RulesPal
Chat
Rulebook
Star Wars: X-Wing Miniatures Game – TIE/fo Fighter Expansion Pack thumbnail

Star Wars: X-Wing Miniatures Game – TIE/fo Fighter Expansion Pack

Expansion for Star Wars: X-Wing Miniatures Game

Star Wars: X-Wing Miniatures Game – TIE/fo Fighter Expansion Pack Rulebook

Table of Contents

Table of Contents

  • Pilots
    • Epsilon Squadron Pilot
    • "Omega Leader"
    • Zeta Squadron Pilot
    • Omega Squadron Pilot
    • "Epsilon Ace"
    • "Zeta Leader"
  • Upgrades
    • Juke
    • Comm Relay

Pilots

Each TIE/fo Fighter pilot card prints the ship's stats (attack 2, agility 3, hull 3, shields 1), the pilot's initiative at the top left and the pilot's point cost at the bottom right. A bullet before a pilot's name marks a unique pilot.

Epsilon Squadron Pilot

TIE/fo Fighter. Initiative 1. Points 15.

No ability text.

"Omega Leader"

TIE/fo Fighter. Initiative 8. Unique. Points 21.

Enemy ships that you have locked cannot modify any dice when attacking you or defending against your attacks.

Zeta Squadron Pilot

TIE/fo Fighter. Initiative 3. Points 16.

No ability text.

Omega Squadron Pilot

TIE/fo Fighter. Initiative 4. Points 17.

No ability text.

"Epsilon Ace"

TIE/fo Fighter. Initiative 4. Unique. Points 17.

While you do not have any Damage cards, treat your pilot skill value as "12."

"Zeta Leader"

TIE/fo Fighter. Initiative 7. Unique. Points 20.

When attacking, if you are not stressed, you may receive 1 stress token to roll 1 additional attack die.

Upgrades

The upgrade cards print their cost in the bottom-right corner.

Juke

Small ship only. Cost 2.

When attacking, if you have an evade token, you may change 1 of the defender's evade results to a focus result.

Comm Relay

Cost 3.

You cannot have more than 1 evade token.

During the End phase, do not remove an unused evade token from your ship.