Imperial only. Squad points 2.
If you overlap an obstacle during the Activation phase, do not suffer 1 faceup damage card. Instead, roll 1 attack die. On a hit or critical result, suffer 1 damage.
Admiral Ozzel
Unique. Officer. Huge ship only. Imperial only. Squad points 2.
Energy: You may remove up to 3 shields from your ship. For each shield removed, gain 1 energy.
Emperor Palpatine
Unique. Officer. Imperial only. Squad points 8.
Once per round, before a friendly ship rolls dice, you may name a die result. After rolling, you must change 1 of your dice results to the named result. That die result cannot be modified again.
Shield Technician
Crew. Huge ship only. Squad points 1.
When you perform a recover action, instead of spending all of your energy, you can choose any amount of energy to spend.
TIE/x1
Title. TIE Advanced only. Squad points 0.
Your upgrade bar gains the Elite upgrade icon. If you equip an Elite upgrade, its squad point cost is reduced by 4 (to a minimum of 0).
Transcription note: the upgrade-bar icon is printed on the card as a symbol, not a word. It is rendered here as "Elite" from the community card-data text for this card; the card image's icon was read at low resolution and is consistent with that reading.
Assailer
Unique. Title. Raider-class corvette aft section only. Squad points 2.
When defending, if the targeted section has a reinforce token, you may change 1 focus result to an evade result.
Instigator
Unique. Title. Raider-class corvette aft section only. Squad points 4.
After you perform a recover action, recover 1 additional shield.
Impetuous
Unique. Title. Raider-class corvette aft section only. Squad points 3.
After you perform an attack that destroys an enemy ship, you may acquire a target lock.