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Lost in Time and Space

Published 29 March 2017 | Arkham Horror: The Card Game

Lost in Time and Space

Announcing the Sixth and Final Mythos Pack in The Dunwich Legacy

"The oceans of earth’s dreamland drop wholly to abysmal nothingness and shoot through the empty spaces toward other worlds and other stars and the awful voids outside the ordered universe where the daemon-sultan Azathoth gnaws hungrily in chaos…"
     –H.P. Lovecraft, The Dream-Quest of Unknown Kadath

You're going to need a bigger gun.

As your search for two missing professors has led you down the path to abject madness, Fantasy Flight Games is proud to announce the upcoming release of Lost in Time and Space, the sixth and final Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game!

Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely alone…

As the conclusion of The Dunwich Legacy cycle, the new scenario from Lost in Time and Space is full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. And for those who play it as the capstone of The Dunwich Legacy campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.

An End to All Your Struggles

One way or another, the scenario from Lost in Time and Space is going to bring about an end to all your struggles. One way or another, it's going to conclude your run through The Dunwich Legacy campaign. One way or another, you will find the finality for which you've been searching...

The ground before you shifts and disintegrates. Worlds appear and disappear. Pockets of reality spring into existence, only to collapse moments later. And you are somewhere—and somewhen—amidst all of this chaos, looking for some way to escape it.

Will find a pathway back to Arkham? Will you get lost? Will your mind unravel amidst the chaos of a realm beyond the veil of our reality? Will you be devoured by entities no other human has seen or heard? Will you end up stranded, forced to endure an eternal, withering existence of atrophy in an alien world beyond mortal time and space?

It may all depend on how you spend the experience you've gained over the course of your campaign. Do you shore up your weaknesses? Do you double-down on your strengths? Do you spend your points here and there, dishing out one or two for a series of smaller upgrades? Or do you cash in large chunks of experience for a couple key cards?

There's no telling which strategy may prove best, but if you've got the experience, the player cards from Lost in Time and Space will provide you plenty of ways to spend it. In addition to its scenario, Lost in Time and Space introduces twenty-four player cards (two copies each of twelve different cards), and most of these require some rather heavy experience expenditures.

In return, they grant you access to some rather astonishing abilities. Among those, you'll find the bigger guns you need, as both Lightning Gun (Lost in Time and Space, 301) and Chicago Typewriter (Lost in Time and Space, 304) are two-handed Firearms that cost four or more experience and deal three damage per shot.

But while those Weapons are undoubtedly powerful, they're also relatively straightforward. And there are other cards in Lost in Time and Space that are decidedly not so straightforward.

One of these is The Gold Pocket Watch (Lost in Time and Space, 305), an Exceptional accessory that requires you spend eight experience to add it to your deck. However, when you do, it grants you the astonishing ability to either skip a phase—such as the Mythos phase—or repeat one.

While forces beyond your comprehension are shifting time and space at will, it seems only fair for you to use The Gold Pocket Watch to fight back. Of course, even then, there's no telling it will be enough.

Truths You Can Never Unlearn

If you hope to survive your journeys through Lost in Time and Space and the end of The Dunwich Legacy cycle, you will need to find the order hidden beneath or amid the chaos. Or you will need to create that order.

But in the end, there will be no escaping the chaos. You may survive your adventure. You may return to Arkham. You may even return the professors to their former lives. But your life will never again be the same. You will never unsee the chaos that crawls within the corners of your mind and that eats at you while you sleep. You will never again unfeel the bonds that leave you sensitive to the otherworldly forces that spread their influence into our world.

You will never again be one of the blissfully ignorant and uninitiated.

How will you live with all you've seen and discovered? Lost in Time and Space (AHC08) arrives at retailers everywhere in the second quarter of 2017!

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© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.

The Red Wedding

Published 29 March 2017 | A Game of Thrones: The Card Game

The Red Wedding

Announcing the Fourth Chapter Pack in the Blood and Gold Cycle

A man in dark armor and a pale pink cloak spotted with blood stepped up to Robb. “Jaime Lannister sends his regards.” He thrust his longsword through her son's heart, and twisted.
  
–George R.R. Martin, A Storm of Swords

Fantasy Flight Games is proud to announce The Red Wedding, the fourth Chapter Pack in the Blood and Gold cycle for A Game of Thrones: The Card Game!

Though a scheme may spend months incubating in the shadows, there is a moment of terrifying revelation when your plans come to fruition—a grand reveal that shatters your foes beyond repair. For the secret alliance of House Frey, House Bolton, and House Lannister, that moment was the Red Wedding. In a single night, House Stark suffered a devastating defeat, and though Robb Stark had won every battle, he met his demise beneath the roof of his supposed allies.

With The Red Wedding Chapter Pack, you’ll have the chance to continue the saga of A Storm of Swords with one of the most gut-wrenching and iconic moments of the entire series. Even as you walk among the fallen and the deadly power of House Frey continues to grow, you’ll also find new ways to spend and earn your gold, like the other expansions of the Blood and Gold cycle,. With iconic characters like Ellaria Sand, Strong Belwas, Othell Yarwyck, and Walder Frey entering the game for the first time, The Red Wedding brings new horrors and schemes into every game.

Lords of the Crossing

Throughout the Blood and Gold cycle, you’ll find an array of new cards with the House Frey trait, and as you might imagine, most of them interact with the House Frey agenda, The Lord of the Crossing (The King’s Peace, 60).

While many agendas significantly influence the ways you can build your deck, The Lord of the Crossing offers no explicit deckbuilding restrictions or opportunities. Instead, it dramatically changes the way you approach the challenges phase—each of your characters are weakened during your first challenge, but in exchange, all of your characters grow stronger during your third challenge, and you gain an extra power if you win! Of course, to gain this advantage, you’ll need to consistently make three challenges, which in turn influences your deckbuilding. More than any other agenda, The Lord of the Crossing forces you to carefully consider what characters you put in your deck and what challenge icons they bear.

Fittingly, there’s are few characters better suited to The Lord of the Crossing agenda than Walder Frey (The Red Wedding, 77) himself. Walder Frey has all three icons, meaning that he can fill any gap and ensure that you can make three challenges every round. More importantly, however, while Walder Frey is attacking, each other House Frey character you control is also considered to be attacking! Whether you’ve already used your House Frey characters to make your initial challenges, or you’re holding them in reserve to defend against your opponent, when Walder Frey attacks, he brings the might of the entire Frey family with him. You may even pair Walder Frey with The Red Viper (Core Set, 109) to claim a potentially massive amount of power with a single challenge.

In fact, with a deck using The Lord of the Crossing agenda, it’s not at all uncommon for your total STR to skyrocket during your third challenge. You’ll find a way to capitalize on that extra STR with Frey Hospitality (The Red Wedding, 79). At first glance, Frey Hospitality may appear to be a slightly different version of Put to the Sword (Core Set, 41). You no longer need to win a military challenge by five STR, but instead you must pay three gold and win your third challenge with an attacking House Frey character for the same reward of choosing and killing an enemy character. The real benefits, however, come when you win big. If you won that third challenge by twenty or more STR, you can choose and kill three characters controlled by the losing opponent! Though it may take significant planning to pull off this level of Frey Hospitality, if you succeed you can guarantee that your opponent will be left with a ruined position.  

The impact of Frey Hospitality is significant, but few cards capture the carnage and horror of the Red Wedding better than the plot of the same name. The Red Wedding (The Red Wedding, 80) is a plot that, unusually, offers zero claim, but that’s not to say that your challenges will be useless. When you win a challenge as the attacking player, The Red Wedding lets you choose and kill a Lord or Lady character controlled by the losing opponent. The slaughter is compounded by the next line: “(Any player may initiate this ability.)” Opening the board to this level of destruction may seem insane, especially since your opponent will most likely have a plot that gives him claim in addition to killing one of your Lords or Ladies. Still, there are some ways for you to lay your plots in the darkness and escape the worst of The Red Wedding.

First, it’s important to note that The Red Wedding is a Scheme, meaning that it pairs perfectly (and thematically) with "The Rains of Castamere" (Lions of Casterly Rock, 45) agenda. Although this prevents you from using The Lord of the Crossing agenda, the benefits may be more than worth it. You can manipulate the game to escape any drawback from The Red Wedding—only revealing this plot by triggering “The Rains of Castamere” when you’re the second player. Although The Red Wedding won't be revealed in time for you to trigger it from winning this intrigue challenge, you can certainly use The Red Wedding when you win your other challenges!

The second method for avoiding death at The Red Wedding is simply to build your deck with this plot in mind. Naturally, many decks choose to include Lords and Ladies. These are usually the most iconic characters from the story, and the abilities of cards like Robert Baratheon (Core Set, 48), Victarion Greyjoy (Lions of Casterly Rock, 27) and Cersei Lannister (Lions of Casterly Rock, 1) can be awe-inspiring. Still, there are factions, like House Martell and The Night’s Watch, that can easily leave these traits behind. If you’re building a deck that’s focused on wiping your opponent’s board while drawing on cards like Tyene Sand (True Steel, 115) or Qhorin Halfhand (Tyrion’s Chain, 105), then The Red Wedding could be the perfect addition to your plot deck.

Join the Freys

In a single night of blood and betrayal, House Frey almost destroyed House Stark. Now, they’re offering to do the same for your enemies.

Look for The Red Wedding Chapter Pack (GT19) at your local retailer in the third quarter of 2017!

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The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

Discover Diplomacy and Adventure

Published 28 March 2017 | Star Wars: Force and Destiny

Discover Diplomacy and Adventure

The New Consular Sourcebook Adds Depth to Your Campaign

“I was not elected to watch my people suffer and die while you discuss this invasion in a committee!”
  - Queen Amidala, Star Wars Episode I: The Phantom Menace

Though a Consular knows there are multiple paths to peace, the decision between forging through difficult negotiations or reaching for one's lightsaber is never easy. The role of a Consular is to constantly evaluate the situation at hand and determine the best way to bring about a peaceful resolution. To help attaining this rather nebulous goal, the new Disciples of Harmony sourcebook expands players' choices in the Star Wars™: Force and Destiny™ roleplaying game, and also offers Game Masters a wealth of options for adding depth to a campaign.

More than a supplement for Consular career paths and specializations, Disciples of Harmony supplements the core Force and Destiny rulebook with equipment, droids, starships, and adventure possibilities. Every page works to bring new life to the familiar and build your campaign into an adventure as rich as the Star Wars galaxy deserves.

Today's preview includes a look at new gear to help a Consular bring peace as well as an adventure hook designed to utilize their many diplomatic strengths.

New Gear and Weapons

In a galaxy filled with blaster rifles, vibro-axes, and lightsabers, attempting to find a peaceful resolution can be difficult in the best of situations. Disciples of Harmony brings a diverse selection of new gear to help player characters put an end to conflict as quickly and painlessly as possible.

  • Ranged Weapons: The AJ-23 Concussive Rifle releases blasts of concussive force capable of knocking down adults of most species without resulting in permanent injury. The Tenloss IDX-9 Ion Stunner also works toward incapacitation, disrupting the neural pathways of living creatures and the electronic components of droids.
  • Melee Weapons: A Fear Stick is compact, easily concealable, and undetectable by traditional weapons scanners, injecting a powerful compound that delivers an intense fear response. The new Borstel Neuronic Lash projects a flexible strand of energy that can deliver whip-like attacks to those nearby.
  • Survival Gear: The duties of a Consular can take a player all over the galaxy, and one must be prepared for any situation. An Environmental Cocoon is a small inflatable structure that protects a character in a typically hostile environment. A microimager can magnify up to 100,000 times to search for dangerous microorganisms or forensic samples.
  • Weapon Attachments: A Hilt-Masking Kit can be used to disguise a lightsaber from those who know it to be a truly feared weapon while a Pommel Cap adds a nonlethal combat option to the typical lightsaber hilt to incapacitate an opponent.

These are just some examples of the combat resolution tools at the disposal of a well-equipped Consular; you'll find more in Disciples of Harmony.

Vehicles and Starships

As a Consular, you may be called upon to visit all manner of hostile environments; conflicts are not limited to the cities of civilized worlds, after all. To reach the distant outposts where their skills might be needed, a Consular may require specialized forms of transportation beyond a typical speeder or starfighter.

  • Vehicles: In settings where the Consular's presence should go undetected, the Ascendant Personal Stealth Flyer offers a nearly invisible cloaking system. The Oduran Luxury Landspeeder is a six-seater vehicle built to impress, implying wealth and prestige to those you may negotiate with.
  • Starships: The T-6 Shuttle features the maneuverability of a small starfighter with just enough space for a politically important passenger or two. The Consular-Class Light Cruiser was engineered specifically for diplomatic missions, ferrying diplomats and Consulars for the Galactic Republic and protecting them with a near impenetrable armor—perfect for protecting important negotiations.

Expanding Your Campaign

Even without a Consular player character, Disciples of Harmony offers multiple opportunities to expand your galaxy and grow your campaign. Beyond the gear and vehicles above, you will discover tools to build on your characters backstories.

Mentors are an integral part of the Star Wars story, and emerging Force sensitives in Force and Destiny often have someone teaching them the ways of the Force, or at least trying to. Disciples of Harmony features a process for developing mentor NPCs with rich histories, guiding Game Masters in the ways to realize iconic moments in a player character's development at the gaming table. Game Masters can use this book to plot the mentor's backstory, describe how they survived the purge of the Jedi, flesh out their individual training history, and establish  them as a consultant, challenger, trainer, or something more sinister.

In addition to fleshing out the backgrounds of player characters, Disciples of Harmony provides Game Masters with another valuable asset: seeds for adventures suited specifically to the strengths of a Consular. For instance, "Return from the Dark" places the player characters in contact with a friendly NPC who has information relating to a former pupil who has fallen to the dark side and presumed to be lost or dead. There is hope for this pupil's redemption, though there is also fear they may be a danger to their community. A party will need to not only redeem the fallen student but convince the community that these outsiders are here to help.

Disciples of Harmony offers multiple adventure hooks as well as guides for Game Masters on how to craft diplomatic scenarios.

Study as a Disciple of Harmony

To see all Disciples of Harmony has to offer your campaign, visit a gaming store near you and pre-order this Star Wars: Force and Destiny sourcebook. In it, you'll find new equipment and adventures, new Consular specializations, new races, and more.

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© & ™ Lucasfilm Ltd.

Raise your Banners

Published 27 March 2017 | Runewars Miniatures

Raise your Banners

Preview the Daqan Infantry Command Unit Upgrade Expansion for the Runewars Miniatures Game

From Wizards to Banner Guards, every soldier has a role to fulfill in the armies of the Daqan Lords. When the time comes, these warriors band together to craft one of the most fearsome forces in Terrinoth, with the ability to crush those that would stand against them underfoot.

Today, we’re taking a look at the Daqan Infantry Command Unit Upgrade Expansion for the Runewars Miniatures Game. This expansion includes four brand-new figures as well as eighteen new upgrade cards, many of which are used to bring these figures into your army by replacing a standard figure in the upgraded Daqan Lords unit with one of these warriors.

Magical Strength

Master wizards from the circles at Greyhaven and Nerekhall bolster the ranks of the Daqan Lords, wielding destructive power and an arsenal of runebound shards to devastate their foes. Whether it’s the power to move the earth or channel powerful energies, these wizards enhance the forces of Daqan with a magical edge.

These mighty wizards include the likes of the  Uncontrolled Geomancer,  a turbulent force ready to destroy all that stands in the way of the Daqan Lords. Using a special symbol on your modifier dial, you may deal damage to all units at a range equal to the number of Unstable Energy on the battlefield, with the amount of damage being equal to the number of trays in their unit. With an Uncontrolled Geomancer on your side, the Daqan Lords can shatter the hordes of their enemies. However, the untamed powers of the Geomancer can’t be directed, and will damage friendly figures, including its own unit! It will take careful planning and tactical actions to ensure the Geomancer destroys the enemies of Daqan while keeping their allies safe.

With two unstable energy runes on the field, all units within range 2 of the Uncontrolled Geomancer take damage equal to the number of trays in their unit! After applying defense, the Reanimates will remove four figures from their unit and the Geomancer's unit will remove none!

Or perhaps your wizard is a Greyhaven Channeler,  giving your warriors unseen advantages by manipulating the flow of energy tokens on the battlefield. After they are cast during the set up and end phase, you may exhaust the Greyhaven Channeler’s Upgrade Card to recast two of the runes, raising your chances to get the energy tokens your army needs to overrun your enemies.

The harnessing of mystical energies is a dangerous and mysterious task, but the Wizards who have mastered the art are deadly on the battlefield.

Champions of Terrinoth

To lead a company of Daqan’s finest, a soldier must be a trusted leader and peerless warrior both. These champions have faced death time and again on the battlefield, but where such hardships would break lesser men, these warriors persevere, and their stolid bravery is an inspiration to those under their command.

Not only does the powerful Lance Corporal bolster the toughness of his unit with four defense, but offers versatility by changing the color of your selected modifier to white until the end of the round. This allows you to create new and powerful combinations with your command tool, like modifying a yellow attack with a traditionally red upgrade.

The Citadel Weapons Master is less likely to use tricky tactics and more likely to simply crush his enemies, adding an additional Red Die to your melee attacks.  This combined with the figures three defense is sure to buff any of your front-line units and make them a force to be reckoned with.

The Champions of the Daqan Lords inspire and lift up the units they serve alongside, giving fellow soldiers an ideal to aspire to as they cleave through their foes.

Horns of War

The roar of the lion horns of Daqan relay orders and stiffen the backs of wavering soldiers. Crafted in ages past as gifts by the Dwarves of Yrthwright’s Forge, each baron or city council has only a few such horns to entrust to its most storied formations, marking them as Terrinoth’s finest.

The Aggressive Cornicen turns your marching forces into a wave of destruction, turning any march action into a charge. Furthermore, the bravery of the Cornicen prevents your unit from receiving a panic token if they fail to collide with an enemy. This allows you to consistently charge without risk, and make any enemy of the Daqan Lords think twice before standing in their way.

If you want your movements to be a little more tactical, the Marching Cornicen allows you to treat your marching action as if it was modified by a turn. This always gives you the opportunity to change up your movement even if you’ve already revealed your command dial, and also keeps your opponent guessing as to which direction this unit will be moving until the very last second.

The horns of the Daqan Lords keep their armies in line, and strike fear into the hearts of those that would stand against them. 

Symbols of Loyalty

Flying over Daqan armies are colorful banners that swirl in the wind. These battle standards have histories as long as the Baronies of Daqan, a symbol of the undying loyalty each soldier pledges to their home. Only the bravest soldiers are chosen to guard the standard, as under no circumstances may they allow the company’s symbol to fall into enemy hands. These warriors are Banner Guards, an unwavering reminder of the honor the armies of the Daqan fight for.

Perhaps your banner guard is the Raven-Pennon Bearer,  able to manipulate the initiative of their unit. The Bearer allows your unit to act at an initiative value one higher or lower than what is showing on their command dial. This allows you to decide in the moment whether you want to speed up or delay your unit’s actions. This can allow your unit to act safely after your enemies have made their move, or to strike first, defeating your foes before they get a chance to attack.

The Eagle-Banner Bearer doesn’t do much in way of defense, but allows you to trade in inspiration tokens for mortal strikes during a melee attack, breaking through your opponent’s defense to deliver a cavalcade of damage to your foes that no defensive value can stop.

The Banner Guards of the Daqan Lords do more than protect their colors, they inspire their units to the edge of resolve. 

Unstable Energies

The Daqan Infantry Command Unit Upgrade Expansion contains more than just upgrades for these figures, but other powerful tools to help you customize any army.

Fire Rune allows your upgraded unit to use their special modifier to perform a ranged attack with one red die, dealing damage equal to the number of unstable energy runes on the field. This can turn primarily melee warriors into ranged threats capable of massive damage, especially if your army contains a Greyhaven Channeler to manipulate the energy on the field.

With the power of the Fire Rune, these Reanimate Archers unleash a powerful volley on a group of Daqan Spearmen, the one hit symbol on the red die they roll translates into hits equal to the number of unstable energy runes on the field, in this case, two.

Enhance your Troops

Whether your Geomancers are sending tremors throughout the battlefield or your Cornicen’s are marching units into the heart of battle, the Daqan Infantry Command Unit Upgrade Expansion is sure give your Daqan Lord forces the edge against any of their foes.

Command your forces and order the Daqan Infantry Command Unit Upgrade Expansion (RWM05) from your local retailer in the second quarter of 2017.

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TM & © 2016 Fantasy Flight Games.

Jabba the Hutt

Published 27 March 2017 | X-Wing

Jabba the Hutt

A Preview of the C-ROC Cruiser Expansion Pack for X-Wing™

"Oh, dear. His High Exaltedness, the great Jabba the Hutt, has decreed that you are to be terminated immediately."
     –C-3PO

In our earlier previews of the C-ROC Cruiser Expansion Pack, we explored how the Scum faction goes Epic with its huge new ship and how the expansion adds new versatility to the faction's M3-A "Scyk" Interceptors. However, if there's any one part of the expansion that's most likely to impact both Epic and Standard X-Wing play, it's the new crew upgrade— Jabba the Hutt .

Today, we take a closer look at what Jabba brings to X-Wing.

Criminal Enterprises

In X-Wing, Jabba the Hutt is a double-slotted crew upgrade that ensures Scum players a chance to enjoy the bounties of his vast criminal network.

But first you have to get him aboard a ship—which, by the way, is no easy task. Currently, only two Scum ships feature two crew slots—the huge-base C-ROC Cruiser and the large-base YV-666 . And only the YV-666 is legal for Standard Play.

Once you get Jabba on board one of your ships, however, he adds immediate value, placing one illicit token to each of your illicit ( ) upgrades. These tokens then give you more uses of the illicit upgrades they modify; whenever you are instructed to discard an illicit upgrade, you can instead discard its illicit token, if it has one.

In short, Jabba the Hutt is Extra Munitions for every illicit upgrade in your squad.

This means Jabba—like Extra Munitions—serves largely to boost the economic value of your upgrades. But it's important to note that his influence goes a step or two further.

  • First of all, it reinforces the Scum faction's reliance upon its illicit upgrades. These feature all manner of dirty tricks that highlight the faction's criminal and self-serving tendencies, and by doubling the value of each piece of illicit technology, Jabba pushes the whole Scum faction one big, slug-like step further in that thematic direction.
  • Second, it's worth noting that Jabba increases the value of your list's illicit upgrades not by reducing their cost, but by doubling the number of times you get to use them. And this may very well transform the way you think of upgrades like Glitterstim and "Hot-Shot" Blaster . A Binayre Pirate with a "Hot-Shot" Blaster in a squad with Jabba the Hutt is almost more like a three-attack turret than a two-attack fighter with a single use shot out of arc. Even your Cloaking Device takes on a different character when it has the safety valve provided by Jabba's illicit token.

A squadron with Jabba the Hutt and four Binayre Pirates loaded with "Hot-Shot" Blasters can direct a surprising amount of firepower in any direction.

The result is that in both Standard and Epic Play Jabba makes your Scum lists even "Scummier," but his impact is certainly larger in the Epic format. There, you can equip more illicit upgrades. Also in Epic, you can, ironically, have Azmorigan dump Jabba from your C-ROC Cruiser in order to make room for Dengar , Boba Fett , a Hotshot Co-pilot , or some other crew member.

A New Scum Standard

While the huge-base C-ROC Cruiser is, itself, too large for Standard Play, the C-ROC Cruiser Expansion Pack is bound to make a major impact upon X-Wing Standard Play with its new M3-A Interceptor, ship cards, and upgrades. And none of these upgrades are likely to carry more weight than the mighty Jabba the Hutt.

Will we see more of 4-LOM cloaking himself aboard the Mist Hunter ? Will we see Prince Xizor dodge more effectively about the battlefield by making more use of the Inertial Dampeners onboard his Virago ? How will your battles change when Ketsu Onyo can jettison a pair of Rigged Cargo Chutes while Pushing the Limit to rotate her mobile firing arc and catch her foes while they're distracted by the debris?

You'll soon have your chance to experiment with all the Scum faction's newest tricks when the C-ROC Cruiser Expansion Pack arrives at retailers. In the meantime, you can head to our community forums to discuss the ways you'd use Jabba the Hutt to empower your illicit upgrades. Then stay tuned for more on the C-ROC Cruiser Expansion Pack and other X-Wing news!

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Fully Loaded

Published 24 March 2017 | Star Wars: Destiny

Fully Loaded

Preview the Yellow Villains in Spirit of Rebellion

"This bounty hunter is my kind of scum, fearless and inventive."
   - Jabba the Hutt, Star Wars: Return of the Jedi

Throughout the Star Wars galaxy, the Spirit of Rebellion has inspired scoundrels to take up arms and join the fight against evil empires that would bring these outlaws to their knees. But some rogues simply aren’t interested in the fight; some are far more interested in survival and, of course, credits. For these ruffians, the Spirit of Rebellion doesn’t guide them towards the light, but to the darkness, where they can hide in the shadows, waiting for the perfect time to strike.

Today, we’re looking at the Yellow Villains of Star Wars™: Destiny’s newest set of booster packs, Spirit of Rebellion. Like their hero counterparts, these rogues rely less on pure strength and more on tricky events and powerful upgrades to supplement their arsenals.

Scum and Villainy

When Darth Vader called on bounty hunters across the galaxy to hunt down Han Solo, many answered the call. And even though Boba Fett eventually caught his quarry, few of those hunters would prove deadlier than Assassin Droid IG-88 (Spirit of Rebellion, 20). Unrelentingly brutal, IG-88 uses a variety of weapons and equipment to hunt his prey and he brings this efficiency to Star Wars: Destiny.

With two die sides showing ranged damage and two showing shields, players can count on IG-88 to both protect himself and deal out consistent damage. Furthermore, if you roll IG-88’s special symbol, he can arm himself with a Yellow weapon or equipment from your discard pile at a discounted price. While Awakenings has plenty of Yellow weapons and equipment that will work well with IG-88, Spirit of Rebellion also offers a plethora of equipment sure to mesh perfectly with the metal assassin.

While IG-88 will likely be providing himself plenty of protection, the addition of a Personal Shield (Spirit of Rebellion, 24) for two resources (or for free, if it’s the target of his special ability) will ensure the droid will be a tough target to take down. With three sides showing a shield icon, the Personal Shield provides consistent protection for whomever has it equipped, and will automatically activate to give the attached character a shield if they take two or more ranged damage!

If you want to go on the offensive, however, equipping Vibroknucklers  (Spirit of Rebellion, 25) can diversify your damage while putting the hurt on. With three die sides showing melee damage and two showing a discard symbol, Vibroknucklers already puts your opponents in a dangerous situation. And if you have a supply of resources, you can up the value of the Vibroknucklers' die sides every time you use it, brutally punishing any opponent that stands in your way.


For some, violence is the preferred way to get their credits, but many other rogues prefer a more... economical approach. Jakku Junk Dealer Unkar Plutt ( Spirit of Rebellion, 21) may not be able to damage your opponents physically, but his ability to disrupt their plans while earning you resources makes him an asset for any team.

Two of Unkar Plutt's sides allow you to destroy your opponent’s resources, ensuring they remain unable to play their most powerful cards. Two more of his sides will increase your resources considerably, and his fifth side’s focus symbol lets you manipulate your pool to get whatever symbol you need. His special ability continues his credits-focused theme, allowing you to remove dice showing a value of three or more to both get rid of a card at random from your opponent’s hand and gain resources equal to its cost! Unkar Plutt's stingy junk dealing and greed for credits is sure to put you ahead economically. 

If IG-88 or Unkar Plutt needs additional support, they can find back up from the Guavian Enforcers (Spirit of Rebellion, 19). A perfect blend of damage and resources, the enforcer is sure to boost any villain team composition, provided their partners are already producing resources or ranged damage. With three sides requiring another die with the same symbol to be useful, the Enforcer needs a villain with the consistency of IG-88 to be truly effective. However, additional damage and resources is never a bad thing, and a Guavian Enforcer can give your team the edge they need.

Dirty Tricks

The tricks and cons rogues across the Star Wars galaxy pull off can be just as deadly as the blasters at their sides, and nothing exemplifies that more than Blackmail (Spirit of Rebellion, 23). With two sides showing multiple discard symbols, two showing multiple disrupt symbols and one side giving you three shields, Blackmail is a powerful tool that puts pressure on your opponent while protecting yourself. But it comes with a price: If your opponent doesn’t like the result, they can give you a resource to remove the die completely! Of course, they have to have a resource to do this in the first place, and with the pressure of a Junk Dealer like Unkar Plutt, keeping your opponents broke while blackmailing them can be a devastating combination.

Of course, it’s not just what you know, it’s who you know, and with Friends in High Places  (Spirit of Rebellion, 83), you don’t even need resources to play your powerful cards. Provided you have a combined value of 7 or more showing on your dice, you can take a look at the top three cards of your deck and play one of them for free. What you find could be a steal, but as with all shady friends, you could get the short end of the bargain and end up discarding your best cards. It’s a gamble, but for the scum and villainy slithering in the dark, what’s life without a little risk?

With other events introduced in Spirit of Rebellion, you’ll never be short on resources. A simple Arms Deal  (Spirit of Rebellion, 81) can turn your excess weapons into a profit. If you find yourself overflowing with credits, as the best scoundrels often do, you can perform a Bait and Switch  (Spirit of Rebellion, 82) to turn one of your rolled resources into anything else on the die.

Start the Hunt

Having the Spirit of Rebellion doesn’t mean you have to be some hero, it could easily mean you’re looking out for yourself. Arm up, get your credits, and ignite your Spirit of Rebellion in the second quarter of 2017!

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Pay the Iron Price

Published 24 March 2017 | Game of Thrones: The Iron Throne

Pay the Iron Price

What House Greyjoy Brings to the Struggles of The Iron Throne Board Game
 

“No man gives me a crown. I pay the iron price. I will take my crown.”
     –Balon Greyjoy

Each of the Great Houses in The Iron Throne board game pursues its conquest of Westeros in its own fashion. In fact, even within the different Houses, you'll find a wide range of possible strategies—each empowered by the House's different leaders and their unique abilities.

For example, Tyrion Lannister inspires you to play a more Cunning game while Tywin Lannister wields the Wealth of the Rock like a blunt weapon. Other leaders—like Eddard Stark , Daenerys Targaryen , and Stannis Baratheon —promote other strategies. And these strategies are all given further shape by the unique House cards that you can play during your encounters with the other Houses.

Soon, you'll enjoy even more possible paths to power. When The Wars to Come expansion releases, it will mark the introduction of House Greyjoy and House Martell, along with all their leaders, House cards, and the myriad strategies they represent.

The addition of these Houses means that you'll be able to enjoy your games of The Iron Throne with as many as seven players. But it means more than that. These Houses, their leaders, and House cards also allow you to enjoy more of HBO's hit Game of Thrones television series come to life on your table—more battles, schemes, and hostages… and more of your favorite characters.

Today, we begin our previews of The Wars to Come with a look at some of the ways that House Greyjoy and its leaders may hope to seize the Iron Throne. (Hint: It's not through stately diplomatic negotiations…)

Play as the Ironborn

The ironborn of the Iron Islands are a hard-weathered and fiercely independent people. And while most Westerosi worship the Seven or the Old Gods of the North, the seafaring ironborn devote themselves to the Drowned God—and they believe he created the ironborn to sail the seas, reaving, raiding, and plundering.

Accordingly, the ironborn of The Wars to Come want to play aggressively. And like Balon Greyjoy , their leaders all feature encounter-focused abilities.

Whenever you win an encounter, Balon Greyjoy allows you to strip one power from each opponent's leader sheet and distribute one power from his supply for each power that was removed. By accelerating the speed at which you can heap power on your characters, Balon's ability helps you surge forward and build the momentum to win future challenges. It also reduces your opponents' ability to rebuild, limiting the total amount of power they have available. And, notably, you can trigger Balon's ability whether you win as the active player or while lending your support.

Balon's not the only Greyjoy who wants to surge forward while he's got the momentum. Theon Greyjoy's ability becomes increasingly powerful with each victory you win. His ability to draw a card right before he needs to play one is handy, of course, but then he also allows you to distribute a power for each influence you've already spread.

Typically, the hardest encounters to win in The Iron Throne are the final encounters, in which you're trying to build from three or four influence to the fifth you need to win. But with Theon, you can parley the four influence you've already won into four power that you can apply directly to the challenge—if you wish.

Even the Greyjoys who don't immediately reward you for winning encounters still encourage you to press the attack:

  • Yara Greyjoy's ability allows you to manipulate your total combat strength after House cards are revealed.
  • Euron Greyjoy allows you to spread influence to any House corresponding to a hostage you torment, meaning that your early aggression may allow you to completely bypass the final battles you'd normally need to win to spread your fourth and fifth influence.
  • And Aeron Greyjoy can revive any of the characters you lose in battle, thereby diminishing the risks you assume by commiting to an aggressive playstyle and ensuring that you'll be able to play any of the House cards you draw.

Take What Is Yours

It's notable that Aeron Greyjoy allows you to recover any of the characters you've lost because if you want to play a character-specific House card, you need to command that character's leader sheet or commit that character's token to the encounter. And since your House cards allow you to make use of hidden information for the purposes of bluffing, Aeron ensures that all your bluffs remain viable—as do all the other surprises your House cards permit you.

Perhaps unsurprisingly, many of these Greyjoy surprises revolve around the game's mechanic for "plunder"—hostages:

  • Win a battle with Euron Greyjoy , as your leader or participating character—either as the active player or just while lending your support—and you can play Raider to score a hostage from each opposing player.
  • Win a later battle with Balon Greyjoy, and you can convert those hostages into raw power by playing Salt and Iron .
  • And if you send Theon Greyjoy into battle against a player to whom you have already spread influence, you increase your chances of scoring a vital character card hostage by playing Heartless.  Not only will this card more likely hit a character card after you and your opponent have played your House cards, but if you do capture a character card, you'll be removing your opponent's ability to surprise you with it after the House cards are revealed.

"We Do Not Sow."

One of the things that makes The Iron Throne such an exciting and intriguing recreation of HBO's Game of Thrones is the fact that there are innumerable paths to victory. You can bribe, cajole, and blackmail the other players. You can charge straight into battle. You can spread your influence through truces or as a supporting player. Or you can sail hard past your opponents' defenses with a host of fearless, battle-tested raiders and reavers.

You might not win any allies as House Greyjoy. The other Houses might not appreciate all the hostages you claim. But for all the other Houses that seek to lend support or gather support or rally the other Houses to their cause in one form or another, the truth of the game is that there's only one Iron Throne. And as House Greyjoy, you gain all the tools you need to take it by force.

The only question is whether you'll be able to use those tools well enough to succeed—and that's a question you'll be able to answer when The Wars to Come arrives at your local retailer. It's on its way now, so be sure to contact your favorite local gaming store and pre-order your copy today!

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Official HBO Licensed Product © 2017 Home Box Office, Inc. All Rights Reserved. HBO and related trademarks are the property of Home Box Office, Inc.

Work in Shadow

Published 23 March 2017 | Star Wars: Force and Destiny

Work in Shadow

Sentinel Specialization Decks Are Now Available

The Sentinel is a hero apart from her peers. It's not that they are perpetually willing to face insurmountable odds in the defense of pure ideals, helpless innocents, or hard justice, it's that they are morally obligated to do that which others are unwilling to do in the name of righteousness. There is no duty too heavy, no threat too great that the Sentinel will not rise to meet. It is this implacable will that sets the Sentinel apart, that rises them above the rest.

Manage your talent choices more easily with the Sentinel Specialization Decks available now for the Star Wars™: Force and Destiny™ Roleplaying Game. These decks, made in our In-House Factory, bring the new specializations introduced in the Endless Vigil sourcebook right to your fingertips! Each of the four decks, corresponding to one specialization and the Sentinel signature abilities, features full-color artwork and rules text for all of the talents available in each specialization. These handy cards make tracking and referencing your character’s talent options quick and easy for players and gamemasters alike.

Patient Detectives, Daring Speedsters, and Vigilant Defenders

Each new 20-card deck provides the full tree for the Sentinel specializations featured in Endless Vigil:

  • Investigator - Bringing the highest caliber of intuition and perception to bear, the Investigator lives to solve crimes and other mysteries. By attuning themselves to the impressions left in the Force after violent acts, Investigators are able to use the Sense the Scene talent to determine the emotional state of someone involved in the crime. Pursuing and apprehending the perpetrators of these crimes allow Investigators to restore a bit of harmony to the Force.
  • Racer - To a casual observer, a Racer may seem to simply have heightened awareness and lightning reflexes. The truth, though, is that the Racer’s connection to the Force gives them an uncanny perception of the interplay between time and space allowing them to understand the relationship of things as they are and as they might be. This allows the Racer to navigate with preternatural precision and foresight. Talents such as Supreme Full Throttle and Better Luck Next Time elevate the Racer above the competition, while Intuitive Evasion focuses the Racer’s connection with the Force to provide a defensive bonus to a vehicle or starship.
  • Sentry - Sentries stalk the shadows of the galactic underworld, stalwart protectors of the helpless. To the oppressor, a Sentry is a mysterious and implacable foe who resists with unorthodox methods. Sentries carefully balance their surgical use of fear and aggression with the duty to protect others, and so quite often must be aware of their accruing Conflict score. The Sentry specialization features the potent Improved Reflect talent which allows the Sentry to take advantage of careless ranged attacks made by enemies to turn them back on her foes. Fear the Shadows harnesses the Deception skill to inject panic into the minds of enemies, causing them to abandon the fight completely.

In addition to the three new specialization trees, Endless Vigil also introduces two decisive Signature Abilities available to any character with the Sentinel career! The Sentinel Signature Abilities deck contains eighteen cards representing the two Signature Abilities and their associated upgrades, providing players with a quick reference of these powerful capabilities.

Unmatched Vigilance provides the Sentinel with ultimate control over the flow of a combat scene. For the first one to three rounds of an encounter, the Sentinel may decide the initiative order of participants, and possibly even perform bonus a bonus maneuver to give themselves a surprise advantage. This edge is not always best spent with the players acting first, however, as the ability offers upgrades that reward the Sentinel and their party for allowing their opponents to take their actions earlier but at a disadvantage, potentially drawing the enemy into a deadly trap or causing a brash overextension that can expose vulnerability.

Players seeking more narrative-focused function may be drawn to the My City Signature Ability. Utilizing the knowledge of urban environments, My City provides the Sentinel with a wealth of information regarding the individuals and organizations of that city which can be recalled freely at the cost of strain. Upgrades to the Ability include bonuses to the dice pools of Streetwise and Survival checks to navigate the terrain and society of the city, as well as being able to utilize the physical space of the city itself to provide additional cover in combat situations.

In addition to the usefulness to players, these Specialization Decks provide a great benefit to gamemasters as well! Aside from the obvious advantage of being able to quickly reference rules, these cards are a fantastic tool to quickly assemble effective and evocative NPCs for the players to interact with. Perhaps the Imperial Security Bureau agent tracking rumored Force-sensitives is more than he appears and has a bit of an ‘unnatural’ ability to analyze crime scenes to which the players may have contributed. A rival pod racer may have access to the Improved Shortcut talent which lets her push herself a little harder to try to edge out the party trying to win the biggest Holo-broadcasted race in history. The potential is endless in the Star Wars Roleplaying Game!

A Shield Against the Dark Side

The new Sentinel Specialization and Signature Abilities decks are available today from your local retailer and our online store!

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The Last Outpost

Published 23 March 2017 | Android: Netrunner LCG

The Last Outpost

Station One Is Now Available for Android: Netrunner

“Trust me, most corps cannot match the performance of our brainmap enhanced system; a home-brewed rig doesn’t stand a chance.”
   –Rachel Giacomin.

Things happen fast on the Net. Inconceivably fast. Runners have been known to encode duplicate minds or offload life-saving processes to secondary subroutines just to keep up with the constant barrage of data they encounter whenever they jack in.

But outside of the Net, speed can still be measured. The mag-lev delivering vital supplies from Bradbury’s Station One terminal to AgInfusion’s newest arcology still travels at a rate measured in kilometers per hour. It may be a couple hundred kilometers per hour, but its measurable nonetheless. 

And in the time it takes to move people and goods outside of the Net, everything is vulnerable. In the space between the MCA’s forces barracked in Bradbury and the PriSec guarding Jinteki’s arcologies, a mag-lev carrying priceless components is vulnerable to Clan agitators, entrepreneurial Criminals, or even rival corporate interests. And as it waits for Earth-manufactured tech to fortify its defenses, an arcology is just as vulnerable to Crimson Dust attacks against its envirodome as it is to runner incursions into its servers.

Now, the sixty new cards (three copies apiece of twenty unique cards) in the newest Data Pack for Android: NetrunnerStation One—on sale today—have arrived to give Runners and Corps alike new ways to exploit these vulnerabilities!

Stalling Tactics

The Big Four corporations have all the advantages. They have more money, more personnel, and more tech than any runner could even imagine. In other words, they’re already winning. Runners need to defeat a monolithic and unapproachable corporate adversary in order to achieve victory, but corporations just need to keep runners at bay as they continue to pursue their agendas.

On Mars, this means that they just need to stall runners on the Net long enough to secure that next set of vital components shipped in from the Earth. And every Corp has its own means of stalling runners.

At HB, the minds behind Bioroid ICE and Enhanced Login Protocols (The Spaces Between, 22) have incorporated the company’s unmatched brainmap-imaging technology into its frameworks. This process—represented by the new operation Load Testing (Station One, 31)—requires a runner to spend even more time processing data before they can access HB’s servers to begin their run.

Load Testing forces the Runner to lose a click when their turn begins. For an HB player with Enhanced Login Protocols in play and a Heimdall 2.0 (Creation and Control, 15) protecting a key server, this click can make all the difference. When the Runner begins the turn with only three clicks, they cannot spend two to initiate their run through the login protocols and another two to break Heimdall’s “End the run” subroutines.

Of course, any Corp player who plans to plague the Runner with some Hard-Hitting News (23 Seconds, 16) might want to play a Load Testing or two beforehand to ensure that they don’t have enough clicks on their turn to clear all four tags before their accounts are closed (Core Set, 84)—or worse.

Move Fast

For data hijackers like Los (Station One, 25), any kind of delay can be devastating. If the information he acquires and sells isn’t up-to-the-nanosecond accurate—if the mag-lev carrying those priceless parts leaves Station One a minute earlier or a minute later than the files he accessed said it would—he risks angering some very unpleasant clientele.

And if you want to take something valuable off of the fastest mag-lev on Mars, you’ll need to build your best scripts and learn some new tricks because nothing’s easy on the Red Planet.

Pick up a copy of Station One (ADN44) at your local game store today and start planning your heist!

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

A Song of Ice and Fire

Published 22 March 2017 | A Game of Thrones: The Card Game

A Song of Ice and Fire

Preview the Targaryen and Stark Cards of Watchers on the Wall

A blue flower grew from a chink in a wall of ice, and filled the air with sweetness… mother of dragons, bride of fire.
  
–George R.R. Martin, A Clash of Kings

For the Night’s Watch, standing atop the towering ice of the Wall, it may be easy to forget the rest of Westeros. The Night’s Watch looks north, into the lands beyond, defending the realms of men from the terrors that stalk the night. Yet even in a time of encroaching danger and supernatural threats, the Seven Kingdoms do not cease to exist. The game of thrones plays on.

Similarly, though the Watchers on the Wall deluxe expansion for A Game of Thrones: The Card Game is primarily focused on the Night’s Watch faction, you’ll also find two non-loyal cards for each of the seven other factions, alongside a wealth of neutral cards that bring the Wildlings to the fore. Today, we’ll take a closer look at the cards supporting House Targaryen and House Stark!

Bride of Fire

When playing most of the factions in A Game of Thrones: The Card Game, you want to keep your hand full of cards. More cards means more options—more ways to counter your opponent’s plans and pursue your own plots. Being caught without cards in your hand can be a death sentence—especially if your opponent is able to reset the board with a card like Varys (Core Set, 29) or Valar Morghulis (There Is My Claim, 80). If your only options are the two cards you draw at the beginning of the round, you’ll soon be forced to yield to an opponent with more options.

Still, there is one faction that has learned to survive without options—perhaps more than any other faction. Life is hard on the Wall, but the Night’s Watch still has the support of their brothers. Daenerys Targaryen lacked even that. Through Daenerys, House Targaryen survived the fall of Khal Drogo, the red wastes beyond the Dothraki Sea, and the treacherous schemes of the Ghiscari. Now, two new cards in Watchers on the Wall follow the example set by Ser Barristan Selmy (Lions of Casterly Rock, 35).

The first card is the Dothraki Honor Guard (Watchers on the Wall, 35). With ten STR for just five gold, the Dothraki Honor Guard has one of the best cost-to-STR ratios in the entire game. There is a catch, however—the Dothraki Honor Guard loses one point of STR for each card in your hand. In other words, it’s only at full STR when you have no cards in hand. Still, high STR characters can fill an important role in your army—especially if you’re planning on pushing multiple military challenges with the aid of Khal Drogo (Core Set, 162) and Relentless Assault (Tyrion’s Chain, 118).

Still, you rarely have precise control over the number of cards in your hand, which can make it very difficult to reliably use the Dothraki Honor Guard or Ser Barristan Selmy. Fortunately, the second Targaryen card in Watchers on the Wall gives you an exceptional way to reduce your hand size and stand your characters. Plaza of Pride (Watchers on the Wall, 36) reads: “Action: Kneel Plaza of Pride and discard a card from your hand to choose and stand a character with printed cost X or lower. X is 3 higher than the printed cost of the discarded card.

House Targaryen already excelled at rising from the ashes and standing its characters with cards like Aggo (Wolves of the North, 35), Magister Illyrio (Core Set, 163), and Waking the Dragon (Core Set, 178). Now, Plaza of Pride gives you yet another tool that you can use to consistently and easily stand your characters. Most likely, you’ve already seen the uncertainty that can affect your opponent’s challenges by saving two gold with Magister Illyrio in play—with Plaza of Pride, you just need to have a single card in your hand. Whether that card costs enough to stand your high-cost characters is hardly important. What matters is the way that your opponent must play around the Plaza of Pride and respect its effect. After all, standing Daenerys Targaryen (Core Set, 160) without warning could easily result in sudden death.

A Blue Flower

Another faction that’s no stranger to standing its characters is House Stark. With Robb Stark (Core Set, 146) leading their forces, Stark players have long been using death or sacrifice to stand their characters and fuel additional challenges. Still, some of House Stark’s most important characters are its Ladies. Catelyn Stark (Core Set, 143), Sansa Stark (Wolves of the North, 13), and Arya Stark (Core Set, 141) are each incredibly potent characters, and you’ll want to keep them on the board as much as possible.

That’s where Jeyne Poole (Watchers on the Wall, 33) comes in. As a cheap, dual-icon character, Jeyne Poole has little STR to offer to your cause, though her icons can prove useful in a deck using The Lord of the Crossing (The King’s Peace, 60). Still, as a Marshaling Action, you can sacrifice Jeyne Poole to return any Lady character from your discard pile to your hand, helping to ensure that your key characters stick around when you need them.

And finally, House Stark gains another versatile Direwolf with an attachment version of Summer (Watchers on the Wall, 34). When Summer is attached to a character, you can kneel that character to have it participate in a military challenge on your side—making Summer perfect for characters without a printed military icon, such as Catelyn Stark. And like Lady (Taking the Black, 4) and Nymeria (Wolves of the North, 19), you can pay one gold to attach Summer to a different character. Whenever Summer is in play, your opponent’s math could quickly become impossible, especially if you choose to use the King version of Robb Stark (Across the Seven Kingdoms, 2) as well.

The Wall of Ice

Jon Snow and the other brothers of the Night’s Watch are sworn to protect Westeros, but that doesn’t mean they’re above accepting aid. Whether you use these new cards to uphold the Wall or tear it down, you’ll soon have your chance to make your choice.

Pre-order your copy of Watchers on the Wall (GT22) from your local retailer today!

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The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

Horror for the Whole Family

Published 22 March 2017 | Mansions of Madness Second Edition

Horror for the Whole Family

Developer Grace Holdinghaus Talks Mansions of Madness as Accessible Horror

Last month, we did an interview with Nikki Valens, Kara Centell-Dunk, and Grace Holdinghaus, the three brilliant minds behind last year's Mansions of Madness Second Edition and the eerie scenarios released since. We got to discuss the fascinating game design process, the clever mechanics and scenarios within the game, and the unique stories that defined the experience for each of the game's developers. We didn't quite get to everything in our brief chat, however, so today, Grace Holdinghaus is sharing her thoughts on how she considers Mansions of Madness Second Edition to be a little different than horror games of the past and how that allows fans of the Arkham universe to bring new players to the table. 

Fighting for Success

These days, it seems like everything is getting a gritty reboot.

But in some ways, the Arkham Horror line of games has gone the other direction. The tone of the games is far from fluffy, but they aren’t drowning in the cosmic despair of the classic H.P. Lovecraft stories. The investigators of Arkham Horror don’t stop fighting just because it’s “impossible” to defeat a Great Old One. They arm up, they roll out, and they delve deeper into the mythos than any character in classic Lovecraft could safely manage.

Part of this tone change is due to the format we game developers write in. When making a game, it is commonly agreed that the players should, in fact, have a chance of winning the game. This isn’t a horror movie where the villain can stand on a pile of dismembered carcasses while the credits roll (at least not every time).

That may be why I felt comfortable bringing Mansions of Madness Second Edition home to meet my parents, so to speak.

Family-Friendly Frights?

It is no secret that many board games require five-plus hours of hard thinking, cutthroat strategy, and thumbing through thick rulebooks to cross-reference a corner case. There are plenty of board game fans who adore that part of gaming, but to some, that experience is closer to torture than a fun Friday night. My parents are in the second group.

With Mansions of Madness Second Edition, I was worried that my family would take one look at the tiny cardboard bits, the decks of sleeved cards, and the glowing tablet screen and just shut down. However, by the end of playing Shattered Bonds, they were trading strategic advice on whether or not to Barricade a certain door, or have Jenny Barnes shoot twice with her .45 instead.

When deciding whether or not to bring this particular game out for a family game night, there are some things you should know. Sometimes the Arkham Horror games get bloody. I know that at least when I write flavor text for Mansions of Madness Second Edition, grossing myself out counts as a win. That being said, there is an ephemeral line for violence that is hard to explain. Like many things, you just know it when you see it. Sometimes it is fitting to encounter a graphic throat-slitting, but other times it would be too much.

While these games do present violence, it’s often paired with a bit of levity. I’m sure the eagle-eyed fans have caught a few of the jokes we put in the Mythos Events. In a three-hour game, you cannot maintain a constant level of tension without risking fatigue in your players. To ramp it up, sometimes you need to offer some relief. The chances to laugh serve to make the finale all the more haunting. Or perhaps the levity is solely for the benefit of us creators, to keep us holding onto the razor edge of sanity for as long as possible.

The Fears We Face

By and large, anything mystical in the Arkham world will kill you or push you to the brink of madness. The danger posed by forces outside of human control is high, but not insurmountable, unlike classic Lovecraft. Humanity is neither inherently good nor inherently evil, instead each individual is given a choice between an easy road to destruction and a tough road to heroism. Many of the forces the investigators encounter are mental—madness, terror, ignorance. The themes of psychological danger can be dark and frightening.

These games get inside your head, play with the expectations you have, and pull reactions from you based on what they make you imagine. Because the players will always be able to imagine something worse than anything I can write. Leaving that mental space, space enough for a sigh of relief or a scream, is crucial to every part of these games.

Where Do We Go From Here?

Arkham Horror Files games aren’t exactly like books, or like movies, or like chess. They aren’t like anything I’ve ever worked on or consumed before. At the end of the day, though, cooperative board games open the door to rich social interactions. The Arkham Horror Files games open the door to tense, white-knuckled anticipation of what will happen next. Mansions of Madness Second Edition leaves you with the tempting mystery of what is behind the next door. 

So I hear people ask, "Is Mansions of Madness a family-friendly game?" My family enjoyed venturing into the cursed halls of Mansions of Madness. With the app handling the majority of text, it is simple to adjust the game to your preferred pace or style. But ultimately, you will have to make that decision for yourself. Good luck, and have fun playing! 
 

Mansions of Madness (MAD20) and its first component expansion Beyond the Threshold (MAD23) are available now at your local retailer!

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Doom in Harad

Published 22 March 2017 | The Lord of the Rings LCG

Doom in Harad

A Preview of Race Across Harad for The Lord of the Rings: The Card Game

"Doom hangs still on a thread. Yet hope there is still, if we can but stand unconquered for a little while."
     –Gandalf, The Two Towers

Race Across Harad, the second Adventure Pack in the Haradrim cycle for The Lord of the Rings: The Card Game, is due to arrive at retailers later next week.

That means your heroes will soon be able to ride for Gondor atop the Oliphaunts they tamed in The Mûmakil. But—as you might expect from a trip across a land under the shadow of Mordor—your heroes' journey won't be an easy one. You'll head out of the jungle and into the desert, and you'll need to avoid or battle any patrols you encounter.

Throughout Race Across Harad, you'll find your heroes chased by Orcs and Wargs. And while the expansion's scenario forces you to push your Oliphaunts to their limit in a race for the Ford of Harnen, its player cards introduce a little doom of their own…

The Power of Orthanc

As it follows your heroes' desperate journey through the hostile realm of Harad, the Haradrim cycle rewards you for brokering alliances whenever you can, allowing you to recruit some of the noblest and most talented Haradrim heroes and allies to your cause, and rewarding you with powerful, new events that you can play only when you control characters with specific pairs of Traits.

But while these new alliances feature prominently among the Haradrim cycle's player cards, you'll also find many other cards that recall former alliances. Over the course of its Adventure Packs, the Haradrim cycle touches upon nearly every Trait, keyword, and mechanical theme in the game.

Side quests, for one, get plenty of new support, but with a twist. Instead of triggering powerful, one-time effects upon their completion, the side quests from the Haradrim cycle—like Explore Secret Ways (Race Across Harad, 36)—offer long-term effects that remain permanent so long as they're in your victory pile.

And with Steward of Orthanc (Race Across Harad, 37), Race Across Harad adds new support to the Doomed X keyword, as well.

A powerful keyword that factored heavily into the player cards from The Voice of Isengard deluxe expansion and The Ring-maker cycle, Doomed X transforms some of a card's resource cost into threat increase. The result is that you get bigger short-term gains… but at greater long-term risk.

At the same time, though, allowing your Steward of Orthanc to add Doomed 1 to an event in order to gain card draw can greatly accelerate your ability to draw into the cards you need to once again reduce your risk in the long-term. And if you can cycle through your deck quickly enough, you may even be able to afford playing The Galadhrim's Greeting (Core Set, 46) or Elrond's Counsel (The Watcher in the Water, 59) to offset the extra threat increase.

The other nice thing about the Steward of Orthanc's ability is that it doesn't require you to do anything with your Steward, other than have him in play. Furthermore, as it's a Response ability, it's optional, and you can choose not to trigger it if either you or your allies are worried about your threat levels.

As for the moral implications of once again working side-by-side with Orthanc? That's a trickier one. Saruman (The Voice of Isengard, 3) may be a powerful ally, but flirting with all that Doomed threat can certainly take its toll. Will it be worth it to heed the advice of his Steward, then? The answer is a solid, "Maybe." It all depends upon that card you draw…

The Wargs Are Nipping at Your Heels

Will you take advantage of the Steward of Orthanc and the "free" card draw he offers? What other mechanics will Race Across Harad revisit? You'll soon have your chance to find out.

The expansion's Wargs and Orcs are closing fast upon your heels. Race Across Harad is scheduled to arrive at retailers later next week!

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Customized Secretary

Published 21 March 2017 | Android: Netrunner LCG

Customized Secretary

Automate Your Efforts with Station One

“Sometimes efficiency is as easy as offloading routine work to a dedicated handler.” 

For Criminals and Anarchs, Mars presents an unparalleled opportunity. With the Corps shipping priceless materials across the planet’s surface faster than the harried security services in Station One and other major nodes can protect them, Criminal runners can make a tidy profit by identifying the most valuable shipments and helping to “divert” them into the hands of the highest bidder—be they native Martian or rival Corp.  

Meanwhile, Anarchs can find powerful allies among the disgruntled Clans of Mars. With all the corporate bigwigs and their allies in the Martian Colonial Authority hiding under the cover of fragile envirodomes, a dedicated runner is relatively free to hunt for weaknesses that could potentially bring the whole system to its knees.

But what can Mars offer the inquisitive Shaper? Its servers are slow. Half of its tech is outdated before it reaches the planet’s surface. And even if you cobble together an impressive rig that can run all of its programs through a third-rate terminal, there’s no one around to appreciate your exceptional brilliance.

Yet no two runners are alike. And even if the hardships of Mars won’t appeal to Shapers like The Professor (Creation and Control, 29) or Hayley Kaplan (Breaker Bay, 25), who can enjoy the finest tech Levy has to, its unique challenges may prove irresistible to the kind of runner who reverse engineers old NBN pop-up ads into a top-of-the-line decoder—just for fun.

And for Shapers like Kate “Mac” McCaffrey (Core Set, 33) and Exile (Creation and Control, 30), Station One, the second Data Pack in the Red Sand cycle for Android: Netrunner, offers efficient new means for spinning stellar code out of leftover data. 

Sort. Prioritize. Strike!

Shapers have always benefitted from efficient card draw and the ability to search for the programs they need. Now, Customized Secretary (Station One, 27) offers them a powerful new tool that combines drawing cards and searching for programs into a single package—and brings unique advantages of its own to the table!

For two credits and one MU, Customized Secretary lets you look at the top five cards of your Stack and host any programs you find there. Hosted programs can subsequently be installed for a click and their regular install cost. 

At first glance, this may seem inferior to popular standards like Diesel (Core Set, 34) or Self-Modifying Code (Creation and Control, 46). After all, Diesel lets you put the top three cards of your Stack into your Grip, whether or not they’re programs. And Self-Modifying Code lets you find exactly the program you want, oftentimes mid-run. 

However, in the right deck, Customized Secretary offers unique advantages over its predecessors. First, your Secretary will hold the programs you don’t need yet until you’re ready to install them. Shapers are already great at employing “silver bullet” solutions to counter corporate strategies. But slotting cards like Clot (The Valley, 1), Atman (Creation and Control, 40), or Sharpshooter (True Colors, 67) into your deck creates the risk that you’ll draw them before you need them, potentially hurting your tempo and preventing you from drawing into the cards you need more right now. And tossing them into the heap can leave you without the answers you need in the late game, but hosting them on the Secretary can keep them out of the way while you build your economy.

Second, Customized Secretary will also help you declutter your stack. If you see two copies of Magnum Opus (Core Set, 44) when you reveal the top five cards, you can host both and just install the one you need. Then, the other one will stay out of the way when you’re desperately trying to find The Maker’s Eye (Core Set, 36) or Mad Dash (Daedalus Complex, 8) for one last glory run in pursuit of those last few agenda points. 

Finally, with an influence cost of two, Customized Secretary will be easier than Diesel or Self-Modifying Code for Anarchs, Criminals, and the mini-factions to include in their decks. 

Programs Are Trustworthy, People Are Not

While navigating the political tensions on Mars, runners may find it easier to rely on their Customized Secretaries than their human connections. Although the Clans may appear to share a universal disdain for the Martian Colonial Authority (MCA), their grudges with one another often run even deeper. 

No runner wants to be caught in the crossfire when one Clan attempts to maneuver the MCA into punishing its rivals. And no runner can be certain that one of their connections isn’t secretly an MCA Informant (Station One, 36). Whether the informant is working against a rival Clan or just making some quick credits, one thing is certain—it won’t end well for you if they report back to a Zealous Judge (Fear the Masses, 111) in the pocket of the MCA.

So, ask your secretary to hold your programs and get ready to leave your friends behind because it may be safer to catch the first mag-lev for the outlands when Station One arrives in your local games store next week! 

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Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

Programmed for Destruction

Published 21 March 2017 | Star Wars: Imperial Assault

Programmed for Destruction

Preview the BT-1 and 0-0-0 Villain Pack for Imperial Assault

"The matrix dates back to the Old Republic. No one knows who thought it was a good idea, but you can presume they didn't live to regret it […] Much later the Tarkin Initiative had a few ideas for how it could be used."
     –Ruen

Stationed at numerous bases throughout the galaxy, the scientists of the Tarkin Intiative were responsible for many of the Empire's greatest weapons. Most notably, they designed the first and second Death Stars—fantastic battle stations capable of obliterating whole worlds with their superlasers.

But the Tarkin Initiative's scientists didn't stop at superlasers and Death Stars. They worked on projects of all sizes, including assassin droids and blastomech droids. And two of these droids will soon make their way from the Tarkin Initiative's think tank to your games of Imperial Assault with the BT-1 and 0-0-0 Villain Pack.

Like other Imperial Assault figure packs, this expansion introduces a carefully detailed miniature for each of its namesake characters. These are accompanied by all the Agenda and Deployment cards you need to field the droids, plus new missions and five Command cards that offer surprises for both your campaign and skirmish games.

Into the Tarkin Initiative Labs

Although they appear, at first glance, to resemble another famous droid duo—that of the astromech R2-D2 and protocol droid C-3PO—the Darth Vader comics quickly make it clear that BT-1 (Bee Tee) and 0-0-0 (Triple Zero) are nothing like their Rebel counterparts. Instead, the two are wildly homicidal, and approach their work with deranged breed of enthusiasm. They spend much of their time terrorizing various "meatbags" and taking on other tasks in the service of the Sith Lord and his archaeological associate, Doctor Aphra.

Still, the droids are clever enough to use their relatively innocuous appearances to their advantage. At one point, Triple Zero even manages to deceive Luke Skywalker and render him unconscious after Doctor Aphra paints him to look like C-3PO.

In your games of Imperial Assault, you won't be able to use these droids' appearance to lull your opponents into a false sense of complacency, but you'll likely find them more than capable of serving as your lieutenants anyway. And they might still surprise your friends with their ferocity if you first unleash them upon your campaign as part of the Etiquette and Torture side mission.

Available for three influence as part of the Devious Droids Agenda set, the Etiquette and Torture side mission challenges the heroes to rescue a pair of hostages from one of the Tarkin Initiative's secret labs. It also offers a dramatic—and deadly—introduction to Bee Tee and Triple Zero.

BT-1, Destructive Assassin

With a deployment cost of just six points, BT-1 is an extremely cost-effective addition to either your campaign or skirmish games. In both cases, he packs a mighty ranged attack of three dice—one blue, one red, and one yellow—and comes with an Assassin ability that focuses him before every attack he makes.

A four-die attack like Bee Tee's is strong enough to punch hard through just about any defenses. In fact, it hits so hard that it may often prove to be overkill, especially when paired with his Pierce 1 surge ability. However, this is where Bee Tee's Missile Salvo action comes in handy.

Instead of performing one overwhelming ranged attack, Bee Tee can use an action to fire off three smaller ranged attacks, each with separate targets. One uses a blue die, one uses a red die, and one uses a yellow die. Each attack gains three points of Accuracy, and because he's still an Assassin, Bee Tee focuses before each of them, meaning with a single action, Bee Tee can launch six dice against three separate targets.

In your campaign games, this Missile Salvo can make Bee Tee an effective closer if you opt to wear down multiple heroes, spreading your damage around, instead of focusing on just one. Or in your skirmish games, it may allow you to finish off multiple figures in a single activation, including such favorites as C-3PO , Gideon Argus , or a Weequay Pirate . Given that Bee Tee has the useful Droid, Hunter, and Heavy Weapon traits, you might even be able to take down tougher units with your Missile Salvo, using command cards like Assassinate , Tools for the Job , and Lock On to land a surprising amount of damage.

The flexibility that Bee Tee offers with his Missile Salvo and his standard attack doesn't just make him an effective killer of groups counting fewer, tougher characters and groups that feature greater numbers of more fragile characters, it also allows him to switch his focus between dealing damage and healing damage with his Recover 1 surge ability. Given that Bee Tee becomes Focused before each of his Missile Salvo attacks, there's a very real possibility that he can use his Missile Salvo ability to recover as much as three health each round.

0-0-0, Specialized in Pain

Where BT-1 packs a surprisingly powerful arsenal, 0-0-0 presents a variety of different tactics that you can use to hinder, torture, and manipulate your opponents—mostly by hitting them with negative conditions.

The application of these conditions begins with his melee attack, which given his low deployment cost of four, is quite respectable at one red die and one yellow die. Even so, there's no guarantee it will always bypass your opponent's defenses. But if Triple Zero attacks and has a surge to spend, he can have his attack automatically miss, and Stun his foe with his Shocking Palm.

In both your campaign and skirmish games, you are bound to come across situations in which stunning your opponent is more valuable an option than dealing it one or two points of damage. And Triple Zero gives you that option.

Additionally, Triple Zero can automatically assign the Bleeding condition to any adjacent figure with his Invasive Procedure ability. More than that, the Invasive Procedure ability also deals one point of damage and one point of strain, and it empowers the sadistic droid for future rounds by granting him the Focused condition.

Finally, Triple Zero's Unnerving gaze Weakens each adjacent enemy at the end of his activation. Since he's a melee-driven combatant, this ability comes in handy whenever Triple Zero activates early in a round, moving in for the kill and then ending his action adjacent to one or more enemies. By assigning each of those enemies the Weakened condition, Triple Zero effectively increases his defenses, gaining the equivalent of an evade against each of them.

The Droid Uprising

For all that it offers your Imperial Assault campaign, the BT-1 and 0-0-0 Villain Pack may have its greatest impact in the skirmish game where its evil droids and innovative command cards can give real teeth to your all-Droid army.

As an example, such an army could pair BT-1 and 0-0-0 with a host of other droids. In the sample army below, we find Bee Tee and Triple Zero leading a force that also includes four standard Probe Droids and one elite Probe Droid , plus the deadly bounty hunter IG-88. The concentrated focus on these droids then gives extra weight to all of your command cards with the Droid trait, including Overdrive , Repair , Devotion , and the new Shared Experience .

Since it can re-draw itself from your discard pile, Shared Experience can play as many as seven times in this list. And while it's the first command card to feature this new "re-draw" mechanic, it's not the only command card to feature a new mechanic. BT-1's Ballistics Matrix is the first command card that attaches to a Deployment card to enhance a unit, and it grants BT-1 the ability to ignore other figures as he draws line of sight for one of his attacks.

Of course, since you have eight Droid units in your Droid Uprising army, you should have plenty of ways to play Devotion to pull Ballistics Matrix or IG-88's Blaze of Glory or 0-0-0's Eerie Visage . And this means you should be able to make early and effective use of whichever of these cards best suits your purposes.

With all these angry droids at your disposal, it should come as little surprise that the expansion's new skirmish missions are titled Rogue AI and Abandoned Research. And in the end, while your droid army tears through the Tarkin Initiative's abandoned labs in search of whatever new technologies or secrets they may uncover, it won't really matter if they're ripping apart your foes because they were programmed to do so or because they found that they enjoyed it. The only thing that will matter is how little these droids now need their meatbag creators.

Devious Droids

"I say, BT, you certainly do make a mess."
     –0-0-0

Whether you use them to terrorize your friends in your campaign or blow apart opposing forces in skirmish, BT-1 and 0-0-0 are bound to make an explosive impact upon your games of Imperial Assault.

How will you make use of them? Share your thoughts with the members of our community forums. Then head to your favorite local game store to pre-order your copy of the BT-1 and 0-0-0 Villain Pack today!

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© & ™ Lucasfilm Ltd.

Arrows of Rot

Published 20 March 2017 | Runewars Miniatures

Arrows of Rot

Preview the Reanimate Archers Unit Expansion for Runewars Miniatures Game

Even the bravest warriors serving the Daqan Lords know to flee for cover when they hear the hiss of the Reanimate Archer’s blighted arrows. Those unlucky enough to be caught in the open are witnesses to a sickly sight as the projectiles pierce their flesh. Skin peels away, foulness spreads, and bones crumble and crack. The ability to rot their opponents from the inside out makes the Reanimate Archers fearsome to any foe of Waiqar the Undying.

Today, we’re looking at the Reanimate Archers Unit Expansion for the Runewars Miniatures Game. The expansion features eight Reanimate Archer figures, enough to field a two-tray unit on its own or attach to a larger unit. These figures are identical to the ones found in the Runewars Core Set and feature five new upgrade cards to help customize any army.

Aim and Fire

The Reanimate Archer’s command dial paints a picture of a unit that moves methodically rather than quickly. The Reanimate Archers have two separate shift options, an initiative-six, speed-one shift and an initiative-seven, speed-two shift. This, combined with their reform action, gives them all the tools they need to line up the perfect shot and rain death upon the enemies of Waiqar.

If the Reanimate Archers find themselves engaged in close combat with an enemy, they have the option to perform a melee attack, but with an initiative value of nine, they aren't likely to strike first.

The arrows of the Reanimate Archers do more than puncture. They get inside their target's skin, infecting them with rot and disease, represented by their ability to spend two surges to give their target a blight token when they make a ranged attack. Blight tokens can weaken opposing units by removing their die before an attack, and with the Reanimate Archer’s ability to add a free surge to their strikes with their modifier dial, it’s something they can accomplish often. Furthermore, the shambling bowmen are united in their service to Waiqar, and with the "Steadfast" keyword, it becomes difficult to shake their resolve with a doubt card during a morale test.

The Reanimate Archer Unit Expansion features enough models to either field a two-tray unit for 18 points, or combine with the two trays found in the Runewars Core Set for a 32-point four-tray unit. An additional expansion plus the Runewars Core Set will allow you to field a 45-point six-tray unit. This massive horde of archers has their threat increased by one, making their arrows even deadlier and the unit itself much more difficult to eliminate.

Enhance Your Forces

The Reanimate Archers Unit Expansion comes with five upgrade cards compatible with any army.

In the Runewars Miniatures Game, movement and positioning are key. An upgrade like Wind Rune functions as a way to master mobility, correct mistakes and line up your units for the perfect attack. After using a skill modifier, your unit can make a shift action with speed equal to the number of natural energy tokens on the field. Then, they get a free reform action, allowing a massive change in their positioning. This can undo a costly movement mistake or set up the upgraded unit for a flank attack—with the power of the Wind Rune, the battlefield is yours to control, and for only six points.

With two Natural Energy Tokens on the field, the Wind Rune Upgrade lets the Reanimate Archers perform a speed-two shift. Then, they get a free reform action, allowing them to line up the perfect shot against the Rune Golem!

All that positioning is for naught though, if you’re not doing damage to your enemies. Luckily, upgrades like Tempered Steel allow you to add a hit to an attack at the cost of a surge symbol. The fact that Tempered Steel can be added to a melee or ranged attack makes it extremely versatile, and can provide a boost to any unit you field for just three points.

Identical to the upgrade found in the Rune Wars Core Set,  Terrifying Heraldry turns one of your units into a fearsome force, giving any unit engaged with them at the end phase a panic token. For the cost of five points, Terrifying Heraldry gives you an additional advantage when you are engaged in close-quarters combat, setting the opponent’s unit up for a dangerous morale test later on.

Combat Ingenuity allows you to consistently activate your unit’s surge abilities. For six points, any unit equipped with Combat Ingenuity needs one less surge to activate their special abilities, to a minimum of one. When the Reanimate Archers have this upgrade equipped, you can use their surge modifier to automatically give any target of their ranged attack a blight token!

Another synergistic upgrade for the Reanimate Archers is  Close Quarters Targeting.  For three points, this allows units to make ranged attacks against engaged foes without gaining a panic token. This allows units like the Reanimate Archers to use their quick and deadly arrows at any range, and risk free.

Sinister Sharpshooters

No matter who stands across the battlefield, the Reanimate Archers are a terrifying foe. Their dread arrows pierce even the bravest of warriors, and their numbers and mobility options make them a truly dangerous asset.

Rain death from above and order the Reanimate Archers Unit expansion (RWM08) for the Runewars Miniatures Game from your local retailer when it launches in the second quarter of 2017.

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TM & © 2016 Fantasy Flight Games.

77-Plus Voting - Phase 3

Published 20 March 2017 | X-Wing

77-Plus Voting - Phase 3

Affect the Outcome of the Coruscant Invitational

All fighters, report in! Phase 3 for the voting phase of the 2017 System Open Series is about to begin!

One More Pass

After a week of voting, we counted the results and found our finalists! Congratulations to Niek and Eric, Matt and Brad, and Martin and Thomas! You will have to survive one more round of voting to see if your mini-squad will be used at the Coruscant Invitational!

Click on the player's name below the bracket to see their mini-squad and make sure to cast your vote!


Matt Balding - Storm Squadron Pilot with TIE/X1, Cluster Missiles, Guidance Chips, and Accuracy Corrector
vs
Brad Paff - Storm Squadron Pilot with TIE/X1, Proton Rockets, Guidance Chips, Advanced Targeting Computer


Martin Heitmann - Hired Gun with Dorsal Turret, R4 Agromech, BTL-A4 Y-Wing, Vectored Thrusters
vs
Thomas Michelsen - Syndicate Thug, Unhinged Astromech, Autoblaster Turret, Bomb Loadout, Cluster Mines, Extra Munitions

Loading...

Take Flight

In order for the 77-Plus format to take place at the Coruscant Invitational, we needed a total of twenty-four mini-squads built. You know that three of them are being built by you, our beloved community. Let’s move onto what kind of mini-squads have been created by Fantasy Flight Games staff! These people were assigned to write mini-squads that highlighted a specific ship, and they had the same list restrictions as the community. So no uniques, and the points must be between 23-28 points.

X-Wing Mini-Squad



Red Squadron Pilot with Integrated Astromech, R2 Astromech , Seismic Torpedo

Developer Max Brooke writes: “X-wings with their trusty R2-series astromechs harken back not only to the early days of the X-Wing Miniatures Game, but to the original film that started it all. I wasn’t lucky enough to see Star Wars Episode IV in theaters during its original run (1977 predated me by a few years), but I certainly watched the Battle of Yavin™ countless times while growing up, and so I always get a certain thrill out of putting a classic T-65 X-wing on the table. Including a Seismic Torpedo gives the ship a bit of extra flexibility for board clearing and indirectly threatening fragile aces, helping Red Squadron Pilot fill a role in any squadron.”

TIE/FO Mini-Squad


Omega Squadron Pilot with Primed Thrusters, Snap Shot, Shield Upgrade

Max also contributed this mini-squad featuring the TIE F/O and was glad to share his thoughts when creating it. “The TIE/fo is a versatile platform that can be built a couple of different ways already, as a swarm ship or a blocker, and Snap Shot opens up even more new avenues for Omega Squadron Pilot. Primed Thrusters, also introduced in Heroes of the Resistance, gives it the ability to reposition after a Segnor’s Loop, which pairs nicely with Snap Shot for setting up those extra attacks and area-denial maneuvers. Finally, with that many points left over, a Shield Upgrade gives the TIE/fo more durability to stay in the fight a bit longer.

TIE Fighter Mini-Squad


Academy Pilot
Black Squadron Pilot with Crack Shot, Twin Ion Engine Mk. II

Game developer Alex Davy had this to say about his mini-squad: “The iconic TIE fighter is, of course, all about numbers, so a two-TIE build is absolutely essential. With points to spare, I’ve upgraded one of the TIEs to a venerable Black Squadron pilot, trained to be a crack shot and sporting advanced twin ion engines. Backing up this formidable ace is a new recruit fresh out of the academy. Draft these ships if you can’t resist a buy one, get one free deal.”

Protectorate Starfighter


Concord Dawn Ace with Protectorate Starfighter, Fearlessness, Autothrusters

Alex’s other contribution to the 77-Plus format is the nimble Protectorate Starfighter. He says that “the Protectorate Starfighter is the ultimate glass cannon—absolutely deadly if it can find the right attack vector, but prone to a sudden and violent combustion if caught out of position. I’ve but together a build that takes these characteristics to the extreme, adding two cards that reward players for playing chicken with their enemies, and Autothrusters to shield the ship on the approach. Are you fearless enough to draft this ace?”

StarViper Mini-Squad


Black Sun Enforcer with Stealth Device

Developer Frank Brooks had this to say about his StarViper: “Although this ship really benefits from taking either of its named pilots and gaining access to the Virago title, a single StarViper with extra defense might be what you are looking for if you want to add an agile little craft which has 3 attack dice behind 4 defense dice. By playing defensively early on, you can survive the early approach and get into the right position with the appropriate Segnor’s Loop.”

K-wing Mini-Squad


Warden Squadron Pilot with Proximity Mines, Advanced SLAM

Frank also armed this K-Wing and shared his thoughts on the ship: “The K-wing allows for the most versatile placement of bombs in the game. Using SLAM strategically, you can reposition to get into a place that your opponent does not expect. Although, I would naturally like to put some more bells and whistles onto a K-wing, with only so much room to play with, I felt that the one- off Proximity Mine placement and the strategic target lock or focus after SLAMing was worth more than having access to more bombs.”

OP Mini-Squads

Of course, the Organized Play team wanted to get it in on the action. Here are some of the mini-squads that a few of them put together for the Coruscant Invitational.

HWK-290 Mini-Squad


Rebel Operative with Twin-Laser Turret, Intelligence Agent, Vectored Thrusters

Jimmy Le put together this mini-squad for his favorite ship in the game. This HWK-290 presents some different strategic options. One could play it safe and fly around the outskirts of the battlefield - taking potshots with the Twin-Laser Turret. If the enemy gets in close, you could use the information gleaned from the Intelligence Agent and barrel roll out of enemy firing arcs using your Vectored Thrusters. The truly brave (or suicidal) could even use the Intelligence Agent to barrel roll in and block an enemy ship, remaining safe from their fire while firing at other targets with your Twin-Laser Turret.

TIE Bomber Mini-Squad


Gamma Squadron Veteran with Deadeye, Plasma Torpedoes, Extra Munitions, Ion Pulse Missiles, Guidance Chips

Wade Piche is a huge fan of the TIE Bomber and is always excited to put one on the table. With the Gamma Squadron Veteran’s access to an Elite Pilot Talent, Deadeye is a natural choice in order to allow flexibility in your target selection. Plasma Torpedoes are a cheap and efficient piece of ordnance, while the Ion Pulse Missiles serve as a huge threat and deterrent to ships that depend on mobility in order to survive.

Z-95 (Scum) Mini-Squad


Binayre Pirate with Feedback Array
Binayre Pirate with Feedback Array

Zach Reyburn brought back a classic build from when the Scum were just introduced. With two ships at your disposal, this mini-squad is able to reliably deal damage - even when its guns aren’t even pointed at a target! Zap your enemy with the Feedback Array in order to put some damage onto an enemy ship at range one (even if they are out of your firing arc or are in base-to- base contact). While your Z-95 will receive an Ion Token and suffer a damage in exchange, just remember that you’re commanding a squadron of space pirates. A Binayre Pirate is probably expendable.

So here is the current pool of mini-squads for the 77-Plus draft at the Coruscant Invitational:

Rebel Imperial Scum
X-Wing TIE Fighter Z95 Headhunter
HWK-290 TIE Bomber StarViper
K-Wing TIE F/O Protectorate Starfighter

Tweet us your #XWingVote2017

Do any of the newly unveiled mini- squads pique your interest? Pick your favorite mini-squad, add it to a 77-Point squad of your own creation, and tweet a photo to @FFGOP, making sure to include the #XWingVote2017 hashtag. Who will be your wingman?

After a week, we’ll select a few photos that were fantastic enough to catch our eye and reach out to those players to send them an exclusive System Open Series prize - a bag of acrylic shield tokens!

The Way to Coruscant Nears

Each day, Coruscant looms ever larger and our invitees have surely begun planning strategies. In two weeks, we will announce the winners of this year’s #XWingVote2017, as well as unveil the remaining twelve mini-squads that will be in the pool of draft-able ships. The twelve remaining mini-squads have been created by some seasoned veterans and will certainly shake up the Coruscant Invitational. Our competitors will have to show their expertise and adaptability in order to succeed and be crowned the 2017 Coruscant Invitational Champion.

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© and ™ Lucasfilm Ltd.

Unlikely Heroes

Published 17 March 2017 | Star Wars: Destiny

Unlikely Heroes

Preview the Yellow Heroes in Spirit of Rebellion

 

"Hokey religions and ancient weapons are no match for a good blaster at your side, kid. ”
   –Han Solo, Star Wars: A New Hope

The Spirit of Rebellion burns brightest in the darker parts of the galaxy, in those seedy cantinas and back alleys populated by scoundrels and ruffians who call the shadows their home. While many prefer to stay hidden in these dark corners, when these lowlifes decide to step into the light and become heroes, their resourcefulness proves to be vital in the battles that wage across the Star Wars™ Universe.

Today, we’re taking a look at the charming rogues and clever tricks that make up the Yellow heroes faction in The Spirit of Rebellion booster packs for Star Wars™: Destiny. Following in the footsteps of the Awakenings boosters, the scoundrels of the Star Wars Universe will continue to get the edge over their opponents through high-impact events and upgrades that pack a punch.  

 

Best Laid Plans

The already revealed Jyn Erso (Spirit of Rebellion, 44) shows off the new focus on consitent dice in Spirit of Rebellion, allowing players to have more reliable rolls and focus on what they want to be doing. With Jyn as one of your heroes, you're nearly sure to be rolling damage or discard symbols every time you activate her, but Jyn’s not the only example of consistency in Spirit of Rebellion.

Scoundrels across the galaxy know of Maz Kanata (Spirit of Rebellion, 45) and her famous watering hole, Maz's Castle (Spirit of Rebellion, 155). Weary travelers stop in not just for just drinks, but for the wisdom old Maz offers to those who need it most. 

Maz allows for decisive and efficient action—anytime you activate her, you can immediately resolve up to two of your dice. Whether it’s using her own focus symbols to quickly manipulate other dice in your pool, to resolving combat die for some unexpected damage, or to providing additional instant support in the form of her shield and resource symbols, the speed and consistency Maz offers will be a valuable tool to any player. Maz’s advice has helped travellers around the galaxy find a purpose, and with her supportive die, she can do the same for your heroes.

Heavy Hitters 

While many rogues prefer subterfuge and tricks, others prefer a straight fight, provided they're well equipped. Few upgrades are as deadly or costly as the Bowcaster (Spirit of Rebellion 48), an upgrade that has very high odds of doing serious damage to your opponent.

With three sides showing damage and a special ability that allows for an unblockable hit to up to two different characters, the bowcaster is a surefire way to turn any of your heroes into a serious threat. Not only that, but should the hero who is using the Bowcaster be defeated, the Redeploy keyword allows you to transfer it to another character! While the Bowcaster can make any hero feel safe in the heat of battle, it pairs particularly well with the Wookie that made it famous.

Few demonstrate the charming heroics of rogues more than Chewbacca (Spirit of Rebellion, 43). Loyal friend and compatriot to famed smuggler Han Solo (Awakenings, 46), Chewbacca enters Star Wars Destiny packing a punch. The Wookie's normal version comes in at twelve points (perfect for teaming up with his elite partner in crime, who costs eighteen points) and shows off a dedicated strategy with half of his die's sides showing melee or ranged damage. Chewie's special ability allows for additional damage at the cost of turning one of your opponents die to a damage symbol. This doesn't have to be a penalty, for example, turning the three melee damage symbol on Darth Vader's (Awakenings, 10) die to its two melee damage symbol will reduce the damage you will take as well as giving some back to Vader! 

With Chewbacca on your side, you’re sure to hit your opponents frequently and hard. His elite version, coming in for sixteen points (perfect for teaming up with a normal version of Han, who costs fourteen points) doubles this potential, making Chewbacca a tour de force in damage.


Shock and Awe

Rogues are known for their flashy plans, and no card shows that off more than Planned Explosion  (Spirit of Rebellion, 116). If you can manage to roll symbols with a combined value of ten or more, you can remove all of your dice to deal one of your opponent's characters ten damage! This may seem like an improbable task, but any decent scoundrel knows the value of odds  (Spirit of Rebellion 115). With proper setup and a little bit of luck, you'll see your impressive supply of dice turn into a devastating explosion your opponents never saw coming, in true rebel fashion.

Just because rogues are swept up in rebellion doesn’t mean they’ve forgotten the value of credits. A  Long Con  (Spirit of Rebellion, 113) to gain some resources or a Diversion  (Spirit of Rebellion, 144) to drain your opponent of theirs requires some set up, but discarding the first copy of one of these two events you find to both re-roll dice and activate the effect of the second copy is just the kind of value and resourcefulness these ruffians are known for. If a Yellow hero still finds themselves short on resources, just con your opponent out of theirs with a "Fair" Trade (Spirit of Rebellion, 145).

While trading damage between heroes is still a core concept of the Yellow faction, those who operate on the fringes of the Star Wars universe know what its like to be cornered and all out of friends, and they excel at being a Lone Operative (Spirit of Rebellion 49) should the need arise.

The upgrade can provide ample damage and discard potential, as well as a resource, but its real strength shines in the resilience it gives to your character. With two special symbols that provide healing, your lone operative is sure to prove that they are tougher than they look, especially if they have no other characters backing them up. The card pairs well with Jyn Erso, providing even more consistency with damage and hand disruption, and with a little bit of luck in the form of a Second Chance (Awakenings, 137) , your lone operative suddenly becomes very resilient.

Test Your Luck

Whether it’s machinations in the dark, or a daring rebel mission, the rogues of Star Wars have proven time and time again that, when duty calls, they are more than capable of answering. Look for these infamous scoundrels to show off their Spirit of Rebellion in the second quarter of 2017!

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The Siege of Annúminas

Published 16 March 2017 | The Lord of the Rings LCG

The Siege of Annúminas

The 2016 Gen Con and Fellowship Event Scenario Is Now Available

“They were foes of the Dark Lord, but they were overcome by the evil king of Carn Dûm in the Land of Angmar.”
     –Tom Bombadil, The Fellowship of the Ring

Driven by hatred and fueled by dark sorcery, the Orcs and Wargs of Carn Dûm have massed outside of Annúminas, the ancient capital of Arnor. As the Dúnedain within the city's walls ready their defenses, they call for the aid of every available hero. Will you join them?

Sharpen your blade, feather your arrows, and make haste to join the The Siege of Annúminas!

This thrilling standalone scenario for The Lord of the Rings: The Card Game first made its debut at Gen Con 2016 and later served as the centerpiece of the 2016 Fellowship Event. Its sixty-one cards (including three rules cards and an FAQ) pit you and and your friends against the hordes of Carn Dûm. And it comes with rules for both Standard Play and a unique Epic Multiplayer Mode, in which you can fight the evils of northern Middle-earth alongside as many as eleven other players!

The Siege of Annúminas is now available via FFG's in-house manufacturing.

An Epic Multiplayer Experience

With its host of Orcs, Wargs, and other Creatures—plus the deadly Lieutenant that leads them to battle—The Siege of Annúminas rushes at you in a series of heated battles no matter how you play it—Standard Mode or Epic Multiplayer Mode. But there's no doubt that the real novelty of the scenario lies in its Epic Multiplayer experience.

In its Epic Multiplayer Mode, The Siege of Annúminas allows three to twelve players to join their forces for a truly memorable game. This version of the game requires three copies of the scenario and then requires that you and your friends divide yourselves into three separate teams, each of which will combat the forces of Angmar at its own "stage."

For the most part, the teams at the different stages—even if those teams consist of only one player each—must concern themselves with their own game. Your team quests alone, defends against its own enemies, and cannot rely on any of the other heroes to aid you with your attacks. In fact, each stage is even treated as a separate game for the purposes of card uniqueness, making it easier for your whole group to balance heroes between teams or call upon the aid of Gandalf (Core Set, 73) at multiple stages.

Despite the fact that you quest, defend, and fight as your own teams, however, you and your friends are all united by a common goal. You must prevent Annúminas (The Siege of Annúminas, 12) from falling to the forces of darkness.

Together We Stand

Throughout the adventure, various mechanics allow your teams to lend each other aid. For the first three rounds, you and your friends will all be working to shore the city's defenses and rally its defenders ahead of the onslaught, and if you make enough progress on your quest, you can help another team.

For example, if you're at Stage 1D,  you can remove ten progress from the quest to give the first player at each stage control of a Dúnedain of Annúminas ally (The Siege of Annúminas, 18). And if you're at Stage 1F,  you can remove ten progress from the quest to reduce the number of encounter cards each other stage reveals by one—to a minimum of zero.

The teamwork continues even as the adventure progress past the third round and the forces of Angmar fall upon the city with a terrible bloodlust. As enemies rush in from all sides, each team progresses to Stage 2 and must withstand the assault for as many rounds as it takes to make fifty progress on the quest. However, even as each Stage 2 quest comes with its unique challenges, it also offers a unique Response that you can trigger at the end of the round.

One of these effects grants healing, one grants resources, and one grants card draw. And all allow you to choose the stage at which they should be applied. In this way, you can try to bolster a team that's getting slightly ahead of its quest, support a team that's lagging behind, or just focus on surviving the challenges in front of you.

And while you're trying to make your progress, the forces of Angmar are knocking on the gates, trying to damage the city. The real threat in the adventure is that Annúminas may have its strength reduced to zero. If it does, it falls, and you and your fellow heroes are forced to flee the overrun ruins. Accordingly, you need to limit the amount of damage it suffers each round. And this means engaging enemies from the staging area, preventing breaches of the City Walls (The Siege of Annúminas, 20), and stopping the Hosts of Angmar (The Siege of Annúminas, 17) that want to race from Stage 2F through Stage 2D to Stage 2B and then into the city itself.

In Epic Multiplayer Mode, each Stage 2 gains: Forced: At the end of the round, each Host of Angmar in the staging area moves to the next staging area in descending alphabetical order. If it cannot move, discard it and deal 9 damage to Annúminas.”

It's unlikely the city can withstand such repeated battering, so the sooner a group can get to Stage 3, the better. At that point, your team can help the members of another stage by raising your threat by one and revealing an encounter card in order to discard a non-unique enemy worth no victory points—such as a Host of Angmar. It's only one enemy per round, but it might be just enough help to see the city survive another day…

The Spirit of the Dúnedain

Even against the seemingly overwhelming numbers arrayed against you in The Siege of Annúminas, the Dúnedain that you've come to aid will never back down. These are the descendants of Númenor. They share the blood of kings, and they have long withstood the spread of evil.

Nevertheless, their numbers have dwindled, and they now need your aid. Will you join them?

Pick up your copy of The Siege of Annúminas (uMEC72) today, and enjoy one of the greatest and most innovative battles in all of The Lord of the Rings: The Card Game!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

All Aboard!

Published 16 March 2017 | Arkham Horror: The Card Game

All Aboard!

The Essex County Express Is Now Available for Arkham Horror: The Card Game

"I do not know whether dread or adventurous expectancy was uppermost in me as I changed trains in Boston and began the long westward run out of familiar regions into those I knew less thoroughly."
     –H.P. Lovecraft, The Whisperer in Darkness

All aboard! The Essex County Express is now available for Arkham Horror: The Card Game!

The second Mythos Pack in The Dunwich Legacy cycle, The Essex County Express sets you upon the fast track to terror with its thrilling new scenario. Whether you play it as a standalone adventure or as part of your The Dunwich Legacy campaign, The Essex County Express threatens to shatter your sanity as interdimensional rifts appear in the sky, train cars are ripped from the tracks by unseen forces, and otherworldly creatures crawl, slam, and ooze their way into your passenger car.

This train ride isn't for the feint of heart, and if you hope to survive it, you'll need to think fast and act faster. As the train is ripped apart and your fellow passengers panic all around you, your primary goal is to race as fast as you can to the Engine Car.  You have to get the train moving and get as far away as you can. It's your only chance of escape and survival.

But there's no telling what you'll find when you rush from one car to the next. The air is charged with an eldritch energy. Unnatural creatures have boarded the train. The rails are falling apart, and you're stuck on board!

A series of randomized train cars ensure your adventures aboard The Essex County Express are always full of surprises, and you'll want to take full advantage of the expansion's new player cards to steel your nerves and address the challenges that rise to meet you on your hectic dash toward tthe engine.

Magic to Fight the Madness

In our announcement and preview of The Essex County Express, we've already seen some of the pack's exciting new player cards.

  • Permanents like Relic Hunter  (The Essex County Express, 157) and Charisma (The Essex County Express, 158) open up new paths your investigator can explore over the course of your campaign—provided you survive your train ride.
  • Stand Together (The Essex County Express, 148) introduces new tactics for cooperative play.
  • And other cards—like Deduction (The Essex County Express, 150)—allow you to invest your experience directly toward your pursuit of the truths that lie buried beneath the game's many layers of mystery.

Still, the game's experience system doesn't just allow you to swap out the tricks you've already mastered for new ones; it also allows you to improve upon some of the skills that you use time and time again.

In the Arkham LCG®, your deck defines you. It's all your skills, talents, and assets given physical form, and as you gain experience over the course of your adventures, you can use that experience to "level up" your deck. And by spending three experience, you can upgrade your Core Set Shrivelling (Core Set, 60) to the new, more powerful version you'll find in The Essex County Express.

This new Shrivelling (The Essex County Express, 154) costs the same number of resources and yields the same number of uses, but it grants you two additional points of Willpower toward your test, making investigators like Agnes Baker (Core Set, 4) and Jim Culver (The Dunwich Legacy, 4) absolute powerhouses in combat, especially if they're gaining extra Willpower from a Holy Rosary (Core Set, 59) or their Arcane Studies (Core Set, 62).

This is important to note because you won't have time for failure aboard The Essex County Express. You'll need every spell—and every bullet—to strike true. You'll need to keep your eyes open for every object and insight that might help you get moving. You'll need to be better and more effective than you have been up until now… And if you succeed, you'll come away wiser and stronger than ever.

Stay on Track

It won't be an easy task, but if you survive your journey, there's still a larger mystery waiting to be solved. Why did a rift suddenly appear in the sky? What were the creatures you fought on the train? How—if at all—were these events connected to the disappearance of the professors you seek?

There's a great deal of mystery still ahead of you, but you need to stay on track to get there. Step one: survive your train ride to Dunwich!

The Essex County Express (AHC04) is now available. Head to your local retailer to pick up your copy today!

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© 2016 Fantasy Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight Games.

Independent Operations

Published 15 March 2017 | X-Wing

Independent Operations

Announcing the Eleventh Wave of X-Wing™ Starship Expansions

“You see, since we’re a small operation, we don’t fall into the… uh… jurisdiction of the Empire.”
     –Lando Calrissian

From the Core Worlds to Kashyyyk and beyond, the Force connects all living things and binds them together. Pirates, Imperial cadets, and Wookiees. No matter who they are or where they go, they're all connected by the Force. They're all drawn together by the eternal struggles between the dark side and the light…

Fantasy Flight Games is proud to announce the upcoming release of three new X-Wing starship expansions!

  • Auzituck Gunship Expansion Pack
  • Scurrg H-6 Bomber Expansion Pack
  • TIE Aggressor Expansion Pack

In the Star Wars galaxy, seemingly minor events can alter the fates of countless worlds. A Tatooine moisture farmer purchases a pair of droids. A freighter pilot learns that his YT-1300's negative power coupling needs to be replaced. A hungry Wookiee reaches for a dead animal skewered on a wooden stake…

Who would have expected the moisture farmer's nephew would become a powerful Jedi? Or that the repairs to Han Solo's Millennium Falcon would draw the attentions of an infamous bounty hunter, a crime lord, and even the Dark Lord of the Sith? What would have happened to the Rebellion if Chewie and his Rebel allies hadn't befriended the Ewoks on Endor?

The Star Wars galaxy is full of these little twists of fate. The Galactic Civil War was shaped by them. And you'll soon have your chance to pursue more of these twists in your games of X-Wing.

With its trio of ships, Wave XI follows these twists toward a host of explosive new possibilities—all nestled comfortably within the game's existing mechanics. High-tech bombers. Fighters capable of filling highly specialized roles. Double-slotted upgrades. Unlimited ordnance. And a wealth of abilities that encourage dynamic and interactive new ways to fly!

Auzituck Gunship Expansion Pack

Designed by Appazanna Engineering Works of Kashyyyk and equipped with three wide-range Sureggi twin laser cannons, the Auzituck gunship acted as a powerful deterrent to slaver operations in the Kashyyyk system. Also flown by daring Wookiees looking to take the fight to the Empire, the Auzituck was known for its impressive firepower and incredible durability.

In X-Wing, this Auzituck gunship appears as a pre-painted, small-base Rebel starship with three attack, one agility, and six hull protected by three shields. Moreover, the Auzituck gains additional staying power from a modified version of the reinforce action that has long played an integral role in X-Wing Epic Play.

In Standard Play, whenever you perform the reinforce action with your Auzituck, you choose either the fore or aft side of your ship and place the matching face of the double-sided reinforce token next to it. Until the end of the round, then, if you reinforce your Auzituck's fore, you gain an extra evade ( ) result against any attack made by an enemy inside your firing arc. Or if you reinforce your Auzituck's aft, you gain an extra evade result against any attack made by an enemy outside your firing arc.

Altogether, the reinforce action combines with the Auzituck's shields and hull to make the ship extremely resilient in battle. And the Auzituk Gunship Expansion Pack gives you plenty more ammunition with its four ship cards and six upgrades.

Scurrg H-6 Bomber Expansion Pack

The Nubian Design Collective crafted the Scurrg H-6 Bomber with combat versatility in mind, arming it with powerful shields and a bristling array of destructive weaponry. The ship was surprisingly maneuverable, given its considerable ordnance complement, and one of the prototypes was infamously stolen by Captain Nym, a pilot famed for his heroism in the Clone Wars, his service to the Rebellion, his command of the Lok Revenants, and that group's piracy in the Karthakk system.

Along with its pre-painted, small-base miniature starship, the Scurrg H-6 Bomber Expansion Pack introduces not one, but two different versions of Captain Nym, allowing you to fly him in his Havoc as a member of the Rebellion or as a pirate aligned with the galaxy's Scum and Villainy.

In addition to its two Captain Nym ship cards and Havoc Title, the Scurrg H-6 Bomber Expansion Pack also introduces three other ship cards, plus a hefty complement of nine more upgrades that your bomber can use to litter the battlefield with mines or punish your enemies with volley after volley of missiles and torpedoes.

TIE Aggressor Expansion Pack

Designed for long missions, supply chain raids, and tactical flexibility, the TIE aggressor can engage foes in close with its maneuverability or strike from afar with its powerful turret and ordnance. The Imperial pilots who flew the aggressor were specially trained with the ship's different weapons loadouts in order to leverage them to full effect.

In X-Wing, as in the Star Wars galaxy, the TIE aggressor lends a great deal of tactical flexibility to your Imperial fleet. And much of this versatility comes through the ship's ability to equip a turret weapon like the Synced Turret or Twin Laser Turret . A pair of missile upgrade slots push the ship's versatility even further, and you'll be able to reap the advantages of these slots with the expansion's new Unguided Rockets upgrade.

Altogether, the TIE Aggressor Expansion Pack pairs its pre-painted miniature starfighter with four ship cards and five upgrades, plus everything else you need to fly the ship to battle.

Become a Part of Something Greater

With their ordnance, turrets, shields, durable frames, and unique tactical possibilities, the three new ships from X-Wing Wave XI all excel at independent operations. However, they also encourage a wide range of synergistic new squadrons—and as with so many things in the Star Wars universe, they only recognize their true potential once they become part of something greater than themselves.

How will you incorporate these Wave XI ships into your Rebel, Imperial, and Scum fleets? How will you use them to shape the fate of the galaxy? We'll look at the ships, their pilots, and their upgrades more closely in our upcoming previews. In the meantime, you can head to our community forums to discuss the elements of these expansions that excite you the most.

Stay tuned! These Wave XI expansions (SWX64-66) are scheduled to arrive at retailers late in the second quarter of 2017!

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