Star Wars: X-Wing Miniatures Game – Rebel Transport Expansion Pack
Star Wars: X-Wing Miniatures Game – Rebel Transport Expansion Pack Rulebook
Table of Contents
Table of Contents
Pilot Cards
GR-75 Medium Transport
Initiative 3. Squad points 30.
Energy 4, agility 0, hull 8, shield 4. Actions: Recover, Reinforce, Coordinate, Jam. Upgrade bar: Crew, Crew, Cargo, Cargo, Cargo.
No ability text.
Red Squadron Pilot
X-wing. Initiative 4. Squad points 23.
Attack 3, agility 2, hull 3, shield 2. Upgrade bar: Torpedo, Astromech.
No ability text.
Rookie Pilot
X-wing. Initiative 2. Squad points 21.
Attack 3, agility 2, hull 3, shield 2. Upgrade bar: Torpedo, Astromech.
No ability text.
Wes Janson
X-wing. Unique. Initiative 8. Squad points 29.
Attack 3, agility 2, hull 3, shield 2. Upgrade bar: Elite, Torpedo, Astromech.
After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender.
Jek Porkins
X-wing. Unique. Initiative 7. Squad points 26.
Attack 3, agility 2, hull 3, shield 2. Upgrade bar: Elite, Torpedo, Astromech.
When you receive a stress token, you may remove it and roll 1 attack die. On a Hit result, deal 1 facedown Damage card to this ship.
"Hobbie" Klivian
X-wing. Unique. Initiative 5. Squad points 25.
Attack 3, agility 2, hull 3, shield 2. Upgrade bar: Torpedo, Astromech.
When you acquire or spend a target lock, you may remove 1 stress token from your ship.
Tarn Mison
X-wing. Unique. Initiative 3. Squad points 23.
Attack 3, agility 2, hull 3, shield 2. Upgrade bar: Torpedo, Astromech.
When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship.
Upgrade Cards
Comms Booster
Cargo. Squad points 4.
Energy: Spend 1 energy to remove all stress tokens from a friendly ship at Range 1–3. Then assign 1 focus token to that ship.
Slicer Tools
Cargo. Squad points 7.
Action: Choose 1 or more enemy ships at Range 1–3 that have a stress token. For each ship chosen, you may spend 1 energy to cause that ship to suffer 1 damage.
Shield Projector
Cargo. Squad points 4.
When an enemy ship is declaring either a small or large ship as the target of its attack, you may spend 3 energy to force that ship to target you if possible.
Tibanna Gas Supplies
Cargo. Limited. Squad points 4.
Energy: You may discard this card to gain 3 energy.
Engine Booster
Cargo. Limited. Squad points 3.
Immediately before you reveal your maneuver dial, you may spend 1 energy to execute a white (straight 1) maneuver. You cannot use this ability if you would overlap another ship.
Expanded Cargo Hold
Cargo. GR-75 only. Squad points 1.
Once per round, when you would be dealt a faceup Damage card, you may draw that card from either the fore or aft Damage deck.
Backup Shield Generator
Cargo. Limited. Squad points 3.
At the end of each round, you may spend 1 energy to recover 1 shield (up to your shield value).
EM Emitter
Cargo. Limited. Squad points 3.
When you obstruct an attack, the defender rolls 3 additional defense dice (instead of 1).
Frequency Jammer
Cargo. Limited. Squad points 4.
When you perform a jam action, choose 1 enemy ship that does not have a stress token and is at Range 1 of the jammed ship. The chosen ship receives 1 stress token.
Flechette Torpedoes
Torpedo. Attack 3, range 2–3. Squad points 2.
Attack (target lock): Discard this card and spend your target lock to perform this attack.
After you perform this attack, the defender receives 1 stress token if its hull value is "4" or lower.
R3-A2
Astromech. Unique. Squad points 2.
When you declare the target of your attack, if the defender is inside your firing arc, you may receive 1 stress token to cause the defender to receive 1 stress token.
R2-D6
Astromech. Unique. Squad points 1.
Your upgrade bar gains the Elite upgrade icon.
You cannot equip this upgrade if you already have an Elite upgrade icon or if your pilot skill value is "2" or lower.
R4-D6
Astromech. Unique. Squad points 1.
When you are hit by an attack and there are at least 3 uncanceled Hit results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, recieve 1 stress token [sic].
R5-P9
Astromech. Unique. Squad points 3.
At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value).
Toryn Farr
Crew. Unique. Huge ship only. Rebel only. Squad points 6.
Action: Spend any amount of energy to choose that many enemy ships at Range 1–2. Remove all focus, evade, and blue target lock tokens from those ships.
WED-15 Repair Droid
Crew. Huge ship only. Squad points 2.
Action: Spend 1 energy to discard 1 of your facedown Damage cards, or spend 3 energy to discard 1 of your faceup Damage cards.
Carlist Rieekan
Crew. Unique. Huge ship only. Rebel only. Squad points 3.
At the start of the Activation phase, you may discard this card to treat each friendly ship's pilot skill value as "12" until the end of the phase.
Jan Dodonna
Crew. Unique. Huge ship only. Rebel only. Squad points 6.
When another friendly ship at Range 1 is attacking, it may change 1 of its Hit results to a Critical Hit result.
Bright Hope
Title. Unique. GR-75 only. Energy +2. Squad points 5.
A reinforce token assigned to your fore section adds 2 Evade results (instead of 1).
Quantum Storm
Title. Unique. GR-75 only. Energy +1. Squad points 4.
At the start of the End phase, if you have 1 or fewer energy tokens, gain 1 energy token.
Dutyfree
Title. Unique. GR-75 only. Energy +0. Squad points 2.
When performing a jam action, you may choose an enemy ship at Range 1–3 (instead of at Range 1–2).
Combat Retrofit
Modification. GR-75 only. Huge ship only. Squad points 10.
Increase your hull value by 2 and your shield value by 1.
Damage Cards
Each card below is a Ship damage card. The text is the printed text on the card face, under the card's name.
Reactor Cowl Rupture
Ship.
When you perform a recover action, you cannot recover more than 2 shields. You must still spend all of your energy.
Secondary Drive Failure
Ship.
You must spend 1 energy to perform any action.
Projector Power Failure
Ship.
You cannot perform the reinforce action unless you have at least 3 energy.
Broadcast Malfunction
Ship.
You cannot perform the jam action.
Action: Roll 1 attack die. On a Hit result, flip this card facedown.
Direct Hit
Ship.
This card counts as 2 damage against your hull.
Command Pod Casualties
Ship.
Assign 1 stress token to 1 friendly small or large ship. Then your opponent may assign 1 stress token to 1 of your small or large ships.
Then flip this card facedown.
Hull Breach
Ship.
Place 1 of your Upgrade cards under this card. You cannot use that Upgrade card while this card is faceup.
Energy: Spend 2 energy to flip this card facedown.
Reactor Leak
Ship.
When you execute a maneuver, reduce the amount of energy you gain by 1 (to a minimum of 0).
Damaged Stabilizers
Ship.
When you execute a bank maneuver (bank left or bank right), suffer 1 damage. If you draw a Damage card, draw it from the Fore Damage deck.
Action: Roll 1 attack die. On a Hit result, flip this card facedown.
Engine Damage
Ship.
When you execute a maneuver, if the speed of that maneuver plus the number of faceup "Engine Damage" cards you have equals or exceeds 5, you must skip your "Perform Action" step this round.