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May 26th, 2019
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  1. • Doors are locked. A Rebel figure may interact with a door (2 Might or Tech) to open it.
  2. • Neutral mission tokens represent connector pins. A Rebel figure may interact with a connector pin (6 Might) to lift it out.
  3. • The mission ends when both connector pins have been lifted out, when the train is destroyed, or when the train reaches the station.
  4.  
  5. • 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).
  6. • 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.
  7. • 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.
  8. • The Imperial player may spend 2 Threat to redeploy a TIE Fighter.
  9.  
  10. • 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".
  11. • 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.
  12. • Once per round, a hero piloting the X-Wing fighter may test Focus or Tech to reroll a die.
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