Star Wars: Armada – Super Star Destroyer Expansion Pack
Star Wars: Armada – Super Star Destroyer Expansion Pack Rulebook
Table of Contents
Table of Contents
Huge Ship Rules
Huge ships follow all the rules governing ships in the Star Wars: Armada rule booklets. A huge ship consists of two ship bases, a ship model, a ship token, and a ship sheet. A ship sheet contains the same elements as other ship cards and is treated as a ship card for the purposes of rules and game effects.
Several additional rules are also used when playing with huge ships.
[Illustration: Star Dreadnought Command Prototype Ship Sheet]
Firing Arcs
A huge ship has six firing arcs. In addition to the front, left, right, and rear firing arcs, huge ships have two AUXILIARY firing arcs: right-auxiliary and left-auxiliary.
Hull Zones
A huge ship has six hull zones. In addition to the front, left, right, and rear zones, huge ships have two auxiliary hull zones: right-auxiliary and left-auxiliary. These auxiliary hull zones are adjacent to the hull zones specified below.
- The right-auxiliary hull zone is adjacent to the right and rear hull zones.
- The left-auxiliary hull zone is adjacent to the left and rear hull zones.
Game effects that specifically refer to the left or right hull zones do not apply their effects to the auxiliary hull zones.
Transcription note: the printed text is cut off at the photograph's edge in two places: "adjacent t" in the paragraph on hull zones, and "adjacent to the le" in the left-auxiliary bullet. The completed words "to" and "left" are restored from the rest of the sentence and are not visible in the photograph.
Huge Ship Firing Arcs and Hull Zones
[Diagram 1: a huge ship token with its firing arcs labelled Left-Auxiliary Firing Arc, Left Firing Arc, Right-Auxiliary Firing Arc, Right Firing Arc, Rear Firing Arc and Front Firing Arc.]
[Diagram 2: a huge ship token with its hull zones labelled Left-Auxiliary Hull Zone, Left Hull Zone, Right-Auxiliary Hull Zone, Right Hull Zone, Rear Hull Zone and Front Hull Zone.]
- A huge ship has six firing arcs. Each arc is the area between its FIRING ARC LINES, which are printed on the ship token.
- A huge ship also has six HULL ZONES. Each hull zone is the area on the ship token between two firing arc lines.
Pass Tokens
Once per round, when it is a huge ship's turn to activate, it may receive a pass token to pass its turn instead of activating (its opponent activates a ship instead). A ship with a pass token must still activate during the Ship Phase. All pass tokens are removed during the Status Phase.
[Pass Token icon]
Setup
The following rules modify the setup rules found on page 10 of the Armada Rules Reference. These rules only apply to huge ships.
Deploy Ships: When a player deploys a huge ship, part of its base must be touching that player's play area edge. The huge ship may extend outside of that player's deployment zone but its base must be completely within the setup area.
A huge ship cannot be deployed overlapping obstacles.
Squadrons placed within distance 1–2 of a huge ship that extends beyond its player's deployment zone must also be placed within distance 1–2 of that player's deployment zone.
Huge Ship Setup
[Illustration of the Huge Ship Setup card, with markers 1 and 2.]
- The Imperial player deploys his ship so that the back-left corner of the ship's rear base is touching their edge.
- The Imperial player later deploys two TIE Fighter squadrons so that they are within distance 1–2 of the ship and within distance 1–2 of their deployment zone.
Command Dials
When a huge ship reveals its command dial, also assign the corresponding command token to that ship.
Attack
A huge ship can perform up to three attacks during its activation (instead of up to two). It cannot attack from the same hull zone more than once per activation.
Ship Movement
The following rules modify the ship movement rules found on page 11 of the Armada Rules Reference. These rules apply only to huge ships.
Determine Course: Due to the size of huge ships, some maneuvers cause the ship to overlap the maneuver tool whether it is placed on either side of the ship. When performing the determine course step of the ship's maneuver, any course that would cause the ship to overlap the maneuver tool is an illegal maneuver and cannot be performed. Determine a different course instead.
Move Ship: When placing the maneuver tool, insert the guides of the first segment into the notches on one side of the rear ship base (instead of the front ship base). When placing the ship at the joint corresponding to its speed, slide the notches of the rear ship base over the guides at that joint.
Scoring
When players determine their scores at the end of the game, a player's score includes half of the total fleet point cost (rounded up) of each CRIPPLED enemy huge ship in the play area. A huge ship is crippled if it has a number of damage cards equal to at least half of its hull value, rounded up. A crippled huge ship's fleet point cost includes the costs of all upgrade cards equipped to that ship.
Upgrade Bar
A huge ship cannot equip upgrade cards that add upgrade icons to its upgrade bar.
Additional Rules
The Super Star Destroyer expansion pack introduces the following new rules and icons:
Upgrade Icon
[Upgrade icon] This upgrade icon is named Fleet Command.
Huge Ship Movement Example
Using the course pictured below, the Imperial player attempts to move his huge ship, which is moving at speed "2." The Imperial player has resolved the effect of the Moff Jerjerrod upgrade card and the dial effect of a [command icon] command to increase the yaw values on the first and second joints.
[Diagrams 1 to 5 show the steps below on a huge ship model.]
- The Imperial player places the maneuver tool's flat end on the right side of the ship, aligned with the front of the rearmost ship base. They notice that the tool is overlapped by the base of the ship, so the maneuver is illegal and cannot be performed.
- The Imperial player places the maneuver tool's flat end on the left side of the ship, aligned with the front of the rearmost ship base.
- The Imperial player realizes that if they move the ship to the joint below the "2" speed number, it will overlap the maneuver tool at that position. Since the ship overlaps the maneuver tool when it is placed on either side of the ship, the maneuver is illegal.
- The Imperial player straightens the second joint of the maneuver tool, then places the tool's flat end on the left side of the ship, aligned with the front of the rearmost ship base.
- The ship does not overlap the tool at its current or final position, so the Imperial player presses down the maneuver tool and moves the ship to its final position at the joint below the "2" speed number.
Transcription note: the command icon in the example's introduction is a printed pictogram that is not named in the text, so it is shown as "[command icon]".
Additional Rules (continued)
Multiple-Icon Upgrade Cards: Some upgrade cards in this expansion have more than one upgrade icon. For each group of these icons in a ship's upgrade bar, it may equip one upgrade card with the matching upgrade icons. That group of icons cannot be used to equip additional upgrade cards.
[Illustration: Upgrade Card with Multiple Icons]
Contain [defense token icon]: A ship can spend this defense token to prevent the attacker from resolving the standard critical effect. The attacker can still resolve a non-standard critical effect, such as one granted by an upgrade card.
[Illustration: Contain Defense Token]