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Indomitable

Consolidated rules and ship stats

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In an interest to consolidate known information about ships, stats, rules, etc. I present the following information, please excuse any formatting or spelling issues.

BASIC/GAME RULES:
SIZE: 300 points in each fleet

BOARD SIZE: 6 ft. by 3 ft.
GAME LENGTH: Until all opposing ships are destroyed (not inc. fighters), or 6 game turns (damage used to see who won), or completion of objectives, or possibly a combination of all three.
GAME TURNS: Planning phase (set command dials), Ship phase (each side alternates activating one capital ship), Squadron phase (each side alternates activating two squadrons), Reset phase (reset defense tokens).
STARTING SPEED: All ships start at speed two
DEFENSE TOKENS: May use 1 defense token of each type per attack. Green is available for use. When used a token becomes Red which is available for use, if used it is lost for remainder of game. At end of turn all unused Red tokens reset to Green.

CAPITAL SHIPS: Use command when appropriate, attack with up to two different facings, if anti-squadron attack chosen than ship fires at each squadron within range 2 within that facing; Move
FIGHTER SQUADRONS: Move or attack within close range (range 1), if within close range (range 1) of an enemy squadron may not move. If activated by a squadron command by a ship it may move and attack. Squadrons can move 360 degrees and fire 360 degrees.

SPECIAL RULES:
SWARM: When attacking a squadron engaged with another squadron you may reroll 1 die
ESCORT: Squadrons you are engaged with cannot attack squadron without ESCORT
BOMBER: While attacking a ship you may treat you CRITS as HIT icons

SHIP STATS:
SHIELD RATING: Number of hits a particular facing can take before hull is exposed (probably immune to crits)
HULL RATING: Hit points (probably subject to crits)
COMMAND RATING: Number of command dials set in advance (1 = this turn; 2 = top is this turn, bottom is next turn; etc.)
SQUADRON RATING: Number of squadrons within medium range (range 2) of ship may activate if squadron command is chosen
ENGINEERING RATING: Involves repairing shields, moving shields from facing to facing, and hull repair
MOVEMENT CAPABILITY: Max speed 1-4,Turn adjustments: – = no adjustment,| = 22.5 degree adjustment, || = two 22.5 degree or total of 45 degrees in adjustment, ships can increase or decrease speed by 1 when navigation command is chosen
DEFENSE TOKENS: Types of defense tokens available to ship: ½ filled in circle = ½ (round up) an attacks damage, triangle with “shield” = divert damage to different shield facings, three triangles = ignore an all an attacks damage, zig-zag arrow = ignore 1 attack die at long range (range 3) or reroll 1 attack die at mid range (range 2) with no effect at close range (range 1).
ANTI-SQUADRON ATTACK: # of Blue Dice that attack squadrons, if a ship is using an AS attack all squadron within range 2 in the chosen facing are attacked (ex. AS = 3, 2 squadrons in a facing, each is attacked by 3 blue dice)
SHIP ATTACK FACINGS: # and types of dice that can attack single opposing ship within its facing.
COST: Point cost…

Edited by Indomitable

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SQUADRON STATS:

MOVEMENT: Max speed

HULL: Hit Points

ANTI-SQUADRON RATING: # of blue dice to attack a single(assumption) fighter squadron

SHIP ATTACK RATING: # and type of dice available to attack a ship

COST: Point cost…

 

COMMANDS:

NAVIGATE: Increase or decrease speed by 1, possibly gain extra adjustment (mentioned in a demo, unsure if accurate).

CONCENTRATE FIRE: Add 1 attack die to any attack

SQUADRON: Activate matching # of squadrons as ship’s squadron rating.

REPAIR: Repair shields, shift shields, and repair hull, unsure how this works at this point

 

ATTACK DICE:

RED: May attack at Ranges 1-3, apparent dice values: 1 Double Hit, 3 Hits, 1 Crit, 1 Target, 2 Misses

BLUE: May attack at Ranges 1-2, apparent dice values: 4 hits, 2 Crits, 2 Targets (did not see any misses, HOWEVER crits are treated as misses when rolled against squadrons)

BLACK: May only attack at Range 1, apparent dice values: 2 Crit + Hits, 4 Hits, 2 Misses

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IMPERIAL SHIP STATS:
VICTORY CLASS-I DESTROYER:
Cost- 75
Hull- 8
Anti-Squad- 2 Blue
Command- 3
Squadron- 3
Engineering- 4
Movement- Speed 1, | (22.5 degree) adjustment; Max Speed 2, - (no) adjustment at 1, | (22.5 degree) adjustment at 2.
Defense Tokens- ½ damage, divert, divert
Shield and Attack Facings- Forward: 3 shields, 3 red, 3 black; Sides: 3 shields, 2 red, 1 black; Rear: 2 shields, 2 red

VICTORY CLASS-II STAR DESTROYER:
Cost- 85
Hull- 8
Anti-Squad- 2 Blue
Command- 3
Squadron- 3
Engineering- 4
Movement- Speed 1, | (22.5 degree) adjustment; Max Speed 2,- (no) adjustment at 1, | (22.5 degree) adjustment at 2.
Defense Tokens- ½ damage, divert, divert
Shield and Attack Facings- Forward: 3 shields, 3 red, 3 blue; Sides: 3 shields, 2 red, 1 blue; Rear: 2 shields, 2 red

GLADIATOR CLASS STAR DESTROYER:
Cost- ???
Hull- 5
Anti-Squad- 2 Blue
Command- ?
Squadron- ?
Engineering- ?
Movement- ?
Defense Tokens- ?
Shield and Attack Facings- Forward: 3 shields, 2 red, 2 black; Sides: 2 shields, 1 red, 2 black; Rear: 1 shields, 1 red, 1 black

TIE FIGHTER SQUADRON:
Cost- 9
Hull- 3
Speed- 4
Anti-Squad- 3 Blue
Ship Attack- 1 Blue
Special Rules- Swarm

HOWLRUNNER’s SQUADRON:
Cost- 18
Hull- 3
Speed- 4
Anti-Squad- 3 Blue
Ship Attack- 1 Blue
Defense Tokens- ½ Damage, Ignore Damage
Special Rules- Swarm, and While a friendly squadron with SWARM at distance 1 is attacking another squadron, it may add 1 blue die to its attack pool

TIE INTERCEPTOR SQUADRON:
Cost- ???
Hull- 3
Speed- ???
Anti-Squad- ???
Ship Attack- ???
Special Rules- Swarm, “Interceptor”

TIE ADVANCED SQUADRON:
Cost- ???
Hull- 5
Speed- ???
Anti-Squad- ???
Ship Attack- ???
Special Rules- Escort

TIE BOMBER SQUADRON:
Cost- ???
Hull- 5
Speed- ???
Anti-Squad- ???
Ship Attack- ???
Special Rules- Bomber (Appears to be Red)

Edited by Indomitable

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REBEL SHIP STATS:

ASSAULT FRIGATE MK-II

Cost- ???

Hull- 6

Anti-Squad- 3 Blue

Command- ?

Squadron- ?

Engineering- ?

Movement- ?

Defense Tokens- ?

Shield and Attack Facings- Forward: 4 shields, 2 red, 1 blue; Sides: 3 shields, 3 red, 1 blue; Rear: 3 shields, 2 red, 1 blue

 

Nebulon-B Escort Frigate

Cost- 52

Hull- 5

Anti-Squad- 3 Blue

Command- 2

Squadron- 1

Engineering- 3

Movement- Speed 1, | (22.5 degree) adjustment; Speed 2, | (22.5 degree) adjustment at 1, | (22.5 degree) adjustment at 2; Max Speed 3, - (no) adjustment at 1, | (22.5 degree) adjustment at 2, || (two 22.5 degree) adjustments at 3

Defense Tokens- evade, ½ damage

Shield and Attack Facings- Forward: 3 shields, 2 red, 1 blue; Sides: 1 shields, 1 red; Rear: 2 shields, 2 red

 

CR90a Corvette

Cost- 44

Hull- 4

Anti-Squad- 2 Blue

Command- 1

Squadron- 1

Engineering- 2

Movement- Speed 1, || (two 22.5 degree) adjustment; Speed 2, | (22.5 degree) adjustment at 1, || (two 22.5 degree) adjustment at 2;  Speed 3, - (no) adjustment at 1, | (22.5 degree) adjustment at 2, || (two 22.5 degree) adjustments at 3; Speed 4, - (no) adjustment at 1, - (no) adjustment at 2, | (22.5 degree) adjustment at 3, || (two 22.5 degree) adjustments at 4

Defense Tokens- evade, evade, divert

Shield and Attack Facings- Forward: 2 shields, 2 red, 1 blue; Sides: 2 shields, 1 red, 1 blue; Rear: 1 shields, 1 red

 

CR90b Corvette

Cost- 38

Hull- 4

Anti-Squad- 2 Blue

Command- 1

Squadron- 1

Engineering- 2

Movement- Speed 1, || (two 22.5 degree) adjustment; Speed 2, | (22.5 degree) adjustment at 1, || (two 22.5 degree) adjustment at 2;  Speed 3, - (no) adjustment at 1, | (22.5 degree) adjustment at 2, || (two 22.5 degree) adjustments at 3; Speed 4, - (no) adjustment at 1, - (no) adjustment at 2, | (22.5 degree) adjustment at 3, || (two 22.5 degree) adjustments at 4

Defense Tokens- evade, evade, divert

Shield and Attack Facings- Forward: 2 shields, 3 blue; Sides: 2 shields, 2 blue; Rear: 1 shields, 1 red

 

X-WING SQUADRON:

Cost- 14

Hull- 5

Speed- 3

Anti-Squad- 4 Blue

Ship Attack- 1 Red

Special Rules- Escort, Bomber

 

LUKE’s X-WING SQUADRON:

Cost- 20

Hull- 5

Speed- 3

Anti-Squad- 4 Blue

Ship Attack- 1 Black

Special Rules- Escort, Bomber, and When attacking a ship, treat the defender as having no shields

 

Y-WING SQUADRON:

Cost- ???

Hull- 6

Speed- ???

Anti-Squad- ???

Ship Attack- ???

Special Rules- Bomber (Appears to be red)

 

A-WING SQUADRON:

Cost- ???

Hull- 4

Speed- ???

Anti-Squad- ???

Ship Attack- ???

Special Rules- “Interceptor”

 

B-WING SQUADRON:

Cost- ???

Hull- 5

Speed- ???

Anti-Squad- ???

Ship Attack- ???

Special Rules- Bomber

Edited by Indomitable

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DEFENSE TOKENS: May use 1 defense token per attack.

DEFENSE TOKENS: May use 1 of each type of defense token per attack.*

 

"If activated by a squadron command by a ship it may at least move (probably can attack instead of additional move, but unsure)."

Move and attack in the capital ship phase.

 

Also Tie Bombers and Y-wings have an unknown red symbol.

Edited by Snowshadow

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DEFENSE TOKENS: May use 1 defense token per attack.

DEFENSE TOKENS: May use 1 of each type of defense token per attack.*

 

"If activated by a squadron command by a ship it may at least move (probably can attack instead of additional move, but unsure)."

Move and attack in the capital ship phase.

 

Also Tie Bombers and Y-wings have an unknown red symbol.

Corrected the defense tokens, for the fighters when activated by a ship: is it move AND attack or is it move OR attack?

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DEFENSE TOKENS: May use 1 defense token per attack.

DEFENSE TOKENS: May use 1 of each type of defense token per attack.*

 

"If activated by a squadron command by a ship it may at least move (probably can attack instead of additional move, but unsure)."

Move and attack in the capital ship phase.

 

Also Tie Bombers and Y-wings have an unknown red symbol.

Corrected the defense tokens, for the fighters when activated by a ship: is it move AND attack or is it move OR attack?

 

 

Move or attack normally, Move and attack in the Cap ship phase with the squadron command.

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Objective cards:

4 Categories - Red = Assault missions, Yellow = Defence missions, Blue = Navigation, ???? = ???? 

Must have 1 of each category at the beginning of the game. Person with initiative chooses which mission of the 4<?> will be played.

 

<I am a little unclear how this works because the guy giving the demo was a little confusing>

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GLADIATOR CLASS STAR DESTROYER:

Cost- ???

Hull- 5

Anti-Squad- 2 Blue

Command- ?

Squadron- ?

Engineering- ?

Movement- ?

Defense Tokens- ?

Shield and Attack Facings- Forward: 3 shields, 2 red, 2 black; Sides: 2 shields, 1 red, 2 black; Rear: 1 shields, 1 red, 1 black

 

Gladiator can aslo carry missles and torpedos, i wonder how strong are they, the base stats are quite good so combined with them it might be a very deadly ship.

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Another question about fighters if someone can answer, if they are activated via squadron command... Can they activate in the regular squadron phase as well?

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Another question about fighters if someone can answer, if they are activated via squadron command... Can they activate in the regular squadron phase as well?

 

I don't think so.  All that was said implied an early activation to me, not an additional early activation.  That would be seriously devastating if it allowed for both :blink:

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What is the playing surface size?  (You might have mentioned it, but I don't see it)

6' x 3' I believe, will add it to the post and will be adding the CR90b to the rebel ship list.

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Hmm, with blue dice having no misses, I might have underestimated their value.

Assuming you are talking about fighter squadrons vs. capital ships the two sides of a blue die with the "Target" icon would not damage capital ships when rolled by fighters. (As long as only 1 blue die is used to attack)

 

But this isn't to say Capital ships don't have to take enemy fighters very seriously.

Edited by An Irishman

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Hmm, with blue dice having no misses, I might have underestimated their value.

Assuming you are talking about fighter squadrons vs. capital ships the two sides of a blue die with the "Target" icon would not damage capital ships when rolled by fighters. (As long as only 1 blue die is used to attack)

 

But this isn't to say Capital ships don't have to take enemy fighters very seriously.

Hmm? Oh no, for fighters I'd still say reds or blacks are preferable (mostly blacks, especially if you have the bomber rule) but for capital ships firing against other capital ships, you'll always have something useful with a blue dice.

Edited by keroko
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Hmm, with blue dice having no misses, I might have underestimated their value.

 

That is interesting. When I first saw that the only difference between the VSD I and VSD II was that the VSD II got blue dice in place of black dice, I wasn't sure if that was worth paying 10 more points. It seemed that it would mostly be a question of playstyle, and that if you specifically wanted to get up close into range 1, the VSD I would be better, since I thought black dice were just all around better (but had a more restrictive range). With the 2 misses on the black dice, though, I think the blue dice are actually better, even though the black ones have the higher upside with the extra hit on the crit sides.

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Hmm, with blue dice having no misses, I might have underestimated their value.

Assuming you are talking about fighter squadrons vs. capital ships the two sides of a blue die with the "Target" icon would not damage capital ships when rolled by fighters. (As long as only 1 blue die is used to attack)

 

But this isn't to say Capital ships don't have to take enemy fighters very seriously.

 

Hmm? Oh no, for fighters I'd still say reds or blacks are preferable (mostly blacks, especially if you have the bomber rule) but for capital ships firing against other capital ships, you'll always have something useful with a blue dice.

 

Oh, in that case you're absolutely correct!

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Pretty sure the way all this works with the squadrons, is when you activate them via squadron command, they can more OR attack, and they still activate in the squadron phase, hence the whole they can move and attack thing. He meant in the same round, not they can move and attack when you use command action.

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Pretty sure the way all this works with the squadrons, is when you activate them via squadron command, they can more OR attack, and they still activate in the squadron phase, hence the whole they can move and attack thing. He meant in the same round, not they can move and attack when you use command action.

Wrong. When activated with the squadron command they both move AND attack (can't move if they are engaged with other squadrons, however). They then skip their normal activation.

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I don't remember the second Nebulon B title.

One looked like Nebulon B Support Refit, the other is Nebulon B Escort Refit.
.

Now that you write it, that seems correct.

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