Star Wars: X-Wing Miniatures Game – Most Wanted Expansion Pack
Star Wars: X-Wing Miniatures Game – Most Wanted Expansion Pack Rulebook
Table of Contents
Pilots
Boba Fett
Firespray-31. Pilot skill 8.
When attacking or defending, you may reroll 1 of your dice for each enemy ship at Range 1.
Kath Scarlet
Firespray-31. Pilot skill 7.
When attacking a ship inside your auxiliary firing arc, roll 1 additional attack die.
Emon Azzameen
Firespray-31. Pilot skill 6.
When dropping a bomb, you may use the left bank 3, straight 3, or right bank 3 template instead of the straight 1 template.
Mandalorian Mercenary
Firespray-31. Pilot skill 5.
No ability text.
N'dru Suhlak
Z-95 Headhunter. Pilot skill 7.
When attacking, if there are no other friendly ships at Range 1–2, roll 1 additional attack die.
Kaa'to Leeachos
Z-95 Headhunter. Pilot skill 5.
At the start of the Combat phase, you may remove 1 focus or evade token from another friendly ship at Range 1–2 and assign it to yourself.
Binayre Pirate
Z-95 Headhunter. Pilot skill 1.
No ability text.
Black Sun Soldier
Z-95 Headhunter. Pilot skill 3.
No ability text.
Drea Renthal
Y-wing. Pilot skill 5.
After you spend a target lock, you may receive 1 stress token to acquire a target lock.
Kavil
Y-wing. Pilot skill 7.
When attacking a ship outside your firing arc, roll 1 additional attack die.
Syndicate Thug
Y-wing. Pilot skill 2.
No ability text.
Hired Gun
Y-wing. Pilot skill 4.
No ability text.
Dace Bonearm
HWK-290. Pilot skill 7.
When an enemy ship at Range 1–3 receives at least 1 ion token, if you are not stressed, you may receive 1 stress token to cause that ship to suffer 1 damage.
Palob Godalhi
HWK-290. Pilot skill 5.
At the start of the Combat phase, you may remove 1 focus or evade token from an enemy ship at Range 1–2 and assign it to yourself.
Torkil Mux
HWK-290. Pilot skill 3.
At the end of the Activation phase, choose 1 enemy ship at Range 1–2. Until the end of the Combat phase, treat that ship's pilot skill value as "0."
Spice Runner
HWK-290. Pilot skill 1.
No ability text.
Upgrades
Greedo
Crew. Scum only.
The first time you attack each round and the first time you defend each round, the first Damage card dealt is dealt faceup.
Unhinged Astromech
Salvaged Astromech.
You may treat all 3-speed maneuvers as green maneuvers.
"Genius"
Salvaged Astromech.
After you reveal and execute a maneuver, if you did not overlap a ship, you may discard 1 of your equipped Bomb Upgrade cards without the "Action:" header to drop the corresponding bomb token.
Bomb Loadout
Torpedo. Y-wing only. Limited.
Your upgrade bar gains the Bomb icon.
Salvaged Astromech
Salvaged Astromech.
When you are dealt a Damage card with the Ship trait, you may immediately discard that card (before resolving its effect).
Then, discard this Upgrade card.
"Hot Shot" Blaster
Illicit. Attack 3, range 1–2.
Attack: Discard this card to attack 1 ship (even a ship outside your firing arc).
Autoblaster Turret
Turret. Attack 2, range 1.
Attack: Attack 1 ship (even a ship outside your firing arc).
Your hit results cannot be canceled by defense dice. The defender may cancel critical hit results before hit results.
R4 Agromech
Salvaged Astromech.
When attacking, after you spend a focus token, you may acquire a target lock on the defender.
R4-B11
Salvaged Astromech.
When attacking, if you have a target lock on the defender, you may spend the target lock to choose any or all defense dice. The defender must reroll the chosen dice.
Outlaw Tech
Crew. Scum only. Limited.
After you execute a red maneuver, you may assign 1 focus token to your ship.
K4 Security Droid
Crew. Scum only.
After executing a green maneuver, you may acquire a target lock.
Andrasta
Title. Firespray-31 only.
Your upgrade bar gains two additional Bomb upgrade icons.
BTL-A4 Y-wing
Title. Y-wing only.
You cannot attack ships outside your firing arc.
After you perform a primary weapon attack, you may immediately perform an attack with a secondary weapon.