At the start of the Engagement Phase, you may choose 1 enemy ship at range 0-1. If you do, you gain 1 calculate token unless that ship chooses to gain 1 stress token.
While you perform an attack, after rolling attack dice, you may name a type of green token. If you do, gain 2 ion tokens and, during this attack, the defender cannot spend tokens of the named type.
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.
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.
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.
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.
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.
During the System Phase, you may choose 1 enemy ship at range 1-2 and guess aloud a bearing and a speed, then look at that ship’s dial. If the chosen ship’s bearing and speed match you guess, you may set your dial to another maneuver.
Setup: Lose 1 energy.
After a friendly ship at range 0-3 is dealt 1 damage card, recover 1 energy.
While you perform an attack, you may spend 2 energy to change 1 focus result to a crit result.
During the Perform Action step, you may perform 1 action, even while stressed. After you perform an action while stressed, suffer 1 hit damage unless you expose 1 of your damage cards.
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 hit damage unless it chooses to remove 1 green token.
While you defend before the 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 crit result, gain 1 jam token.
While 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.
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.
During the End Phase, you may choose 1 friendly ship at range 0-2 and spend 1 energy. if you do, that ship recovers 1 energy on 1 of its equipped illicit upgrades.
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 oposing player chooses focus or evade. You gain 1 token of that type.
During the System Phase, you may spend 2 energy. 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.
During the Activation or Engagement Phase, after an enemy ship in your front at range 0-1 gains a red or orange token, if you are not stressed, you may gain 1 stress token. If you do, that ship gains 1 additional token of the type that it gained.
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.
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.
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.
During the System Phase, you may choose any number of enemy ships beyond range 1. If you do, spend that many force to flip each chosen ship’s dial faceup.
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.
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.
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