Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading Speed 1 *Hits are rolled against ship systems 2 PD Batteries** 0-2 1D6 3 **only against attacking Fighters 4 Shields Hit Rolled Damage 5 3 6 1 2 5,6 1 6 1 5 1 7 6 2 8 4,5 1 6 2 0 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Reef Home MC80 Star Cruiser 3 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading Speed 1 *Hits are rolled against ship systems 2 PD Batteries** 0-2 1D6 3 **only against attacking Fighters 4 5 Shields Hit Rolled Damage 3 6 1 6 2 5,6 1 7 1 5 1 8 6 2 4,5 1 6 2 0 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Home One Mon Calamari Star Cruiser 3 Weapons Turbolasers PD Batteries** Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-2 1D6 Heading Speed **only against attacking Fighters Range 1 To Hit Torpedo Battery† 0-2 3 to 6 2 Front Arc Only 3-5 4 to 6 3 †Roll a D6 per hit - die 6-8 5 or 6 roll is the damage done, ignore shields! 4 9 6 only 5 Shields Hit Rolled Damage 3 6 1 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 6 7 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Hephaestus Sullustan Assault Carrier 3 Weapons Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 ADAF Batteries** 0-3 1D6 Turbolasers Heading **only against attacking Fighters or Fighters attacking a friendly ship within 0-3 Range Speed 1 To Hit Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 †Roll a D6 per hit - die 6-8 5 or 6 roll is the damage done, ignore shields! 9 6 only 2 3 4 5 6 Shields Hit Rolled Damage 2 5,6 1 7 1 5 1 8 6 2 4,5 1 6 2 0 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Waverunner MC30 Frigate 4 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading Speed *Hits are rolled against ship 1 systems ADAF Batteries** 0-3 2 1D6 **only against attacking Fighters or Fighters attacking a friendly ship within 0-3 3 4 5 Shields Hit Rolled Damage 6 3 6 1 2 5,6 1 7 1 5 1 8 6 2 9 4,5 1 10 6 2 0 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Shadow MC40 Light Cruiser 4 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading *Hits are rolled against ship systems PD Batteries** 0-2 Speed 1 1D6 2 3 **only against attacking Fighters 4 To Hit 5 Torpedo Battery† 0-2 3 to 6 6 Front Arc Only 3-5 4 to 6 7 6-8 5 or 6 9 6 only Range 8 9 †Roll a D6 per hit - die roll is the damage done, ignore shields! 10 Shields Hit Rolled Damage 3 6 1 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Attacks go against the bow Choose Choose Attacks go against the stern section Viscount Star Defender 2 2 Heading Weapons Laser Cannons Blasters* Range Roll 0-3 2D6 4-6 1D6 0-3 2D6 *Can fire at fighters range 3 like Speed PD, but needs a fire control 1 ADAF Batteries** 0-3 2 1D6 **only against attacking Fighters or Fighters attacking a friendly ship within 0-3 3 4 5 Shields Hit Rolled Damage 1 0 5 1 6 6 2 7 4,5 1 8 6 2 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Avenger Rebel Nebulon-B Escort Cruiser 4 Weapons Turbolasers PD Batteries** Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-2 1D6 Heading **only against attacking Fighters Range Speed To Hit 1 Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 2 6-8 5 or 6 3 9 6 only 4 †Roll a D6 per hit - die roll is 5 the damage done, ignore shields! 6 Shields Hit Rolled Damage 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 7 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Haven Rebel Assault Frigate 4 Weapons Laser Cannons Range Roll 0-3 2D6 4-6 1D6 Heading Blasters* 0-3 2D6 *Can fire at fighters range 3 like PD, but needs a fire control PD Batteries** 0-2 1D6 **only against attacking Fighters Speed 1 Shields Hit Rolled Damage 1 0 5 1 6 2 4,5 1 6 2 2 3 4 5 6 7 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Tantive IV Corellian Corvette 6 Weapons Blasters* Range Roll 0-3 2D6 Heading *Can fire at fighters range 3 like PD, but needs a fire control Range To Hit Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 6-8 5 or 6 9 6 only Speed †Roll a D6 per hit - die roll is 1 the damage done, ignore shields! 2 3 Shields Hit Rolled Damage 1 0 4 5 1 6 2 5 4,5 1 6 6 2 7 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Ladyluck Corellian Gunship 6 Weapons Blasters* Range Roll 0-3 2D6 Heading *Can fire at fighters range 3 like PD, but needs a fire control Range To Hit Torpedo Battery† 0-2* 3 to 6 Front Arc Only †Roll a D6 per hit - die roll is the damage done, ignore shields! Speed **Range is based on the fighter that has the sensor lock. 1 2 3 Shields Hit Rolled Damage 1 0 5 1 4 6 2 5 4,5 1 6 6 2 7 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, 4 second hit no thrust or maneuver Lorna Converted Freighter •No Fire Control! •Must use a Rebel fighter for fire control to fire torpedoes at a target within range of this ship! Move Reaction Move A-wing Squadron #4 Heading Heading Attack Range is 2 Attacking enemy fighters - Roll D6 +1 Attacking ships – Roll D6 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 3 4 5 6 6 7 7 8 8 Move Reaction Move ACE A-wing Squadron #4 Heading Heading Attack Range is 2 Aces roll one more attack dice than the # of fighters Attacking enemy fighters - Roll D6 +1 Attacking ships – Roll D6 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 3 4 5 6 6 7 7 8 8 Move Heading Reaction Move Y-wing Gold Squadron Heading Attack Range is 2 Attacking enemy fighters - Roll D6 Attacking ships – Roll D6 +2 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Speed Speed 1 1 2 2 3 3 4 4 5 5 Move Heading Reaction Move Y-wing Squadron #5 Heading Attack Range is 2 Attacking enemy fighters - Roll D6-1 Attacking ships – Roll D6 +1 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Speed Speed 1 1 2 2 3 3 4 4 5 5 Move Reaction Move X-wing Squadron #6 Heading Heading Attack Range is 2 Attacking enemy fighters - Roll D6 Attacking ships – Roll D6 +1 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Reaction Move ACE X-wing Squadron Heading Heading Attack Range is 2 Aces roll one more attack dice than the # of fighters Attacking enemy fighters - Roll D6 Attacking ships – Roll D6 +1 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Reaction Move X-wing Rogue Squadron Heading Heading Attack Range is 2 Aces roll one more attack dice than the # of fighters Attacking enemy fighters - Roll D6+1 Attacking ships – Roll D6+1 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Reaction Move X-wing Luke Skywalker Heading Heading Attack Range is 2 Attacking enemy fighters - Roll D6+1 Attacking ships – Roll D6 + 2 Shielded - level 2 Shields only hit on a roll of 5 or 6, and only one damage on rolls of 6! “The Force is strong in this one” Speed Roll one attack die per remaining hit! 1 4 5 6 “R2 see what you can do back there!” R2D2 Repair: remove one damage pin and place it here 1 Pursuit / Dogfight 3 Pursuit / Dogfight 2 Speed 2 3 4 5 6 Move Reaction Move Millennium Falcon Heading Heading Attack Range is 2 Roll D6 per hit point for all attacks except torpedoes! Shielded - level 2 Shields only hit on a roll of 5 or 6, and only one damage on rolls of 6! Torpedo – One shot attack per tube! Roll D6 a 4 or higher is a hit Roll D6 damage for each hit Speed Speed 2 2 3 4 5 Torpedo Loads Pursuit / Dogfight 1 Pursuit / Dogfight 1 “Never tell me the odds!” Lucky: Make attacker re-roll (one time use) 3 4 5 Move Heading Reaction Move B-wing Squadron #1 Heading Attack Range is 2 Attacking enemy fighters - Roll D6-1 Attacking ships Torpedo – One shot attack! Roll D6 a 4 or higher is a hit Roll D6 damage for each hit Attacking enemy ships without torpedo – Roll D6+1 Speed Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Speed 1 1 2 2 3 4 Torpedo Load 3 4 Move Reaction Move SoroSuub Squadron #1 Heading Heading Attack Range is 2 Roll D6 for all attacks Shielded - level 1 Shields when being attacked damage rolls of 4 miss! 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Reaction Move Outrider Heading Heading Attack Range is 2 Roll D6 per hit point for all attacks except torpedoes! Shielded - level 2 Shields only hit on a roll of 5 or 6, and only one damage on rolls of 6! Torpedo – One shot attack per tube! Roll D6 a 4 or higher is a hit Roll D6 damage for each hit Speed Speed 1 4 5 Torpedo Load “Don’t get your servos in a twist” Crack Shot: May re-roll one attack Pursuit / Dogfight 3 Pursuit / Dogfight 2 1 2 3 4 5 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading Speed *Hits are rolled against ship 1 systems PD Batteries** 0-2 2 1D6 **only against attacking Fighters 3 4 5 Shields Hit Rolled Damage 3 6 1 6 2 5,6 1 7 1 5 1 6 2 4,5 1 6 2 0 8 9 10 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Admonitor Imperial Star Destroyer II 3 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading Speed *Hits are rolled against ship 1 systems PD Batteries** 0-2 2 1D6 **only against attacking Fighters 3 4 5 Shields Hit Rolled Damage 3 6 1 6 2 5,6 1 7 1 5 1 6 2 4,5 1 6 2 0 8 9 10 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Tyrant Imperial Star Destroyer 3 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading Speed *Hits are rolled against ship 1 systems PD Batteries** 0-2 2 1D6 **only against attacking Fighters 3 4 Shields Hit Rolled Damage 3 6 1 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 5 6 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Gravity Well Generator – prevents hyperdrive engagement Black Asp Interdictor Cruiser 3 Weapons Turbolasers Blasters* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 Heading Speed *Can fire at fighters range 3 like PD, but needs a fire control PD Batteries** 1 0-2 1D6 2 **only against attacking Fighters Range 3 To Hit Torpedo Battery† 0-2 3 to 6 4 Front Arc Only 3-5 4 to 6 5 6-8 5 or 6 6 9 6 only 7 †Roll a D6 per hit - die roll is 8 the damage done, ignore shields! Shields Hit Rolled Damage 1 0 5 1 6 2 4,5 1 6 2 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Enforcer Acclamator Cruiser 3 Weapons Turbolasers PD Batteries** Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-2 1D6 Heading Speed **only against attacking Fighters Range To Hit Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 6-8 5 or 6 9 6 only 1 2 3 4 5 †Roll a D6 per hit - die roll is the damage done, ignore shields! 6 7 Shields Hit Rolled Damage 1 0 5 1 6 2 4,5 1 6 2 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Ravager Acclamator Cruiser II 3 Weapons Turbolasers Blasters* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 Heading Speed *Can fire at fighters range 3 like PD, but needs a fire control PD Batteries** 0-2 1 1D6 2 **only against attacking Fighters Range To Hit Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 6-8 5 or 6 9 6 only 3 4 5 6 †Roll a D6 per hit - die roll is 7 the damage done, ignore shields! 8 Shields Hit Rolled Damage 1 0 5 1 6 2 4,5 1 6 2 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Intrepid Imperial Battle Cruiser 3 Weapons Laser Cannons Blasters* Range Roll 0-3 2D6 4-6 1D6 0-3 2D6 Heading *Can fire at fighters range 3 like Speed PD, but needs a fire control 1 ADAF Batteries** 0-3 1D6 2 **only against attacking Fighters or Fighters attacking a friendly ship within 0-3 3 4 5 Shields Hit Rolled Damage 1 0 5 1 6 2 4,5 1 6 2 6 7 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Warsprite Imperial Escort Cruiser 4 Weapons Laser Cannons PD Batteries** Range Roll 0-3 2D6 4-6 1D6 0-2 1D6 Heading **only against attacking Fighters Range To Hit Speed Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 6-8 5 or 6 2 9 6 only 3 1 †Roll a D6 per hit - die roll is 4 the damage done, ignore shields! 5 Shields Hit Rolled Damage 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 6 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Conqueror Imperial Dreadnought 3 Weapons Laser Cannon Blasters* Range Roll 0-3 2D6 4-6 1D6 0-3 2D6 Heading *Can fire at fighters range 3 like Speed PD, but needs a fire control 1 ADAF Batteries** 0-3 1D6 2 **only against attacking Fighters or Fighters attacking a friendly ship within 0-3 3 4 5 Shields Hit Rolled Damage 1 0 5 1 6 2 4,5 1 6 2 6 7 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Black Star Imperial Escort Cruiser 4 Weapons Turbolasers Laser Cannon Blasters* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 0-3 2D6 Heading Speed 1 2 *Can fire at fighters range 3 like PD, but needs a fire control 3 4 PD Batteries** 0-2 1D6 **only against attacking Fighters 5 6 7 Shields Hit Rolled Damage 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 8 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Dominator Venetor Star Destroyer 2 Weapons Turbolasers Ion Cannons* Range Roll 0-3 3D6 4-6 2D6 7-9 1D6 0-3 2D6 4-6 1D6 Heading *Hits are rolled against ship systems Speed PD Batteries** 0-2 1 1D6 2 **only against attacking Fighters 3 4 Range To Hit Torpedo Battery† 0-2 3 to 6 Front Arc Only 3-5 4 to 6 6-8 5 or 6 9 6 only 5 6 7 8 †Roll a D6 per hit - die roll is the damage done, ignore shields! 9 10 Shields Hit Rolled Damage 3 6 1 2 5,6 1 1 5 1 6 2 4,5 1 6 2 0 Fire Control - one required per target Hyperdrive Thrust – first hit half thrust, second hit no thrust or maneuver Attacks go against the bow Choose Attacks go against the stern –port side Choose Attacks go against the stern –starboard side Iron Fist Super Star Destroyer 2 2 Move Heading Reaction Move Imperial Shuttle #1 Heading Attack Range is 2 Roll D6 for all attacks Shielded - level 2 shields when being attacked damage rolls of 4 miss, 5 or 6 count as 1 damage! Special Ability Speed Sensor lock – ONE adjacent allied fighter squadron gets +1 attack range. Speed 1 1 2 2 3 3 4 4 Move Reaction Move ACE Tie Fighter Squadron #5 Heading Heading Attack Range is 2 Aces roll one more attack dice than the # of fighters Roll D6 for all attacks 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Reaction Move Tie Fighter Squadron #11 Heading Heading Attack Range is 2 Roll D6 for all attacks 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Heading Reaction Move Tie Bomber Squadron #8 Heading Attack Range is 2 Attacking enemy fighters - Roll D6 on a 6 they score one hit Attacking ships Torpedo – One shot attack! Roll D6 score of 4 or higher is a hit Roll D6 damage for each hit Speed No attacks on ships without Torpedoes! 1 2 Speed 1 Torpedo Load 2 3 3 4 4 5 5 Move Reaction Move ACE Tie Interceptor Squadron #1 Heading Heading Attack Range is 2 Aces roll one more attack dice than the # of fighters Attacking enemy fighters Roll D6 +1 Attacking ships Roll D6 Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 3 4 5 6 6 7 7 Move Reaction Move Tie Interceptor Squadron #12 Heading Heading Attack Range is 2 Attacking enemy fighters Roll D6 +1 Attacking ships Roll D6 Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 3 4 5 6 6 7 7 Move Reaction Move Tie Defender Squadron #1 Heading Heading Attack Range is 2 Attacking enemy fighters Roll D6 +1 Attacking ships Roll D6+1 Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 3 4 5 6 6 7 7 8 Move 181st Tie Interceptor Squadron Heading Reaction Move Heading Attack Range is 2 Aces roll one more attack dice than the # of fighters Attacking enemy fighters Roll D6 +2 Attacking ships Roll D6+1 Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 3 4 5 6 6 7 7 Move Reaction Move Tie Phantom Squadron #1 Heading Heading Attack Range is 2 Roll D6 for all attacks Shielded - level 1 Shields when being attacked damage rolls of 4 miss! Special Ability Cloaked – can only be targeted on a turn where they make an attack 1 1 2 2 3 4 5 6 Pursuit / Dogfight Speed Pursuit / Dogfight Speed 3 4 5 6 Move Reaction Move Slave 1 Heading Heading Attack Range is 2 Roll D6 per hit point for all attacks except torpedoes! Shielded - level 2 Shields only hit on a roll of 5 or 6, and only one damage on rolls of 6! Nuclear Mine– placed after move, detonates after reaction move and causes 3D6+1 attacks to any ship or fighter group in a 3X3 area. Speed Speed 2 2 3 4 5 Pursuit / Dogfight 1 Pursuit / Dogfight 1 “I have something for you” Nuclear Mines 3 4 5
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