Corellian Conflict Campaign Major Tweaks

By Cpt. Caine, in Star Wars: Armada

Dear community, we're a gaming group who've constructed our first (but thorough) draft of major house rules to tweak the Corellian Conflict Campaign.

I've read the, listened to and reflected on house rules, experiences and alternative campaigns available in Armada here on the forums, other websites, podcasts et cetera and thus heavily lifted rules from other systems, combined rules from other systems and sometimes gone in the completely other direction on purpose.

The following have been the goals of the house rules:

  • A more thematic experience (e.g. the flagship and squadron hyperspace retreat rules),
  • A more strategically rewarding experience (e.g. secrecy on fleets, longer campaigns and more uses for various tokens),
  • Fleet building as a main part of the experience (.e.g we start at 300 points)
  • Changing up the meta, so that competitive builds and commanders are less ubiquitous (e.g. locked commanders, cost rehauls of upgrades)

Input would be extremely appreciated. We're an experienced group of gamers, but not Armada players 😀

https://docs.google.com/document/d/1R_9TzDFsT9QCnaYKPRdyujs1pBBa0OLkDcX5oH9frIs/edit?usp=sharing (also thrown in below, but the link is probably more readable).

House Rules for Betrayal, Beer & Board Games Star Wars: Armada

Corellian Conflict


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1. Introduction & References 2

2. New Rules 3

2.1. Handicap 3

2.2. Reserves 3

2.2.1. Reserve Stockpile 3

2.2.2. Reserve Crew 4

2.2.3. Reserve Task Force 4

2.3. Cost Rehaul 5

2.4. Fleet Reveal Tokens 7

2.5. Scuttling 7

3. Rule Changes 7

Setup: 3.1.1. 7

The Campaign Turn: 3.4., 8

Additional Campaign Rules 8

3.1. Fleetbuilding Restrictions 8

3.1.1. Initial fleetbuilding restrictions 8

3.1.1.1. Commanders 8

3.1.2. Lasting fleetbuilding restrictions 8

3.1.2.1. Flagships 8

3.1.2.2. Fleet Point Cap 9

3.1.2.3. Upgrade Card Limitations 9

3.1.2.4. Commanders 10

3.2. Expanding 10

3.2.1. Downgrading/upgrading 10

3.2.2. Upgrade Slots 11

3.3. Strategy Phase 11

3.4. Special Assaults 11

3.6. Victory/Campaign points 11

3.7. Fleet Condition 12

3.7.1. Scarring 12

3.7.2. Veterancy 12

3.8. Base and Outpost Limits 12

3.8.1. Short Campaign 12

3.8.1.1. Galactic Empire 12

3.8.1.2. Rebel Alliance 12

3.8.2. Long Campaign 12

3.8.2.1. Galactic Empire 12

3.8.2.2. Rebel Alliance 12

3.9. Hyperspace Retreat 13

3.9.1. Ships 13

3.9.2. Squadrons 13

3.9.2.1. Squadrons with hyperdrives 13

3.9.2.2. Squadrons without hyperdrives 14

3.10. Strategic Effects 15

3.10.1. Diplomats 15

3.10.2. Spynet 15

3.10.3. Skilled Spacers 15

3.11. Retiring the Fleet 15

3.12. All-Out Assault 16

4. FAQ & Special Exceptions 17

1. Introduction & References

The house rules are divided into three parts. The first contains entirely new rules that would have no natural fit in a section of the CC Campaign Rulebook, the second contains tweaks (even rather major ones) that would have a natural fit within the CC Campaign Rulebook and which either add, changes or removes rules otherwise listed therein. A third and final part contains an FAQ/special exceptions portion.

1.x. Links:

Armada Rules Reference

Attack Example

Armada FAQ 4.1.2. (23.04.18) - including Corellian Conflict Campaign FAQ

Tournament Regulations (not relevant for CCC)

Take the Station Free For All scenario (not relevant for CCC)

Corellian Conflict Rules Reference

Corellian Conflict Fleet Roster

Corellian Conflict Digital Map

2. New Rules

2.1. Handicap

At the start of the campaign, each player may be assigned a level of handicap that is applied to their initial fleet building. This handicap is expressed either as an advantageous or disadvantageous number of fleet points added or subtracted from the initial fleet points available to that player, as follows:

  • Rookie: + 20pts

  • Regular: -

  • Veteran: - 20pts

2.2. Reserves

Each faction is assigned a reserve. This reserve consists of three separate entities and is, ultimately, under the control of the Rebel Alliance Grand Admiral and Galactic Empire Grand Admiral respectively.

2.2.1. Reserve Stockpile

This portion of each faction’s reserves, is a stockpile of material upgrades, i.e. non-crew upgrade cards. The stockpile may be used for stockpiling purchased upgrade cards without it counting against a player’s fleet point cap. When players are expanding their fleets, they may draw upon their faction reserve stockpile as if they had purchased cards in it for resource points without paying their resource point cost.

The reserve stockpile is capped as follows:

Round 1: 25pts

Round 2: 30pts

Round 3: 35pts

Round 4+: 40pts

The following upgrade types may be stored in the reserve stockpile:

  • Ordnance

  • Defensive Retrofit

  • Offensive Retrofit

  • Turbolaser

  • Ion Cannon

Modification-type upgrades may not be stored in the reserve.

2.2.2. Reserve Crew

This portion of each faction’s reserves, is a stockpile of crew upgrades, i.e. human ressources. The stockpile may be used for stockpiling purchased upgrade cards without it counting against a player’s fleet point cap. When players are expanding their fleets, they may draw upon their faction reserve stockpile as if they had purchased cards in it for resource points without paying their resource point cost.

The reserve crew is capped as follows:

Round 1: 10pts

Round 2: 15pts

Round 3: 20pts

Round 4+: 25pts

The following upgrade types may be stored in the reserve stockpile:

  • Officer

  • Support Team

  • Weapons Team

Modification-type upgrades may not be stored in the reserve.

2.2.3. Reserve Task Force

The Reserve Task Force (RTF) functions as a normal fleet for all intents and purposes, with the exception that it is not able to take actions, it follows other fleet restriction rules and that it does not need to refit ships/squadrons to unscar them. Instead, it functions as a reinforcement fleet that each team may choose to deploy along with a player-controlled fleet in any battle - unless it was deployed on the last round, in which case it is in ‘refit’-mode and cannot be utilized at all.

The RTF functions under the following altered or additional fleet building restrictions and combat rules:

  • The team to which it belongs may allocate any number of it’s resource points to reinforce their RTF up to its fleet point cap.

  • The RTF may ever only contain one unique squadron, one unique title and one unique officer.

  • The RTF does not have a commander.

  • Before deploying obstacles, if there is one or more RTF participating in the battle, the player who will receive reinforcements rolls a red dice. If he rolls a hit/crit the RTF is simply added to his forces and deployed as normal. If he rolls a blank, the reserve task force is instead deployed within his deployment zone at the end of the status phase in turn 1. If he rolls an accuracy, he may either deploy the RTF as if he had rolled a blank or deploy the RTF within distance 1-2 of his flagship at the end of the status phase in turn 1.

  • The reserve task force ships/squadrons can gain veterancy tokens, but a RTF ship/squadron that would be eligible for veterancy may instead defer it to the nearest player-controlled ship or squadron of the same side.

  • The RTF is fleet point capped as follows:

    • Round 1: 14pts as Galactic Empire (TIE Phantom Squadron) and Rebel Alliance (Rogue Squadron)

    • Round 2: 24pts

    • Round 3: 36pts

    • Round 4: 50pts

    • Round 5: 66pts

  • The RTF maintains an income of reserve resource points as follows below. Reserve resource points are not interchangeable with resource points, may not be saved until the next round if they are not used in a round’s management phase and may never be shared with a team’s non-RTF fleets.

2.3. Cost Rehaul

The following changes in cost to ships, squadrons and upgrade cards apply at all times and in all cases (when expanding, refitting and counting points on a destroyed objective ship etc.).

Item

Original Cost

New Cost

(Change)

Ships

Squadrons

Mandalorian Gauntlet Fighter

20

19 (-1)

Upgrades

Titles

Yavaris (Nebulon-B)

5

6 (+1)

Endeavor (Liberty)

4

3 (-1)

Warlord (VSD)

8

7 (-1)

Dominator (VSD)

12

10 (-2)

Demolisher (GSD)

10

11 (+1)

Avenger (ISD)

5

6 (+1)

Chimaera

4

5 (+1)

Officers

General Draven (R)

3

1 (-2)

Instructor Goran

7

6 (-1)

Commandant Aresko

7

6 (-1)

Defense Liaison

3

2 (-1)

Weapons Liaison

3

2 (-1)

Engineering Captain

6

5 (-1)

Tactical Expert

6

5 (-1)

Wing Commander

6

5 (-1)

Navigation Officer

6

5 (-1)

Veteran Captain

3

2 (-1)

Support Teams

Weapon Teams

Sensor Team

5

4 (-1)

Boarding Teams

Ordnance

Fleet Support

Fleet Command

Shields to Maximum!

6

5 (-1)

Defensive Retrofits

Cluster Bombs

5

4 (-1)

Electronic Countermeasures

7

8 (+1)

Redundant Shields

8

7 (-1)

Reinforced Blast Doors

5

6 (+1)

Offensive Retrofits

Phylon Q7 Tractor Beams

6

5 (-1)

Point Defense Reroute

5

4 (-1)

Quad Laser Turrets

5

4 (-1)

Ion Upgrades

MS-1 Ion Cannon

2

1 (-1)

NK-7 Ion Cannons

10

8 (-2)

Turbolaser Upgrades

Heavy Turbolaser Turrets

6

5 (-1)

XI7 Turbolasers

6

8 (+2)

2.4. Fleet Reveal Tokens

Each team has access to fleet reveal tokens equal to the number of players on the team plus one, e.g. two players plus one equals three tokens.

The Rebel Alliance has access to Many Bothans died… tokens , whilst the Galactic Empire has access to Emperor’s Hand tokens.

During the Strategy Phase, any team may spend one token to reveal an enemy fleet already committed to an assault. Only one such token may be used per campaign turn.

2.5. Scuttling

At any given time when a player is eligible to expand their fleet, they may scuttle a ship or squadron at no additional cost. However, if the player desires to keep any upgrade cards applied to a ship that is scuttled, he must pay any relevant removal costs or default the upgrade card(s) to be scuttled along with the ship.

Scuttling unique titles locks them for use in the remainder of the campaign. Scuttling unique squadrons is not as permanent as they are instead locked, if a team wants to re-recruit a unique squadron they must pay a premium of 5 resource points to be allowed to do so.

2.6. Flagships

Commander placement is limited to select ships as per the rules in 3.1.2.1. However, flagships themselves also enjoy a number of bonus abilities to symbolize their importance in the fleet, that the best available gunners, officers and engineers have been assigned to the flagship and so forth.

Second in Command

Flagships effectively have one additional Officer upgrade slot.

Flagship Tokens

At deployment, flagships are assigned three flagship tokens (note that these are not command tokens, spending them do not count as an instance of commanding and they do not count against the command token limit of the ship), dependent on their base size as follows:

Small: Focus all firepower!, Full Speed Ahead! and I’ve planned for this

Medium: Focus all firepower!, All Power to Forward Deflector Shields! And I’ve planned for this

Large: Focus all firepower!, All Power to Forward Deflector Shields! and I’ve planned for this

Flagship tokens are used by discarding them.

Focus all firepower! has the same effect as a concentrate fire dial.

Full speed ahead! allows the ship to increase speed by up to 2 (if eligible).

I’ve planned for this allows the ship to gain 1 command token of choice at any time during it’s activation

All Power to Forward Deflector Shields! allows the ship to move shields up to its engineering from one hull zone to another.

3. Rule Changes

3.1. Fleetbuilding Restrictions

3.1.1. Initial fleetbuilding restrictions

Beyond following the additional house rules/tweaks in 3.1.2. - the following restrictions are in place in regards to initial fleets:

  • Only 300 fleet points are available.

  • Each ship is only permitted a maximum of one upgrade card for small and medium ships and two upgrade cards for large ships (exemptions to this are Commanders and Titles).

  • Only one unique squadron is permitted.

3.1.1.1. Commanders

See 3.1.2.4., however at the beginning (but not limited to the beginning) of the campaign any team may choose to sacrifice 20 allocated fleet points (i.e. a team of 2 players will have 290 fleet points available each for their initial fleetbuilding) to unlock the next unlocked tier of commanders.

3.1.2. Lasting fleetbuilding restrictions

3.1.2.1. Flagships

Only the following ships may be assigned as flagships for each respective faction:

Rebel Alliance

  • MC80 Cruiser (all types)

  • MC75 Cruiser (all types)

  • Assault Frigate Mark II (all types)

  • Modified Pelta-class Command Ship

In addition, the following Rebel commanders may use the following ships as their flagships

  • CR-90 Corvette B Dodonna’s Pride (General Dodonna)

  • CR-90 Corvette (Leia Organa Solo, Mon Mothma, General Cracken, General Madine, General Rieekan)

  • Nebulon-B Frigate (General Gracken, General Madine, General Rieekan, Mon Mothma, General Dodonna)

In addition, the following Rebel commanders may ONLY assign a Large-based ship eligible to use the Mon Cal Exodus Fleet title as their flagship:

  • Admiral Raddus

  • Admiral Ackbar

In addition, the following Rebel commanders may ONLY assign the Modified Pelta-class Command Ship or the MC80 Command Cruiser as their flagship:

  • Commander Sato

Galactic Empire

  • Imperial-class Star Destroyer - all types

  • Victory-class Star Destroyer - all types

In addition, the following Imperial commanders may use the following ships as their flagships

  • Interdictor Cruiser - all types (Admiral Konstantine)

  • Arquitens-class Command Cruiser (General Tagge)

  • Quasar Fire II-class Cruiser Carrier (Admiral Sloane)

In addition, the following Imperial Commanders may ONLY assign an Imperial-class Star Destroyer as their flagship:

  • Darth Vader

  • Grand Moff Tarkin

  • Grand Admiral Thrawn

  • Moff Jerjerrod

3.1.2.2. Fleet Point Cap

Instead of a fleet point cap of 400 (initial fleetbuilding) and then 500 for the remainder of the campaign whilst maintaining a limit of â…“ squadrons, the following fleet point caps are used:

  • Initial fleetbuilding: 300pts (80pts squadron limit)

  • Round 2: 375pts (110pts squadron limit)

  • Round 3: 450pts (134pts squadron limit)

  • Round 4: 500pts (155pts squadron limit)

3.1.2.3. Upgrade Card Limitations

Titles and Commanders are considered exempt from any upgrade card limitations otherwise mentioned.

3.1.2.4. Commanders

Commanders in the campaign are arranged in a tier system as follows below.

Tier 1: Darth Vader

General Rieekan

Tier 2: Admiral Motti, Admiral Sloane

Admiral Ackbar, Admiral Raddus

Tier 3: Grand Admiral Thrawn, Moff Jerjerrod

General Dodonna, General Madine

Tier 4: Admiral Screed, Admiral Ozzel

General Cracken, Mon Mothma

Tier 5: General Tagge, Admiral Konstantine, Grand Moff Tarkin

Leia Organa Solo, Garm Bel Iblis, Commander Sato

Players are restricted from choosing commanders in locked tiers - as tiers are unlocked, commanders of each respective faction immediately become available. Tier 1-4 are locked at game start in games with 2-4 fleets, tier 1-3 are locked in games with 5-8 fleets and tier 1-2 are locked in games with 9-12 fleets. At any time after round 1, the team that is behind in campaign points (or, if both teams are equal in campaign points, any team) may choose to unlock the next tier (e.g. 3 if 4 and 5 are unlocked) of commanders for 20 resource points.

No more than one tier can be unlocked per round per team. Note that it is done in secret during the Refit and Expand portion of the Management Phase and revealed to the other team at the end of the same phase.

3.2. Expanding

3.2.1. Downgrading/upgrading

When spending resource points, players may choose to upgrade or downgrade ship types (e.g. upgrade an ISD-I to an ISD-II or downgrade a VSD-II to a VSD-I). The cost of this in resource points is the fleet point cost differential between the two types when upgrading, or half (rounded up) the fleet point cost differential when downgrading.

Players may also choose to upgrade squadrons to unique squadrons. This cost is calculated the same way as for ships. Unique squadrons cannot be downgraded.

Scarred ships and squadrons may not be upgraded/downgraded if scarred.

3.2.2. Upgrade Slots

Ships may at any time when fleets are expanded be retrofitted with new upgrade cards (per all relevant limitations), this also includes removing current upgrade cards. When removing upgrade cards to a ship the following applies:

  • Upgrade cards that are not crew upgrades (commanders, officers, support teams, weapons teams and boarding), titles or modification type upgrades may be removed from a ship at the cost of 1 resource point.

  • All modification type upgrades cost half the fleet point cost of the upgrade in resource points to remove.

  • All crew upgrades may be removed at no cost.

  • Titles may never be removed from a ship once added.

Upgrade cards may be stored in accordance with the reserve rules, if eligible.

3.3. Strategy Phase

When declaring assaults, fleets are secret (see 3.10.2.) until both the attacker and defender are committed to a battle.

3.4. Special Assaults

Special assaults and base assaults can not be declared on the first campaign turn.

3.6. Victory/Campaign points

Based on the number of fleets in the campaign, the required number of campaign points is increased compared to the original campaign as follows:

Number of Fleets

Short Campaign

Long Campaign

4

10

15

6

13

20

8

16

25

A team can not earn the final victory point through other means than winning an All-Out Assault (as either assaulter or defender).

3.7. Fleet Condition

3.7.1. Scarring

Scarred ships and squadrons suffer the following additional detrimental effects.

  • Small ships additionally suffer one hull zone damage (i.e. the player’s own choice).

  • Medium ships additionally suffer two hull zone damage (i.e. the player’s own choice.

  • Large ships additionally suffer one hull damage (face down) at deployment.

  • Unique squadrons must additionally discard one defense token, unless that would discard their only defense token.

3.8. Base and Outpost Limits

The following increased limitations count in the short and long campaign, respectively, based on the number of fleets in the entire campaign.

3.8.1. Short Campaign

3.8.1.1. Galactic Empire

  • 4 fleets: 5 bases

  • 6+ fleets: 7 bases

3.8.1.2. Rebel Alliance

  • 4 fleets: 3 bases/4 outposts

  • 6+ fleets: 4 bases/6 outposts

3.8.2. Long Campaign

3.8.2.1. Galactic Empire

  • 4 fleets: 5 bases

  • 6 fleets: 7 bases

  • 8 fleets: 9 bases

3.8.2.2. Rebel Alliance

  • 4 fleets: 4 bases/4 outposts

  • 6 fleets: 4 bases/6 outposts

  • 8+ fleets: 5 bases/7 outposts

3.9. Hyperspace Retreat

3.9.1. Ships

  • A ship may attempt to retreat to hyperspace in the third, fourth and fifth round.

  • A ship that is retreating to hyperspace may only perform one attack during that round.

  • Whilst a ship can discard any revealed command dial, the ship must be eligible to resolve a navigation command. If this is prevented, e.g. due to a raid token targeting navigation commands. In the specific case of a raid token, a ship is exceptionally allowed to discard a matching command token to clear the raid token BEFORE revealing and discarding the command dial and thus retreat to hyperspace.

  • When a ship declares that it is attempting a retreat to hyperspace, place the discarded command dial on the ship’s base to symbolize this for the rest of the round.

  • Any ship that retreats to hyperspace may bring with it a number of squadrons equal to its squadron value (including upgrades such as Expanded Hangar Bays) to hyperspace. See 3.9.2.2. for details.

3.9.2. Squadrons

Squadrons may also attempt to retreat to hyperspace - in one of two ways.

3.9.2.1. Squadrons with hyperdrives

Squadrons with hyperdrives (see below) may activate and declare that they are retreating to hyperspace (mark the squadron with a navigation token when this is declared) in the third, fourth and fifth round. If they remain in the play area at the start of the Status Phase in the round they declared the attempt, they are treated exactly as a ship that had retreated to hyperspace.

The Grav Well Interdiction rule for ships, also count similarly for squadrons attempting to retreat to hyperspace.

Any ship with Phylon Q7 Tractor Beams may exhaust the card (at any time prior to the status phase) to prevent up to two squadrons within distance 3 from retreating to hyperspace.

Any large ship may prevent one squadron within distance 2 from retreating to hyperspace (must be declared prior to the status phase).

All squadrons with hyperdrives may also utilize the same hyperspace retreat rules as squadrons without, as seen under 3.8.2.2.

Rebel Alliance

  • A-wing

  • B-wing

  • X-wing

  • Y-wing

  • E-wing

  • Lancer-class Pursuit Craft

  • VCX-100 Freighter

  • YT-1300

  • YT-2400

  • HWK-290

  • Scurrg H-6

Galactic Empire

  • TIE Advanced

  • Firespray-31

  • YV-666

  • Aggressor Assault Fighter

  • JumpMaster 5000

  • TIE Phantom

  • TIE Defender

  • VT-49 Decimator

  • Lambda-class Shuttle

  • Mandalorian Gauntlet Fighter

3.9.2.2. Squadrons without hyperdrives

Squadrons without hyperdrives (see below) can not declare a retreat to hyperspace themselves. Instead, they must first dock in a friendly ship that is retreating to hyperspace. A ship may carry a number of squadrons equal to its squadron value with it to hyperspace. For a squadron to dock, it must first activate and be within range 1 of the ship in question. When a squadron is declared to dock, it is then removed from the play area and set aside to be placed on the ship’s card. The squadron is then considered to share the fate of the ship. If it retreats to hyperspace successfully, the squadron is considered to have done the same - if it is instead destroyed, the squadron is also destroyed.

Note that this also means that a scarred ship that is destroyed whilst squadrons are docked inside it, will also be considered finally destroyed.

Rebel Alliance

  • Z-95 Headhunter

Galactic Empire

  • TIE Fighter

  • TIE Interceptor

  • TIE Bomber

3.10. Strategic Effects

Tokens are controlled by the Grand Admiral during the Strategy Phase and Management Phase, and assigned to individual fleets by the Grand Admiral during the Battle Phase.

3.10.1. Diplomats

Diplomats may be used to ‘deter’ attack on ANY location on the map excluding Corellia and a revealed Rebel Base Location that is the last remaining Rebel base.

An additional, but alternative, use of diplomat tokens is instead to use it in the Refit and Expand phase where it may be used to by one player to upgrade a generic squadron into a unique squadron for free - or to refit a ship with a unique crew upgrade for free

3.10.2. Spynet

An additional, but alternative, use of a spynet token is spend one to be informed of the admiral of a fleet declaring an assault (at any time). Only one such Spynet token spending is allowed for each team in each Strategy Phase.

3.10.3. Skilled Spacers

An additional, but alternative, use of a skilled spacers token is to ensure a ship retreating to hyperspace is successful before the status phase, but after the opposing player has had at least one activation after the ship that is attempting to retreat has activated.

3.11. Retiring the Fleet

Retiring a fleet (a player is allowed to scuttle select ships according to the scuttle rules prior to this, as well as utilize the reserve - i.e. BEFORE forfeiting all the resource points of the round) functions differently. Only the admiral and upgrades that could not have been scuttled if the player had wanted to/had the resource points to do so are permanently lost. Unique squadrons are instead locked as per the rules under scuttling.

Also, the player builds a new fleet with the following fleet caps rather than 400:

  • Round 1: 250pts (80pts squadron limit)

  • Round 2: 300pts (110pts squadron limit)

  • Round 3: 365pts (134pts squadron limit)

  • Round 4: 415pts (155pts squadron limit)

3.12. All-Out Assault

Instead of teams being able to declare the All-Out Assault (AOA) if they are within 4 victory points of winning and the All-Out Assault awarding total campaign victory, it instead functions as follows.

In a campaign, a team that is within 2 victory points of winning the campaign can declare an AOA. Furthermore, the following boons are earned for declaring the AOA from a substantial lead in Victory Points:


Lead in Portion of Victory Points (rounded down):

Short Campaign (4 fleets)

Short

Campaign (6 or more fleets)

Long Campaign (4 fleets)

Long Campaign (6 or more fleets)

1/4

-

1 veterancy token to be assigned to a ship/squadron by the Grand Admiral*

2 veterancy tokens to be assigned to a ship/squadron by the Grand Admiral*

3 veterancy tokens to be assigned to a ship/squadron by the Grand Admiral*

1/3

2 veterancy tokens to be assigned to a ship/squadron by the Grand Admiral*

1 small based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

1 small based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

1 medium based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

½ or more

1 small based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

1 medium based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

1 medium based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

1 large based ship added above the fleet cap, assigned to a fleet by the Grand Admiral

*: All subsequent ‘aheadness tiers’ include this boon as well

4. FAQ & Special Exceptions

ERRATA

1. Armed Station.

The Armada Station card has its batteries transposed. Its battery armament (against ships) has 2 red and 2 blue. Its anti-squadron armament (against squadrons) has 1 blue die.

2. Nebula Outskirts.

It should read:

"The total number of command dials that must be assigned to each of the second player's ships during each Command Phase is decreased by 1 to a minimum of 1."

3. Campaign Points.

Wherever the map contradicts the CC book, the map takes precedence.

4. Hyperlane Raid Scenario

During the Hyperlane Raid scenario, objective tokens still present in the Imperial Deployment zone at the end of the game grant the Rebel player 1 victory token each.

FAQ

Can Jaina's Light shoot through dust clouds?

No.

Can the armed station shoot to a ship that is overlapping it?

Yes.

Can the player with the initiative choose who is the first player during a battle?

No. The player with the initiative (who declare the attack) is always the first player.

Can a ship recover the discarded defense token due to scarring rule with Blissex or Tagge?

Yes. The ship start the battle with that token and it is discarded during the deployment.

Can a squadron recover the hull point lost due to scarring rule when it overlaps the station?

Yes. It is damage suffered during the deployment.

When a ship scarred is destroyed during a battle, it loses all its upgrades?

Yes. The ship is removed from the campaign with all its upgrades but the Commander.

Can Boba Fett gain veterancy if he destroys a squadron or a ship due to his skill?

No.

Can Mithel gain veterancy if he destroys a squadron due to his skill?

No.

Can Ten Numb gain veterancy if he destroy a squadron due to his skill?

No.

Can a squadron that attacked Biggs gain veterancy if the damage is moved due to Bigg's skill to another squadron and that squadron die?

No.

Can I gain the resources from a system where I build a base this campaign round?

No. The resources are gathered before Building New Bases Phase.

Can I gain the benefit from the Repair Yards of a system where I build a base this campaign round?

Yes. The benefit from Repair Yards triggers during the Refit and Expand Phase, after the Building New Bases Phase.

Can a ship retreat if when it declared the retreat there was no any Interdictor at distance 1-5 but it is at distance 1-5 of an interdictor at the beginning of the status phase?

Yes.

Are the tokens from strategic effects saved from one round to another if we didn't use them?

No.

When is the All-Out Offensive declared?

It is declared as any other attack, during the Strategic Phase, if the requirements are fulfilled.

At what point are fleets public?

After assault have been declared and all fleets committed every turn.

If a battle ends because all of one player's ships have been destroyed or they retreated, what happens to any of his remaining squadrons?

They are counted as destroyed for the purposes of scoring the scenario, but they do not become scarred.

Can a "Riekaned" ship jump to hyperspace and flee saving itself from scarring?

No.


Nice! Thanks