Rebel TIE/In Fighter
BPV: 20 (16) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
Rebel TIE/In Fighter
BPV: 20 (16) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-5 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J J U c a Y J J 2
Rebel TIE/In Fighter
Tight Turn: +3 Q
ID:
BPV: 20 (16) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
Systems: Damage Control: 1-5 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J J U c a Y J J 2
Rebel TIE/In Fighter
ID:
BPV: 20 (16) TPV Crew: Pilot
Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Sith:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-5 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
Tight Turn: +3 Q
Drive
J J Q J J U c a Y J J 2
Tight Turn: +3 Q
ID:
Systems: Damage Control: 1-5 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive
J J Q J J U c a Y J J 2
Tight Turn: +3 Q
ID:
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Astromech Droid Hit. May no longer use Damage Control. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Stabilizers Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. May not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
RZ-1 A-wing “Prototype”
BPV: 15 (18)
TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
RZ-1 A-wing “Prototype” Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 15 (18)
Critical Hits (Roll 2D6) a
Crew: Pilot
2
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
TPV
Drive O Tight Turn: +3 3
Systems: Damage Control: 1-2 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive O Tight Turn: +3 3
ID: J O J J Q J c S J 3 U a J W b J Y J J 2J O J J Q J c S J 3 U a J W b J Y J J 2 ID:
RZ-1 A-wing “Prototype”
BPV: 15 (18)
TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
RZ-1 A-wing “Prototype”
BPV: 15 (18)
Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
R Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 13 Damage Reduction
TPV
Drive O Tight Turn: +3 3
Systems: Damage Control: 1-2 Decoys: Damage Track Defensive Value: 13 Damage Reduction
Drive O Tight Turn: +3 3
ID: ID: J O J J Q J c S J 3 U a J W b J Y J J 2 J O J J Q J c S J 3 U a J W b J Y J J 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
RZ-1 A-wing Mk I
BPV: 32 (38) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
RZ-1 A-wing Mk I
BPV: 32 (38) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R Warheads: Mk.30 Express Torps
R Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 14 Damage Reduction
Drive N Tight Turn: +3 3
Warheads: Mk.30 Express Torps
Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 14 Damage Reduction
Drive N Tight Turn: +3 3
ID: J N e J P e c R e 3 T e a V c e X e J 2J N e J P e c R e 3 T e a V c e X e J 2 ID:
RZ-1 A-wing Mk I
BPV: 32 (38) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
RZ-1 A-wing Mk I
BPV: 32 (38) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R Warheads: Mk.30 Express Torps
Damage Track Defensive Value: 14 Damage Reduction
R Systems: Damage Control: 1-2 Decoys: Drive N Tight Turn: +3 3
Warheads: Mk.30 Express Torps
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive N Tight Turn: +3 3
ID: ID: J N e J P e c R e 3 T e a V c e X e J 2 J N e J P e c R e 3 T e a V c e X e J 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
RZ-1 A-wing Mk II Pilot Weapon: Twin Meld Lasers (360) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 38 (45) TPV Crew: Pilot
PLT: GNR: F
Force:
RZ-1 A-wing Mk II Pilot Weapon: Twin Meld Lasers (360) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 38 (45) TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R Warheads: Mk.30 Express Torps
R Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 14 Damage Reduction
Drive N Tight Turn: +3 3
Warheads: Mk.30 Express Torps
Systems: Damage Control: 1-2 Decoys:
Damage Track Defensive Value: 14 Damage Reduction
Drive N Tight Turn: +3 3
ID: J N e J P e J R e 3 T c e V e a X e J 2J N e J P e J R e 3 T c e V e a X e J 2 ID:
RZ-1 A-wing Mk II Pilot Weapon: Twin Meld Lasers (360) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 38 (45) TPV Crew: Pilot
PLT: GNR: F
Force:
RZ-1 A-wing Mk II Pilot Weapon: Twin Meld Lasers (360) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 38 (45) TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R Warheads: Mk.30 Express Torps
Damage Track Defensive Value: 14 Damage Reduction
R Systems: Damage Control: 1-2 Decoys: Drive N Tight Turn: +3 3
Warheads: Mk.30 Express Torps
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive N Tight Turn: +3 3
ID: ID: J N e J P e J R e 3 T c e V e a X e J 2 J N e J P e J R e 3 T c e V e a X e J 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
B-wing
BPV: 85 (85) TPV
Pilot Weapon: 2 Splatterguns (F) 2 Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR: Force:
F
FQL
FQR
RQL
RQR
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Damage Track Defensive Value: 14 Damage Reduction
Drive V Tight Turn: +3 3
BPV: 85 (85) TPV
Pilot Weapon: 2 Splatterguns (F) 2 Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
Systems: Damage Control: 1-2 Decoys:
R
B-wing
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR: Force:
F
FQL
FQR
RQL
RQR
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Systems: Damage Control: 1-2 Decoys:
R
Damage Track Defensive Value: 14 Damage Reduction
Drive V Tight Turn: +3 3
ID: J J e J J e J V c e J e J a e X b e J 3J J e J J e J V c e J e J a e X b e J 3 e J J Z c e e a J e J \ b e J e J J e 2e J J Z c e e a J e J \ b e J e J J e 2 ID:
B-wing
BPV: 85 (85) TPV
Pilot Weapon: 2 Splatterguns (F) 2 Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR: Force:
F
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive V Tight Turn: +3 3
B-wing
BPV: 85 (85) TPV
Pilot Weapon: 2 Splatterguns (F) 2 Splatterguns (F) 2D6 + ADB +1 Medium +2 Range: 1/2/4/6/10/-
Pilot Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR: Force:
F
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive V Tight Turn: +3 3
ID: ID: J J e J J e J V c e J e J a e X b e J 3 J J e J J e J V c e J e J a e X b e J 3 e J J Z c e e a J e J \ b e J e J J e 2e J J Z c e e a J e J \ b e J e J J e 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Weapons Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
B-wing/E
BPV: 72 (65) TPV
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
B-wing/E
BPV: 72 (65) TPV
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
Crew: Gunner Gunner Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
FQL
FQR
Gunner Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 2D8 + ADB Low Range: 2/3/8/9/10/-
RQL
RQR
Systems: Damage Control: 1-2 Decoys:
R
Damage Track Defensive Value: 13 Damage Reduction
GNR:
Drive U Tight Turn: +3 :
Crew: Gunner Gunner Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
FQL
FQR
Gunner Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 2D8 + ADB Low Range: 2/3/8/9/10/-
RQL
RQR
Systems: Damage Control: 1-2 Decoys:
R
Damage Track Defensive Value: 13 Damage Reduction
GNR:
Drive U Tight Turn: +3 :
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Weapons Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Gunner Killed. Gunner’s weapons must be fired by the pilot. 12 Reactor Hit. Fighter is utterly destroyed.
ID: J J J J e J J U c e : J J J e W a b J eJ J J J e J J U c e : J J J e W a b J e J 9 J Y e J c J J e a [ 3 J e c J J J ] e J J 2 J 9 J Y e J c J J e a [ 3 J e c J J J ] e J J 2 ID:
B-wing/E
BPV: 72 (65) TPV
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
B-wing/E
BPV: 72 (65) TPV
Pilot Weapon: Turbo Laser (F) 2D8 + ADB High Drive <8 Range: 1/9/19/25/28/30
Crew: Pilot
Warheads: Mk.30 Standard Torps
FQL
FQR
Gunner Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 2D8 + ADB Low Range: 2/3/8/9/10/-
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
GNR:
Systems: Damage Control: 1-2 Decoys: Drive U Tight Turn: +3 :
Ship ID
PLT: GNR:
F
Force:
Crew: Gunner Gunner Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
Warheads
Crew: Gunner Gunner Weapon: EMP Ray (F) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
FQL
FQR
Gunner Weapon: Pulse Laser (F) #1 Pulse Laser (F) #2 2D8 + ADB Low Range: 2/3/8/9/10/-
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
GNR:
Systems: Damage Control: 1-2 Decoys: Drive U Tight Turn: +3 :
ID: ID: J J J J e J J U c e : J J J e W a b J e J J J J e J J U c e : J J J e W a b J e J 9 J Y e J c J J e a [ 3 J e c J J J ] e J J 2 J 9 J Y e J c J J e a [ 3 J e c J J J ] e J J 2
Fired #
At
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 25 (31)
TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
TPV
Critical Hits (Roll 2D6) a
Crew: Pilot
2
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
BPV: 25 (31)
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
ID: J J J R J c J T 9 a J V c J J X J 3 c ZJ J J R J c J T 9 a J V c J J X J 3 c Z a J J \ c J 2 a J J \ c J 2 ID:
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 25 (31)
TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 25 (31)
TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
ID: ID: J J J R J c J T 9 a J V c J J X J 3 c Z J J J R J c J T 9 a J V c J J X J 3 c Z a J J \ c J 2 a J J \ c J 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Drive Splutters. May only use 3 movement points next turn. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Astromech Droid Hit. May no longer use Damage Control. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 39 (49) TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
Warheads: Mk.30 Standard Torps
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 39 (49) TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
Warheads: Mk.30 Standard Torps
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
ID: J J J R e c J T 9 e a V c e J X e 3 c ZJ J J R e c J T 9 e a V c e J X e 3 c Z e a J \ c e 2 e a J \ c e 2 ID:
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
Warheads: Mk.30 Standard Torps
BPV: 39 (49) TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
T-65 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
Warheads: Mk.30 Standard Torps
BPV: 39 (49) TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 13 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive R Tight Turn: +3 9
ID: ID: J J J R e c J T 9 e a V c e J X e 3 c Z J J J R e c J T 9 e a V c e J X e 3 c Z e a J \ c e 2 e a J \ c e 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Astromech Droid Hit. May no longer use Damage Control. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
T-65XJ3 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 64 (71)
TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
Warheads (3 launchers): Mk.30 Standard Torps
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive Q Tight Turn: +3 9
T-65XJ3 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
BPV: 64 (71)
TPV
Critical Hits (Roll 2D6) a
Crew: Pilot
2
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
Warheads (3 launchers): Mk.30 Standard Torps
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive Q Tight Turn: +3 9
ID: J J J e Q J J c e S J e J 9 U b e a J WJ J J e Q J J c e S J e J 9 U b e a J W e J J c Y e J 3 e [ a b e J ] e J J J 2e J J c Y e J 3 e [ a b e J ] e J J J 2 ID:
T-65XJ3 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
Warheads (3 launchers): Mk.30 Standard Torps
BPV: 64 (71)
TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive Q Tight Turn: +3 9
T-65XJ3 X-wing Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 Meld Laser (F) #3 Meld Laser (F) #4 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
Warheads (3 launchers): Mk.30 Standard Torps
BPV: 64 (71)
TPV Crew: Pilot
PLT: GNR: F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 14 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive Q Tight Turn: +3 9
ID: ID: J J J e Q J J c e S J e J 9 U b e a J W J J J e Q J J c e S J e J 9 U b e a J W e J J c Y e J 3 e [ a b e J ] e J J J 2e J J c Y e J 3 e [ a b e J ] e J J J 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Astromech Droid Hit. May no longer use Damage Control. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
BTL-S3 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 57 (67) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
BTL-S3 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 57 (67) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
Crew: Gunner
FQL
FQR
RQL
RQR
Gunner Weapon: EMP Ray (360) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
R
Damage Track Defensive Value: 12 Damage Reduction
Crew: Gunner
GNR:
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
FQL
FQR
RQL
RQR
Gunner Weapon: EMP Ray (360) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
R
Damage Track Defensive Value: 12 Damage Reduction
GNR:
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
ID: J J J e S J J e J J U 9 c e a e W J J eJ J J e S J J e J J U 9 c e a e W J J e J J Y 3 b e a e [ J J e J J ] 2 J J Y 3 b e a e [ J J e J J ] 2 ID:
BTL-S3 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 57 (67) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
BTL-S3 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 57 (67) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
Crew: Gunner
Gunner Weapon: EMP Ray (360) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Crew: Gunner
GNR:
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
Gunner Weapon: EMP Ray (360) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
GNR:
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
ID: ID: J J J e S J J e J J U 9 c e a e W J J e J J J e S J J e J J U 9 c e a e W J J e J J Y 3 b e a e [ J J e J J ] 2 J J Y 3 b e a e [ J J e J J ] 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Astromech Droid Hit. May no longer use Damage Control. 9 Weapons Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Gunner Killed. Gunner’s weapons must be fired by the pilot. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
BTL-A4 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 51 (60) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
FQL
FQR
RQL
RQR
Pilot Weapon: EMP Ray (F or R) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
BTL-A4 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
BPV: 51 (60) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
FQL
FQR
RQL
RQR
Pilot Weapon: EMP Ray (F or R) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
ID: J J J e S J J e J J U 9 c e a e W J J eJ J J e S J J e J J U 9 c e a e W J J e J J Y 3 b e a e [ J J e J J ] 2 J J Y 3 b e a e [ J J e J J ] 2 ID:
BTL-A4 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
Pilot Weapon: EMP Ray (F or R) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
BPV: 51 (60) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
BTL-A4 Y-wing Pilot Weapon: Twin Meld Lasers (F) 2D8 + ADB +1 Medium +1 Drive <12 Range: 1/6/15/17/19/20
Pilot Weapon: EMP Ray (F or R) 2D8 + ADB Medium/2y Range: 1/2/4/6/7/8
BPV: 51 (60) TPV Crew: Pilot
Warheads: Mk.30 Standard Torps
PLT: GNR:
F
Force:
FQL
FQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-4 Decoys: Drive S Tight Turn: +3 9
ID: ID: J J J e S J J e J J U 9 c e a e W J J e J J J e S J J e J J U 9 c e a e W J J e J J Y 3 b e a e [ J J e J J ] 2 J J Y 3 b e a e [ J J e J J ] 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Targeting Systems Damaged. Reduce all to hit chances by 2. 8 Astromech Droid Hit. May no longer use Damage Control. 9 Weapons Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
Z-95 Mk I Headhunter
BPV: 32 (28) TPV Crew: Pilot
Pilot Weapon: Splattergun (F) #1 Splattergun (F) #2 2D6 + ADB Medium Range: 1/2/4/6/10/-
PLT: GNR: F
Force:
Z-95 Mk I Headhunter
BPV: 32 (28) TPV Crew: Pilot
Pilot Weapon: Splattergun (F) #1 Splattergun (F) #2 2D6 + ADB Medium Range: 1/2/4/6/10/-
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
ID: J J J S e J J U c e J W 3 a e Y J b J [J J J S e J J U c e J W 3 a e Y J b J [ e J J ] 2 e J J ] 2 ID:
Z-95 Mk I Headhunter
Crew: Pilot
Pilot Weapon: Splattergun (F) #1 Splattergun (F) #2 2D6 + ADB Medium Range: 1/2/4/6/10/-
Warheads: Mk.30 Express Torps
BPV: 32 (28) TPV
PLT: GNR: F
Force:
Z-95 Mk I Headhunter
BPV: 32 (28) TPV Crew: Pilot
Pilot Weapon: Splattergun (F) #1 Splattergun (F) #2 2D6 + ADB Medium Range: 1/2/4/6/10/-
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
ID: ID: J J J S e J J U c e J W 3 a e Y J b J [ J J J S e J J U c e J W 3 a e Y J b J [ e J J ] 2 e J J ] 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Splattergun Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Splatterguns Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At
Z-95 AF4 Headhunter
BPV: 35 (30) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
Z-95 AF4 Headhunter
BPV: 35 (30) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
ID: J J J S e J J U c e J W 3 a e Y J b J [J J J S e J J U c e J W 3 a e Y J b J [ e J J ] 2 e J J ] 2 ID:
Z-95 AF4 Headhunter
Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
Warheads: Mk.30 Express Torps
BPV: 35 (30) TPV
PLT: GNR: F
Force:
Z-95 AF4 Headhunter
BPV: 35 (30) TPV Crew: Pilot
Pilot Weapon: Meld Laser (F) #1 Meld Laser (F) #2 2D8 + ADB Medium Drive <12 Range: 1/6/15/17/19/20
PLT: GNR: F
Force:
FQL
FQR
FQL
FQR
RQL
RQR
RQL
RQR
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
Warheads: Mk.30 Express Torps
R
Damage Track Defensive Value: 12 Damage Reduction
Systems: Damage Control: 1-2 Decoys: Drive S Tight Turn: +3 3
ID: ID: J J J S e J J U c e J W 3 a e Y J b J [ J J J S e J J U c e J W 3 a e Y J b J [ e J J ] 2 e J J ] 2
Critical Hits (Roll 2D6) a 2
Pilot killed. Vessel may not move. Defensive Value drops to 5. 3 Torps Jettison. Remove 1D4 of remaining torps. 4 Electronic Warfare Knocked Out. Vessel may no longer jam torps. Reduce Defensive Value by 3. 5 Major Structural Damage. Vessel takes 1D6 more hits. 6 Shields Damaged. Reduce Defensive Value by 2. 7 Meld Laser Targeting Damaged. Reduce all to hit chances by 2. 8 Evade Thrusters Hit. Reduce Defensive Value by 4. 9 Meld Lasers Malfunction. One random weapon system may not be fired until after the next game turn. 10 Engines Sputter. Reduce Drive value to 2 for the next Movement Phase, then return to normal Drive value. 11 Pilot Dazed. Ship may not move or fire until after the next turn. 12 Reactor Hit. Fighter is utterly destroyed.
Warheads Ship ID
Fired #
At