SORTA COMPLETE CARD LIST OF WAVE ONE

By chemnitz, in Star Wars: Armada

SORTA COMPLETE CARD LIST OF WAVE ONE
or How I Managed to Waste an Afternoon

I have spend my time squinting at the spoiler pictures and trying to figure out what those little cards say. I have tried to mark all of my speculations with brackets or question marks. In a couple of instances, I have used the beta cards from GenCon to help, but the game seems to have undergone some changes since then.

Please let me know if you can decipher anything more or if you have guesses for some of the missing text.

CORE SET

***The pictures of the core set cards are older, and FFG has made some changes since they were posted, so take this with a grain of salt.***

*Grand Moff Tarkin
Commander - Imperial - 25? pts

*General Dodonna
Commander - Rebel - 25? pts

(Officer not shown in expansion pictures)
Officer - ?

(Officer not shown in expansion pictures 2)
Officer - ?

Defens[ive ??]

Officer - ?

Weapo[ns Officer]
Officer - ?
Before [you reveal your?] comm[and dial you may?] spend 1 [???] to change [any command token?] to a (concentrate fire) c[ommand token?]

Gunne[ry Team]
Team - ?

Nav[ Team]
Crew - ?
(Navigate command): Your [(?? command) ???] either cha[nge its ???] or increa[se its speed by 2?]

(Weapon upgrade not shown in expansion pictures)

(Weapon upgrade not shown in expansion pictures 2)

Ex[panded] Han[gar Bay]
Anti-Fighter - ?
Your squ[adron rating is?] incr[eased by 1?]

Assault [??] M[issles]
Missles - ?
Black [(Crit)?: Each hull?] zone a[djacent to the?] defend[ing hull zone?] suffer[s 1 damage?]

Overl[o??]
Single Laser - ?
Blue (Crit): E[xhaust one of the?] defender's [defense tokens?]

H9 Turbolaser
Dual Laser - [6 pts?] ***According to the beta card***
While atta[cking, you may?] change [1 die face with?] a (hit) or (crit) [to a face?] with [a (double hit) or (hit and crit)?]
***The beta card said: While attacking, you may spend 1 red die to reroll any number of the dice in your attack pool. However, the card seems to have been re-designed.***

(Face down card)
Dual Laser - ?

*Luke Skywalker
X-Wing Squadron - 20 pts
Move 3
Hull 5
Anti-Squadron 4 blue
Anti-Capital 1 black
Brace - Brace
While attacking a ship, treat the defender as having no shields.
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Escort: Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.

X-Wing Squadron - 13 pts
Move 3
Hull 5
Anti-Squadron 4 blue
Anti-Capital 1 red
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Escort: Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.

*Howlrunner
TIE Fighter Squadron - 16 pts
Move 4
Hull 3
Anti-Squadron 3 blue
Anti-Capital 1 blue
Brace - Scatter
While another friendly squadron with swarm at distance 1 is attacking a squadron, it may add 1 blue die to its attack pool.
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

TIE Fighter Squadron - 8 pts
Move 4
Hull 3
Anti-Squadron 3 blue
Anti-Capital 1 blue
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

VICTORY EXPANSION

*Warlord
Victory - Imperial - 8 pts
While attacking, you may rotate 1 die face with an (accuracy) icon to a face with a (hit) icon.

*Cor[rupter]
Victory - Imperial - ?
(Squadron Command): The sp[eed of all?] squadron[s that?] you activa[te is increased?] by 1 until [the end of the?] act[ivation?]

XX-9 T[urbolasers]
Dual Laser - ?
(Crit): The f[ace-down damage?] cards [???] defender[???] are d[e???]

Overl[o??]
Single Laser - ?
Blue (Crit): E[xhaust one of the?] defender's [defense tokens?]

Ion Cann[on ??]
Single Laser - ?
Blue (Crit): [You may?] discard[ 1 defense?] token fro[m the defender?] If the [defender does?] not have[ any defense?] tokens [then each of its?] hull zo[nes suffer 1 damage?]

Assault [??] M[issles]
Missles - ?
Black [(Crit)?: Each hull?] zone a[djacent to the?] defend[ing hull zone?] suffer[s 1 damage?]

Ex[panded] Han[gar Bay]
Anti-Fighter - ?
Your squ[adron rating is?] incr[eased by 1?]

Flight Controllers

Gunne[ry Team]
Team - ?

Vetera[n Officer?]

Defens[ive ??]

Officer - ?

Intel[ligence ??]

*Direc[tor Isard]

(Face-down Crew card)

CR90 EXPANSION

*Raymus Antilles
[Officer] - Rebel - 7 pts
When you reveal a command, you may gain 1 matching command token without spending the command dial.

*Jai[na's Light]
CR90 - [Rebel] - ?
You can[???] of [???] Your [???]

*Mon Mothma
Commander - [Rebel] - ?

*Tantive IV
CR90 - [Rebel] - ?

(4 unknown cards)

NEBULON-B EXPANSION

X17 Turbolasers
[single Laser?] - 6 pts
While attacking, if the defender spends a (redirect) token, it cannot suffer more than 1 damage on hull zones other than the defending hull zone.

*S[alvation]
Nebulon B - [Rebel] - ?
While [???] your [???] you [???] dam[age??]

*[???]
Nebulon B - [Rebel] - ?

(5 unknown cards)

ASSAULT FRIGATE MK II EXPANSION

*Gallant Haven
AF Mk. II - Rebel - 8 pts
Before a friendly squadron at distance 1 suffers damage from an attack, reduce the total damage by 1.

*Pa[ragon]
AF Mk. II - [Rebel] - ??
While att[acking, if?] you have a[lready ???] this round [you may add 1?] die to you[r attack?]

Enhanced [??]
Dual Laser - ?
The batt[ery rating?] for your [???] hull zone [is increased?] by [1 red die?]

XX-9 T[urbolasers]
Dual Laser - ?
(Crit): The f[ace-down damage?] cards [???] defender[???] are d[e???]

H9 Turbolaser
Dual Laser - [6 pts?] ***According to the beta card***
While atta[cking, you may?] change [1 die face with?] a (hit) or (crit) [to a face?] with [a (double hit) or (hit and crit)?]
***The beta card said: While attacking, you may spend 1 red die to reroll any number of the dice in your attack pool. However, the card seems to have been re-designed.***

Point [Defense] R[ockets?]
Anti-Fighter - ?
When[ you are attacked by?] squadron[s ???] you may [????]

Advanced [shields?]
Shield Generator - ?
When y[ou spend a?] (redirect) toke[n ???] can ch[ange???] one hul[l???] dama[ge???] including [????]

Electronic Countermeasures

Sens[or Team]
Team - ?
While atta[cking, you may?] exhaust [this card and?] spend 1 [?? to increase?] your dice [battery by ???] an[d ???]

Gunne[ry Team?]
Team - ?

Vetera[n Officer?]

Weapo[ns Officer]
Officer - ?
Before [you reveal your?] comm[and dial you may?] spend 1 [???] to change [any command token?] to a (concentrate fire) c[ommand token?]

*Ad[ar Tallon]

(Face-down Commander card)

GLADIATOR EXPANSION

Engine Techs
Crew - 8 pts
(Navigate Command): After you execute a maneuver, you may exhaust this card to execute a speed-1 maneuver.

Nav[ Team]
Crew - ?
(Navigate command): Your [(?? command) ???] either cha[nge its ???] or increa[se its speed by 2?]

Sens[or Team]
Team - ?
While atta[cking, you may?] exhaust [this card and?] spend 1 [?? to increase?] your dice [battery by ???] an[d ???]

Weapo[ns Officer]
Officer - ?
Before [you reveal your?] comm[and dial you may?] spend 1 [???] to change [any command token?] to a (concentrate fire) c[ommand token?]

*Admira[l Screed]
Officer - ?
(Squadron command): Squa[drons that you?] activate c[an move even if?] they are [engaged. If?] an eng[aged squadron?] moves in[??? it counts?] as having [???]

Expande[d Missle Bay?]
Missles - ?
Mo[dification]
The batt[ery rating?] for your [???] is incre[ased by 1 black die?]

*Insidious
[Gladiator] - [imperial] - ?
The black dice in your battery [????]

*De[molisher]
[Gladiator] - [imperial] - ?
During y[our ???] you can [????]

Assault [??] M[issles]
Missles - ?
Black [(Crit)?: Each hull?] zone a[djacent to the?] defend[ing hull zone?] suffer[s 1 damage?]

(Face-down Commander card)

REBEL FIGHTERS EXPANSION

*Keyan Farlander
B-Wing Squadron - 29 pts
Move 2
Hull 5
Anti-Squadron 3 Blue
Anti-Capital 2 Black
Brace - Brace
While attacking a Ship, if the defending zone has no shields, you may reroll any number of dice in your attack pool.
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.

B-Wing Squadron - ?
Move 2
Hull 5
Anti-Squadron ?
Anti-Capital ?
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.

*Tych[o Celchu]
A-Wing Squadron - ?
Move 5
Hull 4
Anti-Squadron ?
Anti-Capital ?
Brace - Brace?
You can move out of [range 1 of fighters and?] attack ships even wh[en at range 1 of a fighter?]
Counter 2: After [you are attacked with?] a non-counter attack [, you may?] attack that squadron [with an?] armament of 2 blue [dice, even if you are?] destroyed.

A-Wing Squadron - ?
Move 5
Hull 4
Anti-Squadron ?
Anti-Capital ?
Counter 2: After [you are attacked with?] a non-counter attack [, you may?] attack that squadron [with an?] armament of 2 blue [dice, even if you are?] destroyed.

*"Dut[ch" Vander]
Y-Wing Squadron - ?
Move 3
Hull 6
Anti-Squadron ?
Anti-Capital ?
Brace - Brace?
When a squadron [???] damage, you may [???] the activated side [???] suffers 1 additional [damage?]
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Heavy: You do not prevent engaged squadrons from attacking ships or moving.

Y-Wing Squadron - ?
Move 3
Hull 6
Anti-Squadron ?
Anti-Capital ?
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Heavy: You do not prevent engaged squadrons from attacking ships or moving.

*Wed[ge Antilles]
X-Wing Squadron - ?
Move 3
Hull 5
Anti-Squadron 4 blue?
Anti-Capital 1 red?
Brace - Scatter
While attacking [an enemy squadron you?] may add 2 blue d[ice to your attack?]
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Escort: Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.

X-Wing Squadron - 13 pts
Move 3
Hull 5
Anti-Squadron 4 blue
Anti-Capital 1 red
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Escort: Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.

IMPERIAL FIGHTERS EXPANSION

*Major Rhymer
TIE Bomber Squadron - 16? pts
Move 4
Hull 5
Anti-Squadron 1 blue 1 black
Anti-Capital 1 black
Brace - Brace
Friendly Squadrons at distance 1 can attack enemy ships at close-medium? range using all dice in their battery armament.
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Heavy: You do not prevent engaged squadrons from attacking ships or moving.

TIE Bomber Squadron - ?
Move 4
Hull 5
Anti-Squadron ?
Anti-Capital ?
Bomber: While attacking a ship, each of your (crit) icons adds 1 damage to the damage total and you can resolve a critical effect.
Heavy: You do not prevent engaged squadrons from attacking ships or moving.

*Soo[ntir Fel]
TIE Interceptor Squadron - ?
Move 5
Hull 3
Anti-Squadron ?
Anti-Capital ?
Brace - Scatter?
After a squadron you [are engaging??] performs a non-coun[ter attack, it suffers 1?] damage if it did not [hit you?]
Counter 2: After [you are attacked with?] a non-counter attack [, you may?] attack that squadron [with an?] armament of 2 blue [dice, even if you are?] destroyed.
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

TIE Interceptor Squadron - ?
Move 5
Hull 3
Anti-Squadron ?
Anti-Capital ?
Counter 2: After [you are attacked with?] a non-counter attack [, you may?] attack that squadron [with an?] armament of 2 blue [dice, even if you are?] destroyed.
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

*Da[rth Vader]
TIE Advanced Squadron - ?
Move 4
Hull 5
Anti-Squadron ?
Anti-Capital ?
Brace - Scatter?
While attacking [???] 1 damage to the [???]
Escort: Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.

TIE Advanced Squadron - ?
Move 4
Hull 5
Anti-Squadron ?
Anti-Capital ?
Escort: Squadrons you are engaged with cannot attack squadrons that lack escort unless performing a counter attack.

*"Ma[uler Mithel]
TIE Fighter Squadron - ?
Move 4
Hull 3
Anti-Squadron 3 blue?
Anti-Capital 1 blue?
Brace - Brace?
After you move, e[very squadron engaging?] you suffers 1 dam[age.]
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

TIE Fighter Squadron - 8 pts
Move 4
Hull 3
Anti-Squadron 3 blue
Anti-Capital 1 blue
Swarm: While attacking a squadron engaged with another squadron, you may reroll 1 die.

Edited by chemnitz

***Reserved for future use***

Updated: I've added information for the core set cards.

So with this preview it appears that there will be abundant upgrade cards for Armada. However, I'm curious of people's expectations with regard to crew, upgrades etc in Armada.

Will upgrade cards be more or less important in Armada? In other words, do you expect builds with more ships to beat decked out ship builds?

IMHO I expect that FFG will have learned from X-wing that upgrades pricing is extremely important and upgrades will be usable (and important) from the beginning. But, I could be wrong.

Just curious, thanks!

The X-wing gets one black anti-capital as per the beta card.

It seems like title cards are going to be much more important in Armada than in X-Wing since each ship appears to have more than one.

I'm finding titles and upgrades to be really important now in X-wing so I'm not surprised they're a thing in Armada. I think that considering the commander might become one of the most important deciding factor in what fleet building will boil down to, especially since, to my knowledge, you are required to have one.

What is the 'battery armament'?

Hey, this is impressive work. As you can read in this thread , I'm working on a wiki, similar to the X-Wing wiki. You can find it here:

http://starwars-armada.wikia.com/wiki/Star_Wars:_Armada_Wiki

Now, regarding the names of the upgrade types. Where are you getting those? I do notice that commander cards (e.g. Tarkin and Dodonna) do not have icons in the lower-left hand corner of the card - similar to the way that modifications do not have such an icon in X-Wing. I'm presuming that this means that they don't take up a slot. Given that some persons do have icons, I'm guessing that's what you're calling officers. Do you know if that's the official name of that type of upgrade card?

You differentiate between crews and teams here. Are those also official terms? I ask so that I can start to create categories on the wiki.

Hey, this is impressive work. As you can read in this thread , I'm working on a wiki, similar to the X-Wing wiki. You can find it here:

http://starwars-armada.wikia.com/wiki/Star_Wars:_Armada_Wiki

Now, regarding the names of the upgrade types. Where are you getting those? I do notice that commander cards (e.g. Tarkin and Dodonna) do not have icons in the lower-left hand corner of the card - similar to the way that modifications do not have such an icon in X-Wing. I'm presuming that this means that they don't take up a slot. Given that some persons do have icons, I'm guessing that's what you're calling officers. Do you know if that's the official name of that type of upgrade card?

You differentiate between crews and teams here. Are those also official terms? I ask so that I can start to create categories on the wiki.

The names of the upgrade types are completely made up by me. I needed to call them something.

There are four icons that look like weapon systems of some type. The one that I call "Dual Laser" seems to work with red dice, the "Single Laser" with blue, and the "Missiles" with black. The "Anti Fighter" looks like a quad-laser cannon, and it seems to work with anti-fighter barrages.

There are three icons that look like people of some sort. The one that I call "Officer" has some unique cards depicting individual officers (such as Raymus Antilles). The other two I dubbed "Crew" and "Team" because I didn't know what else to call them--those names are pretty dubious.

There is one icon that looks like a ISD shield tower. It seems to provide various "system upgrade" sort of effects.

Finally, there are Titles, each of which depicts the silhouette of the ship that can use it (a very nice improvement over the wordy Title cards from X-Wing), and Commanders. Notice that the Commanders (e.g. Dodonna and Tarkin) have different background colors in the photos. It would seem that Titles and Commanders do not take up slots on the upgrade bar--presumably each ship is allowed one Title, and each fleet is allowed one Commander.

Feel free to use any of this material in the wiki.

The names of the upgrade types are completely made up by me. I needed to call them something.

I asked because they sound very plausible.

There are three icons that look like people of some sort. The one that I call "Officer" has some unique cards depicting individual officers (such as Raymus Antilles). The other two I dubbed "Crew" and "Team" because I didn't know what else to call them--those names are pretty dubious.

I would like it if that's how they did it, with a 'Crew' (e.g. Veteran Crew) meaning that there is a standard assumed crew, but the upgrade card would suggest that there's something special about the crew. A 'Team' would be added specialists, and 'Officers' being interesting individuals, maybe. The one from the Core, Gladiator and Assault Frigate packs with X-Wing's 'Fleet Officer' image, and is called Weapons..., and has the head icon on her, does not look to be unique, whereas others with that icon do seem to be uniques. There's also an 'Engine Techs' card, so maybe 'Techs' is another type.

Finally, there are Titles, each of which depicts the silhouette of the ship that can use it (a very nice improvement over the wordy Title cards from X-Wing), and Commanders. Notice that the Commanders (e.g. Dodonna and Tarkin) have different background colors in the photos. It would seem that Titles and Commanders do not take up slots on the upgrade bar--presumably each ship is allowed one Title, and each fleet is allowed one Commander.

Yes, that is also my assumption.

I have updated the list to include the new information found in the latest news post. The most interesting change is that TIE Fighters and X-Wings are 1 point cheaper than they were in the GenCon Beta Test. The biggest implication--now the triple Victory list can squeeze in 6 TIEs instead of 5! That could be enough to make that sort of list viable.

Triple Victory List
Victory I @75 pts
Victory I @75 pts
Victory I @75 pts
6 TIE Fighter Squadrons @48 pts
Commander @25 pts
-------------------------------
Total: 298 pts

Yes! My triple Victories will dominate the skys!

Or how about one Corvette (38 pts), a commander (25), and 18 squadrons of X-Wings. That is 297 points.

Or 25 TIEs with a single Victory/commander for an even 300.

Let the good times roll.

I wouldn't really do this, by the way, but I'm just sayin'....it could happen.

Rofl! (Please pardon the thread necromancy...)

Or how about one Corvette (38 pts), a commander (25), and 18 squadrons of X-Wings. That is 297 points.

Or 25 TIEs with a single Victory/commander for an even 300.

Let the good times roll.

I wouldn't really do this, by the way, but I'm just sayin'....it could happen.

Wait! you forgot Luke. And you don't have nearly enough X-wings to deal with the solo Victory they'll be facing....

Rofl! (Please pardon the thread necromancy...)

Or how about one Corvette (38 pts), a commander (25), and 18 squadrons of X-Wings. That is 297 points.

Or 25 TIEs with a single Victory/commander for an even 300.

Let the good times roll.

I wouldn't really do this, by the way, but I'm just sayin'....it could happen.

Wait! you forgot Luke. And you don't have nearly enough X-wings to deal with the solo Victory they'll be facing....

Silly...that's what the corvette is for! I'm pretty sure it will smoke a Victory one-on-one, right? ;)

Silly...that's what the corvette is for! I'm pretty sure it will smoke a Victory one-on-one, right? ;)

:ph34r: Corvette :ph34r: Strikes

"Sir, the drive emissions from all of those <sneers> fighters are interfering with our scanners. Anything behind them is invisible to us!"

Last words of scanner operator aboard ISD Oblivious

Just a quick one....i noticed that the cards are still changing. The Victory-class in the "Wave 1" announcement for example only had 1 anti-fighter dice...in the new preview it had 2, and I THINK the same for the Assault Frigate Mk II (based on it's base, not a card).

Just something i noticed :)

Yeah, have noticed that myself. Who knows which one they will end up going with.

Not sure I understand the proposed meaning of the "Counter 2" listed in the A-wings and Interceptors.

Counter 2: After [you are attacked with?] a non-counter attack [, you may?] attack that squadron [with an?] armament of 2 blue [dice, even if you are?] destroyed.

What is a "non-counter" attack? Or a "counter" attack?

... Is there a "Counter 1" attack? If so I haven't seen it listed anywhere.

"Non counter" attack = A normal attack. Say an X-Wing attacks an interceptor...this would be a normal, non-counter attack.

"CDounter attack" = A retaliation attack triggered by a normal attack. The Interceptor in the example above would get to make an attack back with 2 blue dice against the X-Wing.

They have to list it this way to stop infinite counter-attacks between 2 ships with the same ability.

So the 2 blue attack would override the native anti-starfighter attack of the squadron countering?

So an Interceptor attacks an A-wing. This is the normal attack.

The A-wing has the counter ability and attacks back with 2 blue dice.

The interceptor has the counter ability... but it isn't triggered to prevent an infinite loop.

Why can't they call it a 'counter' instead of 'counter 2'? Does the '2' refer to the number of blue dice? It just seems to imply a 'counter 1'. In the above example there is no counter 1, just a normal attack. So it seems an awkward way of writing it up.

Edited by R22

I dont believe it would override the native attack...it would be an EXTRA attack in the opponents turn. So an Interceptor would attack in it it's own turn for X dice, then if it gets attacked in the opponent turn also get a 2d counter.

Pretty sure "2" is the amount of dice. Wouldn't be shocked to see Counter 1 and Counter 3 later.

Thanks.

Adding 2 blue on top of your native would be a big deal, maybe even making ships with the counter keyword ships you'd rather not attack first. Definitely captures the dangerous spirit of Interceptors and lighting quick nature of A-wings.