Star Wars: X-Wing Miniatures Game – Mist Hunter
Star Wars: X-Wing Miniatures Game – Mist Hunter Rulebook
Table of Contents
Table of Contents
Pilots
Zuckuss
G-1A Starfighter. Scum. Pilot skill 7. Attack 3, agility 1, hull 4, shields 4. 28 points.
When attacking, you may roll 1 additional attack die. If you do, the defender rolls 1 additional defense die.
4-LOM
G-1A Starfighter. Scum. Pilot skill 6. Attack 3, agility 1, hull 4, shields 4. 27 points.
At the start of the End phase, you may assign 1 of your stress tokens to another ship at Range 1.
Gand Findsman
G-1A Starfighter. Scum. Pilot skill 5. Attack 3, agility 1, hull 4, shields 4. 25 points.
No ability text.
Ruthless Freelancer
G-1A Starfighter. Scum. Pilot skill 3. Attack 3, agility 1, hull 4, shields 4. 23 points.
No ability text.
Upgrades
Mist Hunter
Title. G-1A Starfighter only. 0 points.
Your action bar gains the barrel roll action icon.
You must equip 1 "Tractor Beam" Upgrade card (paying its squad point cost as normal).
Tractor Beam
Cannon. Attack 3, range 1–3. 1 point.
Attack: Attack 1 ship.
If this attack hits, the defender receives 1 tractor beam token. Then cancel all dice results.
Cloaking Device
Illicit. Small ship only. 2 points.
Action: Perform a free cloak action.
At the end of each round, roll 1 attack die. On a focus result, discard this card, then decloak or discard your cloak token.
Zuckuss
Crew. Scum only. 1 point.
When attacking, if you are not stressed, you may receive any number of stress tokens to choose an equal number of defense dice. The defender must reroll those dice.
4-LOM
Crew. Scum only. 1 point.
When attacking, during the "Modify Attack Dice" step, you may receive 1 ion token to choose 1 of the defender's focus or evade tokens. That token cannot be spent during this attack.
Adaptability (-1)
Elite. Dual card. 0 points.
Decrease your pilot skill value by 1.
Adaptability (+1)
Elite. Dual card. 0 points.
Increase your pilot skill value by 1.
Electronic Baffle
System. 1 point.
When you receive a stress token or an ion token, you may suffer 1 damage to discard that token.
Reference Cards
Cloak Action (Reference Card)
This card explains the rules for performing a cloak action. Ships with the cloak icon in their action bar may perform a cloak action.
When a ship performs the cloak action, place 1 cloak token near that ship. A ship cannot perform the cloak action while it already has a cloak token.
The agility value of a ship with a cloak token is increased by 2. While that ship has a cloak token, it cannot perform attacks.
Cloak tokens are not removed during the End phase.
Decloak (Reference Card)
At the start of the Activation phase, after players have resolved all other abilities that trigger at the start of the Activation phase, each ship with a cloak token may spend a cloak token to decloak, starting with the ship with the lowest pilot skill (using initiative to break ties). When a ship decloaks, it must choose one of the following effects:
- Perform a barrel roll using the straight 2 maneuver template.
- Perform a boost using the straight 2 maneuver template.
Decloaking is not an action or a maneuver, and a ship can decloak while it has a stress token.
A ship cannot decloak if it would overlap another ship or an obstacle token, or if the maneuver template would overlap an obstacle token.
After all decloaking has been resolved, the Activation phase continues as normal.
Tractor Beam Token (Reference Card)
A ship with at least one tractor beam token assigned to it follows special rules during these phases:
- Combat Phase: The agility value of that ship is reduced by 1 for each tractor beam token, to a minimum of 0.
- End Phase: Remove all tractor beam tokens from the ship.
The first time a small ship receives a tractor beam token each round, the opposing player may choose one of the following effects:
- Perform a barrel roll using the straight 1 maneuver template. The opposing player selects the direction of the barrel roll and the final position of the ship.
- Perform a boost using the straight 1 maneuver template.
This is not an action or a maneuver, and can cause the ship to overlap obstacles (but not other ships). The ship suffers the effect of any obstacle it overlaps.
Dual Upgrade Cards (Reference Card)
Dual Upgrade cards are double-faced. Because they do not have a card back, they can be identified by the symbol in the lower-left corner.
When a ship equipped with a Dual Upgrade card is placed in the play area during setup, its equipped Dual Upgrade card can be placed with either side faceup.
Dual Upgrade cards are not active until they are placed in the play area during setup. Only the faceup side of a Dual Upgrade card is active.