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Jimster

Quick reference sheet

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Hey all.

im on the hunt to find an alphabetical ordered  quick reference sheet that basically covers all things like

assult,

Bomber

counter

escort 

Raid, plus it’s effects

you know all those extra rules you can only find on the card insert or wiki for fighters ,flotillas, interdictor.....

any help much appreciated!

 

 

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Bomber
While attacking a ship, each of your  adds 1 damage to the damage total and you can resolve a critical effect.
Cloak
At the end of the Squadron Phase, you may move up to distance 1, even if you are engaged.
Counter 1
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 1 blue dice, even if you are destroyed.
 
Counter 2
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.
 
Counter 3
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 3 blue dice, even if you are destroyed.
Escort
Squadrons you are engaged with cannot attack squadrons without escort unless performing a counter attack.
Grit
You are not prevented from moving while you are engaged by only 1 squadron.
Heavy
You do not prevent engaged squadrons from attacking ships or moving.
Intel
While an enemy squadron is at distance 1 of you, it has heavy.
Relay 1
When a friendly ship resolves a  command, if you are in range to be activated, up to 1 of the squadrons it activates can be at distance 1-3 of you.
Relay 2
When a friendly ship resolves a  command, if you are in range to be activated, up to 2 of the squadrons it activates can be at distance 1-3 of you.
Rogue
You can move and attack during the Squadron Phase.
Snipe 1
You can attack squadrons at distance 2 with an anti-squadron armament of 1 blue dice. This attack ignores the Counter keyword.
Snipe 2
You can attack squadrons at distance 2 with an anti-squadron armament of 2 blue dice. This attack ignores the Counter keyword.
Snipe 3
You can attack squadrons at distance 2 with an anti-squadron armament of 3 blue dice. This attack ignores the Counter keyword.
Snipe 4
You can attack squadrons at distance 2 with an anti-squadron armament of 4 blue dice. This attack ignores the Counter keyword.
Strategic
When you end your movement at distance 1 of 1 or more objective tokens, you may move 1 of those tokens so that it is at distance 1 of you.
Swarm
While attacking a squadron engaged with another squadron, you may reroll 1 die.
Edited by EbonHawk

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On 7/17/2018 at 6:41 AM, Megatronrex said:

At one point @Arttemis was working on something similar. Not sure how far they ever got though.

Yeah, I created a frankenstein's monster out of the reference sheets from a website I found. Unfortunately, I no longer have the file, but it would be outdated anyway.  

Here's the once-great, now outdated cheat sheet rules sheet that I used as a template base for the game:

https://www.orderofgamers.com/games/star-wars-armada/

What I did was snip out the unimportant columns and replace them with the essential squadron information that has been pasted on this page.  

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"Assault" is missing

 

"While attacking a ship you may spend 1 die with a hit icon. If you do, the defender gains 1 raid token of your choice

While a ship has a raid token, it cannot resolve the command matching that raid token. When a ship with a raid token reveals command dial, it may discard that dial to discard all of its raid tokens, or it may discard a command token to discard matching raid token. A ship cannot have more than one raid token of each type. "

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