Ship Displays Rebel Alliance

  • November 2019
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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

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