Description
Star Wars Armada Rebel Fighter Squadrons II Expansion Pack
This is not a complete game experience. A copy of the Star Wars Amada Game Core Set is required to play. (See Below)
30 – 45 minutes | 2 players | Ages 14+ |
Star Wars Armada Rebel Fighter Squadrons II Expansion Pack
Rebel pilots are masters of improvisation, and you can bring their talents to your games of Star Wars™: Armada with the Rebel Fighter Squadrons II Expansion Pack. The venerable Z-95 Headhunter, agile Lancer-class Pursuit Craft, and sturdy VCX-100 Freighter lend new strength and tactics to your fleet, helping you win even the most desperate of battles. Together with the advanced E-wing fighter, these crafts add firepower and versatility to your Rebel forces, and their pilots carry the hopes of freedom for a beleaguered galaxy!
Rebel Fighter Squadrons II Expansion Pack
Even while the Rebels and Imperials have been hard at work getting their ships ready for battle, the galaxy’s shipyards have been fast assembling a wide range of new fighters. Just as the Rogue and Intel keywords added new dimensions to your Wave II squadrons and altered the dynamics of your battles, the new Wave V starfighters promise to add even more tactical wrinkles.
The Rebel Fighter Squadrons II Expansion Pack leads the way with these new tactics, granting you access to two copies each of the Z-95 Headhunter Squadrons and E-wing Squadrons, as well as two copies each of irregular squadrons featuring the Shadow Caster and the Ghost. Additionally, you will find eight squadron cards, two for each type of squadron, allowing you to field any of these versatile fighters in battle as a unique or non-unique squadron.
In addition to presenting the Rebel Alliance with its first Swarm fighters, these squadrons introduce the new Snipeand Strategic keywords, which are bound to alter the ways that you and your opponents approach your initial fighter engagements. Additionally, in her Ghost, Hera Syndulla serves as another rallying point, behind the Phoenix Home. At the start of the Squadron Phase, she can choose up to two friendly squadrons at distance 1–2 and give those squadrons the Rogue keyword (and the ability to activate themselves) until the end of the round.
With both Hera and the Phoenix Home ready to coordinate your band of rebels, they are bound to prove themselves more than criminals. Odds are, they will prove themselves a force with which to be reckoned.