Stop!

Read the Learn to Play booklet before reading this document. After reading the Learn to Play booklet, players are ready to play their first game.

As questions arise during gameplay, players should reference this guide instead of the Learn to Play booklet.

Introduction

This guide is the definitive source for all X-Wing rules. Unlike the Learn to Play booklet, this guide addresses complex and unusual gameplay situations.

The main component of this guide is a glossary of important game terms, organized alphabetically. It also includes optional rules, an index, and a Quick Reference at the back of the booklet.

The rules in this guide can be read by any player at any point.

GOLDEN RULES

If a rule in this guide contradicts the Learn to Play booklet, the rule in this guide takes priority.

Card abilities can override the rules listed in this guide. Mission rules can override both card abilities and rules from this guide.

If a card ability or mission effect uses the word “cannot”, that effect is absolute and cannot be overridden by other effects.

CARD INTERPRETATIONS

Many Ship card abilities use the word “you” to refer to the corresponding ship. Upgrade and Damage cards that use the word “you” refer to the ship to which the card is assigned.

EXPANSION RULES

This reference is intended to be a comprehensive document. It includes terms and concepts that were introduced in expansion packs. The dagger (†) character is used to indicate these terms; players can ignore the marked entries unless they are playing with expansion content that uses those terms.

Glossary

The glossary lists all gameplay terms and phases in detail. If you are unable to find a topic in this glossary, check the index on page 22.

ACQUIRE A TARGET LOCK

Ships with the icon in their action bar may perform the Acquire A target lock action to acquire a target lock on an enemy ship at Range 1–3. While attacking, a ship can spend a target lock that it has on the defender to reroll any number of its attack dice.

A target lock consists of a red target lock token and a blue target lock token displaying the same letter. When a target lock is acquired, assign the blue target lock token to the ship performing the action (the locking ship), and assign the red target lock token on the target (the locked ship).

Target locks are not removed during the End phase.

A ship can maintain one target lock. If a ship acquires a new target lock, it must remove its old target lock.

Related Topics: Actions, Attack

ACTIONS

The active ship can perform one standard action during the “Perform Action” step of the Activation phase. Ships can also perform free actions as instructed by cards or mission rules. The actions available to each ship are listed in that ship’s action bar.

Related Topics: Acquire a Target Lock, Barrel Roll, Boost, Cloak†, Evade, Focus, Free Actions, Overlapping Ships, Stress

ACTIVATION PHASE

During the Activation phase, each ship is activated one at a time, starting with the ship with the lowest pilot skill and continuing in ascending order. Each ship resolves the following steps in order:

  1. Reveal Dial: Reveal the ship’s dial and take the maneuver template that matches the chosen maneuver.
  2. Execute Maneuver: Resolve the following substeps in order:
    1. Move Ship: Slide the maneuver template between the front guides of the ship’s base so that it is flush against the base. Then pick up the ship and place it at the opposite end of the template, sliding the rear guides of the base into the opposite end of the template.
    2. Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.
    3. Clean Up: Return the maneuver template to the pile of maneuver templates. Place the revealed dial outside the play area next to the ship’s Ship card.
  3. Perform Action: The ship may perform one action.

Related Topics: Actions, Initiative, Maneuver, Obstacles, Overlapping Ships, Pilot Skill, Stress

ACTIVE SHIP

The ship that is currently resolving the Activation or Combat phase is the active ship.

Related Topics: Activation Phase, Combat Phase

AGILITY

A ship’s agility is the green number on its Ship card. It indicates the number of defense dice the ship rolls when defending.

Related Topics: Attack

ATTACK

A ship can perform one attack when it becomes the active ship during the Combat phase. To perform an attack, the ship resolves the following steps in order:

  1. Declare Target: The attacker may measure range to any number of enemy ships and check which enemy ships are inside his firing arc. Then the attacker chooses one of his weapons to attack with. Then he chooses one enemy ship to be the target and pays any costs required for the attack.
  2. Roll Attack Dice: The attacker rolls a number of attack dice equal to its primary weapon value; if it is attacking with a secondary weapon, it rolls attack dice equal to the attack value on that weapon’s Upgrade card instead.
  3. Modify Attack Dice: The defender can resolve any card abilities that allow him to modify the attack dice. Then the attacker can modify his attack dice in one or more of the following ways as many times as possible:
  4. Roll Defense Dice: The defender rolls a number of defense dice equal to its agility value.
  5. Modify Defense Dice: The attacker can resolve any card abilities that allow him to modify the defense dice. Then the defender can modify his defense dice in one or more of the following ways as many times as possible:
  6. Compare Results: For each result, the defender cancels one <hit> or result. All <hit> results must be canceled before any results may be canceled. If at least one <hit> or result remains uncanceled, the defender is hit by the attack; otherwise, the attack misses.
  7. Deal Damage: If the defender was hit, it suffers one damage for each uncanceled <hit> result and one critical damage for each uncanceled result. All damage must be suffered before any critical damage may be suffered.

Related Topics: Agility, Damage, Destroying Ships, Hull, Firing Arc, Modifying Dice, Obstructed, Pilot Skill, Primary Weapon, Range, Range Combat Bonus, Secondary Weapons, Shields, Simultaneous Attack Rule, Turret Primary Weapon†

ATTACKER

The ship that is performing an attack is the attacker.

Related Topics: Attack, Combat Phase, Defender

AUXILIARY FIRING ARC†

Some ships have an auxiliary firing arc identified by dotted lines printed on its ship token. These ships also have a unique primary weapon icon printed on their Ship cards. When attacking with its primary weapon, a ship with this icon may attack an enemy ship that is at Range 1–3 and inside its standard or auxiliary firing arc.

Related Topics: Attack, Firing Arc, Primary Weapon, Range, Secondary Weapons

BARREL ROLL

Ships with the icon in their action bar may perform the barrel roll action to move laterally and adjust their position. To perform a barrel roll with a small ship, follow these steps:

  1. Take the [<straight> 1] maneuver template.
  2. Place one end of the template against the left or right side of the ship’s base. The template cannot be placed beyond the front or back edges of the base.
  3. Lift the ship off the play surface, then place the ship at the other end of the template. The template cannot be beyond the front or back edges of the ship’s base, and the ship must face in the same direction as before the barrel roll.

Related Topics: Actions, Fleeing the Battlefield, Large Ship†, Maneuver, Obstacles

BEARING

Bearing is indicated by the arrows on the maneuver dial. There are several bearings available to ships, though each ship has a different set of bearings available to it.

Related Topics: Activation Phase, Difficulty, Maneuver, Speed, Stress

BOMBS†

Each Bomb () Upgrade card allows a ship to drop a specific type of bomb token and indicates when the bomb detonates. When a bomb detonates, it produces the effect indicated on its Bomb Token Reference card. To drop a bomb, follow the steps below:

  1. Take the [<straight> 1] maneuver template and slide it between the rear guides of your ship.
  2. Place the bomb token indicated on the Upgrade card into the play area and slide the guides of the token into the opposite end of the template.

Related Topics: Upgrade Cards

BOOST

Ships with the <boost> icon in their action bar may perform a boost action. To boost, follow these steps:

  1. Choose the [<straight> 1], [<leftbank> 1], or [<rightbank> 1] maneuver template.
  2. Set the maneuver template between the ship’s front guides.
  3. Move the ship to the opposite end of the template and slide the rear guides of the ship into the template.

Related Topics: Actions, Fleeing the Battlefield, Maneuver, Obstacles

CANCEL

When a die result is canceled, a player takes one die displaying the canceled result and physically removes the die from the common area. Players ignore all canceled results.

Related Topics: Attack

CARD ABILITIES

Card abilities are resolved as instructed by the text on the card with the additional restrictions described below:

Related Topics: Attack, Enemy, Friendly, Modifying Dice, Secondary Weapons, Spend, Upgrade Cards

CLOAK†

Ships with the <cloak> icon in their action bar may perform a cloak action. When a ship performs the cloak action, assign one cloak token to that ship. A cloaked ship follows these rules:

At the start of the Activation phase, after players have resolved all other abilities that trigger at the start of the Activation phase, each ship may spend a cloak token to decloak, starting with the ship with the lowest pilot skill (using initiative to break ties).

When a ship decloaks, it must choose one of the following effects:

  1. Perform a barrel roll using the [<straight> 2] maneuver template.
  2. Perform a boost using the [<straight> 2] maneuver template. After all decloaking has been resolved, the Activation phase continues as normal.

After all decloaking has been resolved, the Activation phase continues as normal.

Related Topics: Actions, Agility, Barrel Roll, Boost, End Phase, Fleeing the Battlefield, Stress

COMBAT PHASE

During the Combat phase, each ship has an opportunity to perform one attack, starting with the ship with the highest pilot skill and continuing in descending order.

Related Topics: Active Ship, Attack, Initiative, Pilot Skill, Round

CRITICAL DAMAGE

During an attack, a ship suffers one critical damage for each uncanceled <crit> result. If a ship is dealt a Damage card due to suffering critical damage, that card is dealt faceup and its text immediately resolves.

Related Topics: Attack, Card Abilities, Damage

DAMAGE

During the “Deal Damage” step of an attack, a ship suffers one damage for each uncanceled <hit> result and one critical damage for each uncanceled <crit> result. When a ship suffers a damage or critical damage, it loses one shield token. If it does not have any shield tokens to lose, it is dealt one Damage card instead. For normal damage, the Damage card is dealt facedown; for critical damage, the Damage card is dealt faceup and the text on the card immediately resolves.

If a ship has a number of Damage cards equal to its hull value, it is destroyed.

Related Topics: Attack, Critical Damage, Destroying Ships, Hull, Shields, Simultaneous Attack Rule

DECLOAK†

See “Cloak†” on page 8.

DEFENDER

The ship that is successfully targeted during the “Declare Target” step of an attack is the defender.

Related Topics: Attack

DESTROYING SHIPS

A ship is destroyed when it has a number of Damage cards equal to its hull value or when it flees the battlefield. When a ship is destroyed, remove it from the play area, discard all of its Damage cards, and return all of its tokens to the supply.

Related Topics: Attack, Damage, Fleeing the Battlefield, Simultaneous Attack Rule, Winning the Game

DETONATING A BOMB†

See “Bombs†” on page 7.

DESTROYING SHIPS

A ship is destroyed when it has a number of Damage cards equal to its hull value or when it flees the battlefield. When a ship is destroyed, remove it from the play area, discard all of its Damage cards, and return all of its tokens to the supply.

Related Topics: Attack, Damage, Fleeing the Battlefield, Simultaneous Attack Rule, Winning the Game

DETONATING A BOMB†

See “Bombs†” on page 7.

DICE RESULTS

The results on the attack dice are as follows:

The results on the defense dice are as follows:

When an effect instructs a player to roll dice for a purpose other than resolving an attack, the dice results have no inherent effect.

Related Topics: Attack, Hit, Modifying Dice

DIFFICULTY

The difficulty of a maneuver is indicated by the color of the bearing icon. When a ship executes a red maneuver, it receives one stress token. When a ship executes a green maneuver, remove one stress token from it. White maneuvers have no inherent effect.

Related Topics: Activation Phase, Bearing, Maneuver, Speed, Stress

DROPPING A BOMB†

See “Bombs†” on page 7.

END PHASE

During the End phase, players remove all focus and evade tokens from ships in the play area. Other tokens are not removed during this phase.

Related Topics: Evade, Focus, Round

ENEMY

All ships controlled by the opposing player are enemy ships.

Related Topics: Attack, Card Abilities, Ship

EVADE

Ships with the evade () icon in their action bar may perform the evade action. To perform the action, assign one evade token to the ship. When defending, the ship may spend that token to add one additional evade () result to his defense roll. All unspent evade tokens are removed from ships during the End phase.

Related Topics: Actions, End Phase, Modifying Dice

FACTION

There are three primary factions in the game: Rebel (The Rebel Alliance and The Resistance), Imperial (The Galactic Empire and The First Order), and Scum (Scum and Villainy). All Ship cards and some Upgrade cards are aligned to one of these primary factions. A squad cannot contain cards from different primary factions.

Related Topics: Ship, Squad Building, Upgrade Cards

FIRING ARC

A ship’s primary firing arc is the area formed by extending the firing arc lines printed on the front of the ship’s token. A firing arc extends across the play area. A ship is inside a firing arc if any part of its base falls inside the area formed by extending the firing-arc lines.

Related Topics: Attack, Auxiliary Firing Arc†, Range, Secondary Weapons, Turret Primary Weapon†

FLEEING THE BATTLEFIELD

When a ship executes a maneuver or performs an action that changes its position, if any part of its base is outside the play area, that ship has fled the battlefield. A ship that flees the battlefield is destroyed.

Related Topics: Barrel Roll, Boost, Cloak†, Destroying Ships, Maneuver, Overlapping Ships

FOCUS

Ships with the focus (<focus>) icon in their action bar may perform the focus action. To perform the action, assign one focus token to the ship. When attacking or defending, the ship may spend that token to change all of its <focus> results to <hit> results (on attack dice) or results (on defense dice). All unspent focus tokens are removed from ships during the End phase.

Related Topics: Actions, Attack, End Phase, Modifying Dice

FORMATS OF PLAY

There are three formats of play as described below.

For more information on Epic Play and tournament rules, visit www.FantasyFlightGames.com.

Related Topics: Huge Ship†, Missions, Squad Building

FREE ACTIONS

A free action is an action granted to a ship through a card ability or other effect. It does not count as the one standard action that a ship performs during the “Perform Action” step.

Related Topics: Actions, Activation Phase, Card Abilities

FRIENDLY

All ships controlled by the same player are friendly ships.

Related Topics: Attack<, Card Abilities, Ship

GUIDES

Each ship’s base has two pairs of movement guides, one pair on the front and one pair on the back. These guides are ignored for all purposes except executing maneuvers and overlapping obstacles and other ships. In those cases, the guides count as part of the base.

Related Topics: Maneuver, Obstacles, Overlapping Ships

HIT

During the “Compare Results” step of attack, a ship is hit if there are any 󲁧 or 󲁨 results remaining after canceling dice.

Related Topics: Attack, Dice Results

HUGE SHIP†

A ship with more than one plastic base is a huge ship. The rules for huge ships are included in those products.

Related Topics: Formats of Play, Large Ship†, Small Ship, Squad Building

HULL

The yellow number on a ship’s Ship card is its hull value. The hull value indicates how many Damage cards must be dealt to it to destroy it.

Related Topics: Damage, Destroying Ships

ID TOKENS

ID Tokens identify which ships in the play area correspond to which Ship card. If a player fields multiple copies of the same non-unique Ship card, he must assign a different set of ID tokens to each of those ships.

To assign an ID token to a ship, the player places one ID token on the ship’s Ship card. Then he inserts two more ID tokens into the tower of the ship’s base; the sides facing outward must match the color of the faceup token on the Ship card.

Related Topics: Faction, Setup, Squad Building

INITIATIVE

The player whose squad has the lowest total squad point cost chooses which player has initiative. If they are tied for squad point cost, one player rolls an attack die. On a <hit> or <crit> result, that player chooses who has initiative. On a <focus> or blank result, his opponent chooses who has initiative.

Related Topics: Activation Phase, Card Abilities, Combat Phase, Pilot Skill, Setup, Squad Building, Squad Points

ION TOKEN†

Some card abilities can cause a ship to receive an ion token. A ship is ionized while it has an ion token assigned to it. An ionized ship follows special rules during the following phases:

Related Topics: Activation Phase, Difficulty, Planning Phase

KOIOGRAN TURN

See “Bearing” on page 6.

LARGE SHIP†

A large ship uses a plastic base that is about 3-1/8" (8 cm) long. Large ships follow all of the rules of small ships with the following exceptions:

Related Topics: Barrel Roll, Huge Ship†, Ion Token†, Setup, Small Ship

LIMITED†

A ship cannot equip more than one copy of the same card with the Limited trait.

Related Topics: Squad Building, Upgrade Cards

MANEUVER

Each selection on the maneuver dial is a single maneuver, which consists of a speed (number), a bearing (arrow), and a difficulty (color). Ships execute maneuvers during the Activation phase by resolving the “Execute Maneuver” step.

Related Topics: Activation Phase, Bearing, Difficulty, Obstacles, Overlapping Ships, Speed

MISSIONS

Missions are an alternative mode of play. Three different missions and the basic rules for playing missions are described in the Mission Guide. Some expansion packs include additional missions.

Related Topics: Formats of Play

MODIFICATIONS†

Modifications are special upgrades that do not appear in any ship’s upgrade bar. Any ship may equip a modification unless the card is restricted to a specific type of ship. Each ship is limited to one modification.

Related Topics: Squad Building, Upgrade Cards

MODIFYING DICE

Players can modify dice by spending focus, evade, and target lock tokens and by resolving card abilities. Dice can be modified in the following ways:

Related Topics: Acquire a Target Lock, Attack, Card Abilities, Dice Results, Evade, Focus

MOVING THROUGH

When executing a maneuver, a ship moves through an obstacle or another ship if its maneuver template overlaps that obstacle token or that ship’s base. A ship can move through another ship without issue, but moving through an obstacles produces the effects described in the “Obstacles” section.

Related Topics: Activation Phase, Maneuver, Obstacles, Overlapping Ships, Ship

OBSTACLES

Obstacles acts as hazards that can disrupt and damage ships. When a ship executes a maneuver, if its base or maneuver template overlaps an obstacle token, it executes its maneuver as normal but suffers an effect based on the type of obstacle:

When a ship performs an attack, if it measures range through an obstacle, the attack is obstructed.

Related Topics: Activation Phase, Attack, Damage, Maneuver

OBSTRUCTED

An attack is obstructed if the attacker measures range through an obstacle. If an attack is obstructed, the defender rolls one additional defense die during the “Roll Defense Dice” step.

Related Topics: Attack, Obstacles, Range

OVERLAPPING SHIPS

A ship overlaps another ship when executing a maneuver if its base overlaps the other ship’s base. If this happens, move the moving ship backward along the template until it is no longer overlapping another ship. While doing so, adjust the facing of the ship so that the template remains centered between both sets of guides on the ship’s base. Once the ship is no longer overlapping another ship, place it so that it is touching the last ship it overlapped. The ship must skip its “Perform Action” step this round.

Related Topics: Activation Phase, Actions, Maneuver, Touching

PILOT SKILL

A ship’s pilot skill is the orange number to the left of the ship’s name on its Ship card. Pilot skill determines the order in which ships move during the Activation phase and attack during the Combat phase, as well as the order in which ships are placed during setup.

Related Topics: Activation Phase, Combat Phase, Initiative, Setup

PLANNING PHASE

During the Planning phase, each player secretly chooses a maneuver for each of his ships. To choose a maneuver, the player rotates the faceplate of the ship’s maneuver dial until the window shows only the desired maneuver. Then he assigns the maneuver by placing the dial facedown in the play area next to the matching ship.

The phase ends when each ship has a dial assigned to it and neither player wishes to change one of his chosen maneuvers.

Related Topics: Maneuver, Round

PLAY AREA

The play area is the defined area on a flat surface in which the ships are placed and maneuvered. If any part of a ship’s base is outside the play area, that ship has fled the battlefield.

The recommended play area is 3' x 3' (0.9144 m) for a standard 100-point dogfight. If playing with squads greater or less than 100 squad points, the players can expand or contract the play area in one or both dimensions to create a suitable space for the game.

Related Topics: Fleeing the Battlefield, Setup, Squad Building

PRIMARY WEAPON

A ship’s primary weapon value is the red number on its Ship card. This value indicates how many attack dice the ship rolls when attacking during the “Roll Attack Dice” step unless it is attacking with a secondary weapon.

Related Topics: Attack, Auxiliary Firing Arc†, Range, Range Combat Bonus, Secondary Weapons, Turret Primary Weapon†

RANGE

Range is the distance between two ships as measured by the range ruler, which is divided into three range bands. To measure range between two ships, place the range ruler over the point of the first ship that is closest to the second ship, then point the other end of the ruler toward the point of the second ship’s base that is closest to the first base. The range is the band of the range ruler that falls over the closest point of the second ship.

When measuring range for an attack, the attacker measures to the closest point of the target ship that is inside the attacker’s firing arc.

Related Topics: Attack, Firing Arc, Primary Weapon, Range Combat Bonus, Secondary Weapons, Turret Primary Weapon†

RANGE COMBAT BONUS

When resolving a primary weapon attack, the attacker or defender may roll additional dice depending on the range of the attack. At Range 1, the attacker rolls one additional attack die during the “Roll Attack Dice” step. At Range 3, the defender rolls one additional defense die during the “Roll Defense Dice” step.

Related Topics: Attack, Primary Weapon, Range, Turret Primary Weapon†

ROUND

A single game round consists of four phases resolved in the following order: Planning phase, Activation phase, Combat phase, End phase. The first round begins after setup is completed.

Related Topics: Activation Phase, Combat Phase, End Phase, Planning Phase, Setup, Winning the Game

SECONDARY WEAPONS

Secondary weapons are upgrades that feature the “AttAck:” header in their card text. They provide additional types of attack other than a ship’s primary weapon.

To use a secondary weapon, the attacker must meet all requirements indicated in the card’s text, and the desired target must be inside the attacker’s firing arc and at the weapon range specified on the card. If all requirements are met, the attacker can declare that it is using the secondary weapon during the “Declare Target” step, and it rolls the number of attack dice indicated by the red attack value on the card during the “Roll Attack Dice” step.

Related Topics: Attack, Firing Arc, Range, Range Combat Bonus, Primary Weapon

SEGNOR’S LOOP

See “Bearing” on page 6.

SETUP

Before playing, set up the game as follows:

  1. Gather Forces: The players reveal their squads and gather all of the ships, cards, and other components necessary for their squads. Each ship in the squad must have the correct plastic ship, ship token, maneuver dial, Ship card, and any Upgrade cards chosen, as well as ID tokens if necessary.
  2. Determine Initiative: The player with the lowest squad point total chooses which player has initiative. If players are tied, the players randomly determine which player chooses who has initiative.
  3. Establish Play Area: Establish a 3' x 3' (0.9144 m) play area (or alternative size) on a flat surface such as a table or playmat.
  4. Place Obstacles: Starting with the player with initiative, each player chooses one obstacle token from the obstacles available and places it in the play area. The players place a total of six obstacle tokens. Obstacles cannot be placed at Range 1 of each other, or at Range 1–2 of an edge of the play area. After the sixth obstacle is placed, the player who does not have initiative chooses an edge of the play area to be his own; his opponent’s edge is the opposite side of the play area.
  5. Place Forces: The players place their ships into the play area in order from lowest pilot skill to highest pilot skill. If multiple ships tie in pilot skill, the player with initiative places his ships with that pilot skill first. Ships must be placed within Range 1 of their player’s edge.
  6. Activate Shields: Place a number of shield tokens on each Ship card equal to that card’s shield value.
  7. Prepare Other Components: Shuffle the Damage deck and place it facedown outside the play area within reach of both players along with the maneuver templates, dice, range ruler, and the remaining tokens.

Related Topics: Initiative, Large Ship†, Obstacles, Pilot Skill, Play Area, Range, Round, Shields, Squad Building

SHIELDS

Shields allow a ship to suffer damage without the risk of being dealt faceup Damage cards. The blue number on a Ship card is the ship’s shield value, indicating how many shield tokens to place on the Ship card during setup.

Related Topics: Attack, Damage, Setup

SHIP

A ship is composed of a plastic figure, pegs, a base, and a ship token, plus ID tokens if necessary.

Related Topics: Huge Ship†, ID Tokens, Large Ship†

SIMULTANEOUS ATTACK RULE

During the Combat phase, all ships with a pilot skill value equal to the active ship have the opportunity to attack before being destroyed. If a ship would be destroyed and it has the same pilot skill value as the active ship but has not had an opportunity to attack yet, it is not destroyed. Instead, it retains its Damage cards and continues to function as normal, suffering any effects on its Damage cards. After it has had its opportunity to attack, it is destroyed and removed from the play area.

Related Topics: Attack, Destroying Ships, Pilot Skill

SMALL SHIP

A small ship uses a plastic base that is about 1-9/16" (4 cm) long. Small ships do not follow any special rules, though their size may be referred to by some card abilities.

Related Topics: Huge Ship†, Large Ship†, Ship

SPEED

The speed of a maneuver is indicated by the number of the maneuver below the bearing arrow on the dial.

Related Topics: Bearing, Difficulty, Maneuver

SPEND

When a ship spends a token or other component, that component is removed from the ship and returned to the supply. A ship cannot spend a component that is assigned to another ship unless an effect specifies otherwise.

Related Topics: Card Abilities

SQUAD BUILDING

Each player builds a squad by choosing ships and upgrades whose total squad point cost does not exceed the total agreed upon by the players during the “Gather Forces” step of setup. The squad point cost of each ship and upgrade is printed in the lower- right corner of each card. The recommended squad point total for a standard dogfight is 100 points. A player can build a squad using any available ships and upgrades with the following restrictions:

Related Topics: Initiative, Setup, Squad Points, Unique Names, Upgrade Cards, Upgrade Icons

SQUAD POINTS

Each Ship card and Upgrade card has a squad point cost printed in the lower-right corner of the card.

Related Topics: Squad Building, Upgrade Cards, Winning the Game

STRESS

A ship is stressed while it has a stress token assigned to it. A stressed ship cannot execute red maneuvers or perform actions, even free actions. A ship receives one stress token when it executes a red maneuver and removes one stress token when it executes a green maneuver.

Related Topics: Actions, Difficulty, Free Actions, Maneuver

SUFFER DAMAGE

See “Damage” on page 9.

SUPPLY

The supply is the shared set of game components that are not being used by any player, such as unassigned focus tokens, unused Ship cards, etc.

TALLON ROLL

See “Bearing” on page 6.

TARGET

The target of an attack is declared during the “Declare Target” step. A successfully targeted enemy ship is the defender.

Related Topics: Attack, Defender

TARGET LOCK

A target lock consists of a blue target lock token, which is assigned to the ship that acquires the lock (the locking ship), and a red target lock token, which is assigned to an enemy ship (the locked ship).

Related Topics: Acquire a Target Lock

TITLE†

A title is a type of upgrade. Any ship can equip a title as long as the title is not restricted to a different type of ship. A ship cannot equip more than one title.

Related Topics: Squad Building, Upgrade Cards

TOUCHING

Two ships are touching if one ship overlapped the other ship while executing a maneuver and their bases are touching as a result. A ship cannot attack another ship that it is touching.

Related Topics: Maneuver, Overlapping Ships

TRACKING TOKENS

Tracking tokens are used to track the number of rounds played during a game. When tracking rounds, the players place one tracking token next to the play area during setup and at the end of each round.

The number of tracking tokens next to the play area indicates the current round number.

Related Topics: Round, Setup

TURRET PRIMARY WEAPON†

Some ships use a turret as their primary weapon. Each of these ships has a unique primary weapon icon, and each ship token shows a circular red arrow around the token’s center as a reminder. When attacking with a turret primary weapon, a ship may target an enemy ship inside or outside its firing arc.

Related Topics: Attack, Auxiliary Firing Arc†, Firing Arc, Primary Weapon, Secondary Weapons

UNIQUE NAMES

Some Ship cards and Upgrade cards have unique names, which are identified by the bullet (•) to the left of the name. A player cannot field two or more cards that share the same unique name, even if those cards are of different types.

Related Topics: Squad Building, Upgrade Cards

UPGRADE CARDS

When building a squad, a player can field upgrades for his ships by paying their squad point cost, which is listed in the lower-right corner of each Upgrade card. The upgrade bar along the bottom of a Ship card displays icons that represent which upgrades that ship can equip. For each icon shown in the upgrade bar, the ship can equip one Upgrade card with the matching icon.

Some Upgrade cards have one or more of the following traits in their card text:

Related Topics: Faction, Huge Ship†, Large Ship†, Secondary Weapons, Squad Building, Upgrade Icons

UPGRADE ICONS

Each upgrade icon uses the corresponding name listed below:

Related Topics: Squad Building, Upgrade Cards

WEAPON RANGE

Each secondary weapon has a weapon range indicated on its Upgrade card below the red attack value. A ship cannot attack with a secondary weapon unless the target is at the specified weapon range (e.g. if the weapon range is Range 2–3, the weapon cannot be used at Range 1).

Related Topics: Attack, Range, Secondary Weapons, Upgrade Cards

WINNING THE GAME

The game ends at the end of a round if all of a player’s ships are destroyed. The player with no ships remaining loses, and the player with at least one ship remaining wins. If both players’ last remaining ships are destroyed in the same round, the game ends in a draw.

Related Topics: Destroying Ships, Round

Optional Rules

Before beginning a game, the players may agree to use one or more of the following optional rules.

TEAM PLAY

Although a game of X-Wing always consists of two sides, it is possible to play the game with more than two players. To play with more than two players, the players divide themselves as equally as possible into two teams.

It is recommended that players use the squad-building rules when playing with teams. Each team receives the same number of squad points regardless of the number of players on that team.

Each player takes ownership over a number of ships on his team, as agreed on by the other players on his team. Each player plans maneuvers for his own ships and makes all decisions for his actions and attacks. Abilities that affect ships belonging to the same team (for example, the ability of “Epsilon Leader”) affect all ships on that team, regardless of who the owner is.

Players win (and lose) together as a team. It is possible for all of one player’s ships to be destroyed, but for his team to win if his teammate manages to destroy all of the opposing team’s ships.

Players on the same team may strategize against their opponents. Players are free to discuss any information with teammates (and opponents), but all discussion must take place in public (i.e., their opponents must be able to hear all discussion). Teammates may show each other the maneuvers chosen on their dials.

ROUND LIMIT AND TIME LIMIT

Instead of playing a game until all of one player’s ships are destroyed, the players can use a round limit or time limit to restrict the length of a game.

To use a round limit, the players agree on a number of rounds to play before setup. After the players play the number of rounds they agreed upon, the game ends. Similarly, the players can use a time limit instead by agreeing on an amount of time to play. When the predetermined length of time has elapsed, the players finish the current round and the game ends.

To determine the winner of a round-limit or time-limit game, each player determines his score by summing the total squad point value of each enemy ship that was destroyed, including the cost of all Upgrade cards attached to those ships (even if they are discarded). The player with the highest score wins the game! If their scores are tied, the game ends in a draw.

Credits

Original Game Design: Jay Little

Game Development: Alex Davy and James Kniffen, with Corey Konieczka, Adam Sadler, and Brady Sadler

Plastics Design: Jason Beaudoin

Cover Art: Darren Tan

Interior Art: Matt Bradbury, Anthony Devine, Taylor Ingvarsson, Jeff Lee Johnson, Scott Murphy, Darren Tan, and Ben Zweifel

Art Direction: Zoë Robinson and John Taillon

Managing Art Director: Andy Christensen

Original Graphic Design: Dallas Mehlhoff, with Chris Beck, Shaun Boyke, Michael Silsby, and Evan Simonet

Graphic Design: Shaun Boyke and Christopher Hosch

Graphic Design Manager: Brian Schomburg

Editing and Proofreading: Adam Baker and Robert McCowen

Production Coordination: John Britton, Jason Glawe and Johanna Whiting

Production Management: Megan Duehn and Simone Elliott

FFG Licensing Coordinator: Amanda Greenhart

Lead Game Producer: Steven Kimball

Executive Producer: Michael Hurley

Executive Game Designer: Corey Konieczka

Publisher: Christian T. Petersen

Playtesters: Abdalla Alasfour, Mishary Alfaris, Zaid Alkhaled, Mohammad Alkhateeb, Fajhan Almutairi, Neil Amswych, Derek Baswell, Matt Baxter, Jeff Berling, Eric Berling, Ronald Brannan, Ashley Brannan, Christian Busch, Kent Campos, Daniel Casslasy, Jeffrey Dunford, James Elhardt, John Garcia, Josh Grace, John Grasser, Daniel Hars, James Hobbs, Matt Holland, Chris Jenkins, Wayne Johnson, Alex Marban, Robert McCowen, Jason McMahon, Gavin Norman, Jason O’Gorman, Grant O’Dwyer, Frank Omilian, Landon Otis, Jake Pichelmeyer, Morgan Reid, Johnathan Reinig, Anthony Rossi, Gianni Rossi, Trevor Ryan, Robert Suminsby III, Sean Vayda, Ryan Voigt, Josh Wilson, Damian Wilson, Leo Wilson, Blake Wise, Lloyd Wood, Joseph Woodworth, and Kelly Yuhas

Lucasfilm Approvals: Chris Gollaher and Brian Merten

© & TM Lucasfilm Ltd. No part of this product may be used without specific written permission. Fantasy Flight Supply is a trademark of Fantasy Flight Games. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games. Fantasy Flight Games is located at 1995 West County Road B2, Roseville, MN 55113, USA, 651-639-1905.

Permission granted to print or photocopy for personal use.

Quick Reference

THE GAME ROUND

  1. Planning Phase: Each player secretly plans his ships’ maneuvers by assigning them facedown maneuver dials.
  2. Activation Phase: In ascending order of pilot skill, each ship reveals its dial, executes its maneuver, and may perform one action.
  3. Combat Phase: In descending order of pilot skill, each ship may attack one enemy ship inside its firing arc and at range.
  4. End Phase: Players remove all unspent focus and evade tokens from their ships.

PERFORMING AN ATTACK

  1. Declare Target
  2. Roll Attack Dice
  3. Modify Attack Dice
  4. Roll Defense Dice
  5. Modify Defense Dice
  6. Compare Results
  7. Deal Damage

RANGE COMBAT BONUS

When attacking with a primary weapon:

PRIMARY WEAPON ICONS†

SPECIAL TOKENS†

LIST OF ACTIONS

A
Acquire a Target Lock...................3 
Actions .......................................3 
Activation Phase ..........................4 
Active Ship..................................4 
Agility .........................................4 
At (see Range) ..........................16 
Attack ........................................4 
Attacker .....................................5 
Auxiliary Firing Arc.......................5
B
Bank (see Bearing).......................6 
Barrel Roll ..................................6 
Bearing.......................................6 
Beyond (see Range) ...................16 
Bombs........................................7 
Boost .........................................7
C
Cancel ........................................8 
Card Abilities ..............................8 
Check Pilot Stress (see Activation Phase)..............4 
Cloak ..........................................8 
Combat Phase.............................9 
Critical Damage...........................9
D
Damage......................................9
Decloak.......................................9 
Defender.....................................9 
Destroying Ships........................10 
Detonating a Bomb ....................10 
Dice Results..............................10 
Difficulty ...................................10 
Dropping a Bomb.......................10
E
End Phase.................................10 
Enemy ......................................10 
Evade .......................................10 
Execute Maneuver (see Activation Phase)..............4
F
Faction .....................................11 
Firing Arc..................................11 
Fleeing the Battlefield.................11 
Focus .......................................11 
Formats of Play .........................11 
Free Actions..............................12
Friendly.....................................12
G
Guides ......................................12
H
Hit ...........................................12 
Huge Ships................................12 
Hull ..........................................12
I
ID Tokens..................................12 
Initiative....................................12 
Ion Token...................................13
K
Koiogran Turn............................13
L
Large Ship ................................13 
Limited .....................................13 
Locked (see Acquire a Target Lock).......3 
Locking (see Acquire a Target Lock).......3
M
Maneuver..................................13 
Missions...................................13 
Modifications.............................13 
Modifying Dice...........................13 
Moving Through .........................14
O
Obstacles .................................14 
Obstructed................................14 
Overlapping Ships ......................15