X-Wing Miniatures Wiki
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The X-Wing Miniatures Game is played over a series of rounds. A single game round consists of four phases resolved in the following order:

  1. Planning Phase: Each player secretly chooses one maneuver for each of his ships by using its maneuvering dial.
  2. Activation Phase: Each ship moves according to its chosen maneuver.
  3. Combat Phase: Each ship may perform one attack.
  4. End Phase: The players perform any necessary cleanup.

The first round begins after setup is completed.

After resolving the End phase, play proceeds to the next round, starting with the Planning phase. Each phase is described in detail below. Players continue resolving game rounds until all of one player's ships have been destroyed.

If playing with huge ships, there are additional steps in the Activation phase.

Planning Phase[]

During the Planning phase, each player secretly chooses a maneuver for each of his ships by using maneuver dials. Maneuver dials display the speed and maneuverability of each type of ship.

To choose a maneuver, the player rotates the faceplate of the ship's maneuver dial until the window shows only the desired maneuver. Then he assigns the maneuver by placing the dial facedown in the play area next to the matching ship so that his opponent does not know which maneuver was chosen.

Each selection on the maneuver dial corresponds to a maneuver template. When a ship moves during the Activation phase, the player uses the template matching the ship's chosen maneuver to determine where the ship moves.

The phase ends when each ship has a dial assigned to it and neither player wishes to change one of his chosen maneuvers.

  • Players are not allowed to look at each other's facedown maneuver dials, but they may look at their own dials.
  • Players can assign their maneuver dials in any order, regardless of pilot skill.
  • Players are allowed to change their selections on their dials as long as the phase has not ended.

Activation Phase[]

During the Activation phase, each ship is activated one at a time, starting with the ship with the lowest pilot skill and continuing in ascending order.

  • If a player has multiple ships with the same pilot skill value, he can activate them in any order.
  • If both players have ships with the same pilot skill value, the player with initiative activates all of his ships first.
  • Each ship becomes the active ship only once during this phase.

Each ship resolves the following steps in order:

  1. Reveal Dial: Reveal the ship's dial and take the maneuver template that matches the chosen maneuver.
    • A stressed ship cannot execute red maneuvers. If a stressed ship reveals a red maneuver, the ship moves as if it were a white 2 forward instead.
      • (note: before the errata, this used to involve handing your dial to your opponent)
  2. Execute Maneuver: Resolve the following substeps in order:
    • Move Ship: Slide the maneuver template between the front guides (the two small bumps) of the ship's base so that it is flush against the base. Holding the template firmly in place, lift the ship and place it at the opposite end of the template, sliding the rear guides of the base into the opposite end of the template.
      • When a ship executes a maneuver, it is picked up from its starting position and placed in its final position. The full width of the ship's base is ignored except in its starting and final positions.
    • Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.
    • Clean Up: Return the maneuver template to the pile of maneuver templates. Place the revealed dial outside the play area next to the ship's Ship card.
  3. Perform Action: The ship may perform one action. A stressed ship cannot perform actions, even free actions, during this step.

Additional points to keep in mind during the activation phase:

  • When an ability instructs a ship to execute a specific maneuver, it resolves only the "Execute Maneuver" step.
  • If a ship does not reveal a maneuver dial when it becomes the active ship during this phase, such as due to the effect of being ionized, it does not trigger any abilities related to maneuver dials.

After each ship has activated, play proceeds to the Combat phase.

Activation Rules for Huge Ships[]

Huge ships activate (from lowest pilot skill to the highest) after all small and large ships have activated.

Huge ships activate in the same order of steps as small and large ships (above), except they also perform three extra steps between the Clean up and Perform Action steps that relate to Energy:

  1. Gain Energy - the huge ship gains a number of energy tokens equal to the number of energy icons shown on the chosen maneuver on the maneuver total. Those energy tokens are placed on its Ship card.
  2. Allocate Energy - energy tokens on the Ship card may be moved to other cards with an energy limit, such as Upgrades and some Damage cards.
  3. Use Energy - the huge ship may use one or more of its Upgrade cards or Damages cards with the "Energy:" header. Each card with this header can only be used once per round.

During the Perform Action phase, the actions available for huge ships to perform are different than for small and large ships.

After all huge ships have activated, then any events that trigger at the end of the Activation phase now trigger.

Combat Phase[]

See also: Timing Chart for Performing an Attack

During the Combat phase, each ship has an opportunity to perform one attack, starting with the ship with the highest pilot skill and continuing in descending order.

  • If a player has multiple ships with the same pilot skill value, he can attack with them in any order.
  • If both players have ships with the same pilot skill value, the player with initiative attacks with all of his ships of that pilot skill first.
  • Each ship becomes the active ship only once during this phase.
  • A ship may choose not to attack.

A ship can perform one attack when it becomes the active ship during the Combat phase. To perform an attack, the ship resolves the following steps in order:

  1. Declare Target: The attacker may measure range to any number of enemy ships and check which enemy ships are inside his firing arc. Then the attacker chooses one of his weapons to attack with. Then he chooses one enemy ship to be the target and pays any costs required for the attack.
    • If attacking with a primary weapon, the target must be inside the attacker's firing arc and at Range 1-3.
    • If attacking with a turret primary weapon, the target must be at Range 1-3 but does not need to be inside firing arc.
    • If attacking with a secondary weapon, the target must be inside the attacker's firing arc (unless otherwise specified) and at the weapon range indicated on the weapon's Upgrade card.
    • If there is no valid target for the chosen weapon, or if the attacker cannot pay any costs required for the attack, the attacker may choose a different weapon and target.
    • After a valid weapon and target are chosen and any indicated costs are paid, the target is considered to be the defender.
  2. Roll Attack Dice: The attacker rolls a number of attack dice equal to its primary weapon value; if it is attacking with a secondary weapon, it rolls attack dice equal to the attack value on that weapon's Upgrade card instead.
    • The attacker resolves any card abilities that allow him to roll additional or fewer attack dice.
    • If attacking at Range 1 with its primary weapon, the attacker rolls one additional attack dice.
    • All additions or subtractions to the number of attack dice being rolled occur before the player rolls the attack dice.
  3. Modify Attack Dice: The defender can resolve any card abilities that allow him to modify the attack dice. Then the attacker can modify his attack dice in one or more of the following ways as many times as possible.
    • Focus: The attacker can spend a focus token to change all of his focus results to hit.
    • Target Lock: The attacker can spend a target lock he has on the defender to reroll any number of his attack dice.
    • Card Ability: The attacker can resolve a card ability that modifies attack dice and that he has not already resolved during this attack.
  4. Roll Defense Dice: The defender rolls a number of defense dice equal to its agility value.
    • The defender resolves any card abilities that allow him to roll additional or fewer defense dice.
    • If defending at Range 3 against a primary weapon attack, the defender rolls one additional defense die.
    • If the attack is obstructed, the defender rolls one additional defense die.
    • All additions or subtractions to the number of defense dice being rolled occur before the player rolls the defense dice.
  5. Modify Defense Dice: The attacker can resolve any card abilities that allow him to modify the defense dice. Then the defender can modify his defense dice in one or more of the following ways as many times as possible.
    • Focus: The defender can spend a focus token to change all of his focus results to evade results.
    • Evade: The defender can spend an evade token to add one evade result to his defense roll.
    • Card Ability: The defender can resolve a card ability that modifies defense dice and that he has not already resolved during this attack.
  6. Compare Results: For each evade result, the defender cancels one hit or critical result. All hit results must be canceled before any critical results may be canceled. If at least one hit or critical result remains uncanceled, the defender is hit by the attack; otherwise, the attack misses.
  7. Deal Damage: If the defender was hit, it suffers one damage for each uncanceled hit result and one critical damage for each uncanceled critical result. All damage must be suffered before any critical damage may be suffered.
    • A ship cannot attack a friendly ship.
    • A ship may choose not to perform its attack during the Combat phase, but during an attack, a ship cannot choose to roll no dice when it is supposed to roll dice.
    • If players would roll more dice than the maximum number that they have available, keep track of the rolled results and reroll the dice necessary to equal the total number of dice the player would have rolled all at once. Note that these dice are not considered rerolled for the purposes of modifying dice.

End Phase[]

During the End phase, players remove all focus, evade, tractor beam and weapons disabled tokens from ships in the play area. Other tokens are not removed during this phase.

Bibliography[]

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