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xanderf

Rebellion in the Rim cards spoiled!

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Posted (edited)

Marked for Destruction

Setup: Place obstacles as normal, adding the 2 dust fields and excluding the station and asteroid fields.  Then the second player places the 2 purrgil in the setup area.  Each purrgil must be placed beyond distance 1 of all obstacles and beyond distance 5 of both players edges.

Special Rule: Each ship has the following critical effect:

  • [crit]: If this attack is at close-medium range, remove all objective tokens from enemy ships.  Then assign an objective token to the defender.

After a player moves a purrgil, if that purgill is at distance 1 of a ship with an objective token, that player may choose and discard 1 objective token.  Then that ship suffers 1 facedown damage and the opposing fleet's owner gains 1 victory token.

VPs: 15

 

Rift Assault

Setup: Place obstacles as normal, adding the gravity rift and excluding the station.

Special Rule: When a while is attacking a ship, if the defender is beyond distance 1 of any obstacles and the defender does not have an objective token, the attacked can spend 1 die with any icon to assign an objective token to the defender.

While a ship with an objective token is defending, during the Resolve Attack Effects step, the attacked can discard that objective token to change 1 die to a face with a [accuracy] icon or 1 [hit] icon and no other icons.  If the attacker belongs to the second player, it can change 1 die to a face with any icon.  Then the attacker's owner gains 1 victory token.

End of Round: Each ship at distance 1-2 of the gravity rift that is speed-1 or lower suffers 1 facedown damage card.

VPs: 10

 

Ion Storm

Setup: The second player places all obstacles, excluding the station, beyond distance 5 of both players' edges.

Special Rule: When a ship that does not have an objective token ends its movement beyond distance 2 of any obstacles (or beyond distance 1 if that ship belongs to the first player), assign 1 objective token to that ship.  When a ship resolves a [repair] command, it may discard its objective token.

Each ship has the following critical effect:

  • [crit]: If the defender has an objective token, the attacking ship's owner gains 1 victory token.  Then choose and discard 1 command token from the defender.  If the defender does not have any command tokens, the defending hull zone loses 1 shield instead.

VPs: 15

 

Surprise Attack

Setup: The second player places the station at distance 1-5 of the first player's edge.  Then place the remaining obstacles as normal.

While deploying fleets, the first player must deploy their flagship before deploying any other ships.  Their flagship must overlap the station, even if the flagship extends beyond their deployment zone.  The first player cannot deploy any ship at a speed greater than half of that ship's maximum speed (rounded up).

After deploying fleets, the second player places 3 facedown command dials in a stack on this card.

Special Rule: At the start of the Ship Phase during the first, second, and third rounds, the second player reveals the top command dial on this card, and each of the first player's ships gains a raid token matching that dial.

VPs: 0

 

Abandoned Mining Facility

Setup: The second player places the station in the center of the setup area.  Then, starting with the second player, the players alternate placing the remaining obstacles, adding the 2 purrgil and 2 durst fieds and excluding the asteroid fields, at distance 2-5 of the station.

After deploying fleets, each of the second players' ships gains a [repair] token.

Special Rule: Each ship can resolve the following effect:

  • [Repair]: You may spend engineering points to gain victory tokens from 1 station or dust field at distance 1.  If that obstacle is a station, gain 1 token for each 3 points you spend.  If that obstacle is a dust field, gain 1 token for each 2 points you spend.  Then, if that obstacle is a dust field and you gained more than 1 victory token, remove that obstacle from the play area.

VPs: 10

 

Rift Ambush

Setup: The second player places all obstacles, adding the gravity rift and 2 dust fields and excluding the station.  The gravity rift must be placed beyond distance 5 of both players' edges.

After deploying fleets, the second player may choose 1 enemy ship.  That ship must execute a speed-1 maneuver with a yaw of "-".  Then the second player may increase or decrease that ship's speed by 1, to a minimum of speed 0.

Special Rule: Once per activation, after a ship executes a maneuver, if it is at distance 1-2 of the gravity rift, it must execute a speed-1 maneuver with a yaw of "-".  If that ship belongs to the second player, it may use its speed-1 yaw value.  The gravity rift does not have the ability to temporarily reduce that ship's speed during this maneuver.

VPs: 0

 

Asteroid Tactics

Setup: The second player places all obstacles, excluding the station.

Special Rule: When one of the first player's ships or unique squadrons overlaps an asteroid field, it may recover 1 of its non-[scatter] defense tokens.  That token must be exhausted.

When one of the second player's ships or unique squadrons overlaps an asteroid field that obstacle has no effect and that ship or squadron may recover 1 of its non-[scatter] defense tokens or may ready 1 of its defense tokens.

After the start of each squadron phase (after exogorths perform attacks), remove each exogorth obstacle from the play area.

End of Round: The second player places the 2 exogorth obstacles, each touching a different obstacle.

VPs: 0

 

Fleet In Being

Setup: After deploying fleets, the first player assigns each of their ships 1 objective token.  Then the second player assigns each of their ships a number of objective tokens equal to that ship's command value.

Special Rule: When a ship with an objective token is declared as the target of an attack, it may discard 1 objective token to ready 1 of its exhausted defense tokens.

End of Round: If a ship is at distance 1-5 of 1 of the 3' edges of the play area, or at distance 1-3 of a player edge, remove 1 objective token from that ship.

End of Game: Each player gains 1 victory token for each enemy ship in the play area that does not have an objective token.

VPs: 15

 

Volatile Deposits

Setup: Place obstacles as normal, adding the 2 dust fields and excluding the station.

Special Rule: When a ship is attacking a ship, the attacker can choose 1 obstacle at distance 1 of the defender, then resolve the following critical effect:

  • Blue [crit]: Each ship or squadron at distance 1 of the chosen obstacle suffers damage equal to half of the total number of [crit] icons in your attack pool, rounded up.

If the defender is one of the first player's ships, the attacker can resolve this effect with any [crit] icon.

End of Round: For each asteroid field, each player sums the command values of their ships at distance 1.  Then for each asteroid field, the player with the highest total gains 1 victory token.

VPs: 15

 

Infested Fields

Setup: Place obstacles as normal, excluding the station.  After placing obstacles, place 1 objective token on each obstacle.  Then the second player places the 2 exogorth obstacles, each touching a different obstacle.

Special Rule: When a ship or squadron overlaps an obstacle, that ship or squadron's owner may remove the objective token on that obstacle to gain 1 victory token.

After the start of each squadron phase (after exogorths perform attacks), remove each exogorth from the play area.  Then the second player moves the obstacle each exogorth was touching to a within distance 1-2 of its current location.

End of Round: For each exogorth obstacle not in the play area, the second player chooses an obstacle and places 1 exogorth touching that asteroid.

VPs: 15

 

Doomed Station

Setup: The second player places the gravity rift in the center of the setup area.  Then, starting with the first player, the players alternate placing the remaining obstacles, excluding the station.  Then the second player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both players' edges.

End of Round: Starting with the second player and alternating, each player chooses 1 obstacle that does not have an objective token on it and moves it to within distance 1-2 of its current location toward the gravity rift (which cannot be chosen).  Then that player places an objective token on that obstacle.  When an obstacle touches the gravity rift, that obstacle is removed from the play area.

After all obstacles are moved, each player sums the command values of their ships at distance 1 of the station.  The player with the highest total gains 1 victory token.  Then remove all objective tokens from the play area.

VPs: 20

 

Hyperspace Migration

Setup: Place obstacles as normal, excluding the station.  Then the second player places 1 objective token in the play area at distance 1 of a 3' edge and another objective token at distance 1 of the opposite 3' edge.

Special Rule: At the start of the Ship Phase of the first and third rounds, the second player places 1 purrgil not in the play area at distance 1 of 1 objective token (the objective token must be the same during both rounds).

When a purrgil moves, it must move toward the objective token at the opposite 3' edge.  When a purrgil touches that objective token, that purrgil is removed from the play area.

End of Round: If a ship has 1 objective token on it, remove the token and that ship's owner gains 1 victory token.  If a ship is at distance 1 from a purrgil and has no objective tokens on it, place 1 objective token on that ship.

VPs: 20

Edited by xanderf

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3 minutes ago, Zamalekite said:

Imperials get a better and cheaper Toryn! 

God dammit my fleet would kill for Advanced Transponder Net, if it would engage them aswell!

But Thank god it is non-swarm only!

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Posted (edited)
2 minutes ago, Zamalekite said:

Plenty of good non-swam squads and it's any colour.

It also doesn't apply to ships

 

Edit: nm it has the same range thought the new card was 1-2

Edited by clontroper5

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Posted (edited)

Proximity Mines
Offensive Retrofit - 4 pts
Before deploying fleets, you may discard this card to place a number of proximity mine tokens equal to half your engineering value, rounded down.  You may place these mines anywhere in the play area beyond distance 5 of enemy ships (and distance 1 of each other).

 

Any ideas why there is the range restriction on this when you deploy them before fleets are even deployed? I am wondering if they are considering future upgrades that involve deploying a ship before the ship deployment phase? 

Edited by BozoLtD

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Posted (edited)
1 hour ago, xanderf said:

https://www.facebook.com/groups/321221191310238/permalink/2212453368853668/

Ezra Bridger
Crew - Rebel, 3 pts
When you reveal a command, you may discard this card to move 1 obstacle at 1-2 so that it is within distance 1-2 of its current location.

Captain Rex
Crew - Rebel, 5 pts
[Squadron]: You may choose 1 enemy ship at close range.  That ship gains 1 raid token of your choice.  While you are at distance 1-3 of an enemy ship, that ship can discard only 1 raid token of any type when it discards its command dial.

Sabine Wren
Crew - Rebel, 5 pts
At the start of the Ship Phase, you may discard this card to place 1 proximity mine token in the play area at distance 1-2 of an obstacle and beyond distance 3 of enemy ships.

Commander Woldar
Crew - Imperial, 4 pts
While a friendly, non-swarm squadron at distance 1-3 is attacking a squadron, it may reroll 1 die of any color

Commander Vanto
Crew - Imperial, 7 pts
After you resolve the first command during your activation, you may exhaust this card to gain 1 command token of any type.

Expert Shield Tech
Crew - 5 pts (unaffiliated)
While defending, during the Spend Defense Tokens step, when you spend a [redirect] defense token, you may reduce the total damage from the attack by 1 instead of resolving that token's effect.

Advanced Transponder Net
Offensive Retrofit - 5 pts
Modification
Friendly Heavy squadrons at distance 1-2 prevent engaged squadrons from attacking ships.

Proximity Mines
Offensive Retrofit - 4 pts
Before deploying fleets, you may discard this card to place a number of proximity mine tokens equal to half your engineering value, rounded down.  You may place these mines anywhere in the play area beyond distance 5 of enemy ships (and distance 1 of each other).

Harrow
Title - Imperial (Victory-class), 3 pts
You gain 1 additional [support team] icon in your upgrade bar.  When you execute a speed-1 maneuver, during your Determine Course step, you may change your first yaw value to "II" until the end of your activation. 

Vanguard
Title - Rebel (Nebulon-B-class), 4 pts
You can one additional [gunnery team] icon in your upgrade bar.  At the start of the first round, you may replace one of your defense tokens with a [redirect] defense token.

Liberator
Title - Rebel (CR90-class), 2 pts
You gain 1 additional [fleet command] icon in your upgrade bar.  You cannot equip this card if you have a [fleet command] icon in your upgrade bar.  You cannot spend a command token to resolve a [fleet command] card's effect.

Take Evasive Action!
Fleet Command - 6 pts
At the start of the Ship Phase, you may discard this card or spend a [navigate] token.  If you do, until the end of the round, each friendly ship may increase the last yaw value of its current speed by 1 during its Determine Course step.

 

OK lets have a think of some new combos.

Ezra Bridger
A nice one off effect. Clear the way in the path of your own ship. Flinging asteroids into the path of enemy large or slow ships. I assume you can't fling them underneath ships or squadrons. Mess with Brunson being in 1-2 of an obstacle. Good for Contested Outpost and Dangerous Territory.

Captain Rex
OK. Raids are becoming a little more useful with more sources to overload commands.

Sabine Wren & Proximity Mines
I'll wait to see the mine rules. maybe they are as powerful as those in the Minefields scenario.

Commander Woldar
Good for lists (Sloane) with mainly TIE Phantoms or TIE Defenders. Now you can reroll against squads lessening the need for Interceptors and the like to cover your backs. Range 1-3 is nice and workable if he is placed on a reasonably large ship.

Commander Vanto
Similar to Wulff, Aresko and Grint. (not sure why the Imperials get so many of these...). Slightly more flexible than Raymus and so excellent on a Cymoon with a Fleet command. Even better for Chimera who's Fleet command can change each turn.

Expert Shield Tech
Good for double redirect ships. Better on Imperials who tend to have more hull & less shields so still give redirects a use after heavy damage has removed all shields. Tiny pot shot volleys can also be better dealt with. Finally better against XI7 armed enemies.

Advanced Transponder Net
One of these on an SSD with 6xYV-666 and 2 Decimators.

Harrow
Engine Techs, QBTs and a free JerJerrod style double yaw. Also good for Harrow-Doctor or a FCT carrier to drag slower squadrons like decimators way out in front.

Vanguard
Redirect is nice especially with 2 shields on each flank after a turn one repair command. Gunnery teams is expensive for 3 red dice, Ruthless Strategist on a Neb-B Escort maybe.

Liberator
A on shot Fleet Command, Pricey even at 2 points....

Take Evasive Action!
Cymoon, T.E.A, JerJerrod, Vanto, Some ET GSDs. A few Navigate commands and you can turn on a drawing pin.
Admonition Speed 4 with a double Yaw at the end will be nasty too.
You no longer need JerJerrod to get an SSD to get a double Yaw. Vanto on an SSD with T.E.A. Frees up other commanders for SSD work like Sloane, Thrawn, Palpatine etc.

 

Edited by Mad Cat

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3 minutes ago, BozoLtD said:

Proximity Mines
Offensive Retrofit - 4 pts
Before deploying fleets, you may discard this card to place a number of proximity mine tokens equal to half your engineering value, rounded down.  You may place these mines anywhere in the play area beyond distance 5 of enemy ships (and distance 1 of each other).

 

Any ideas why there is the range restriction on this when you deploy them before fleets are even deployed? I am wondering if they are considering future upgrades that involve deploying a ship before the ship deployment phase? 

Maybe it is just because we have three sources of proximity mines with different placement rules. I dunno.

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