Star Wars X-Wing: Rebel Transport Expansion Pack

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Recreate the drama of the Rebellion’s desperate escape from Hoth and explore new adventures in the Star Wars galaxy with the Rebel Transport Expansion Pack for X-Wing!

It comes with one huge, pre-painted GR-75 medium transport miniature and an X-wing escort. With rules for “energy” to fuel your shields and abilities, plus a new maneuver template that gives your transport the feel of a truly huge ship, the Rebel Transport Expansion Pack enhances your missions and Cinematic Play experience. It also opens all-new possibilities in the game’s Epic Play format!

When the Empire launched a massive assault against the Rebellion’s Echo Base, it dealt the Rebel Alliance a tremendous blow. Still, the Rebellion’s losses could have been much greater. They were lucky to escape with the majority of their command structure intact, and the very fact the Rebellion was able to continue its liberation efforts after the battle owed much to the GR-75 medium transport and the role it played during the famous evacuation effort.

With new rules, one Rebel transport miniature, one X-wing miniature with an alternate paint scheme, and a wealth of new ship cards, upgrades, and missions, the Rebel Transport Expansion Pack allows you to recreate the drama of the Rebellion’s desperate escape from Hoth.

Like the Tantive IV, the Rebel transport is too large for standard tournament play. Smaller than the CR90 corvette, the GR-75 medium transport is nonetheless large enough to dwarf its starfighter escorts. Even though the Rebel transport is depicted at a scale that allows you to maneuver it in battle, it is still so large that it comes with multiple new damage decks to track hits against different sections of its hull.

While the Rebel transport is only legal in the game’s Cinematic Play and Epic tournament formats, the rest of the expansion is likely to make its impact upon the standard game with five different upgrade options, a new X-wing miniature, and four new X-wing pilots, including Jek Porkins and Rebel ace Wes Janson.

Cinematic Play
The Rebel Transport Expansion Pack marks the arrival of a new mode of play. While the missions that form Cinematic Play have been a part of X-Wing since the game’s debut, the Rebel Transport Expansion Pack introduces new rules for linking its missions into a heavily thematic campaign.

Over the course of three missions, the Rebel Transport Expansion Pack allows you to recreate the evacuation of Hoth. You’ll relive the Rebellion’s desperate effort to escape Hoth’s atmosphere, survive the initial encounter with the Imperial blockade, and make the jump to lightspeed. Each of these missions stands on its own as a rewarding play experience, complete with unique themes and mechanics, but you’ll also be able to link them together for a fuller Cinematic Play experience.

Throughout the scenarios, players assume the roles of the Rebel Alliance and the Imperial Navy. In the linked missions, your resources are precious, so you have to think carefully as you build your pilot rosters and schedule the deployment of your ships and pilots. If a unique pilot is shot down in one mission, that pilot is removed from all future play within the campaign. Thus, the expansion’s Cinematic Play doesn’t just offer you a chance to appreciate the scenes and themes of the classic trilogy; it provides a rich and rewarding strategic experience.

Will you alter the course of history? In Cinematic Play, you take command of some of the Star Wars trilogy’s most pivotal moments!

A New Tournament Format
The Rebel transport and Tantive IV are too big for the standard tournament format, so we’re launching an all-new tournament format sized to include them!

The Epic tournament format allows players to field ships of all sizes in massive battles that will echo throughout the Star Wars universe. In the game’s Epic format, your Rebel transport can support the efforts of your X-wings with its frequency jammers, and the Tantive IV can fire its powerful lasers against your opponent’s TIEs.

While the standard tournament format at the heart of X-Wing will continue to focus on quick, deadly skirmishes between opposing squadrons, the addition of the Epic format means that you’ll gain unprecedented squad-building flexibility. Not only does the Epic format mean that you’ll be able to build truly intimidating fleets, it means you can look forward to launching those fleets against your opponents in fantastic space combats of truly epic proportions!

Keep your eyes open for more information about the Epic tournament format as we approach the release of the Rebel Transport Expansion Pack.

Three Modes of X-Wing Play:
* The Standard tournament format features 100-point squads of starships, all at 1/270 scale.
* The Epic tournament format features larger squads, which can include huge ships.
* The missions of Cinematic Play all come with their own guidelines and will indicate when huge ships are legal.

• A huge ship expansion for X-Wing
• Features one detailed, pre-painted miniature GR-75 medium transport
• Designed for use in the game’s Cinematic Play and new Epic Play formats
• Includes an X-wing miniature with an alternate paint scheme
• New ship cards, including Jek Porkins, and upgrade cards provide greater squad building flexibility

The first huge ship expansion for X-Wing™, the Rebel Transport will soon provide players with all-new ways to experience epic space battles set within the Star Wars galaxy!

Designed for use within the game’s Cinematic Play and Epic Play formats, the Rebel Transport Expansion Pack contains one GR-75 transport miniature, one X-wing miniature with a variant paint scheme, seven ship cards, twenty-four upgrade cards, and all the maneuver dials, damage decks, tokens, and game pieces that you need to fly your transport and its escort fighter.

Additionally, a new maneuver template and new “energy” tokens ensure that your Rebel transport will assume a role in your Rebel fleet unlike any of the smaller starships that preceded it.

The GR-75 Medium Transport
First unveiled as a prototype at Gen Con Indy 2013, the iconic GR-75 Rebel transport is most famous for its critical role in the Rebellion’s evacuation from Hoth. However, the GR-75’s role in the Rebellion’s efforts extended far beyond that pivotal conflict.

GR-75 transports were used mainly to transport supplies, equipment, or troops, but some were modified to serve as fuel tankers for long-range starfighter missions. Relatively inexpensive, the GR-75‘s hulls couldn’t be penetrated by Imperial sensors, and the Rebel Alliance often enhanced this feature by outfitting the starship with sensor jammers. Indeed, the Rebel Alliance made such common use of the GR-75 that it was often called the Rebel medium transport.

Now, the GR-75 enters X-Wing as the first huge starship and as the first starship without a primary weapon...

That’s right – the GR-75 has no primary weapon, but you’ll find that it more than makes up for this lack of firepower with the wealth of new actions and energy-based effects it introduces to the game.

What Is Energy?
When you field the GR-75, the expansion’s rules for energy provide you with a wide range of means to interact with other ships. The GR-75‘s maximum energy capacity is indicated by the purple number above its agility value, and new rules allow your transport to both gain energy and spend it to power a brand-new action and activate a host of new upgrades. Altogether, the tactical possibilities they afford make the GR-75 a uniquely rewarding X-Wing starship.

The GR-75 comes with four actions in its action bar:
* The recover action allows the GR-75 to spend all its stored energy to regain a number of shields equal to the energy spent, possibly taking your transport from zero shields back to full.
* The GR-75 is divided into two sections, fore and aft, and if you take the Reinforce action, you can reinforce one of those sections, adding an evade result to all defense results against attacks directed at that section until the end of the round.
* The jam action allows the GR-75 to assign stress tokens to an enemy starship within Range 1–2 until that starship has a total of two stress tokens.
* With its coordinate action, the GR-75 can grant a free action to any friendly ship within Range 1–2.

Though the recover action is the only one that explicitly calls for the use of energy, the Rebel Transport’s upgrade cards introduce other uses for energy that interact nicely with the ship’s other actions.

* You could use a Comms Booster to remove all stress from a friendly starfighter, assign it a focus token, and then give it a free action with the GR-75’s coordinate action with a Comms Booster.
* You could use the GR-75’s jam action to force stress tokens onto enemy starfighters before using Slicer Tools to deal them damage.
* Or you could reinforce your GR-75’s fore or aft section before using a Shield Projector to redirect an attack intended for a friendly starfighter.

No matter how you outfit this huge ship, its energy-based effects will add all new dimensions to your X-Wing battles.

Flying Your Transport
The GR-75 comes with two bases, one large ship token that spans the bases, and a new maneuver template that better reflects the way this bulky vessel flies through space. The result is that your GR-75 will surge forward, drift, and yaw in a way that truly feels like it’s carrying its momentum forward through space and across your table.

It’s certainly not as nimble as a TIE fighter, but any TIE pilot who fails to get out of its way will be immediately destroyed by the collision!

The GR-75’s two bases aren’t just for show, either. Because the ship is divided into fore and aft sections, it comes with two damage decks, one for each section of the ship. The effects of damage upon the fore of your GR-75 aren’t the same as the effects of damage upon its aft, and you and your opponents will be able to explore all-new tactical considerations and strategies throughout any combat featuring a GR-75 transport.

Rogue Squadron
The GR-75 medium transports that the Rebellion used to evacuate its troops from Hoth would never have made their way through the Imperial blockade were it not for the coordinated fire of planetary ion cannons and the valiant efforts of a handful of daring X-wing pilots, many of whom were from Luke Skywalker’s Rogue Squadron.

The Rebel Transport Expansion Pack features six X-wing ship cards, including four unique pilots that are all new to X-Wing. Among these four pilots are three members of Rogue Squadron, all of whom proved themselves during the Battle of Hoth: Wes Janson, “Hobbie” Klivian, and Tarn Mison.

The pilot with the highest pilot skill of the trio, Wes Janson will fire before his foes in most situations. Then, with his ability to remove one focus, evade, or blue target lock token from the target of his attack, Wes Janson can provoke his target to spend a focus token that he would have preferred to hold for his attack, limiting the chances that he'll suffer damage from retaliatory fire. Alternatively, Wes Janson’s ability to remove an enemy’s blue target lock token can help safeguard your Rebel pilots from missiles and torpedoes of any sort; when a TIE bomber has Advanced Proton Torpedoes locked and loaded and ready to fire at one of your X-wings, there are few pilots you’d rather have in your squad than Wes Janson.

“Hobbie” Klivian is one of two X-wing pilots in the Rebel Transport Expansion Pack who can remove stress tokens without taking a green maneuver. Whenever he acquires or spends a target lock, “Hobbie” Klivian may remove one stress token from his ship. This means that he could potentially perform a stressful maneuver like the Koiogran-turn, spend a target lock during his attack, and perform a Koiogran-turn again in the next Activation phase. In this way, “Hobbie” Klivian should be not only be able to keep his foes within his firing arc, but he should be able to establish the appropriate range to line up a shot with the expansion’s new Flechette Torpedoes.

Meanwhile, Tarn Mison can acquire a target lock on any enemy ship that declares him the target of its attack. Thus, in a way, Tarn Mison’s ability forces your opponent into some difficult decisions, and these may be compounded by how you fly your squad. Will your opponent choose to attack one of your ships at a more distant range in order to avoid triggering Tarn Mison’s ability, or will he come in, guns blazing? So long as you can keep Tarn Mison’s X-wing intact through the exchange of fire, you’ll get a free target lock. Accordingly, if you elect to focus, then you’re likely to end up with both focus and target lock tokens – the best combination of any two tokens to have prior to your attack. How best to make use of this combination, then, is up to you.

These new pilots and upgrades offer you a number of interesting new tactical considerations. Will you focus on baiting your opponent’s next action? Will “Hobbie” Klivian maneuver around his opponents by loading them with the stress tokens applied by his Flechette Torpedoes or R3-A2 astromech, even as he acquires and spends target locks to remove his own stress? Or will Tarn Mison equip another of the expansion’s unique astromechs, R2-D6, in order to take advantage of an elite pilot talent like Opportunist and rely upon Wes Janson’s ability to rid his target of focus and evade tokens?

Jek Porkins
The fourth unique ship card in the Rebel Transport Expansion Pack belongs to fan-favorite Jek Porkins.

In the original Star Wars trilogy, Jek Porkins flew under the call sign Red Six and was the first named member of the Rebel Alliance with a speaking role who perished in the Galactic Civil War.

In X-Wing, Jek Porkins is represented by a ship card with a pilot skill of “7” and an elite talent upgrade slot to accompany the X-wing’s standard astromech and torpedo upgrades. Meanwhile, he’s the second unique pilot in the Rebel Transport Expansion Pack who can remove stress tokens. Whenever he receives a stress token, he may elect to remove it and roll one attack die. On a hit result, he receives one facedown damage card, which bypasses any of his remaining shield tokens.

Like “Hobbie” Klivian, then, Jek Porkins can perform strings of Koiogran-turns to maneuver across the battlefield. However, where “Hobbie” Klivian’s ability to remove stress tokens requires a bit of advance planning, Jek Porkins can remove stress tokens at any time, though every time is a gamble.

Still, the fact that he can remove stress tokens whenever he receives them permits an astonishing range of options. As an example, Jek Porkins can perform the X-wing’s red four-speed Koiogran-turn, elect to immediately remove his stress token, and still take his action. Moreover, if he were equipped with Push the Limit, Jek Porkins could immediately take a second action and elect to remove the second stress token, as well, so that he wouldn’t then have to execute a green maneuver in order to perform an action. In fact, Jek Porkins could even find himself in position to perform two K-turns back to back!

Of course, the cost to remove those two stress tokens could potentially be two facedown damage cards. In such a case, it may pay to equip Jek Porkins with the R5-D8 astromech from the Y-Wing Expansion Pack. Then, whenever he suffers damage to remove a stress token, he can consider taking an action to roll a defense die and remove a facedown damage card on any result of or .

Strike a Blow for Galactic Freedom
Along with the GR-75 medium transport, the new X-wing ship cards and upgrades from the Rebel Transport Expansion Pack look to permit a great deal of experimentation with squad builds for all of the game’s different formats of play. Whether you fly your X-wing escort alongside the GR-75 transport in Cinematic Play or Epic Play, or you’re just looking for new strategies to employ with your tournament squad in Standard Play, the expansion’s new ship cards and upgrades are going to encourage players to look at their X-wings in a wholly new light!

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