HotAC Quick Upgrade Reference Sheet?

By Boba Rick, in X-Wing

Is there such a thing? A cheat sheet that lists all the EPTs and all the pilot abilities? Cycling through pilot after pilot on an app is NPE. I like how in the HotAC booklet it lists several pilot abilities in one place, but those are outdated and there's more abilities available.

What I'd love is a multiple page printout that categorically lists all upgrades available to an HotAC pilot.

Any advice?

i did my own list of pilot abilities (not sure on how the HOTR ones will work but hey ho)

i also haven't looked into the possible assists of new pilots yet

Rebel Pilot Abilities

XP Cost = Pilot Skill of Original Owner

Text

3 – Chopper - At the start of the Combat phase, each enemy ship you are touching receives 1 stress token.

3 – Zeb Orrelios - When defending, you may cancel critical hit results before hit results.

3 – Braylen Stramm - After you execute a manoeuvre, you may roll an attack die. On a hit or critical result, remove 1 stress token from your ship.

3 - Eaden Vrill - When performing a primary weapon attack against a stressed ship, roll 1 additional attack die.

3 - Tarn Mison - When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship.

3 – Jess Pava - When attacking or defending you may reroll 1 of your dice for each other friendly ship in range 1

4 – Thane Kyrell - After an enemy ship inside your firing arc at Range 1-3 attacks another friendly ship, you may perform a free action.

4 - Ezra Bridger - When defending, if you are stressed, you may change up to 2 of your focus results to evade results.

4 - Roark Garnet - At the start of the Combat phase, choose 1 other friendly ship at Range 1-3. Until the end of the phase, treat that ship's pilot skill value as "12." +Assist if the friendly ship destroys an enemy with PS > friendly ship’s normal PS.

5 - "Hobbie" Klivian - When you acquire or spend a target lock, you may remove 1 stress token from your ship.

5 - Biggs Darklighter - Once per round, a friendly ship at Range 1 cannot be targeted by an attack if the attacker could target you instead.

5 – Old Chewbacca - When you are dealt a face up Damage card, immediately flip it facedown (without resolving its ability).

5 – New Chewbacca – after another friendly ship at range 1-3 is destroyed (but not fled the battlefield) you may perform and attack

5 - Etahn Abaht - When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its d results to a c result. +Assist if the defender is an emplacement, or is destroyed by the effect of a critical hit such as Direct Hit.

5 - Gemmer Sojan - While you are at Range 1 of at least 1 enemy, increase your agility value by 1.

5 - Leebo - When you are dealt a face up Damage card, draw 1 additional Damage card, choose 1 to resolve, and discard the other.

5 – Kanan Jarrus - When an enemy ship at Range 1-2 is attacking, you may spend a focus token. If you do, the attacker rolls 1 fewer attack die.

5 – Sabine Wren - Immediately before you reveal your manoeuvre, you may perform a free boost or barrel roll action.

5 - Nera Dantels - You can perform torpedoe attacks against enemy ships outside your firing arc.

6 - Arvel Crynyd - You may declare an enemy ship inside your chosen weapon’s firing arc that you are touching as the target of your attack.

6 – Snap Wexley – After you execute a 2,3, or 4 speed manouveur, if you are not touching a ship you may perform a free boost action

6 - Dutch Vander - After acquiring a target lock, choose another friendly ship at Range 1-2. The chosen ship may immediately acquire a target lock. +Possible Assist

6 - Esege Tuketu - When another friendly ship at Range 1-2 is attacking, it may treat your focus tokens as its own. +Possible Assist

6 - Garven Dreis - After spending a focus token, you may place that token on any other friendly ship at Range 1-2 (instead of discarding it). +Possible Assist

6 - Ibtisam - When attacking or defending, if you have at least 1 stress token, you may reroll 1 of your dice.

6 – Shara Bray - When attacking or defending, you may spend a target lock you have on the enemy ship to add 1 Focus result to your roll.

6 – Red Ace - The first time you remove a shield token from your ship each round, assign 1 evade token to your ship.

6 - Kyle Katarn - At the start of the Combat phase, you may assign 1 of your focus tokens to another friendly ship at Range 1-3. +Possible Assist

6 - Lt. Blount - When attacking, you may consider the defender to be hit by your attack regardless of dice results. If you do, the defender suffers no damage. You gain no XP, but the defender may still suffer tokens, such as Ion and Stress

7 - Dash Rendar - You may ignore obstacles (including Ion Storms and Minefields) during the Activation phase and when performing actions.

7 - Jake Farell - After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action.

7 – Ello asty - While you are not stressed, you may treat your [Talon Roll Left] and [Talon Roll Right] manoeuvres as white manoeuvres

7 – Hera Syundulla - When you reveal a red or green manoeuvre, you may rotate your dial to another manoeuvre of the same difficulty.

7 – Norra Wexley - When attacking or defending, you may spend a target lock you have on the enemy ship to add 1 Focus result to your roll.

7 - Jek Porkins - When you receive a stress token, you may remove it and roll 1 attack die. On a d result, deal 1 facedown Damage card to this ship.

7 - Keyan Farlander - When attacking, you may remove 1 stress token to change all of your focus results to hit results.

7 - Lando Calrissian - After you execute a green manoeuvre, choose 1 other friendly ship at Range 1. That ship may perform 1 free action shown on its action bar. +Possible Assist

7 – Nien Nunb – When you receive a stress token, if there is an enemy ship inside your firing arc at range 1 you may discard that stress token

8 - Airen Cracken - After you perform an attack, you may choose another friendly ship at Range 1. That ship may perform 1 free action. +Possible Assist

8 - Corran Horn - At the start of the End phase, you may perform one attack. You cannot attack during the next round.

8 – Rey – When attacking or Defending if the enemy ship is inside your firing arc you may reroll up to 2 of your blank results

8 - Horton Salm - When attacking at Range 2-3, you may reroll any of your blank results.

8 - Jan Ors - When another friendly ship at Range 1-3 is attacking, if you have no stress tokens, you may receive 1 stress token to allow that ship to roll 1 additional attack die. +Possible Assist

8 - Luke Skywalker - When defending, you may change 1 of your Focus results to a Crit result.

8 - Miranda Doni - Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield.

8 - Ten Numb - When attacking, 1 of your Crit results cannot be cancelled by defence results.

8 - Tycho Celchu - You may perform actions even while you have stress tokens.

8 - Wes Janson - After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender. +Possible Assist

9 - Old Han Solo - When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.

9 – New Han Solo – When you are placed during setup you can be placed anywhere in the play area beyond range 3 of enemy ships

9 - Wedge Antilles - When attacking, reduce the defender's agility value by 1 (to a minimum of "0").

Edited by taulover55

This is great, thanks!

I forgot: to gain a pilot ability as your EPT isn't the XP cost the PS x 2?

List of EPTs:

1: Determination “When you are dealt a faceup Damage card with the Pilot trait, discard it immediately without resolving its effect.”

1: Draw Their Fire “When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled critical results instead of the target ship.”

1: Deadeye “You may treat the "Attack (Target Lock):" header as "Attack (Focus):". When an attack instructs you to spend a target lock, you may spend a focus token instead.”

1: Adrenaline Rush “When you reveal a red maneuver, you may discard this card to treat that maneuver as a white maneuver until the end of the Activation phase.”

1: Calculation “When attacking, you may spend a focus token to change 1 of your focus results to a critical result.”

1: Crack Shot “When attacking a ship inside your firing arc, at the start of the "Compare Results" step, you may discard this card to cancel 1 of the defender's evade results.”

1: Lightning Reflexes “After you execute a white or green maneuver on your dial, you may discard this card to rotate your ship 180°. Then receive 1 stress token after the "Check Pilot Stress" step.”

1: Wired “When attacking or defending, if you are stressed, you may reroll 1 or more of your Focus results.”

1: Cool Hand “When you receive a stress token, you may discard this card to assign 1 focus or evade token to your ship.”

1: Rage “Action: Assign 1 focus token to your ship and receive 2 stress tokens. Until the end of the round, when attacking, you may reroll up to 3 attack dice.”

2: Snap Shot “2 Dice Attack: Attack 1 ship. You cannot modify your attack dice and cannot attack again this phase.”

2: Expert Handling “Action: Perform a free barrel roll action. If you do not have the barrel roll action icon, receive 1 stress token. You may then remove 1 enemy target lock from your ship.”

2: Swarm Tactics “At the start of the Combat phase, you may choose 1 friendly ship at Range 1. Until the end of this phase, tread the chose ship as if its pilot skill were equal to your pilot skill.”

2: Elusiveness “When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability.”

2: Wingman “At the start of the Combat phase, remove 1 stress token from another friendly ship at Range 1.”

2: Decoy “At the start of the Combat phase, you may choose 1 friendly ship at Range 1-2. Exchange your pilot skill with that ships pilot skill until the end of the phase.”

2: Lone Wolf “When attacking or defending, if there are no other friendly ships at Range 1-2, you may reroll 1 of your blank results.”

2: Stay on Target “When you reveal a maneuver, you may rotate your dial to another maneuver with the same speed. Treat your maneuver as a red maneuver.”

2: Intimidation “When you are touching an enemy ship, reduce that ship's agility value by 1.”

2: Juke “When attacking, if you have an evade token, you may change 1 of the defender's Evade results to a Focus result.”

3: Marksmanship “Action: When attacking this round, you may change 1 of your focus results to a critical result and all your other focus results to hit results.”

3: Push The Limit “Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.”

3: Daredevil “Action: Execute a white (Left Turn 1) or (Right Turn 1) maneuver. Then, receive 1 stress token. Then, if you do not have the boost action, roll 2 attack dice. Suffer any damage and critical damage rolled.”

3: Predator “When attacking, you may reroll 1 attack die. If the defender's pilot skill value is "2" or lower, you may instead reroll up to 2 attack die.”

3: Outmaneuver “When attacking a ship inside your firing arc, if you are not inside that ship's firing arc, reduce its agility value by 1 (to a minimum of 0).”

4: Expose “Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.”

4: Opportunist “When attacking, if the defender does not have any focus or evade tokens, you may receive 1 stress token to roll 1 additional attack die. You cannot use this ability if you have any stress tokens.”

I forgot: to gain a pilot ability as your EPT isn't the XP cost the PS x 2?

I know I'm answering myself here, but I just looked it up.

XP cost of a standard EPT = Point Cost x 2.

XP cost of a Rebel Pilot Ability = PS of owner (plus must have that PS)/

I'm going to combine the two lists above and post it.

XP Cost of Elite Pilot Talents and Rebel Pilot Abilities

Rebel Pilot Abilities are in italics, the player must have the same (or higher) pilot skill as the pilot, which is reflected by the XP cost.

--

0: Adaptability: Dual Card. Either: Increase your pilot skill value by 1; or: Decrease your pilot skill value by 1.

2: Determination “When you are dealt a faceup Damage card with the Pilot trait, discard it immediately without resolving its effect.”

2: Draw Their Fire “When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled critical results instead of the target ship.”

2: Deadeye “You may treat the "Attack (Target Lock):" header as "Attack (Focus):". When an attack instructs you to spend a target lock, you may spend a focus token instead.”

2: Adrenaline Rush “When you reveal a red maneuver, you may discard this card to treat that maneuver as a white maneuver until the end of the Activation phase.”

2: Calculation “When attacking, you may spend a focus token to change 1 of your focus results to a critical result.”

2: Crack Shot “When attacking a ship inside your firing arc, at the start of the "Compare Results" step, you may discard this card to cancel 1 of the defender's evade results.”

2: Lightning Reflexes “After you execute a white or green maneuver on your dial, you may discard this card to rotate your ship 180°. Then receive 1 stress token after the "Check Pilot Stress" step.”

2: Wired “When attacking or defending, if you are stressed, you may reroll 1 or more of your Focus results.”

2: Cool Hand “When you receive a stress token, you may discard this card to assign 1 focus or evade token to your ship.”

2: Rage “Action: Assign 1 focus token to your ship and receive 2 stress tokens. Until the end of the round, when attacking, you may reroll up to 3 attack dice.”

3: Chopper - At the start of the Combat phase, each enemy ship you are touching receives 1 stress token.

3: Zeb Orrelios - When defending, you may cancel critical hit results before hit results.

3: Braylen Stramm - After you execute a manoeuvre, you may roll an attack die. On a hit or critical result, remove 1 stress token from your ship.

3: Eaden Vrill - When performing a primary weapon attack against a stressed ship, roll 1 additional attack die.

3: Tarn Mison - When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship.

3: Jess Pava - When attacking or defending you may reroll 1 of your dice for each other friendly ship in range 1

4: Snap Shot “2 Dice Attack: Attack 1 ship. You cannot modify your attack dice and cannot attack again this phase.”

4: Expert Handling “Action: Perform a free barrel roll action. If you do not have the barrel roll action icon, receive 1 stress token. You may then remove 1 enemy target lock from your ship.”

4: Swarm Tactics “At the start of the Combat phase, you may choose 1 friendly ship at Range 1. Until the end of this phase, tread the chose ship as if its pilot skill were equal to your pilot skill.”

4: Elusiveness “When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability.”

4: Wingman “At the start of the Combat phase, remove 1 stress token from another friendly ship at Range 1.”

4: Decoy “At the start of the Combat phase, you may choose 1 friendly ship at Range 1-2. Exchange your pilot skill with that ships pilot skill until the end of the phase.”

4: Lone Wolf “When attacking or defending, if there are no other friendly ships at Range 1-2, you may reroll 1 of your blank results.”

4: Stay on Target “When you reveal a maneuver, you may rotate your dial to another maneuver with the same speed. Treat your maneuver as a red maneuver.”

4: Intimidation “When you are touching an enemy ship, reduce that ship's agility value by 1.”

4: Juke “When attacking, if you have an evade token, you may change 1 of the defender's Evade results to a Focus result.”

4: Thane Kyrell - After an enemy ship inside your firing arc at Range 1-3 attacks another friendly ship, you may perform a free action.

4: Ezra Bridger - When defending, if you are stressed, you may change up to 2 of your focus results to evade results.

4: Roark Garnet - At the start of the Combat phase, choose 1 other friendly ship at Range 1-3. Until the end of the phase, treat that ship's pilot skill value as "12." +Assist if the friendly ship destroys an enemy with PS > friendly ship’s normal PS.

5: "Hobbie" Klivian - When you acquire or spend a target lock, you may remove 1 stress token from your ship.

5: Biggs Darklighter - Once per round, a friendly ship at Range 1 cannot be targeted by an attack if the attacker could target you instead.

5: Old Chewbacca - When you are dealt a face up Damage card, immediately flip it facedown (without resolving its ability).

5: New Chewbacca – after another friendly ship at range 1-3 is destroyed (but not fled the battlefield) you may perform and attack

5: Etahn Abaht - When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its d results to a c result. +Assist if the defender is an emplacement, or is destroyed by the effect of a critical hit such as Direct Hit.

5: Gemmer Sojan - While you are at Range 1 of at least 1 enemy, increase your agility value by 1.

5: Leebo - When you are dealt a face up Damage card, draw 1 additional Damage card, choose 1 to resolve, and discard the other.

5: Kanan Jarrus - When an enemy ship at Range 1-2 is attacking, you may spend a focus token. If you do, the attacker rolls 1 fewer attack die.

5: Sabine Wren - Immediately before you reveal your manoeuvre, you may perform a free boost or barrel roll action.

5: Nera Dantels - You can perform torpedoe attacks against enemy ships outside your firing arc.

6: Marksmanship “Action: When attacking this round, you may change 1 of your focus results to a critical result and all your other focus results to hit results.”

6: Push The Limit “Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.”

6: Daredevil “Action: Execute a white (Left Turn 1) or (Right Turn 1) maneuver. Then, receive 1 stress token. Then, if you do not have the boost action, roll 2 attack dice. Suffer any damage and critical damage rolled.”

6: Predator “When attacking, you may reroll 1 attack die. If the defender's pilot skill value is "2" or lower, you may instead reroll up to 2 attack die.”

6: Outmaneuver “When attacking a ship inside your firing arc, if you are not inside that ship's firing arc, reduce its agility value by 1 (to a minimum of 0).”

6: Arvel Crynyd - You may declare an enemy ship inside your chosen weapon’s firing arc that you are touching as the target of your attack.

6: Snap Wexley – After you execute a 2,3, or 4 speed manouveur, if you are not touching a ship you may perform a free boost action

6: Dutch Vander - After acquiring a target lock, choose another friendly ship at Range 1-2. The chosen ship may immediately acquire a target lock. +Possible Assist

6: Esege Tuketu - When another friendly ship at Range 1-2 is attacking, it may treat your focus tokens as its own. +Possible Assist

6: Garven Dreis - After spending a focus token, you may place that token on any other friendly ship at Range 1-2 (instead of discarding it).+Possible Assist

6: Ibtisam - When attacking or defending, if you have at least 1 stress token, you may reroll 1 of your dice.

6: – Shara Bey - When another friendly ship at Range 1-2 is attacking, it may treat your blue target lock tokens as its own..

6: Red Ace - The first time you remove a shield token from your ship each round, assign 1 evade token to your ship.

6: Kyle Katarn - At the start of the Combat phase, you may assign 1 of your focus tokens to another friendly ship at Range 1-3. +Possible Assist

6: Lt. Blount - When attacking, you may consider the defender to be hit by your attack regardless of dice results. If you do, the defender suffers no damage. You gain no XP, but the defender may still suffer tokens, such as Ion and Stress

7: Dash Rendar - You may ignore obstacles (including Ion Storms and Minefields) during the Activation phase and when performing actions.

7: Jake Farell - After you perform a focus action or are assigned a focus token, you may perform a free boost or barrel roll action.

7: Ello Asty - While you are not stressed, you may treat your [Talon Roll Left] and [Talon Roll Right] manoeuvres as white manoeuvres

7: Hera Syundulla - When you reveal a red or green manoeuvre, you may rotate your dial to another manoeuvre of the same difficulty.

7: Norra Wexley - When attacking or defending, you may spend a target lock you have on the enemy ship to add 1 Focus result to your roll.

7: Jek Porkins - When you receive a stress token, you may remove it and roll 1 attack die. On a d result, deal 1 facedown Damage card to this ship.

7: Keyan Farlander - When attacking, you may remove 1 stress token to change all of your focus results to hit results.

7: Lando Calrissian - After you execute a green manoeuvre, choose 1 other friendly ship at Range 1. That ship may perform 1 free action shown on its action bar. +Possible Assist

7: Nien Nunb – When you receive a stress token, if there is an enemy ship inside your firing arc at range 1 you may discard that stress token

8: Expose “Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.”

8: Opportunist “When attacking, if the defender does not have any focus or evade tokens, you may receive 1 stress token to roll 1 additional attack die. You cannot use this ability if you have any stress tokens.”

8: Poe Dameron - While attacking or defending, if you have a focus token, you may change 1 of your focus results to a hit or evade result.

8: Airen Cracken - After you perform an attack, you may choose another friendly ship at Range 1. That ship may perform 1 free action. +Possible Assist

8: Corran Horn - At the start of the End phase, you may perform one attack. You cannot attack during the next round.

8: Rey – When attacking or Defending if the enemy ship is inside your firing arc you may reroll up to 2 of your blank results

8: Horton Salm - When attacking at Range 2-3, you may reroll any of your blank results.

8: Jan Ors - When another friendly ship at Range 1-3 is attacking, if you have no stress tokens, you may receive 1 stress token to allow that ship to roll 1 additional attack die. +Possible Assist

8: Luke Skywalker - When defending, you may change 1 of your Focus results to a Crit result.

8: Miranda Doni - Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die or roll 1 fewer attack die to recover 1 shield.

8: Ten Numb - When attacking, 1 of your Crit results cannot be cancelled by defence results.

8: Tycho Celchu - You may perform actions even while you have stress tokens.

8: Wes Janson - After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender. +Possible Assist

8: Poe Dameron - While attacking or defending, if you have a focus token, you may change 1 of your focus results to a hit or evade result.

9: Old Han Solo - When attacking, you may reroll all of your dice. If you choose to do so, you must reroll as many of your dice as possible.

9: New Han Solo – When you are placed during setup you can be placed anywhere in the play area beyond range 3 of enemy ships

9: Wedge Antilles - When attacking, reduce the defender's agility value by 1 (to a minimum of "0").

Edited by Boba Rick

Astromech Droids

X-WING, Y-WING

1: R2 Astromech: Treat all 1- and 2-speed manoeuvres as green manoeuvres.

1: R4-D6: When you are hit by an attack and there are at least 3 uncanceled (HIT) results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.

1: R5 Astromech: During the end phase, choose one of your damage cards with the Ship trait and flip it facedown.

1: R5-X3: Before you reveal your manoeuvre, you may discard this card to ignore obstacles until the end of the round.

2: BB-8: When you reveal green manoeuvre, you may perform a free barrel roll.

2: R3 Astromech: Once per round, when attacking with a primary weapon, you may cancel 1 of your results during the "Modify Attack Dice" step to assign 1 evade token to your ship.

2: R3-A2: When you declare the target of your attack, if the defender is inside your firing arc, you may receive 1 stress token to cause the defender to receive 1 stress token.

2: R5-K6: After spending your target lock, roll 1 defense die. On An (EVADE) result, immediately acquire a target lock on that same ship. You cannot spend this target lock during this attack.

2: R7 Astromech: Once per round when defending, if you have a target lock on the attacker, you may spend the target lock to choose any or all attack dice. The attacker must reroll the chosen dice.

2: Targeting Astromech: After you execute a red manoeuvre, you may acquire a target lock.

3: M9-G8: When a ship you have locked is attacking, you may chose 1 attack die. The attacker must reroll that die. You may acquire target locks on other friendly ships. (+Possible Assist)

3: R2-F2: Action: Increase your agility value by 1 until the end of this game round.

3: R5-D8: Action: Roll 1 defense die. On an (EVADE) or (FOCUS) result, discard 1 of your facedown Damage cards.

3: R5-P9: At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value).

3: R7-T1: Action: Choose an enemy ship at Range 1-2. If you are inside the ship's firing arc, you may acquire a target lock on that ship. Then, you may perform a free boost action.

4: R2-D2: After executing a green manoeuvre, you may recover one shield (up to your shield value).

Torpedoes

X-WING, Y-WING, B-WING

Y-WINGs gain “Bomb Loadout” without using a Slot: “Your upgrade bar gains the (BOMB) icon.”

2: Flechette Torpedoes: Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. After you perform this attack, the defender receives 1 stress token if its hull value is "4" or less. Attack value: 3. Range: 2-3.

2: Seismic Torpedo: Action: Discard this card to choose an obstacle at Range 1-2 and inside your primary firing arc. Each ship at Range 1 of the obstacle rolls 1 attack die and suffers any damage or critical damage rolled. Then remove the obstacle.

3: Plasma Torpedoes: Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. If this attack hits, after dealing damage, remove 1 shield token from the defender. Attack value: 4. Range 2-3.

4: Proton Torpedoes: Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. You may change one of your (FOCUS) results to a (CRIT) result. Attack value: 4. Range: 2-3.

5: Ion Torpedoes: Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. If the attack hits, the defender and each ship at Range 1 of it receives 1 ion token. Attack value: 4. Range: 2-3.

6: Advanced Proton Torpedoes: Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to (FOCUS) results. Attack value: 5. Range: 1.

Modifications

ALL SHIPS

All X-Wings by default gain without using a slot:

Integrated Astromech : When you are dealt a Damage card, you may discard 1 of your Astromech cards to discard that Damage card (without resolving its effect).

0: Guidance Chips: Once per round, when attacking with a (TORPEDO) or (MISSILE) secondary weapon, you may change 1 die result to a (HIT) result (or a CRIT result if your primary weapon value is "3" or higher).

1: Munitions Failsafe: When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits.

1: B-Wing/E2: Your upgrade bar gains the (CREW) icon. (B-WING ONLY)

2: Extra Munitions: When you equip this card, place 1 ordnance token on each equipped (TORPEDO), (MISSILE), and (BOMB) upgrade card. When you are instructed to discard an upgrade card, you may discard 1 ordnance token on that card instead. Limited.

2: Stygium Particle Accelerator: When you either decloak or perform a cloak action, you may perform a free evade action.

2: Autothrusters: When defending, if you are beyond Range 2 or outside the attacker's firing arc, you may change 1 of your blank results to a (EVADE) result. You can equip this card only if you have the (BOOST) icon.

3: Targeting Computer: Your action bar gains the (TARGET LOCK) icon.

2: Vectored Thrusters: Your action bar gains the (BARREL ROLL) icon.

3: Experimental Interface: Once per round, after you perform an action, you may perform 1 free action from an equipped Upgrade card with the "Action:" header. Then receive 1 stress token.

3: Hull Upgrade: Increase your hull value by 1.

3: Stealth Device: Increase your agility value by 1. If you are hit by an attack, discard this card.

4: Engine Upgrade: Your action bar gains the (BOOST) action icon.

4: Shield Upgrade: Increase your shield value by 1.

Turrets

Y-WING, HWK-290

2: Autoblaster Turret: Attack: Attack 1 ship (even a ship outside your firing arc). Your (HIT) results cannot be cancelled by defense dice. The defender may cancel (CRIT) results before (HIT) results. Attack: 2. Range: 1.

3: Dorsal Turret: Attack: Attack 1 ship (even a ship outside your firing arc). If the target of this attack is at Range 1, roll 1 additional attack die. Attack value: 2. Range: 1-2.

4: Blaster Turret: Attack (Focus): Spend 1 focus token to perform this attack against 1 ship (even a ship outside your firing arc). Attack value: 3. Range: 1-2.

5: Ion Cannon Turret: Attack: Attack 1 ship (even a ship outside your firing arc). If this attack hits the target ship, the ship suffers 1 damage and receives 1 ion token. Then cancel all dice results. Attack value: 3. Range: 1-2.

6: Twin Laser Turret: Attack: Perform this attack twice (even against a ship outside your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results. Attack: 3. Range: 2-3.

3: HWK-290 TITLE: During the End phase, do not remove unused focus tokens from your ship.

Crew

HWK-290, B-WING (with /E2 modification)

0: "Chopper": You may perform actions while stressed. After you perform an action while stressed, suffer 1 damage.

1: "Zeb" Orrelios: Enemy ships inside your firing arc that you are touching are not considered to be touching you when either you or they activate during the Combat phase.

1: Bombardier: When dropping a bomb, you may use the [2] template instead of the [1] template.

1: Hera Syndulla: You can reveal and execute red manoeuvres even while stressed.

1: Intelligence Agent: At the start of the Activation phase, choose 1 enemy ship at Range 1-2. You may look at that ship's chosen manoeuvre.

1: Nien Nunb: You may treat all (STRAIGHT) manoeuvres as green manoeuvres.

2: "Leebo": Action: Perform a free boost action. Then receive 1 ion token.

2: Cassian Andor: At the end of the Planning phase, you may choose an enemy ship at Range 1-2. Guess aloud that ship's bearing and speed, then look at its dial. If you are correct, you may rotate your dial to another manoeuvre.

2: Dash Rendar: You may perform attacks while overlapping an obstacle. Your attacks cannot be obstructed.

2: Han Solo: When attacking, if you have a target lock on the defender, you may spend that target lock to change all your (FOCUS) results to (HIT) results.

2: Jan Ors: Once per round, when a friendly ship at range 1-3 performs a focus action or would be assigned a focus token, you may assign an evade token instead.

2: Jyn Erso: Action: Choose 1 friendly ship at Range 1-2. Assign 1 focus token to that ship for each enemy ship inside your firing arc at Range 1-3. You cannot assign more than 3 tokens this way.

2: Mercenary Copilot: When attacking at Range 3, you may change one of your (HIT) results to a (CRIT) result.

2: Rey: At the start of the End phase, you may place 1 of your ship's focus tokens on this card. At the start of the Combat phase, you may assign 1 of those tokens to your ship.

2: Sabine Wren: Your upgrade bar gains the (BOMB) upgrade icon. Once per round, before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.

2: Saboteur: Action: Choose 1 enemy ship at Range 1 and roll 1 attack die. On a (HIT) or (CRIT) result, choose 1 random facedown Damage card assigned to that ship, flip it faceup, and resolve it.

2: Tactician: After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token. Limited.

3: C-3PO: Once per round, before you roll 1 or more defense dice, you may guess aloud a number of (EVADE) results. If you roll that many (EVADE) results (before modifying the dice), add 1 (EVADE) result.

3: Ezra Bridger: When attacking, if you are stressed, you may change 1 of your (FOCUS) results to a (CRIT) result.

3: Kanan Jarrus: Once per round, after a friendly ship at Range 1-2 executes a white manoeuvre, you may remove 1 stress token from that ship.

3: Kyle Katarn: After you remove a stress token from your ship, you may assign a focus token to your ship.

3: Lando Calrissian: Action: Roll 2 defense dice. For each (FOCUS) result, assign 1 focus token to your ship. For each (EVADE) result, assign 1 evade token to your ship.

3: Navigator: When you reveal a manoeuvre, you may rotate your dial to another manoeuvre with the same bearing. You cannot rotate to a red manoeuvre if you have any stress tokens.

3: Recon Specialist: When you perform a focus action, assign 1 additional focus token to your ship.

3: Weapons Engineer: You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 enemy ships.

4: Chewbacca: When you are dealt a Damage card, you may immediately discard that card and recover 1 shield. Then, discard this Upgrade card.

4: Flight Instructor: When defending, you may reroll one of your (FOCUS) results. If the attacker's pilot skill value is "2" or lower, you may reroll 1 of your blank results instead.

4: Leia Organa: At the start of the Activation Phase, you may discard this card to allow all friendly ships that reveal a red manoeuvre to treat that manoeuvre as a white manoeuvre until the end of the turn.

4: R2-D2: At the end of the End phase, if you have no shields, you may recover 1 shield and roll 1 attack die. On a (HIT) result, randomly flip one of your facedown Damage cards faceup and resolve it.

5: Finn: When attacking with a primary weapon or defending, if the enemy ship is inside your firing arc, you may add 1 blank result to your roll.

5: Gunner: After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round.

7: Luke Skywalker: After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You may change 1 (FOCUS) result to a (HIT) result. You cannot perform another attack this round.

Missiles

A-WING only

1: XX-23 S-thread Tracers: Attack [Focus]: Discard this card to perform this attack. If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results. Attack value 3. Range 1-3.

3: Advanced Homing Missiles: Attack [Target lock]: Discard this card to perform this attack. If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results. Attack value: 3. Range 2.

3: Ion Pulse Missiles: Attack [Target Lock]: Discard this card to perform this attack. If the attack hits, the defender suffers 1 damage and receives 2 ion tokens. Then cancel all dice results. Attack: 3. Range 2-3.

3: Proton Rockets: Attack [Focus]: Discard this card to perform this attack. You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice. Attack value: 2. Range: 1.

4: Cluster Missiles: Attack [Target Lock]: Spend your Target Lock and discard this card to perform this attack twice. Attack value: 3. Range: 1-2.

4: Concussion Missiles: Attack [Target Lock]: Spend your Target Lock and discard this card to perform this attack. You may change 1 of your blank results to a (HIT) result. Attack value: 4. Range: 2-3.

5: Assault Missiles: Attack [Target Lock]: Spend your target lock and discard this card to perform this attack. If this attack hits, each other ship at Range 1 of the defender suffers 1 damage. Attack: 4. Range 2-3.

5: Homing Missiles: Attack [Target Lock]: Discard this card to perform this attack. The defender cannot spend evade tokens during this attack. Attack: 4. Range 2-3.

Systems

B-WING only.

0: Collision Detector: When performing a boost, barrel roll, or decloak, your ship and the manoeuvre template can overlap obstacles. When rolling for obstacle damage, ignore all (CRIT) results.

1: Electronic Baffle: When you receive a stress token or an ion token, you may suffer 1 damage to discard that token.

1: Enhanced Scopes: During the Activation phase, treat your pilot skill as "0".

2: Fire-Control System: After you perform an attack, you may acquire a target lock on the defender.

3: Accuracy Corrector: When attacking, you may cancel all of your dice results. Then you may add 2 (HIT) results to your roll. Your dice cannot be modified again this attack.

3: Advanced Sensors: Immediately before you reveal your manoeuvre, you may perform 1 free action. If you use this ability, skip your "perform Action" step during this round.

4: Sensor Jammer: When defending, you may change 1 of the attacker's (HIT) results to a (FOCUS) result. The attacker cannot reroll the die with the changed result.

Bombs

Y-WING or a ship with Sabine Wren crew

2: Ion Bombs : When you reveal your manoeuvre dial, you may discard this card to drop 1 ion bomb token. This token detonates at the end of the Activation phase. When this bomb token detonates, each ship at Range 1 of the token receives 2 ion tokens. Then discard this token.

2: Seismic Charges: When you reveal your manoeuvre dial, you may discard this card to drop 1 seismic charge token. This token detonates at the end of the Activation phase. When the bomb detonates, each ship at range 1 of this token suffers 1 damage. Then discard this token.

3: Proximity Mines: Action: Discard this card to drop 1 proximity mine token. When a ship executes a manoeuvre, if its base or manoeuvre template overlaps this token, this token detonates. When the bomb token detonates, the ship that moved through or overlapped this token rolls 3 attack dice and suffers all damage [HIT] and critical damage [CRIT] rolled. Then discard this token.

3: Thermal Detonators: When you reveal your manoeuvre dial, you may discard this card to drop 1 thermal detonator token. This token detonates at the end of the Activation phase. When this bomb token detonates, each ship at Range 1 of the token suffers 1 damage and receives 1 stress token. Then discard this token.

4: Cluster Mines: Action: Discard this card to drop 1 cluster mine token set. When a ship's base or manoeuvre template overlaps a cluster mine token, that token detonates. When one of these bomb tokens detonates, the ship that moved through or overlapped that token rolls 2 attack dice and suffers all damage (HIT - NOT CRIT) rolled. Then discard that token.

4: Conner Net: Action: Discard this card to drop 1 Conner net token. When a ship's base or maneuver template overlaps this token, this token detonates. When this bomb token detonates, the ship that moved through or overlapped this token suffers 1 damage, receives 2 ion tokens, and skips its "Perform Action" step. Then discard this token.

5: Proton Bombs: When you reveal your manoeuvre dial, you may discard this card to drop 1 proton bomb token. The bomb detonates at the end of the Activation phase. When the bomb token detonates, deal 1 faceup damage card to each ship at Range 1 of this token. Then discard this token.

Edited by Boba Rick

AWESOME! Thank you. One thing I notice, Extra Munitions is actually a Modification in HotAC.

AWESOME! Thank you. One thing I notice, Extra Munitions is actually a Modification in HotAC.

i think Guidance chips still takes a Mod Slot too (depending on house rules)

6 – Shara Bray - When attacking or defending, you may spend a target lock you have on the enemy ship to add 1 Focus result to your roll.

This is not Shara Bey's pilot ability.

6 – Shara Bray - When attacking or defending, you may spend a target lock you have on the enemy ship to add 1 Focus result to your roll.

This is not Shara Bey's pilot ability.

Fixed, thank you. If you see anything else please let me know.

AWESOME! Thank you. One thing I notice, Extra Munitions is actually a Modification in HotAC.

i think Guidance chips still takes a Mod Slot too (depending on house rules)

I fixed the Extra Munitions thing, and you're right about Guidance Chips per FAQ:

" Josh Derksen says:

Upgrades are going to be addressed on a case-by-case basis in a new “master upgrade list” PDF that will be easier to keep up to date without editing the core rulebook. Each upgrade’s entry will also describes how it interacts with generating assists in the new format in the v0.8 rules.

Integrated Astromech:

comes for free on the T-65 (will be written on the ship card underneath its droid + torpedo slots). On the T-70, if your group plays with it, it’ll be a 0pt modification as usual.

Guidance Chips:

0 pts, takes a modification slot

Adaptability:

This will have to take an EPT slot, but I don’t think it’s worthwhile in the campaign when the EPT slot has so many more valuable things that can go into it. Maybe I can figure out a way to make it desirable anyway."

I've taken Adaptability twice in the campaign. Usually right after upgrading my ship to the next EPT slotPS but not quite having enugh points to get anything really worthwhile. It has really helped out a couple times with fighting against aces.

I also see it being a good low level upgrade for Awing pilots or any other pilot that buys int the EPT slot that cant afford one, or doesnt want to buy any of the level 3pilot abilities..

I thought all 0-point mods came free by rule in HotAC?

Great work compiling it all together, thank you!

Now to get it in an easily-printable format...

I thought all 0-point mods came free by rule in HotAC?

Page 12 of the V0.7 rules, under "Free upgrades"

"Upgrades that cost 0 or negative points, such as Chardaan refit, A-Wing Test Pilot, BTL-A4, and Bomb Loadout are already built into ship statcards; they are not cinsidered upgrades for eject rolls or mission effects."

Since integrated astromech cost 0, is it not included on the T-65?

I thought all 0-point mods came free by rule in HotAC?

Page 12 of the V0.7 rules, under "Free upgrades"

"Upgrades that cost 0 or negative points, such as Chardaan refit, A-Wing Test Pilot, BTL-A4, and Bomb Loadout are already built into ship statcards; they are not cinsidered upgrades for eject rolls or mission effects."

Since integrated astromech cost 0, is it not included on the T-65?

Never mind, it is included, but guidance chips are not according to the quote from above:

""Josh Derksen says:

March 13, 2016 at 8:10 pm

Upgrades are going to be addressed on a case-by-case basis in a new “master upgrade list” PDF that will be easier to keep up to date without editing the core rulebook. Each upgrade’s entry will also describes how it interacts with generating assists in the new format in the v0.8 rules.

Integrated Astromech:

comes for free on the T-65 (will be written on the ship card underneath its droid + torpedo slots). On the T-70, if your group plays with it, it’ll be a 0pt modification as usual.

Guidance Chips:

0 pts, takes a modification slot""

Thanks to OP

I thought all 0-point mods came free by rule in HotAC?

Page 12 of the V0.7 rules, under "Free upgrades"

"Upgrades that cost 0 or negative points, such as Chardaan refit, A-Wing Test Pilot, BTL-A4, and Bomb Loadout are already built into ship statcards; they are not cinsidered upgrades for eject rolls or mission effects."

Since integrated astromech cost 0, is it not included on the T-65?

Chimps and IA came after 0.7 released hence not in the rules (yet) just the faq likewise pilots like new Han could break the game massively

I thought all 0-point mods came free by rule in HotAC?

Page 12 of the V0.7 rules, under "Free upgrades"

"Upgrades that cost 0 or negative points, such as Chardaan refit, A-Wing Test Pilot, BTL-A4, and Bomb Loadout are already built into ship statcards; they are not cinsidered upgrades for eject rolls or mission effects."

Since integrated astromech cost 0, is it not included on the T-65?

Chimps and IA came after 0.7 released hence not in the rules (yet) just the faq likewise pilots like new Han could break the game massively

New Han wont do much honestly. I can think of one mission right now where he is really useful the one where you have to rescue the HWK (Resuce Rebel peratives I think the mission is named). Since you could basically start in escort of the HWK that needs rescuing.

The bigget drawback to new Han is his PS- he is a 9, so he wont be used until you have completed and likely beaten a good chunk of the campaign.

Also another hit against him, is he really useful if only one or two people take him, now it could get a bit out of hand in a few missions where and i everyone in the group took the ability, but I doubt that would be the case, and if only one did then they'd be possibly ganged up on by a lot of Imperials.

I thought all 0-point mods came free by rule in HotAC?

Page 12 of the V0.7 rules, under "Free upgrades"

"Upgrades that cost 0 or negative points, such as Chardaan refit, A-Wing Test Pilot, BTL-A4, and Bomb Loadout are already built into ship statcards; they are not cinsidered upgrades for eject rolls or mission effects."

Since integrated astromech cost 0, is it not included on the T-65?

Chimps and IA came after 0.7 released hence not in the rules (yet) just the faq likewise pilots like new Han could break the game massively

New Han wont do much honestly. I can think of one mission right now where he is really useful the one where you have to rescue the HWK (Resuce Rebel peratives I think the mission is named). Since you could basically start in escort of the HWK that needs rescuing.

The bigget drawback to new Han is his PS- he is a 9, so he wont be used until you have completed and likely beaten a good chunk of the campaign.

Also another hit against him, is he really useful if only one or two people take him, now it could get a bit out of hand in a few missions where and i everyone in the group took the ability, but I doubt that would be the case, and if only one did then they'd be possibly ganged up on by a lot of Imperials.

i think setting up within a first turn shot of a few ties is a good ability to have (like in the Care Package mission and draw the ties away from the GR75 if you start in arc as far away from it as possible)

i havent had a chance to see how the pilot abilities synergise outside of the pre wave 8 stuff (i love gemmer, EI, Expose and Etahn on my a wing, adds a lot of punch to it!) but will be having a look at how they all work within the confines of HotAC soon.

Very nice list! Thanks.

Looks like you forgot Poe, though.

Very nice list! Thanks.

Looks like you forgot Poe, though.

just noticed that! no ps8 or ps9 (this will need an FAQ i think lol)

PS8/9 - Poe Dameron - While attacking or defending, if you have a focus token, you may change 1 of your focus results to a hit or evade result.

Edited by taulover55

Very nice list! Thanks.

Looks like you forgot Poe, though.

just noticed that! no ps8 or ps9 (this will need an FAQ i think lol)

PS8/9 - Poe Dameron - While attacking or defending, if you have a focus token, you may change 1 of your focus results to a hit or evade result.

Doesn't really matter which you pick, since you can only take his ability in the PS 9 EPT slot anyway.

Good Point lol. Dont have my stuff to hand to know whats goes where