Star Wars: X-Wing v1.4.3.1

[   Atomic Mass Games ] Star Wars: X-Wing Official Rules Reference v1.4.3.1
  • Setup
    1. Gather Forces
    2. Determine Player Order
      • each player rolls 3 attack dice:
        • ;
        • ;
        • ;
    3. Establish Play Area
    4. Place Obstacles
      • each player places 1 obstacle at a time, up to 6;
      • obstacles must be:
        • beyond range 1 of other obstacles;
        • beyond range 2 of each edge of the play area;
    5. Place Forces
    6. Prepare Other Components
  • Round
    1. Planning
      1. Define Maneuver
        • dials can be assigned in any order;
      2. Determine Player Order
        • each player rolls 3 attack dice:
          • ;
          • ;
          • ;
    2. System
      • starts with the lowest initiative;
    3. Activation
      1. Reveal Dial
        • starts with the lowest initiative;
        • if the maneuver dial has not been set, the ship gains , then performs a white [ 2 ];
        • if the maneuver is red and already has , then performs a white [ 2 ] instead;
      2. Execute Maneuver
        1. Maneuver Ship
          • if
            • perform a blue 1 [ ] with the same direction shown on the dial;
          • if move through
            • an obstacle
              • asteroid
                • suffers 1 ;
                • roll 1 attack die, if:
                  • , suffers 1 ;
                  • , suffers 1 ;
              • blaze
                • roll 1 attack die, if:
                  • , suffers 1 ;
                  • , suffers 1 ;
                  • , add 1 ;
              • debris cloud
                • add 1 ;
                • roll 1 attack die, if:
                  • , suffers 1 ;
                  • , suffers 1 ;
              • electro-chaff cloud
                • remove all from this ship and on this ship;
                • add 1 ;
                • roll 1 attack die, if:
                  • , add 1 ;
                  • , add 1 ;
              • gas cloud
                • remove all from this ship and on this ship;
                • add 1 ;
                • roll 1 attack die, if:
                  • , add 1 ;
                  • , add 3 ;
              • loose cargo
                • add 1 ;
                • roll 1 attack die, if:
                  • , add 1 ;
                  • , add 1 ;
              • spare parts
                • add 1 ;
                • roll 1 attack die, if:
                  • , add 1 ;
                  • , add 1 ;
          • if overlapped
            • an obstacle
              • asteroid or debris cloud
                • cannot perform attacks;
              • electro-chaff cloud or gas cloud
                • cannot acquire ;
                • cannot be ;
            • a friendly or allied ship
              • roll 1 attack die, if:
                • , add 1 ;
                • , add 1 ;
              • skips its Perform Action step;
            • a enemy ship
              • if not :
                • may add a or from its action bar;
              • skips its Perform Action step;
        2. Check Difficulty
          • if the maneuver is:
            • red
              • add 1 ;
            • blue
              • remove 1 ;
              • remove 1 ;
              • remove 1 ;
            • purple
              • spend 1 ;
      3. Perform Action
        • if , cannot perform actions;
        • if , can perform only ;
      4. End Of Activation
        • if and executed an ion maneuver:
          • remove all ;
    4. Engagement
      1. Declare Target
        • starts with the highest initiative;
        • if , cannot perform attacks;
        1. Measure Range
        2. Choose Weapon
          • primary weapon range 0 → 3
        3. Declare Defender
        4. Pay Costs
      2. Attack Dice
        1. Roll Attack Dice
          • minimum of 0;
          • maximum of 6;
          • add 1 die if range 1 and not ;
          • remove 1 die if ;
        2. Modify Attack Dice
          • order to resolves their abilities:
            • 1º defending player;
            • 2º attacking player;
          • if range 0, cannot be modified;
          • each die can only be rerolled once;
      3. Defense Dice
        1. Roll Defense Dice
          • minimum of 0;
          • maximum of 6;
          • add 1 die if:
            • range 3 and not ;
            • at least 1 obstacle obstructs;
          • remove 1 die if ;
        2. Modify Defense Dice
          • order to resolves their abilities:
            • 1º attacking player;
            • 2º defending player;
          • if range 0, enemy ships cannot reduce, cancel or modify your results;
          • each die can only be rerolled once;
      4. Neutralize Results
        • results are canceled if:
          • pairs of and ;
          • pairs of and ;
      5. Deal Damage
      6. Aftermath
    5. End
      • remove all circular tokens from all ships;
      • recover charges for each card with a ;
      • spend charges for each card with a ;
back to 1. Planning