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Star Wars: Armada – Invisible Hand Expansion Pack thumbnail

Star Wars: Armada – Invisible Hand Expansion Pack

Expansion for Star Wars: Armada

Star Wars: Armada – Invisible Hand Expansion Pack Rulebook

Table of Contents

Table of Contents

  • Ship Cards
    • Providence-Class Dreadnought
    • Providence-Class Carrier
  • Notes on the Ship Cards
  • Upgrade Cards
    • General Grievous
    • Admiral Trench
    • Hot Landing
    • Jedi Hostage
    • B2 Rocket Troopers
    • TI-99
    • Tikkes
    • Thermal Shields
    • Point Defense Ion Cannons
    • Invincible
    • Invisible Hand
    • Lucid Voice

Ship Cards

Each ship card shows, from top to bottom and left to right: the faction emblem and ship name, the ship traits, the hull value, anti-squadron armament, the command, squadron and engineering values, the speed chart, the defense tokens, the anti-ship armament by arc, the upgrade slots along the foot of the card, the ship size icon, and the points cost at bottom right.

Providence-Class Dreadnought

Faction: Separatist Traits: Droid. Bombard. Transport. Points: 105 Hull: 9 Anti-squadron armament: 1 blue die

Command: 3 Squadron: 4 Engineering: 4

Speed chart (columns are speed 1 to 4, read top to bottom; a grey cell has no entry, and the printed symbols are reproduced as shown):

RowSpeed 1Speed 2Speed 3Speed 4
1redredredgrey (no entry)
2redredwhite, dashgrey (no entry)
3redwhite, vertical barwhite, dashgrey (no entry)
4white, bent-bar glyphwhite, vertical barwhite, vertical bargrey (no entry)

Defense tokens: four tokens – a half-filled spiked circle (top left), a curved arrow-icon token (top right), a spiked burst token (bottom left) and a cursor-arrow token (bottom right).

Anti-ship armament by arc (dice shown, and the printed number in the circle beside each arc):

  • Front arc: 2 red dice, 1 blue die and 2 black dice; printed number 5.
  • Left arc: 3 red dice, 1 blue die and 2 black dice; printed number 3.
  • Right arc: 3 red dice, 1 blue die and 2 black dice; printed number 3.
  • Rear arc: 1 red die, 1 blue die and 1 black die; printed number 2.

Upgrade slots: seven circular slot icons along the foot of the card (pictograms only: the card prints no slot names, so the slot types are shown as icons and are not transcribed as text).

Ship size: a size icon is printed at bottom left (pictogram only, not named on the card).

Providence-Class Carrier

Faction: Separatist Traits: Droid. Comms. Transport. Points: 105 Hull: 9 Anti-squadron armament: 2 black dice

Command: 3 Squadron: 4 Engineering: 4

Speed chart (identical to Providence-Class Dreadnought; columns are speed 1 to 4, read top to bottom):

RowSpeed 1Speed 2Speed 3Speed 4
1redredredgrey (no entry)
2redredwhite, dashgrey (no entry)
3redwhite, vertical barwhite, dashgrey (no entry)
4white, bent-bar glyphwhite, vertical barwhite, vertical bargrey (no entry)

Defense tokens: four tokens – a half-filled spiked circle (top left), a curved arrow-icon token (top right), a spiked burst token (bottom left) and a cursor-arrow token (bottom right).

Anti-ship armament by arc (dice shown, and the printed number in the circle beside each arc):

  • Front arc: 2 red dice, 1 blue die and 2 black dice; printed number 5.
  • Left arc: 2 red dice, 2 blue dice and 2 black dice; printed number 3.
  • Right arc: 2 red dice, 2 blue dice and 2 black dice; printed number 3.
  • Rear arc: 1 red die, 1 blue die and 1 black die; printed number 2.

Upgrade slots: seven circular slot icons along the foot of the card (pictograms only, as on the Dreadnought).

Ship size: a size icon is printed at bottom left (pictogram only, not named on the card).

Notes on the Ship Cards

  • Neither ship card prints ability text. The ship's behaviour is set by its speed chart, defense tokens, armament and the upgrade cards below.
  • The two ships share hull, traits, speed chart, defense tokens, command, squadron, engineering values and points cost. They differ in anti-squadron armament and in the dice in the left, right and front arcs.

Upgrade Cards

Each upgrade card shows its name in the title bar, its text in the body, and a numeric figure at bottom right, recorded below as "bottom-right figure" because the card does not label it as a cost. Where a card also shows a figure at left, that is recorded separately. The upgrade type pictogram is shown at bottom left (or beside the title for Jedi Hostage and B2 Rocket Troopers) and is not named.

General Grievous

Bottom-right figure: 20

When a friendly ship or squadron is destroyed, you may choose 1 friendly ship or unique squadron at distance 1–5 of the destroyed ship or squadron. If you do, the chosen ship or unique squadron may either ready 1 of its defense tokens or recover 1 of its discarded defense tokens and then exhaust that token.

Admiral Trench

Left badge: 4 (printed in a circle with a pictogram; the card does not label it) Bottom-right figure: 36

At the start of each Ship Phase, you may reveal and discard 1 command dial from this card. If you do, until the end of the round, when a friendly ship spends only a matching command token to resolve a command, that ship resolves that command as if it had spent a dial and token of the same type instead.

Hot Landing

Bottom-right figure: 3

At the start of the Squadron Phase, friendly squadrons with ADEPT gain GRIT until the end of the phase.

When a friendly squadron with ADEPT is destroyed, you may choose 1 enemy ship at distance 1–2 of that squadron. If you do, that ship gains 1 raid token of your choice.

Jedi Hostage

Bottom-right figure: 3

When an enemy ship declares you as the target of a non-[icon] attack, if this card is readied, the attacker gains a raid token of its choice, if able.

When an enemy ship at close range reveals a command, it may discard a [command icon] dial to exhaust this card.

While defending, if this card is exhausted, you cannot spend more than 1 defense token.

Transcription note: the pictogram in "non-[icon] attack" is partly covered by the card art and could not be read with confidence; it is recorded here as an icon rather than named.

B2 Rocket Troopers

Bottom-right figure: 7

While performing a non-[icon] attack against a ship at close–medium range, you may exhaust this card. If you do, the defender gains 1 raid token of your choice.

While attacking a squadron, you may exhaust this card. If you do, add 1 die of a color already in your attack pool to your attack pool.

Transcription note: the pictogram in "non-[icon] attack" is partly covered by the card art and could not be read with confidence; it is recorded here as an icon rather than named.

TI-99

Bottom-right figure: 4

While a friendly unactivated squadron is at distance 1–3, it gains COUNTER 3 or, if it has the printed COUNTER keyword, gains an additional COUNTER 1. After it performs a COUNTER attack, toggle its activation slider to the activated side.

Tikkes

Bottom-right figure: 2

When you reveal a command, you may place a matching command token on this card. If you do, gain a command token of your choice.

During the Command Phase, if you have a command token on this card, you must choose that command on each command dial that is to be assigned to you and show those dials to your opponent. Then discard that command token.

Thermal Shields

Bottom-right figure: 5

Medium or large ship only: While defending, after the attacker gathers dice, you may spend 1 [defense token icon] token. If you do, choose and remove half of the dice in the attack pool, rounded down.

Point Defense Ion Cannons

Bottom-right figure: 4

Non-huge ship only: While defending at close range or distance 1, during the Spend Defense Tokens step, you may force the attacker to reroll 1 die of your choice.

Invincible

Bottom-right figure: 5

You gain 1 additional [upgrade bar icon] icon in your upgrade bar.

Invisible Hand

Bottom-right figure: 9

While deploying fleets, if you are in the play area, when you would deploy a squadron with SWARM, you may set that squadron aside next to your ship card instead. You may set aside up to 5 squadrons in this way.

[command icon]: For each squadron you would activate with this command, you may place 1 of your set-aside squadrons within distance 3. It cannot move this activation, and if it has AI, increase its AI value by 1.

Lucid Voice

Bottom-right figure: 8

Treat your rear hull zone's printed battery armament as 3 red dice.

The battery armament of your left and right hull zones are each increased by 1 black die and decreased by 1 blue die.