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Rule[]

The attacker’s armament indicates the color and number of dice that can be used during an attack. [It determines the range and number of dice to be rolled during an attack. They form the initial attack pool which can be modified when the target is obstructed or through certain upgrade cards.] Anti-squadron armament is used when attacking a squadron. Battery armament is used when attacking a ship.

  • Each hull zone of a ship has its own battery armament that it uses when the ship attacks from that hull zone.
  • Each squadron has a single battery armament.
  • A ship has one anti-squadron armament that is used regardless of which hull zone is attacking.
  • A battery armament or anti-squadron armament with a “–” value has no dice.

Source: RRG 1.5.0 p. 2

Ship Armament[]

  • SWM01 diagram defense white
    Anti-squadron armament is used when the ship attacks a squadron. A ship has one anti-squadron armament that is used regardless of which hull zone is attacking.

Icon AntiSquadronAttackDice You find the anti-squadron armament (2) at your ship card next to the hull-value. At your ship token it's indicated next to the battery armament for the rear hull zone.

  • Diagram-attack-dice
    Battery armament is used when a ship attacks a ship. Each hull zone of a ship has its own battery armament that it uses when the ship attacks from that hull zone.

Icon AntiShipAttackDice The battery armament (5) for each hull zone is at your ship card in the blue field with the ship scheme. At your ship token it's indicated next to the yellow dot.

Upgrade Cards changing the Ship Armament[]

  • Insidious (Gladiator Title): "The black dice in your battery armament can be used at medium range. This effect applies only while attacking the rear hull zone of a ship."
  • Expanded Launchers (Ordnance): "Modification The battery armament for your front hull zone is increased by 2 black dice."
  • Enhanced Armament (Turbolaser): "Modification The battery armaments for your left and right hull zones are increased by 1 red die."
  • Heavy Fire Zone (Turbolaser): "While attacking a squadron, before you gather dice, if the defender is not engaged with a friendly squadron you may replace all of the blue dice in your anti-squardon armament with red dice."
  • High-Capacity Ion Turbines (Ion Cannons): "Modification The battery armaments for your left and right hull zones are increased by 1 blue die."
  • Rapid Reload (Ordnance): "Modification The battery armaments for your left and right hull zones are increased by 1 black die."
  • Spinal Armament (Turbolaser): "Modification The battery armaments for your front and rear hull zones are increased by 1 red die."

Squadron Armament[]

Each squadron has a single battery armament, used against ships, and a single anti-squadron armament, for attacks against enemy fighters. Each squadron's attack range is distance 1.

You can find the armament of your squadrons only at the matching squadron card.

Upgrade Cards changing the Squadron Armament[]

  • Flight Controllers (Weapons Team): "Icon Command Squadron: The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation."

Squadron Cards changing the Squadron Armament[]

  • Major Rhymer (TIE Bomber): "Friendly squadrons at distance 1 can attack enemy ships at close range using all dice in their battery armament."
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