X-Wing 2.0 Changes

What’s new

Card Generator (that may be usefull - 10.12.18) : http://x-wing-cardcreator.com/

  • The app for Android and a web-based version is available, see Useful Links (13.09.18)
  • Thanks everyone for the help on the document and a happy X-Wing 2.0 start. A big Thanks to Heiko for managing the document for the last months while I was occupied with other stuff.
  • Thanks Fabian for starting this project! Don’t know if the document will find any use in the future, but it was a pleasure working on it the last months. Cheers all, H
  • There are still some leaked images around, feel free to contribute. (15.08.2018)
  • removed Conditions subsection; cards can be found next to their respective upgrade/pilot card (08.08.2018)
  • Added most important Errata from Rules Reference such as Proximity Mines, Edrio Two Tubes and Static Discharge Vanes (06.08.2018)
  • Tabletop Simulator has now all cards and ships. Thanks to Fabio and u/Johnny_Cheese, Reddit Post (30.07.2018)
  • Vassal v8.0.9 now lets you play a 2.0 demo game (17.07.2018)

Useful Links

FFG PDFs

CORE RULEBOOK        RULES REFERENCE                QUICKSTART

Point Costs: Rebel PDF, Empire PDF, Scum PDF, Generic Cards PDF

Squad Builders

  • Web
  • Mobile (all)
  • Apple
  • Android

Other Languages

Deutsche Version/German translation over at, thanks to Aggromech Podcast.

Traditional Chinese 繁體中文 Translation, from X-wing Taipei

Unboxing Videos by BoLS

Fang Fighter, Y-Wing, Slave 1, Scum Conversion Kit, Empire Conversion Kit

Miscellaneous

2.0 Dice Probability Calculator

TIMER – 13 September

Abbreviated version of all the cards and ships with quantities (in the Kits) in this document


Table of Content

What’s new

Useful Links

FFG Official

Different Languages

Squad Builders

Unboxing Videos by BoLS

Miscellaneous

Table of Content

Actions

Stuff/Rules

Conversion Kits

Rebel conversion kit: Unboxing Video

Imperial conversion kit: Unboxing Video

Scum conversion kit: Unboxing Video

Cards

Damage Deck (Cards)

Printable Damage deck (PDF) thanks to u/Ablazoned

Damage Deck (Text)

Upgrade Cards

Gunner

Missile

Talent

Torpedo

Cannon

Device

Turret

Crew

Astromech

Modification

Force Power

Sensor

Illicit

Tech

Ships

Scum

Quadjumper

Aggressor Assault Fighter

Starviper-class Attack Platform

Firespray-Class Patrol Craft

M3-A Interceptor

BTL-A4 Y-Wing (Scum)

JumpMaster 5000

YV-666 Light Freighter

Z-95-AF4 Headhunter (Scum)

Scurrg H-6 Bomber

Fang fighter

Kihraxz Fighter

G-1A Starfighter

M12-L Kimogila Fighter

Lancer-Class Pursuit Craft

HWK-290 Light Freighter (Scum)

Customized YT-1300 Light Freighter

Falcon Escape Craft

Modified TIE/Ln Fighter

Empire

TIE Reaper

TIE Advanced x1

TIE/LN Fighters (Empire)

Alpha-Class Star Wing

TIE Defender

Lambda-Class T-4a Shuttle

TIE Advanced v1

TIE/AG Aggressor

TIE/SK Striker

TIE/CA Punisher

VT-49 Decimator

TIE/PH Phantom

TIE Interceptor

TIE/SA Bomber

Rebels

T-65 X-Wing

BTL-S8 K-Wing

E-Wing

BTL-A4 Y-Wing

TIE/LN Fighter (Rebels)

UT-60D U-Wing

YT-2400 Light Freighter

Modified YT-1300 Light Freighter

HWK-290 Light Freighter (Rebels)

RZ-1 A-Wing

Z-95-AF4 Headhunter (Rebels)

Auzituck Gunship

Arc-170 Starfighter

A/SF-01 B-Wing

Attack Shuttle

Sheathipede-Class Shuttle

VCX-100 Light Freighter

First Order

TIE/fo Fighter

TIE/vn Silencer

Upsilon-class Shuttle (? Command Shuttle)

TIE/sf Fighter

Resistance

RZ-2 A-wing

T-70 X-wing

“Math-Wing”

Cardboard from the new T-65 X-Wing

Threat Cards

Stream Lists/Test Lists

FFG Worlds Stream Demo Lists

Demo Bells of Lost Souls

Demo Team Covenant

EU Nationals Lists

Simulators

Vassal

Tabletop Simulator

Fly Casual


Actions

  • Action Range: If a declared action is out of range (e.g. barrel roll, boost, coordinate, or lock), that pilot loses their action and cannot perform a different action. If the pilot is unable to perform a red action (see below), that pilot will gain a stress token for attempting the action.
  • Barrel roll: The barrel roll action is not as flexible. You must align the middle of the maneuver template with the middle of your ship, using the new template centerline to align with a line in the middle of the ship base. Then align it to one of 3 positions: front, middle, rear of the ship base.
     Starting position on the left, final position on the right
  • Calculate: New action that can be taken by droids. Calculate changes 1 die result from a (focus) to a (damage) result. Multiple calculate tokens can be spent on an attack or defense roll. Example pilots with the calculate action include IG-88 and AP-5. Each kit has calculate tokens.
     Calculate token
  • Cloaking: Decloaking happens in the system phase (same time as bomb drops and other devices) in Initiative order. Provides +2 defense dice and prevents attacking.
  • Decloaking: Medium/Large ships decloak using a normal medium/large barrel roll, small ships are a barrel roll with the 2 template.
  • Evade: The evade action changes 1 dice result to an evade instead of adding to the defense roll. 
  • Linked actions: You can perform an action and then link to a second action after that. All spoiled second actions in a link are red actions (see below). Linked actions vary between ships (see TIE/CA Punisher & TIE/SA Bomber). If you cannot perform the first action, you cannot attempt to perform the second action. If you perform the first action and cannot perform the second action, you would not receive the stress from the second action if it was red.
     Example of a linked action: white focus (first action) to a red barrel roll (second action).
  • Lock: Lock replaces the Target Lock action. Locks can be placed on friendly ships and obstacles in addition to enemy ships. (e.g. “Dutch” Vander can share his lock on objects you have locked). You can measure range 0–3 and take a Lock on a target in range.
  • Jam: A ship in range 1 gets 1 Jam token
  • Red Actions: Some actions are now shown in red. Performing a red action will stress your pilot. Attempting a red action, but not being able to complete it (failed action) will not stress your pilot.
  • Reinforce: The whole ship has to be in front or behind your ship. A reinforce token  reduces damage taken by one, to a minimum of 1 damage.
  • Reload: The reload action flips over spent charge tokens on a single munition upgrade card and gives the ship a disarm token.
  • Rotate: The rotate action lets you assign a new direction for a turret arc token on your ship. Some ships natively have turret arcs (Millennium Falcon & Jumpmaster) and some ships gain a rotate action from turret upgrades (Ion Cannon Turret).
     Example of the rotate action.
  • Reserve: Some card effects place ships in reserve. A ship that is placed in reserve is placed on its ship card. While a ship is in reserve, it is not assigned a dial, it cannot perform actions and it cannot attack. The abilities of a ship in reserve are inactive for all purposes unless the ability explicitly allows it to be used while it is in reserve. A ship that is placed in reserve always has an effect that causes it to be placed in the play area. (From the Rule book shown by Bells of lost soul unpacking)
  • Docking and Deploying: Some abilities allow a ship to be attached to or [set/put] inside another ship. If a card ability instructs a ship to dock with a carrier ship, the docked ship is placed in reserve. A docked ship is able to deploy from its carrier ship during the System Phase, or make an emergency deployment, if its carrier ship is destroyed. These rules are described further in detail in the Rules Reference (From the Rule book shown by Bells of lost soul unpacking)

Token Colors:

Green

Calculate

Evade

Focus

Reinforce

Orange

Disarm

Jam

Tractor

Red

Ion

Lock

Stress

Blue

Cloak


Stuff/Rules

  • Green maneuvers are now blue (color blindness)
  • Range 0 is touching and itself
  • Range 1–3 excludes the own ship (has to be 0-3 to be included)
  • TLT and Harpoons removed.
  • Fully execute means not being blocked from placing your ship at the end of the template by another ship. Going over a rock is still fully executing.
  • No action bombs anymore. No possibility of movement before dropping/launching bombs at this time, as bombs happen in the System phase which is before the Activation phase. Only 4 bombs revealed during Conversion Kit unboxing along with a “Loose Cargo” token.
  • Bombs happen in the system phase in Initiative order (decloaking happens in that phase as well), every ship drops its bomb before the ships get activated to move. (bombs will be on the field before movement)
  • all ships give half points (FFG app. gives half point values for easier calculation)
  • first order and resistance own factions besides scum, Empire and rebels. first order and resistance conversion kits will be cheaper (less content)
  • Tractor tokens: Small, medium, and large ships can get repositioned with tractor tokens. Small base ship still require 1 tractor token, medium base ships require 2 tractor tokens, and large base ships require tractor 3 tokens. {Unrevealed if tractor repositioning works the same as barrel rolling or forward boost still}.
  • The player that assigns the tractor token determines the repositioning, if any, of the ship.
  • ION small ships get ionized with 1 ion token, medium with 2 and large with 3. They perform a 1 blue straight after that (not white anymore). You get your normal action after an Ion move but it can only be a focus. You can’t link another action to that Focus action.

Ion weapons assign tokens differently. The first (uncancelled) hit does one damage, further (uncancelled) hits/crits assign an ion token for each one remaining.

  • Pilot Skill is now called initiative. Initiative is only 1-6, there are no permanent upgrades for initiative (VI, Adaptability and similar effects). Note, there are triggers that vary from Initiative 0 to 7 (i.e. Corran Horn and Han Solo Crew).
  • Elite Pilot Talents are just called Talents.
  • 200 Points instead of 100, but expect the same size squadrons. For example, a 12 point TIE Fighter is now 23 points
  • no point costs and upgrade slots on cards, everything will be done via an app (free app, PDFs and web-based builder will be available as well)
  • Rulebook is free and downloadable (rules will/can be changed if needed)
  • They talked about cycling cards out of organized play
  • Bullseye example: The T-65 X-wing has the TIE fighter in its bullseye arc, so it can use Marksmanship to turn one of its hits to a critical hit.

  • Primary weapon turrets are mobile arcs now. Primary turrets can be a single- or a dual-arc that shoots in two opposite directions (they lose primary arc judging from the pictures of Oicunn & Han). Jumpmaster has only one turret arc
  • Turret upgrades give single mobile firing arc
  • Missile symbol (aka Range Bonus Indicator) on secondary weapons indicates if you get range bonus or not (no range bonus with symbol, e.g. Ion Turret gets range bonus)
  • New resource “Force” can be used to activate abilities/cards and modify single dice. apparently force from crew can be used as well to modify dice. Pilots and cards with a triangle next to the force number regenerate 1 force per turn. Force from Crew increases the Force Limit if the ship already had force tokens but does not increase force regeneration. Stress, overlapping or bumping does not prevent you from spending force tokens. There will be Light Side and Dark Side only abilities.

  • New “Force Power” Slot on Ships (e.g. Sense)
  • New token designs , blue target lock tokens are gone, locks now have numbers that match the ID numbers. Tokens with round shapes (E.g. Focus, Evade) are discarded at the end of every turn whereas square shaped tokens (E.g. Force, Charges) are designed to be Flipped over to indicate they have been used. Back: Front:
  • cardboard for ships lost all informations except initiative, name, ship icon and arcs
  • New style for ship bases
     vs
  • New base size. we now have small, medium and large (nothing about epic changes), pegs change, converter (small to medium/large base) included in the kits.
    U-Wing, Firespray, Mist Hunter, Reaper, Aggressor (IG), Kimogila, ARC-170, K-wing  and Punisher are medium (confirmed during unboxing).
  • Medium bases aren’t 1.5 bases in size, look a bit larger.
  • New names for Phases: Setup, Planning, System, Activation, Engagement
  • All ship have bullseye firing arc but does nothing on its own, needs a card or Pilot ability like predator/crackshot/marksmanship/HLC/Soontir Fel/Corran Horn
  • Objects: Object is a keyword to mean friendly ship, enemy ship, or obstacle.
  • Cards indicate, that there will be classic “crew” slots (Darth Vader crew, Director Krennic), and a new [gunner] (e.g. marauder title on the firespray) slot (cards like Luke Skywalker, Veteran Tail Gunner, Veteran Turret Gunner, Dengar, Bossk)
  • New slot for certain modifications called configurations e.g. s-foils on an x-wing or u-wing pivot wings
  • Aces/High Ini pilots get more expensive compared to low Initiative ships (source: FFG Stream, they talked specifically about Soontir and Fenn)
  • Old maneuver templates can still be used except for talon rolls and barrel rolls (so far) because you need the line in the middle to adjust the ship. They were hinting a new maneuver that uses the same ability during the stream but not sure
  • Maximum of 1 bonus attack per round
  • keyword “movement” includes boost and barrel-roll
  • New wording - Green tokens (e.g. Vader Crew or Dengar Crew) - referring to Calculate, Focus, Evade, and Reinforce tokens.
  • Tokens shape determines when they are removed. Round tokens get removed at end of round. Other dimension tokens vary when they get removed.
  • Token colors are more important. Tied to when they get removed and what purpose they serve.
  • No Limit on how many Tokens you spend on one roll.
  • There are 3 debris and 3 asteroids in the core set, but other rocks will probably still be legal.
  • Debris works the same way as before, if you can shed the stress you still get an action.
  • According to Alex the App should be released at Gencon
  •  Scum Dial cover
  • “Unique” Pilots and Upgrades are now called “limited”. Some cards are limited, as identified by one or more bullets (•) to the left of their name. A squadron cannot have more copies of a card that share the same name than the number of bullets in front of that name. This rule is used for all modes of play. [From the Rulebook]
  • System” upgrades are now called “Sensor

Table of Second Edition content

Wave 0, 1 and 2 Set and Kit Upgrade Contents

Conversion Kits

Rebel conversion kit: Unboxing Video

  • 4 medium bases, 4 medium base stands, 43 ship tokens, 37 maneuver dials, 23 ship ID tokens, 84 ship cards, 162 upgrade cards, 2 condition cards, 8 turret arc tokens, and 23 various other tokens.
  • 3 – A-wing
  • 2 – ARC-170
  • 2 – Auzituck Gunship
  • 2 – B-wing
  • 2 – E-wing
  • 2 – Ghost
  • 2 – HWK-290
  • 2 – K-wing
  • 2 – Millennium Falcon
  • 2 – Phantom I
  • 2 – Phantom II
  • 2 – Sabine’s TIE Fighter
  • 2 – U-wing
  • 2 – X-wing
  • 2 – Y-wing
  • 2 – YT-2400
  • 4 – Z-95 Headhunter

Imperial conversion kit: Unboxing Video

  • 2 medium bases, 2 medium base stands, 48 ship tokens, 34 maneuver dials, 21 ship ID tokens, 93 ship cards, 153 upgrade cards, 2 condition cards, 6 turret arc tokens, and 41 various other tokens.
  • 3 – Alpha-class Star Wing
  • 3 – Inquisitor’s TIE
  • 2 – Lambda-class Shuttle
  • 2 – TIE Advanced
  • 3 – TIE Aggressor
  • 3 – TIE Bomber
  • 2 – TIE Defender
  • 4 – TIE Fighter
  • 3 – TIE Interceptor
  • 2 – TIE Phantom
  • 2 – TIE Punisher
  • 3 – TIE Striker
  • 2 – VT-49 Decimator

Scum conversion kit: Unboxing Video

  • 4 medium bases, 4 medium base stands, 52 ship tokens, 39 maneuver dials, 23 ship ID tokens, 99 ship cards, 167 upgrade cards, 1 condition card, 7 turret arc tokens and 31 various other tokens.
  • 2 – Hound’s Tooth
  • 2 – HWK-290
  • 2 – IG-2000
  • 3 – Kihraxz Fighter
  • 2 – Kimogila Fighter
  • 4 – M3-A Interceptor
  • 2 – Mist Hunter
  • 3 – Protectorate Starfighter
  • 2 – Punishing One
  • 3 – Quadjumper
  • 2 – Scurrg H-6 Bomber
  • 2 – Shadow Caster
  • 2 – Slave I
  • 2 – StarViper
  • 2 – Y-wing
  • 4 – Z-95 Headhunter

Cards

Damage Deck (Cards)

Printable Damage deck (PDF) thanks to u/Ablazoned 


Damage Deck (Text)

1-2 BLINDED PILOT (Pilot) – While you perform an attack, you can modify your dice only by spending (force) for their default effect. Action: Repair this card. (x2)

3-4 CONSOLE FIRE (Ship) – Before you engage, roll 1 attack die. On a (damage) result, suffer 1 (damage) damage. Action: Repair this card. (x2)

5-6 DAMAGED ENGINE (Ship) – Increase the difficulty of your turn maneuvers. (x2)

DAMAGED SENSOR ARRAY (Ship) - You cannot perform any actions except the (focus) action and the actions from damage cards. Action: Repair this card. (x2)

DIRECT HIT (Ship) - Suffer 1 (damage) damage. Then repair this card. (x5)

DISABLED POWER REGULATOR (Ship) – Before you engage, gain 1 ion token. After you execute an ion maneuver, repair this card. (x2)

FUEL LEAK (Ship) – After you suffer 1 (critical) damage, suffer 1 (damage) damage and repair this card. Action: Repair this card. (x4)

HULL BREACH (Ship) – Before you would suffer 1 or more (damage) damage, suffer that much (critical) damage instead. Action: Repair this card. (x2)

LOOSE STABILIZER (Ship) – After you execute a non-straight maneuver (straight), suffer 1 (damage) damage and repair this card. Action: Repair this card. (x2)

PANICKED PILOT (Pilot) – Gain 2 stress tokens. Then repair this card. (x2)

STRUCTURAL DAMAGE (Ship) – While you defend, roll 1 fewer defense die. (x2)

STUNNED PILOT (Pilot) – After you execute a maneuver, if you moved through or overlapped an obstacle, suffer 1 (damage) damage. (x2)

WOUNDED PILOT (Pilot) – After you perform an action, roll 1 attack die. On a (damage) or (critical) result, gain 1 stress token. Action: Repair this card. (x2)

WEAPONS FAILURE (Ship) – While you perform an attack, roll 1 fewer attack die. Action: Repair this card. (x2)


Upgrade Cards

Gunner

 

Bossk [10] (Gunner, Scum, Limited) - After you perform a primary attack that misses, if you are not stressed, you must receive 1 stress token to perform a bonus attack against the same target.

BT-1 [2] (Gunner, Scum or Squad including Darth Vader, Limited) - While you perform an attack, you may change 1 (Hit) result to a (Crit) result for each stress token the defender has.

Greedo [1] (Gunner, Scum, Limited) - While you perform an attack, you may spend 1 (Charge) to change 1 (Hit) result to a (Crit) result. While you defend, if your (Charge) is active, the attacker may change 1 (Hit) result to a (Crit) result. [1 Charge, regenerates]


 

Veteran Tail Gunner [4] (Gunner, Rear Arc) - After you perform a primary (front arc) attack, you may perform a bonus primary (Rear Arc) attack.

Veteran Turret Gunner [8] (Gunner, Rotate Arc) - After you perform a primary attack, you may perform a bonus (turret arc) attack using a (turret arc) you did not already attack from this round.


Han Solo [12] (Gunner, Rebel, Limited) - During the Engagement Phase, at initiative 7, you may perform a (turret arc) attack. You cannot attack from that (turret arc) again this round.

 

Dengar [6] (Gunner, Scum, Limited) - After you defend, if the attacker is in your firing arc, you may spend 1 (charge). If you do, roll 1 attack die unless the attacker chooses to remove 1 green token. On a (damage) or (critical) result, the attacker suffers 1 (damage) damage. [1 Charge, regenerates]

Skilled Bombardier [2] (Gunner) - If you would drop or launch a device, you may use a template of the same bearing with a speed 1 higher or lower.

Luke Skywalker [30] (Gunner, Rebel, Limited) - At the start of the Engagement Phase, you may spend 1 (Force) to rotate your (Turret Arc) indicator. [+1 Force, regenerates]

Hotshot Gunner [7] (Gunner) - While you perform a (Turret) attack, after the Modify Defense Dice step, the defender removes 1 focus or calculate token.

Ezra Bridger [18] (Gunner, Rebel, Limited) - After you perform a primary attack, you may spend 1 (Force) to perform a bonus (Turret) attack from a (Turret Arc) you have not attacked from this round. If you do and you are stressed, you may reroll 1 attack die. [+1 Force, regenerates]

Bistan [14] (Gunner, Rebel, Limited) - After you perform a primary attack, if you are focused, you may perform a bonus [Turret] attack against a ship you have not already attacked this round.

Han Solo [4] (Gunner, Scum, Limited) - Before you engage, you may perform a red (focus) action.

Fifth Brother [12] (Gunner, Imperial, Limited) - While you perform an attack, you may spend 1 (force) to change 1 of your (focus) results to a (crit) result. [+1 Force, regenerates]

Special Forces Gunner [?] (Gunner, First Order) - While you perform a primary (front arc) attack and your (mobile arc) is in your (front arc), you may roll 1 additional attack die.
After you perform a primary (front arc) attack, and your (mobile arc) is in your (back arc), you may perform a bonus primary (mobile arc) attack.

Finn [?] (Gunner, Resistance, Limited) - While you defend or perform a primary attack, if the enemy ship is in your primary arc, you may add 1 blank result to your roll (this die can be rerolled or otherwise modifier)

Paige Tico [?] (Gunner, Resistance, Limited) - After you perform a primary attack, you may rop 1 bomb or rotate your arc. After you are destroyed, you may drop 1 bomb.

Missile

  

Concussion Missile [6] (Missile) - Attack (Lock): Spend 1 (charge). After this attack hits, each ship at range 0–1 of the defender exposes 1 of its damage cards. [front arc, 3 attack dice, range 2–3, Range Bonus Indicator (Missile Symbol = no range bonus), 3 charges]

 

Cluster Missiles [5] (Missile) - Attack (Lock): Spend 1 charge. After this attack, you may perform this attack as a bonus attack against a different target at range 0–1 of the defender, ignoring the (Lock) requirement. [front arc, 3 attack dice, range 1–2, Range Bonus Indicator, 4 charges]


Proton Rockets [7] (Missile) - Attack (Focus): Spend 1 (charge). [Bullseye arc, 5 attack dice, range 1–2, Range Bonus Indicator, 1 charge]


Ion Missiles [4] (Missile) - Attack (Lock): Spend 1 [charge]. If this attack hits, spend 1 [hit] or [crit] result to cause the defender to suffer 1 [hit] damage. All remaining [hit]/[crit] results inflict ion tokens instead of damage. [front arc, 3 attack dice, range 2–3, Range Bonus Indicator, 3 charges]


Homing Missiles [3] (Missile) - Attack (Lock): Spend 1 [charge]. After you declare the defender, the defender may choose to suffer 1 [hit] damage. If it does, skip the Attack and Defense Dice steps and the attack is treated as hitting. [front arc, 4 attack dice, range 2–3, Range Bonus Indicator, 2 charges]

Barrage Rockets [6] (Missile, Missile) - Attack (Focus): Spend 1 (charge). If the defender is in your (bullseye arc), you may spend 1 or more (charge) to reroll that many attack dice. [front arc, 3 attack dice, range 2–3, Range Bonus Indicator, 5 charges]


Talent


Swarm Tactics [3] (Talent) - At the start of the Engagement Phase, you may choose 1 friendly ship at range 1. If you do, that ship treats its initiative as equal to yours until the end of the round.

 

Fearless [3] (Talent, Scum) - While you perform a (front arc) primary attack, if the attack range is 1 and you are in the defender’s (front arc), you may change 1 of your results to a (damage) result.

 

Crack Shot [1] (Talent) - While you perform a primary attack, if the defender is in your (bullseye arc), before the Neutralize Results step, you may spend 1 (charge) to cancel 1 (evade) result. [1 charge]

 

Marksmanship [1] (Talent) - While you perform an attack, if the defender is in your (bullseye arc), you may change 1 (damage) result to a (critical) result.

Selfless [3] (Talent, Rebel) - While another friendly ship at range 0–1 defends, before the Neutralize Results step, if you are in the attack arc, you may suffer 1 (critical) damage to cancel 1 (critical) result.  (Note: Analogous to 1E “Draw Their Fire”; not similar to the 1E “Selflessness” Talent.)

Elusive [3] (Talent) - While you defend, you may spend 1 (charge) to reroll 1 defense die. After you fully execute a red maneuver, recover 1 (charge). [1 Charge]

Squad Leader [4] (Talent, Limited) - While you coordinate, the ship you choose can perform an action only if that action is also on your action bar. [adds red Coordinate action]

 

Expert Handling [2/4/6] (Talent, Red Barrel Roll) [adds white Barrel Roll action]

 

Outmaneuver [6] (Talent) - While you perform a (front arc) attack, if you are not in the defender’s firing arc, the defender rolls 1 fewer defense die.

 

Predator [2] (Talent) - While you perform a primary attack, if the defender is in your (bullseye arc), you may reroll 1 attack die.

 

Ruthless [1] (Talent, Imperial) - While you perform an attack, you may choose another friendly ship at range 0–1 of the defender. If you do, that ship suffers 1 (damage) damage and you may change one of your die results to a (damage) result.

Saturation Salvo [6] (Talent, Reload) - While you perform a (torpedo) or (missile) attack, you may spend 1 (charge) from that upgrade. If you do, choose two defense dice. The defender must reroll those dice.


Lone Wolf [4] (Talent, Limited) - While you defend or perform an attack, if there are no other friendly ships at range 0–2, you may spend 1 (charge) to reroll 1 of your dice. [1 charge, regenerates]


Juke [4] (Talent, Small or medium Ship) - While you perform an attack, if you are evading, you may change 1 of the defenders (Evade) results to a (Focus) result.


Trick Shot [1] (Talent) - While you perform an attack that is obstructed by an obstacle, roll 1 additional attack die.


Intimidation [3] (Talent) - While an enemy ship at range 0 defends, it rolls 1 fewer defense die.


Debris Gambit [2] (Talent, Small or Medium Ship) - While you perform a red [Evade] action, if there is an obstacle at range 0–1, treat the action as white instead. [adds red Evade action]


Daredevil [3] (Talent, Small Ship, White Boost) - While you perform a white (Boost) action, you may treat it as red to use the 1 [Turn-left or right] template instead.

Fanatical [?] (Talent, First Order) - While you perform a primary attack, if you are not shielded, you may change 1 (focus) result to a (hit) result.

Heroic [?] (Talent) - While you defend or perform an attack, if you have only blank results and have 2 or more results, you may reroll any number of you dice.


Torpedo

 

Proton Torpedoes [9] (Torpedo) - Attack (Lock): Spend 1 (charge). Change 1 (Hit) result to a (Crit) result. [Front arc, 4 attack dice, Range Bonus Indicator (Missile Symbol = no range bonus), range 2–3, 2 charges]

Wrong version in Saw’s Renegades:

Differences:

  • “Attack: (front arc, lock)” vs. “Attack: (lock)”
  • “[…] You may change 1 (Hit) result to a (Crit) result.”
  • No range bonus indicator (Missile Symbol), but a “cone icon” instead

 

Ion Torpedoes [6] (Torpedo) - Attack (Lock): Spend 1 (charge). If this attack hits, spend 1 (Hit) or (Crit) result to cause the defender to suffer 1 (Hit) damage. All remaining (Hit)/(Crit) results inflict ion tokens instead of damage. [Front arc, 4 attack dice, Range Bonus Indicator, range 2–3, 2 charges]

Adv. Proton Torpedos [6] (Torpedo) - Attack (lock): Spend 1 [charge]. Change 1 [hit] result to a [crit] result. [Front arc, 5 attack dice, Range Bonus Indicator, range 1, 1 charge]


Cannon

Tractor Beam [3] (Cannon) - Attack: If this attack hits, all [hit]/[crit] results inflict tractor tokens instead of damage [Front arc, 3 attack dice, range 1–3]

 

Heavy Laser Cannon [4] (Cannon) - Attack: After the Modify Attack Dice step, change all (Crit) results to (Hit) results. [Bullseye Arc, 4 attack dice, range 2–3]


Jamming Beam [2] (cannon) - Attack: If this attack hits, all [hit]/[crit] results inflict jam tokens instead of damage. [front arc, 3 attack dice, range 1–2]


Ion Cannon [5] (cannon) - Attack: If this attack hits, spend 1 [hit] or [crit] result to cause the defender to suffer 1 [hit] damage. All remaining [hit]/[crit] results inflict ion tokens instead of damage. [front arc, 3 attack dice, range 1–3]


Device

 

Proton Bombs [5] (Device) - Bomb During the System Phase, you may spend 1 (charge) to drop a Proton Bomb using the [1 (straight)] template. [2 charges]

  

Proton Bomb (Bomb Token) - At the end of the Activation Phase, this device detonates. When this device detonates, each ship at range 0–1 suffers 1 (critical) damage.

 

Seismic Charges [3] (Device) - Bomb During the System Phase, you may spend 1 (charge) to drop a Seismic Charge with the [1 (straight)] template. [2 charges]

 

Seismic Charge (Bomb Token) - At the end of the Activation Phase this device detonates. When this device detonates, choose 1 obstacle at range 0–1. Each ship at range 0–1 of the obstacle suffers 1 (Hit) damage. Then remove that obstacle.

Bomblet Generator [5] (Device, Device) - Bomb During the System Phase you may spend 1 (charge) to drop a Bomblet with the [1 (straight)] template. At the start of the Activation Phase, you may spend 1 shield to recover 2 (charges). [2 charges]

Bomblet (Bomb Token) - At the end of the Activation Phase this device detonates. When this device detonates, each ship at range 0–1 rolls 2 attack dice. Each ship suffers 1 (Hit) damage for each (Hit)/(Crit) result.

 

Loose Cargo (Debris Token) - Loose cargo is a debris cloud.

 

Conner Nets [6] (Device) - Mine During the System Phase, you may spend 1 (charge) to drop a Conner Net using the (1 straight) template. This card’s (charge) cannot be recovered. [1 charge]

Conner Net (Mine Token) - After a ship overlaps or moves through this device, it detonates. When this device detonates, the ship suffers 1 (Hit) damage and gains 3 ion tokens.  (Note: Unlike 1E, does NOT cause you to skip your Perform Action step.)

Proximity Mines [6] (Device) - Mine During the System Phase, you may spend 1 (charge) to drop a Proximity Mine using the (1 straight) template. This card’s (charge) cannot be recovered. [2 charges]

 

Proximity Mine (Mine Token) - After a ship overlaps or moves through this device, it detonates. When this device detonates, that ship rolls 2 attack dice. That ship then suffers 1 (Hit) plus* 1 (Hit)/(Crit) damage for each matching result.
*See Errata in the Rules Reference


Turret

 

Dorsal Turret [4] (Turret) - Attack [Turret Arc, range 1–2, adds white Rotate action]

 

Ion Cannon Turret [6] (Turret) - Attack: If this attack hits, spend 1 (Hit) or (Crit) result to cause the defender to suffer 1 (Hit) damage. All remaining (Hit)/(Crit) results inflict ion tokens instead of damage. [Turret Arc, 3 Attack, range 1–2, adds white Rotate action]


Crew

4-Lom [3]

0-0-0 [3]

IG-88D [4]

Unkar Plutt [2]

Cad Bane [4]

Latts Razzi [7]

Cikatro Vizago [2]

 

Tactical Officer [2] (Crew, red Coordinate) [adds white Coordinate action]

Agent Kallus [6] (Crew, Imperial, Limited) - Setup: Assign the Hunted condition to 1 enemy ship. While you perform an attack against the ship with the Hunted condition, you may change 1 of your (Focus) results to a (Hit) result.

Hunted (Condition, Limited) - After you are destroyed, you must choose another friendly ship and assign this condition to it, if able.

Seventh Sister [12] (Crew, Imperial, Limited) - If an enemy ship at range 0–1 would gain a stress token, you may spend 1 [force] to have it gain 1 jam or tractor token instead. [+1 force, regenerates]

Informant [5] (Crew, Limited) - Setup: After placing forces, choose 1 enemy ship and assign the Listening Device condition to it.

Listening Device (Condition, Limited) - During the System Phase, if an enemy ship with the Informant upgrade is at range 0–2, flip you dial faceup.

L3-37 [4] (Crew, Scum, Limited) - Setup: Equip this side faceup. While you defend, you may flip this card. If you do, the attacker must reroll all attack dice.

L3-37’s Programming (L3-37 flipside) (Configuration, Scum, Limited) - If you are not shielded, decrease the difficulty of your bank (left bank and right bank) maneuvers.

Death Troopers [6] (Crew, Crew, Imperial, Limited) - During the activation Phase, enemy ships at range 0–1 cannot remove stress tokens.

ISB Slicer [3] (Crew, Imperial) - During the End Phase, enemy ships at range 1–2 cannot remove jam tokens.

Perceptive Copilot [10] (Crew) - After you perform a (focus) action, gain 1 focus token.

“Zeb” Orrelios [1] (Crew, Rebel, Limited) - You can perform primary attacks at range 0. Enemy ships at range 0 can perform primary attacks against you.

Seasoned Navigator [5] (Crew) - After you reveal your dial, you may set your dial to another non-red maneuver of the same speed. While you execute that maneuver, increase its difficulty.

R2-D2 [8] (Crew, Rebel, Limited) - During the End Phase, if you are damaged and not shielded, you may roll 1 attack die to recover 1 shield. On a (hit) result, expose 1 of your damage cards.

Novice Technician [4] (Crew) - At the end of the round, you may roll 1 attack die to repair 1 faceup damage card. Then on a (hit) result, expose 1 damage card.

Nien Nunb [5] (Crew, Rebel, Limited) - Decrease the difficulty of your bank maneuvers (left bank and right bank).

Leia Organa [8] (Crew, Rebel, Limited) - At the start of the Activation Phase, you may spend 3 (charges). During this phase, each friendly ship reduces the difficulty of its red maneuvers. [3 charges, regenerate]

Lando Calrissian [5] (Crew, Rebel, Limited) - Action: Roll 2 defense dice. For each (focus) result, gain 1 focus token. For each (evade) result, gain 1 evade token. If both results are blank, the opposing player chooses focus or evade. You gain 1 token of that type.

Kanan Jarrus [14] (Crew, Rebel, Limited) - After a friendly ship at range 0–2 fully executes a white maneuver, you may spend 1 (force) to remove 1 stress token from that ship. [1 force, regenerate]

Jyn Erso [2] (Crew, Rebel, Limited) - If a friendly ship at range 0–3 would gain a focus token, it may gain 1 evade token instead.

Hera Syndulla [4] (Crew, Rebel, Limited) - You can execute red maneuvers even while stressed. After you fully execute a red maneuver, if you have 3 or more stress tokens, remove 1 stress token and suffer 1 (hit) damage.

GNK “Gonk” Droid [10] (Crew) - Setup: Lose 1 (charge). Action: Recover 1 (charge). Action: Spend 1 (charge) to recover 1 shield. [1 charge]

Freelance Slicer [3] (Crew) - While you defend, before attack dice are rolled, you may spend a lock you have on the attacker to roll 1 attack die. If you do, the attacker gains 1 jam token. Then, on a (hit) or (critical) result, gain 1 jam token.

“Chopper” [2] (Crew, Rebel, Limited) - During the Perform Action step, you may perform 1 action, even while stressed. After you perform an action while stressed, suffer 1 (damage) damage unless you expose 1 of your damage cards.

Chewbacca [5] (Crew, Rebel, Limited) - At the start of the Engagement Phase, you may spend 2 (charges) to repair 1 faceup damage card. [2 charges, regenerate]

Cassian Andor [6] (Crew, Rebel, Limited) - During the System Phase, you may choose 1 enemy ship at range 1–2 and guess aloud a bearing and speed, then look at that ship’s dial. If the chosen ship’s bearing and speed match your guess, you may set your dial to another maneuver.

C-3PO [12] (Crew, Rebel, Limited) - Before rolling defense dice, you may spend 1 calculate token to guess aloud a number 1 or higher. If you do and you roll exactly that many (evade) results, add 1 (evade) result. After you perform the (calculate) action, gain 1 calculate token. [adds white Calculate action]

Baze Malbus [8] (Crew, Rebel, Limited) - While you perform a (focus) action, you may treat it as red. If you do, gain 1 additional focus token for each enemy ship at range 0–1, to a maximum of 2.

  
Ketsu Onyo [5] (Crew, Scum, Limited) - At the start of the End Phase, you may choose 1 enemy ship at range 0–2 in your firing arc. If you do, that ship does not remove its tractor tokens.

 

Minister Tua [7] (Crew, Imperial, Limited) - At the start of the Engagement Phase, if you are damaged, you may perform a red (reinforce) action.

 

Jabba the Hutt [8] (Crew, Crew, Scum, Limited) - During the End Phase, you may choose 1 friendly ship at range 0–2 and spend 1 [charge]. If you do, that ship recovers 1 [charge] on 1 of its equipped [illicit] upgrades. [4 Charges]

 

Darth Vader [14] (Crew, Imperial, Limited) - At the start of the Engagement Phase, you may choose 1 ship in your firing arc at range 0–2 and spend 1 (force). If you do, that ship suffers 1 (damage) damage unless it chooses to remove 1 green token. [+1 Force, regenerate]

Sabine Wren [3] (Crew, Rebel, Limited) - Setup: Place 1 ion, 1 jam, 1 stress, and 1 tractor token on this card. After a ship suffers the effect of a friendly bomb, you may remove 1 ion, jam, stress, or tractor token from this card. If you do, that ship gains a matching token.

 

Admiral Sloane [10] (Crew, Imperial, Limited) - After another friendly ship at range 0–3 defends, if it is destroyed, the attacker gains 2 stress tokens. While a friendly ship at range 0–3 performs an attack against a stressed ship, it may reroll 1 attack die.

Boba Fett [4] (Crew, Scum, Limited) - Setup: Start in reserve. At the end of Setup, place yourself at range 0 of an obstacle and beyond range 3 of any enemy ship.

 

Maul [13] (Crew, Scum or Squad including Ezra Bridger, Limited) - After you suffer damage, you may gain 1 stress token to recover 1 (force). You can equip “Dark Side” upgrades. [+1 Force, regenerates]

Moff Jerjerrod [12] (Crew, Imperial, Coordinate, Limited) - During the System Phase, you may spend 2 (charges). If you do, choose the [1 left bank], [1 straight], or [1 right bank] template. Each friendly ship may perform a red (boost) action using that template. [2 charges, regenerates]

Grand Moff Tarkin [10] (Crew, Imperial, Lock, Limited) - During the System Phase, you may spend 2 (charges). If you do, each friendly ship may acquire a lock on a ship that you have locked. [2 charges, regenerates]

 

Ciena Ree [10] (Crew, Imperial, Coordinate, Limited) - After you perform a (coordinate) action, if the ship you coordinated performed a (barrel roll) or (boost) action, it may gain 1 stress token to rotate 90°.

 

Director Krennic [5] (Crew, Imperial, Limited) - Setup: Before placing forces, assign the Optimized Prototype condition to another friendly ship. [adds white Lock action]

Optimized Prototype (Condition, Limited) - While you perform a primary attack against a ship locked by a friendly ship with the Director Krennic upgrade, you may spend 1 (damage)/(critical)/(focus) result. If you do, choose one: the defender loses 1 shield or the defender flips 1 of its facedown damage cards.

 

Grand Inquisitor [16] (Crew, Imperial, Limited) - After an enemy ship at range 0–2 reveals its dial, you may spend 1 (force) to perform 1 white action on your action bar, treating that action as red. [+1 Force, regenerates]

 

Emperor Palpatine [13] (Crew, Crew, Imperial, Limited) - While another friendly ship defends or performs an attack, you may spend 1 (force) to modify 1 of its dice as though that ship had spent 1 (force). [+1 Force, regenerates]

 

Zuckuss [3] (Crew, Scum, Limited) - While you perform an attack, if you are not stressed, you may choose 1 defense die and gain 1 stress token. If you do, the defender must reroll that die.

Magva Yarro [7] (Crew, Rebel, Limited) - After you defend, if the attack hit, you may acquire a lock on the attacker.

Saw Gerrera [8] (Crew, Rebel, Limited) - While you perform an attack, you may suffer 1 (hit) damage to change all your (focus) results to (critical) results.

Tobias Beckett [2] (Crew, Scum, Limited) - Setup: After placing forces, you may choose 1 obstacle in the play area. If you do, place it anywhere in the play area beyond range 2 of any board edge or ship and beyond range 1 of other obstacles.

Chewbacca [4] (Crew, Scum, Limited) - At the start of the End Phase you may spend 1 focus token to repair 1 of your faceup damage cards.

Qi’ra [2] (Crew, Scum, Limited) - While you move and perform attacks, you ignore obstacles that you are locking.

Lando Calrissian [8] (Crew, Scum, Limited) - After you roll dice, you may spend 1 green token to reroll up to 2 of your results.

Kylo Ren [?] (Crew, First Order, Limited) - Action: Choose 1 enemy ship at range 1–3. If you do, spend 1 (force) to assign the I’ll Show You the Dark Side condition to that ship. [+1 force, regenerates]

General Hux [?] (Crew, First Order, Coordinate, Limited) - Guessed wording: After you perform a white (coordinate) action you may treat it as red. If you do, you may coordinate up to 2 additional ships of the same ship type, and each ship you coordinate must perform the same action, treating that action as red.

Captain Phasma [?] (Crew, First Order, Limited)

Supreme Leader Snoke [?] (Crew, Crew, First Order, Limited)

C-3PO [?] (Crew, Resistancer, Limited) - While you coordinate, you can choose friendly ships beyond range 2 if they have “calculate” on their action bar. After you perform the “calculate” or “coordinate” action, gain 1 calculate token.


Han Solo [?] (Crew, Resistance, Limited) - After you perform an “evade” action, gain additional evade tokens equal to the number of enemy ships at range 0-1.

Chewbaca [?] (Crew, Resistance, Limited)

Rose Tico [?] (Crew, Resistance, Limited) -

Astromech

R2-HA Astromech [?] (Astromech, Resistance)

  • Salvaged Astromech slot is gone

 

R4 Astromech [2] (Astromech, Small Ship) - Decrease the difficulty of your speed 1-2 basic maneuvers ([left turn], [left bank], [straight], [right bank], [right turn]).

 

R2 Astromech [6] (Astromech) - After you reveal your dial, you may spend 1 (charge) and gain 1 disarm token to recover 1 shield. [2 Charges]

 

R2-D2 [8] (Astromech, Rebel, Limited) - After you reveal your dial, you may spend 1 (charge) to recover 1 shield and gain 1 disarm token. [3 Charges]

 

R5-TK [1] (Astromech, Scum, Limited) - You can perform attacks against friendly ships.

 

R3 Astromech [3] (Astromech) - You can maintain up to 2 locks. Each lock must be on a different object. After you perform a (Lock) action, you may acquire a lock.

R5-D8 [7] (Astromech, Rebel, Limited) - Action: Spend 1 (charge) to repair 1 facedown damage card. Action: Repair 1 faceup Ship damage card. [3 Charges]

R5 Astromech [5] (Astromech) - Action: Spend 1 (charge) to repair 1 facedown damage card. Action: Repair 1 faceup Ship damage card. [2 Charges]

Chopper [2] (Astromech, Rebel, Limited) - Action: Spend 1 non-recurring (charge) from another equipped upgrade to recover 1 shield. Action: Spend 2 shields to recover 1 non-recurring (charge) on an equipped upgrade.

“Genius” [0] (Astromech, Scum, Limited) - After you fully execute a maneuver, if you have not dropped or launched a device this round, you may drop 1 bomb.

R5-P8 [4] (Astromech, Scum, Limited) - While you perform an attack against a defender in your (front arc), you may spend 1 (charge) to reroll 1 attack die. If the rerolled result is a (crit) result, suffer 1 (crit) damage.


Modification

Shield Upgrade [3/4/6/8] (Modification) [+1 Shield]

Hull Upgrade [2/3/5/7] (Modification) [+1 Hull]

 

Stealth Device [3/4/6/8] (Modification) - While you defend, if your (Charge) is active, roll 1 additional defense die. After you suffer damage, lose 1 (Charge). [1 Charge]

 

Engine Upgrade [3/6/9] (Modification, red Boost) [adds white Boost action]

Afterburners [8] (Modification, Small Ship) - After you fully execute a speed 3-5 maneuver, you may spend 1 [charge] to perform a [boost] action, even while stressed. [2 Charges]

Tactical Scrambler [2] (Modification, Medium or Large ship) - While you obstruct an enemy ship’s attacks, the defender rolls 1 additional defense die.

Static Discharge Vanes [6] (Modification) - Before you would gain 1 ion or jam token, if you are not stressed, you may choose another ship at range 0–1 and gain 1 stress token. If you do, the chosen ship gains that ion or jam token instead. (See Errata in the Rules Reference)

Munitions Failsafe [2] (Modification) - While you perform a (torpedo) or (missile) attack, after rolling attack dice, you may cancel all dice results to recover 1 (charge) you spent as a cost for the attack.

Electronic Baffle [2] (Modification) - During the End Phase, you may suffer 1 (hit) damage to remove 1 red token.

Advanced SLAM [3] (Modification, requires SLAM action) - After you perform a (SLAM) action, if you fully executed the maneuver, you may perform a white action on your action bar, treating that action as red.

Ablative Plating [4] (Modification, Medium or Large Ship) - Before you would suffer damage from an obstacle or a friendly bomb detonation, you may spend 1 (charge). If you do, prevent 1 damage. [2 charges]


Force Power

 

Sense [6] (Force Power) - During the System Phase, you may choose 1 ship at range 0–1 and look at its dial. If you spend 1 (Force), you may choose a ship at range 0–3 instead.

 

Instinctive Aim [2] (Force Power) - While you perform a special attack, you may spend 1 (force) to ignore the (focus) or (lock) requirement.

Supernatural Reflexes [12] (Force Power, Small Ship) - Before you activate, you may spend 1 [Force] to perform a [barrel roll] or [boost] action. Then, if you performed an action you do not have on your action bar, suffer 1 [damage] damage.

Heightened Perception [3] (Force Power) - At the start of the Engagement Phase, you may spend 1 (Force). If you do, engage at initiative 7 instead of your standard initiative value this phase.


Sensor

 

Advanced Sensors [8] (Sensor) - After you reveal your dial, you may perform 1 action. If you do, you cannot perform another action during your activation.

 

Fire-Control System [3] (Sensor) - While you perform an attack, if you have a lock on the defender, you may reroll 1 attack die. If you do, you cannot spend your lock during this attack.

Collision Detector [5] (Sensor) - While you boost or barrel roll, you can move through and overlap obstacles. After you move through or overlap an obstacle, you may spend 1 (charge) to ignore its effects until the end of the round.

Trajectory Simulator [3] (Sensor) - During the System Phase, if you would drop or launch a bomb, you may launch it using the [5 Straight] template instead.


Illicit

 

Inertial Dampeners [1] (Illicit) - Before you would execute a maneuver, you may spend 1 shield. If you do, execute a white [0 stop] instead of the maneuver you revealed, then gain 1 stress token.

 

Cloaking Device [5] (Illicit, Small or Medium Ship, Limited) - Action: Spend 1 (charge) to perform a (cloak) action. At the start of the Planning Phase, roll 1 attack die. On a (focus) result, decloak or discard your cloak token. [2 Charges]

Rigged Cargo Chute [4] (Illicit, Medium or Large Ship) - Action: Spend 1 (charge). Drop 1 loose cargo using the (1 straight) template. [1 charge]

 
Deadman’s Switch [2] (Illicit) - After you are destroyed, each other ship at range 0–1 suffers 1 (damage) damage.

Feedback Array [4] (Illicit) - Before you engage, you may gain 1 ion token and 1 disarm token. If you do, each ship at range 0 suffers 1 (hit) damage.

Contraband Cybernetics [5] (Illicit) - Before you activate, you may spend 1 (charge), If you do, until the end of the round, you can perform actions and execute red maneuvers, even while stressed. [1 charge]

Tech

 

Advanced Optics [?] (Tech) - While you perform an attack, you may spend 1 focus token to change 1 of you blank results to a (hit) result.

 

Hyperspace Tracking Data [?] (Tech)

Targeting Synchronizer [?] (Tech, Lock) - While a friendly ship at range 1–2 performs an attack against a target you have locked, that ship ignores the (Lock) attack requirement.

Primed Thrusters [?] (Tech, Small Ship) - While you have 2 or fewer stress tokens, you can perform (barrel roll) and (boost) actions even while stressed.


Ships

Scum

Quadjumper

  • Spacetug Tractor Array: Action: Choose a ship in your (front arc) at range 1. That ship gains 1 tractor token, or 2 tractor tokens if it is in your (bullseye arc) at range 1.

 

Jakku Gunrunner [28]
 

Unkar Plutt [30] At the start of the Engagement Phase, if there are one or more other ships at range 0, you and each other ship at range 0 gain 1 tractor token.

Sarco Plank [31]

Constable Zuvio [33]

Aggressor Assault Fighter

  • Advanced Droid Brain: After you perform a (calculate) action, gain 1 calculate token.

IG-88D [70]

IG-88A [70]: At the start of the Engagement phase, you may choose 1 friendly ship with (Calculate) on its action bar at range 1–3. If you do, transfer 1 of your calculate tokens to it.

IG-88B [70]: After you perform an attack that misses, you may perform a bonus (cannon) attack.

IG-88C [70]: After you perform a (boost) action, you may perform an (evade) action.

IG-2000 [2]: (Title, Scum, Aggressor Assault Fighter) - You have the pilot ability of each other friendly ship with the IG-2000 upgrade.

Starviper-class Attack Platform

  • Microthrusters: While you perform a barrel roll, you must use the (left bank) or (right bank) template instead of the (straight) template.

 

Black Sun Enforcer [46]

 

Prince Xizor [54]: While you defend, after the Neutralize Results step, another friendly ship at range 0–1 and in the attack arc may suffer 1 (hit) or (critical) damage. If it does, cancel 1 matching result.

 

Guri [62]: At the start of the Engagement Phase, if there is at least 1 enemy ship at range 0–1, you may gain 1 focus token.

Dalan Oberos [54]

Black Sun Assassin [48]

Virago [10]

Firespray-Class Patrol Craft

  • New dial  vs.Image result for firespray dial

 

Boba Fett [80]: While you defend or perform an attack, you may reroll 1 of your dice for each enemy ship at range 0–1.

Krassis Trelix [70]: You can perform (front arc) special attacks from your (rear arc). While you perform a special attack, you may reroll one attack die.

Kath Scarlet [74]: While you perform a primary attack, if there is at least 1 friendly non-limited ship at range 0 of the defender, roll 1 additional attack die.

 

Koshka Frost [71]: While you defend or perform an attack, if the enemy is stressed, you may reroll 1 of your dice.

Bounty Hunter [66]

Emon Azzameen [76]

Andrasta [6] (Title, Scum, Firespray-Class Patrol Craft, Limited) - Add (device) slot. [Adds white reload action]

Marauder [3] (Title, Limited) - While you perform a primary (rear arc) attack, you may reroll 1 attack die. Add (gunner) slot.

 

Slave I [5] (Title, Firespray-class Patrol Craft, Limited) - After you reveal a turn ([left turn] or [right turn]) or bank ([left bank] or [right bank]) maneuver you may set your dial to the maneuver of the same speed and bearing in the other direction. Add (torpedo) slot.

M3-A Interceptor

  • Weapon Hardpoint: You can equip 1 (cannon), (torpedo), or (missile) upgrade.

 

Cartel Spacer [29]

Quinn Jast [35]

Laetin A’Shera [35]

Genesis Red [35]

Tansarii Point Veteran [33]

Serissu [43]

Sunny Bounder [31]

Inaldra [32]

BTL-A4 Y-Wing (Scum)

Drea Renthal [40]

Kavil [42]

Hired Gun [34]

Crymorah Goon [32]

JumpMaster 5000
 

Contracted Scout [52]

Dengar [64]: After you defend, if the attacker is in your (front arc), you may spend 1 (charge) to perform a bonus attack against the attacker.

Tel Trevura [60]

Manaroo [56]

 

Punishing One [8]: (Title, Scum, Jumpmaster 5000, Limited) - While you perform a primary attack, if the defender is in your (front arc), roll 1 additional attack die. Remove (crew) slot. Add (astromech) slot.

YV-666 Light Freighter

Trandoshan Slaver [58]


 

Hound’s Tooth [1]: (Title, Scum, YV-666 Freighter, Limited) - 1 Z-95-AF4 Headhunter can dock with you.



Moralo Eval [72]: If you would flee, you may spend 1 (charge). If you do, place yourself in reserves instead. At the start of the next Planning Phase, place yourself within range 1 of the edge of the play area that you fled from. [2 charges]

 

Bossk [70]: When you perform a primary attack, after the Neutralize Results step, you may spend 1 (critical) result to add 2 (hit) results.

Latts Razzi [66]

Z-95-AF4 Headhunter (Scum)

  • scum z-95 has illicit slot

Binayre Pirate [24]

 

Nashtah Pup [6]: You can deploy only via emergency deployment, and you have the name, initiative, pilot ability, and ship (charges) of the friendly, destroyed Hound’s Tooth. Escape Craft: Setup: Requires the Hound’s Tooth. You must begin the game docked with the Hound’s Tooth.

Kaa’to Leeachos [29] At the start of the Engagement Phase, you may choose 1 friendly ship at range 0–2. If you do, transfer 1 focus or evade token from that  ship to yourself.

        

N’Dru Suhlak [31]        Black Sun Soldier [27]

Scurrg H-6 Bomber

- scum only

 

Lok Revenant [46]

Sol Sixxa [49]

Captain Nym [52]

Havoc [4] (Title, Scum, Scurrg H-6 Bomber, Limited) - Remove (crew) slot. Add (Sensor) and (Astromech) slots.

Fang fighter

  • Concordia Faceoff: While you defend, if the attack range is 1 and you are in the attacker’s (front arc), change 1 result to an (evade) result.
  • new movable model
  • Worlds 2018 alt art below. new concordia faceoff (title) wording works if you don’t have the enemy ship in arc

 

Zealous Recruit [44]

Skull Squadron Pilot [50]

 

Fenn Rau [68]: While you defend or perform an attack, if the attack range is 1, you may roll 1 additional die.

Kad Solus [54]: After you fully execute a red maneuver, gain 2 focus tokens.

Joy Rekkoff [52]: While you perform an attack, you may spend 1 (charge) from an equipped (torpedo) upgrade. If you do, the defender rolls 1 fewer defense die.

 

Old Teroch [56]: At the start of the Engagement Phase, you may choose 1 enemy ship at range 1. If you do and you are in its (front arc), it removes all of its green tokens.

Kihraxz Fighter

  • Native white barrel roll
  • 1 hull more
  • has 3 modification slots

 

Cartel Marauder [40]

 

Viktor Hel [45]: After you defend, if you did not roll exactly 2 defense dice, the attacker gains 1 stress token.

 

Talonbane Cobra [50]: While you defend at attack range 3 or perform an attack at attack range 1, roll 1 additional die.

Graz [47]

Captain Jostero [43]

Black Sun Ace [42]

G-1A Starfighter

 

Gand Findsman [43]

 

Mist Hunter [2] (Title, Scum, G-1A Starfighter, Limited) - Add (cannon) slot. [adds white Barrel Roll action]


4-LOM [49]: After you fully execute a red maneuver, gain 1 calculate token. At the start of the End Phase, you may choose 1 ship at range 0–1. If you do, transfer 1 of your stress tokens to that ship.

Zuckuss [47]

M12-L Kimogila Fighter

  • Dead to Rights: While you perform an attack, if the defender is in your (bullseye arc), defense dice cannot be modified using green tokens.

 

Cartel Executioner [44]

Dalan Oberos [48]

Torani Kulda [50]

 Lancer-Class Pursuit Craft

 

Shadowport Hunter [64]

Shadow Caster [6] (Title, Scum, Lancer-Class Pursuit Craft, Limited) - After you perform an attack that hits, if the defender is in your (turret arc) and your (front arc), the defender gains 1 tractor token.

 

Asajj Ventress [84]: At the start of the Engagement Phase, you may choose 1 enemy ship in your (turret arc) at range 0–2 and spend 1 (force). If you do, that ship gains 1 stress token unless it removes 1 green token.

Sabine Wren [68]

Ketsu Onyo [74]

HWK-290 Light Freighter (Scum)
 


 

Spice Runner [32]

 

Palob Godalhi [38]: At the start of the Engagement Phase, you may choose 1 enemy ship in your firing arc at range 0–2. If you do, transfer 1 focus or evade token from that ship to yourself.

 

Torkil Mux [36]: At the start of the Engagement Phase, you may choose 1 ship in your firing arc. If you do, that ship engages at initiative 0 instead of its normal initiative value this round.

 

Dace Bonearm [36]: After an enemy ship at range 0–3 receives at least 1 ion token, you may spend 3 (charges). If you do, that ship gains 2 additional ion tokens. [3 charges, Regenerate]


 

Moldy Crow [12] (Title, Rebel or Scum, HWK-290, Limited) - Gain a (front arc) primary weapon with a value of “3.” During the End Phase, do not remove up to 2 focus tokens.


Customized YT-1300 Light Freighter

Scum Falcon has a different name than Rebel Falcon (different statline as well)

Lando’s Millennium Falcon [6] (Title, Scum, Customized YT-1300, Limited)


        

Lando Calrissian [49]

        

Han Solo [54]        L3-37 [47]

Falcon Escape Craft

Ship Ability: While you are docked your ship has your pilot ability in addition to its own.

         

        L3-37 [22] 

        

Autopilot Drone [12]        Outer Rim Pioneer [24]

Modified TIE/Ln Fighter


Empire

TIE Reaper

  • Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must execute a white [1 (left bank)], [1 (straight)], or [1 (right bank)] maneuver.

        

Scarif Base Pilot [41]        “Vizier” [45]

        

Captain Feroph  [47]        Major Vermeil [49]

TIE Advanced x1

  • Advanced Targeting Computer: While you perform a primary attack against a defender you have locked, roll 1 additional attack die and change 1 (damage) result to a (critical) result.
  • evade action gone
  • new dial, has a talon roll, white 1 straight, blue 2 bank
  • has a System slot in addition to the baked-in Advanced Targeting Computer

 vs.

 
Storm Squadron Ace [43]

  

Darth Vader [70] (left: Promo for North American and European Championships; right: original) - After you perform an action, you may spend 1 (force) to perform an action.

 

Maarek Stele [50] - While you perform an attack, if the defender would be dealt a faceup damage card, instead draw 3 damage cards, choose 1, and discard the rest.

 

Ved Foslo [47] - While you execute a maneuver, you may execute a maneuver of the same bearing and difficulty of a speed 1 higher or lower instead.

Zertik Strom [45] - During the End Phase, you may spend a lock you have on an enemy ship to expose 1 of that ship’s damage cards. 

Tempest Squadron Pilot [41]

TIE/LN Fighters (Empire)

        

Academy Pilot        Black Squadron Ace

“Howlrunner” [40] - While a friendly ship at range 0–1 performs a primary attack, that ship may reroll 1 attack die.

Iden Versio [40] - Before a friendly TIE/ln fighter at range 0–1 would suffer 1 or more damage, you may spend 1 [Charge]. If you do, prevent that damage.

Valen Rudor [28] - After a friendly ship at range 0–1 defends (after damage is resolved, if any), you may perform an action

“Night Beast” [26] - After you fully execute a blue maneuver, you may perform a [Focus] action.

“Mauler” Mithel [32] - While you perform an attack attack range 1, roll 1 additional attack die

“Wampa” [30] - While you perform an attack. you may spend 1 [charge] to roll 1 additional attack die. After defending, lose 1 [charge]. [1 charge, regenerates]

Gideon Hask [30] - While you perform an attack against a damaged defender, roll 1 additional attack die.

Del Meeko [30] - While a friendly ship at range 0–2 defends against a damaged attacker, the defender may reroll 1 defense die.

Seyn Marana [30] - While you perform an attack, you may spend 1 [crit] result. If you do, deal 1 facedown damage card to the defender, then cancel your remaining results. 

“Scourge” Skutu [32] - While you perform an attack against a defender in your (bullseye arc), roll 1 additional attack die.

Alpha-Class Star Wing

Nu Squadron Pilot  [35]


 

XG-1 Assault Configuration (Configuration, Alpha-Class Star Wing)

 

OS-1 Arsenal Loadout (Configuration, Alpha-Class Star Wing)


Lieutenant Karsabi [39]

Major Vynder [41]

Rho Squadron Pilot [37]

 TIE Defender

  • Full Throttle: After you fully execute a speed 3-5 maneuver, you may perform an (evade) action.
  • Valen Rudor is also a pilot for the TIE defender, Initiative 3
  • Dial changes: 1 banks become blue; add red 2K.

 

Onyx Squadron Ace [78]


 

Countess Ryad [86]

Rexler Brath [84] - After you perform an attack that hits, if you are evading, expose 1 of the defender’s damage cards.

Colonel Vessery [88]

Delta Squadron Pilot [72]

Lambda-Class T-4a Shuttle


Omicron Group Pilot [43]

ST-321 (Title, Imperial, Lambda-Class Shuttle, Limited)

Lieutenant Sai [47]

Colonel Jendon [46]

Captain Kagi [48]

TIE Advanced v1

 

Baron of the Empire [34]

 

Inquisitor [40]
Note: Inquisitor has a Force Power upgrade slot and a Force point, while Baron of the Empire has a Talent upgrade slot and is cheaper.

 

Grand Inquisitor [58]
N
ote: Might not prevent the defender’s range 3 bonus.

Seventh Sister [48]

TIE/AG Aggressor

 

Onyx Squadron Scout [32]

Sienar Specialist [30]

“Double Edge” [33]

Lieutenant Kestal [36]

TIE/SK Striker

  • Adaptive Ailerons: Before you reveal your dial, if your are not stressed, you must execute a white [1 (left bank)], [1 (straight)], or [1 (right bank)] maneuver.
  • gets a bomb slot (now called a “device” slot)
  • Maneuver dial changes: 2K becomes 1K, 2 bank becomes blue (was white)

 

Planetary Sentinel [34]

 

Duchess” [42]

“Pure Sabacc” [44]

“Countdown” [44]

Black Squadron Scout [38]

TIE/CA Punisher

 

“Deathrain” [42]

 

Cutlass Squadron Pilot [36]

“Redline” [44]

VT-49 Decimator

  • 2 crew slots

Patrol Leader [80]

Dauntless (Title, Imperial, VT-49 Decimator, Limited)

Rear Admiral Chiraneau [88] - While you perform an attack, if you are reinforced and the defender is in the [Full Front] or [Full Back] matching your reinforce token, you can change 1 of your [Focus] results to a [Critical] results.

 

Captain Oicunn [84] - You can perform primary attacks at range 0.

TIE/PH Phantom

  • Stygium Array: After you decloak, you may perform an (evade) action. At the start of the End Phase, you may spend 1 (evade) token to gain 1 cloak token.
  • Attack reduced to 3, Hull increased to 3.

        

Imdaar Test Pilot [44]        Sigma Squadron Ace [46]

         

“Echo” [50]        Whisper” [52]        

TIE Interceptor

  • has 2 modification slots
  • Interceptors can do both boost + barrel roll, but can no longer do focus + evade (except by Soontir Fel’s pilot ability)

 

Saber Squadron Ace [40]

 

Soontir Fel [52]

Turr Phennir [44]

Alpha Squadron Pilot [34]

TIE/SA Bomber

  • Nimble Bomber: If you would drop a device using a (straight) template, you may use a (left bank) or (right bank) template of the same speed instead.

 

Scimitar Squadron Pilot [28]

Gamma Squadron Ace [30]

 

Deathfire” [32]

Major Rhymer [34]

Captain Jonus [36]

Tomax Bren [34]


Rebels

T-65 X-Wing

  • Gained 1 hull (up from 3 to 4)
  • new dial:  vs.
  • Cavern Angels Zealot (I1, Illicit slot)

 

 Servomotor S-Foils (Configuration)

  • foils change before activation

        

Blue Squadron Escort [41]        Red Squadron Veteran [43]

        

Garven Dreis [47]        Jek Porkins [46]

        

Thane Kyrell [48]        Luke Skywalker [62]

        

Wedge Antilles [52]        Biggs Darklighter [48]

 

Edrio Two Tubes (left: wave 14; right: article and test game with team covenant)
Note: The difference is “before” and “after” you activate. *Before is correct (see Errata in Rules Reference)

  • Has Illicit slot

        

Leevan Tenza [46]        Kullbee Sperado [48]

  • Has Illicit slot        Has Illicit Slot

BTL-S8 K-Wing

 

Warden Squadron Pilot [40]

        

Miranda Doni [48]        Esege Tuketu [50]


E-Wing

Experimental Scanners: You can acquire locks beyond range 3. You cannot acquire locks at range 1.

        

Rogue Squadron [63]        Corran Horn [74]

        

Knave Squadron Escort [61]        Gavin Darklighter [68]


BTL-A4 Y-Wing

  • Has gunner slot
  • Many unique pilots have elite slot
  • device slot
  • new dial: vs

        

Gold Squadron Veteran [34]        Norra Wexley [43]

        

Horton Salm [38]        Dutch” Vander [42]

        

Evaan Verlaine [36]        Gray Squadron Bomber [32]

TIE/LN Fighter (Rebels)

Sabine Wren [28] - Before you activate, you may perform a (barrel roll) or (boost) action.

Ezra Bridger [32] - While you defend or perform an attack, if you are stressed, you may spend 1 (Force) to change up to 2 of your (Focus) results to (Evade) or (Hit) results.

“Zeb” Orrelios [26]

 

Captain Rex [32]

Suppressive Fire (Condition, Limited) - While you perform an attack against a ship other than Caption Rex, roll 1 fewer attack die. After Captain Rex defends, remove this card. At the end of the Combat Phase, if Captain Rex did not perform an attack this phase, remove this card. After Captain Rex is destroyed, remove this card.

UT-60D U-Wing

[Add card image for Partisan Renegade pilot]

        

Blue Squadron Scout [43]        Benthic Two Tubes [47]

        

Saw Gerrera [52]        Magva Yarro [50]
- illicit slot        - has an illicit slot


        

Heff Tobber [45]        Cassian Andor [47]

        

Bodhi Rook [49]        Pivot Wing (Configuration)


YT-2400 Light Freighter

  • Sensor Blindspot: While you perform a primary attack at range 0–1, do not apply the range 0–1 bonus dice and roll 1 fewer attack dice.
  • Lost a shield, but gained a hull = still 10 health
  • barrel roll now red
  • double-arc turret

        

Wild Space Fringer [88]        Dash Rendar [100]

        

“Leebo” [98]        Outrider (Title, Rebel, YT-2400, Limited)*

*Should read: “[…] an attack that is obstructed by an obstacle […]” (See Errata in the Rules Reference)


Modified YT-1300 Light Freighter

Dial changes: lose 1 hard turns; 1 banks become white; 2 banks become blue; add red 3 sloops, 3 K-turn becomes 4 K-turn

        

Outer Rim Smuggler [78]        Han Solo [92]

        

Chewbacca [84]        Lando Calrissian [92]

Millennium Falcon (Title, Rebel, Modified YT-1300, Limited) [adds white evade action]

HWK-290 Light Freighter (Rebels)

Rebel Scout [32]

 

Jan Ors [42] - While a friendly ship in your firing arc performs a primary attack, if you are not stressed, you may gain 1 stress token. If you do, that ship may roll 1 additional attack die.

Roark Garnet [38] - At the start of the Engagement Phase, you may choose 1 ship in your firing arc. If you do, it engages at initiative 7 this round instead of its standard initiative value this phase.

Kyle Katarn [38] - At the start of the Engagement Phase, you may transfer 1 of your focus tokens to a friendly ship in your firing arc.


Moldy Crow (Title, Rebel or Scum, HWK-290, Limited) - Gain a (front arc) primary weapon with a value of “3.” During the End Phase, do not remove up to 2 focus tokens.

RZ-1 A-Wing

  • Vectored Thrusters:  After you perform an action, you may perform a red (boost) action.

        

Phoenix Squadron Pilot [30]        Arvel Crynyd [36]

         

Jake Farrell [40]        Green Squadron Pilot [34]

Z-95-AF4 Headhunter (Rebels)

 

Bandit Squadron Pilot [23]

Tala Squadron Pilot [25]

Lieutenant Blount [30] - While you perform a primary attack, if there is at least 1 other friendly ship at range 0–1 of the defender, you may roll 1 additional attack die.

Airen Cracken [36] - After you perform an attack, you may choose 1 friendly ship at range 1. That ship may perform an action, treating it as red.

Auzituck Gunship

 Dial changes: lose red 5 straight, gain red 0 stop

        
Kashyyyk Defender [46]        Wullffwarro [56]

Lowhhrick [52]

Arc-170 Starfighter

        

Garven Dreis [51]        Norra Wexley [55]

        

Ibtisam [50]        Shara Bey [53]

A/SF-01 B-Wing

        

Blue Squadron Pilot [42]        Blade Squadron Veteran [44]

        

Braylen Stramm [50]        Ten Numb [50]

Attack Shuttle

  • Locked and Loaded: While you are docked, after your carrier ship performs a primary (front arc) or (turret) attack, it may perform a bonus primary (rear arc) attack.

        

Ezra Bridger [41]        “Zeb” Orrelios [34]

        

Sabine Wren [38]        Hera Syndulla [39]

 

Phantom (Title, Rebel, Attack Shuttle or Sheathipede-Class Shuttle, Limited)


Sheathipede-Class Shuttle

  • Comms Shuttle: While you are docked, your carrier ship gains (coordinate). Before your carrier ship activates, it may perform a (coordinate) action.

        

AP-5 [30]        “Zeb” Orrelios [32]

        

Ezra Bridger [42]        Fenn Rau [52]


VCX-100 Light Freighter

        

Lothal Rebel [70]        “Chopper” [72]

        

Kanan Jarrus [90]        Hera Syndulla [76]

Ghost (Title, Rebel, VCX-100, Limited)


First Order

TIE/fo Fighter

        

“Midnight” [?]        “Muse” [?]

        

“Longshot” [?]        Lieutenant Rivas [?]

TIE/vn Silencer

        

Kylo Ren [?]        “Blackout” [?]

Upsilon-class Shuttle (? Command Shuttle)

Lieutenant Dormitz [?]

TIE/sf Fighter

“Backdraft” [?]


Resistance

RZ-2 A-wing

        

L’ulo L’ampar [?]        Tallissan Lintra [?]

T-70 X-wing

        

Lieutenant Bastian [?]        Poe Dameron [?]

Integrated S-foils (Closed) (Configuration, T-70 X-wing) - While you perform a primary attack, if the defender is not in your (bullseye arc) roll 1 fewer attack die. Before you activate you may flip this card.

Black One (Title, Limited) - After you perform a (SLAM) action, lose 1 (charge). Then you may gain 1 ion token to remove 1 disarm token.
If your (charge) is inactive, you cannot perform the (SLAM) action. [1 charge, adds white SLAM action]

“Math-Wing”

http://xwing.gateofstorms.net/2/multi/ dice calculator app

Cardboard from the new T-65 X-Wing


Threat Cards

NB: One bar is approximately 25 points. Devs noted a threat level of 8 is best for a 200 pts game.


Stream Lists/Test Lists

Printable base tokens (PDF) and Printable Damage deck (PDF) for a proxy game, thanks to u/Ablazoned

Thingiverse link to medium bases

Points for testing by Goldsquadron (everything is guessed):

Rebels - Pilots and Upgrades

Empire - Pilots and Upgrades

Scum - Pilots and Upgrades

FFG Worlds Stream Demo Lists

Following are the three lists that were played on the FFG stream during Worlds. If you want to test 2.0 already, these are some of the lists that are out there (Thanks to Ryan Farmer from Mynock Squadron for the Pictures!).

Scum:

  • Boba Fett (Firespray, new dial and base-size):
  • Seismic Charges
  • Inertial Dampeners
  • Perceptive Copilot
  • Joy Rekkoff (Fang Fighter):
  • Fearless
  • Ion Torpedos
  • Zealous Recruit (Fang Fighter)

Empire:

  • Darth Vader (Tie Advanced, new dial):
  • Sense
  • Fire control system
  • Cluster missiles
  • 4 x Black Squadron Ace:
  • Crack shot

Rebels:

  • Wedge Antilles (T-65 X-Wing, new dial):
  • S-Foils
  • Afterburners
  • Predator
  • Luke Skywalker (T-65 X-Wing, new dial):
  • S-Foils
  • Instinctive aim
  • R2D2
  • Proton Torpedos
  • Gold Squadron Veteran (Y-Wing, new dial):
  • Expert handling
  • Ion Turret
  • R5 Astromech
  • Proton Bombs

 


Demo Bells of Lost Souls

There are two more lists (Empire and Rebels) out there that were played on the Team Covenant Youtube Video, will add them soon.

This following List was played on the bells of lost souls’ Youtube channel:

Rebels:

  • “Dutch” Vander
  • Seismic Charges
  • Ion Cannon Turret
  • Selfless
  • Wedge Antilles (T-65 X-Wing, new dial):
  • S-Foils
  • R5 Astromech
  • Outmaneuver