Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- • Doors are locked. A Rebel figure may interact with a door (2 Might or Tech) to open it.
- • Neutral mission tokens represent connector pins. A Rebel figure may interact with a connector pin (6 Might) to lift it out.
- • The mission ends when both connector pins have been lifted out, when the train is destroyed, or when the train reaches the station.
- • The crate token on the outdoor map represents the train (Health: 4, defense: 1 block). At the end of each round, the train gains 4 movement points. The train spends all of its movement points and can only move to the next adjacent space along its track (marked by the Strain tokens; do not put these on the board).
- • The Rebel mission token represents an X-Wing fighter (Health: 2, defense: 1 white die, attack: ranged 1 green die, speed 3). The X-Wing fighter activates at the end of the round and is controlled by the Rebel players.
- • Yellow Imperial mission tokens represent TIE fighters (Health: 1, defense: 1 white die, attack: ranged 1 yellow die, speed 3). TIE Fighters activate at the end of the round and are controlled by the Imperial player.
- • The Imperial player may spend 2 Threat to redeploy a TIE Fighter.
- • A hero may choose to pilot the X-Wing fighter. If they do, it has +1 Health and gains "Surge: +1 damage" and "Surge: +1 Accuracy".
- • A hero piloting the X-Wing fighter is not deployed. That hero's equipment cards are disregarded, but abilities may still be used if applicable as though the X-Wing fighter were the hero.
- • Once per round, a hero piloting the X-Wing fighter may test Focus or Tech to reroll a die.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement