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IMPERIAL SQUADRON (300) - - - - -

Raider-class corvette (fore) - Raider-class corvette (50) e491 Single Turbolasers (8) h1 Engineering Team (4) i1 Engine Booster (3) q8 (65)
Raider-class corvette (aft) - Raider-class corvette (50) e492 Admiral Ozzel (2) d42 Weapons Engineer (3) d3 Ion Cannon Battery (6) h3 Quad Laser Cannons (6) h2 Sensor Team (4) i3 Gunnery Team (4) i2 Backup Shield Generator (3) q6 Instigator (4) f22 (82)
Darth Vader - TIE Advanced (29) e10 Proton Rockets (3) g6 Adv. Targeting Computer (1) l6 TIE/x1 (0) f20 (33)
Commander Alozen - TIE Advanced (25) e52 Cluster Missiles (4) g2 Adv. Targeting Computer (1) l6 TIE/x1 (0) f20 (30)
"Echo" - TIE Phantom (30) e42 Veteran Instincts (1) m8 Fire-Control System (2) l3 Advanced Cloaking Device (4) p9 (37)
"Omega Ace" - TIE/fo Fighter (20) e58 Swarm Tactics (2) m4 (22)
Epsilon Squadron Pilot - TIE/fo Fighter (15) e63 (15)
"Dark Curse" - TIE Fighter (16) e2 (16)
Details

 Raider-class corvette (fore) (50) 4  4  0  8  6 
Once per round, after you perform a primary weapon attack, you may spend 2 energy to perform another primary weapon attack.
   


 Single Turbolasers (8) 2   4  Range : 3 - 5
Attack (energy): Spend 2 energy from this card to perform this attack. The defender doubles his agility value against this attack. You may change 1 of your results to a result.

 Engineering Team (4) During the Activation phase, when you reveal a maneuver, gain 1 additional energy during the "Gain energy" step.

 Engine Booster (3) Limited.
Immediately before you reveal your maneuver dial, you may spend 1 energy to execute a white (1) maneuver. You cannot use this ability if you would overlap another ship.


 Raider-class corvette (aft) (50) 4  6  0  8  4 
The demise of the Death Star proved to Imperial High Command the importance of anti-fighter craft which renewed interest in the Raider-class corvette.
   


 Admiral Ozzel (2)Unique, Huge Ship only. Imperial only
Energy: You may remove up to 3 shields from your ship. For each shield removed, gain 1 energy.

 Weapons Engineer (3) You may maintain 2 target locks (only 1 per enemy ship).
When you acquire a target lock, you may lock onto 2 different ships.

 Ion Cannon Battery (6) 2   4  Range : 2 - 4
Attack (energy): Spend 2 energy from this card to perform this attack. If this attack hits, the defender suffers 1 critical damage and receives 1 ion token. Then cancel all dice results.

 Quad Laser Cannons (6) 2   3  Range : 1 - 2
Attack (energy): Spend 1 energy from this card to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again.

 Sensor Team (4) When acquiring a target lock, you may lock onto an enemy ship at Range 1-5 (instead of Range 1-3).

 Gunnery Team (4) Limited.
Once per round, when attacking with a secondary weapon, you may spend 1 energy to change 1 of your blank results to a result.

 Backup Shield Generator (3) Limited.
At the end of each round, you spend 1 energy to recover 1 shield (up too your shield value).

 Instigator (4)Unique
Raider-class corvette aft section only. Title.
After you perform a recover action, recover 1 additional shield.


 Darth Vader (29) 9  2  3  3  2 
Unique
During your "Perform action" step, you may perform 2 actions.
         


 Proton Rockets (3) 2  Range : 1
Attack (Focus): Discard this card to perform this attack.
You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice.

 Adv. Targeting Computer (1) TIE Advanced only.
When attacking with your primary weapon, if you have a target lock on the defender, you may add 1 result to your roll. If you do, you cannot spend target locks during this attack.

 TIE/x1 (0) TIE Advanced only. Title
Your upgrade bar gains the upgrade icon.
If you equip a upgrade, its squad point cost is reduced by 4 (to a minimum of 0).


 Commander Alozen (25) 5  2  3  3  2 
Unique
At the start of the Combat phase, you may acquire a target lock on an enemy ship at Range 1.
         


 Cluster Missiles (4) 3  Range : 1 - 2
Attack (target lock): Spend your target lock and discard this card to perform this attack twice.

 Adv. Targeting Computer (1) TIE Advanced only.
When attacking with your primary weapon, if you have a target lock on the defender, you may add 1 result to your roll. If you do, you cannot spend target locks during this attack.

 TIE/x1 (0) TIE Advanced only. Title
Your upgrade bar gains the upgrade icon.
If you equip a upgrade, its squad point cost is reduced by 4 (to a minimum of 0).


 "Echo" (30) 6  4  2  2  2 
Unique
When you decloak, you must use the [2] or [2] template instead of the [2] template.
         


 Veteran Instincts (1) Increase your pilot skill value by 2.

 Fire-Control System (2) After you perform an attack, you may acquire a target lock on the defender.

 Advanced Cloaking Device (4) TIE Phantom only. Modification.
After you perform an attack, you may perform a free cloak action.


 "Omega Ace" (20) 7  2  3  3  1 
Unique
When attacking, you may spend a focus token and a target lock you have on the defender to change all of your results to results.
         


 Swarm Tactics (2) At the start of the Combat phase, you may choose 1 friendly ship at Range 1.
Until the end of this phase, treat the chosen ship as if its pilot skill were equal to your pilot skill.


 Epsilon Squadron Pilot (15) 1  2  3  3  1 
Following the traditions of the Galactic Empire, the First Order has kept the TIE fighter design in service, but has updated the craft to modern combat standards.
         



 "Dark Curse" (16) 6  2  3  3  0 
Unique
When defending, ships attacking cannot spend focus tokens or reroll attack die.
      




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