Star Wars: X-Wing Miniatures Game – Tantive IV Expansion Pack
Star Wars: X-Wing Miniatures Game – Tantive IV Expansion Pack Rulebook
Table of Contents
Table of Contents
Pilot Cards
CR90 Corvette (Fore)
Initiative 4. Squad points 50. Ship: CR90 Corvette (Fore).
When attacking with your primary weapon, you may spend 1 energy to roll 1 additional attack die.
CR90 Corvette (Aft)
Initiative 4. Squad points 40. Ship: CR90 Corvette (Aft).
No ability text.
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.
R2-D2
Crew. Unique. Rebel only. Squad points 4.
At the end of the End phase, if you have no shields, you may recover 1 shield and roll 1 attack die. On a hit result, randomly flip 1 of your facedown Damage cards faceup and resolve it.
C-3PO
Crew. Unique. Rebel only. Squad points 3.
Once per round, before you roll 1 or more defense dice, you may guess aloud a number of evade results. If you roll that many evade results (before modifying dice), add 1 evade result.
Single Turbolasers
Hardpoint. Attack 4, energy 2, range 3–5. Squad points 8.
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 focus results to a hit result.
Quad Laser Cannons
Hardpoint. Attack 3, energy 2, range 1–2. Squad points 6.
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.
Tibanna Gas Supplies
Cargo. Limited. Squad points 4.
Energy: You may discard this card to gain 3 energy.
Ionization Reactor
Cargo. Limited. Energy 5. Squad points 4.
Energy: Spend 5 energy from this card and discard this card to cause each other ship at Range 1 to suffer 1 damage and receive 1 ion token.
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.
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).
Han Solo
Crew. Unique. Rebel only. Squad points 2.
When attacking, if you have a target lock on the defender, you may spend that target lock to change all of your focus results to hit results.
Leia Organa
Crew. Unique. Rebel only. Squad points 4.
At the start of the Activation phase, you may discard this card to allow all friendly ships that reveal a red maneuver to treat that maneuver as a white maneuver until the end of the phase.
Targeting Coordinator
Crew. Limited. Squad points 4.
Energy: You may spend 1 energy to choose 1 friendly ship at Range 1–2. Acquire a target lock, then assign the blue target lock token to the chosen ship.
Raymus Antilles
Crew. Unique. Huge ship only. Rebel only. Squad points 6.
At the start of the Activation phase, choose 1 enemy ship at Range 1–3. You may look at that ship's chosen maneuver. If the maneuver is white, assign that ship 1 stress token.
Gunnery Team
Team. Limited. Squad points 4.
Once per round, when attacking with a secondary weapon, you may spend 1 energy to change 1 of your blank results to a hit result.
Sensor Team
Team. Squad points 4.
When acquiring a target lock, you may lock onto an enemy ship at Range 1–5 (instead of Range 1–3).
Engineering Team
Team. Limited. Squad points 4.
During the Activation phase, when you reveal a straight maneuver, gain 1 additional energy during the "Gain Energy" step.
Dodonna's Pride
Title. CR90 fore section only. Unique. Squad points 4.
When you perform a coordinate action, you may choose 2 friendly ships (instead of 1). Those ships may each perform 1 free action.
Tantive IV
Title. CR90 fore section only. Unique. Squad points 4.
Your fore section upgrade bar gains 1 additional Crew and 1 additional Team upgrade icon.
Jaina's Light
Title. CR90 fore section only. Unique. Squad points 2.
When defending, once per attack, if you are dealt a faceup Damage card, you may discard it and draw another faceup Damage card.