FANDOM


​SetupEdit

  1. Build Your Squad: ​All players must first agree on a number of squadron points per player. After choosing a point total, all players secretly and simultaneously build their squads. They do this by choosing Ship, Captain, and Upgrade Cards with combined squadron points equal to or lower than the agreed upon total. If all players agree, then each player may even combine Captains and Upgrades from multiple Factions on the same ship if they are willing to pay the Faction penalty, which requires a player to pay 1 extra squadron point for each Captain and Upgrade Card that does not match its ship's Faction. After all players are satisfied with their choices, they simultaneously reveal their chosen Ship Cards, Captain Cards (one per ship), and Upgrade Cards. (​Note: ​The Faction Penalty does not apply to Captains who cost 0 Squadron Points. Players may freely swap out to other 0 point Captain Cards to help keep track of who controls which ships.)
  2. Assemble Ships: ​Each Player finds the plastic ship, Ship Token, and Captain ID Token that match his chosen Ship Card and Captain Card.
    1. Place the chosen Ship Token in the base with its forward firing arc (i.e. the firing arc with solid lines) over the chevron, which points to the front of the base.
    2. Insert one peg into the tower of the base.
    3. Insert the second peg into the first peg.
    4. Insert the small peg on the bottom of the plastic ship into the second peg.
  3. Establish Play Area: ​Choose a play area on a table or other flat surface. Players may use a playmat, a tablecloth, or some other means to mark the edges of the play area. Assign each player a starting area.
  4. Place Forces:​ Place each ship in the owner's starting area, in order of Captain Skill (the gold number on the Captain ID Token), from lowest to highest (i.e. the ship with the lowest Captain Skill is placed first; the ship with the highest Captain Skill is placed last). If multiple ships share the same Captain Skill, the ship with initiative is placed first.
  5. Prepare Gathered Cards: Each player takes their cards and places them face up outside the play area in view of all the players.
  6. Raise Shields: Place a number of Shield Tokens above each Ship Card equal to its Shield Value (blue number). A ship cannot have more Shield Tokens than its Shield Value. Make sure each Shield Token is showing its Active Side (blue).
  7. Prepare Other Components: ​Shuffle the Damage Deck and place it face down outside the play area within reach of all the players. Place the other componants outside the play area within reach of all the players.

​The Game RoundEdit

Attack Wing​ is played over a series of game rounds. During each game round, players perform the following four phases in order:

  1. ​Planning Phase: ​Each Player Secretly chooses one maneuver for each of his ships by using that ship's Maneuver Dial.
  2. Activation Phase: ​Each ship moves and performs one Action. In ​asscending order​ of Captain Skill, reveal each ship's Maneuver Dial and execute its chosen maneuver. Immediately after performing its chosen maneuver, each ship may perform one action.
  3. Combat Phase: ​Each ship may perform one attack. In descending order​ of Captain Skill, each ship can attack one enemy ship that is inside its forward firing arc and within range. Some ships include a rear firing arc marked with a dashed line; this firing arc can only be used for Weapon Upgrades that specifically say they can be fired through a rear firing arc.
  4. End Phase: ​Players perform the following end of round activities:
    • All Shield Tokens that were flipped to their disabled sides (red) during that round can be flipped back to their active sides (blue) for free. ('Note: Disabled Shields are not the same as Damaged Shields. Shields that are d'amaged ​during combat are removed from play until they are repaired by a special ability.)
    • Players remove Scan Tokens, as well as unused Evade and Battle Stations Tokens, from their ships; unused Target Lock Tokens remain on the table.
    • Cloak Tokens that were flipped to their red sides ​must​ be removed.
    • Cloak Tokens still on their green sides may​ stay in play if their owners elect to keep their Shields disabled. If the Cloak Token was currently positioned on top of the ship's base, place it beside the ship to indicate that the ship has been Cloaked for more than one turn and can no longer be Target Locked.
    • Resolve any "End Phase" abilities on cards.

After resolving the End Phase, a New Game round begins starting with the Planning Phase. This continues until one player destroys all of his opponents' ships or a mission objective is completed.

​Planning PhaseEdit

During this phase, each player uses his Maneuver Dial to secretly choose one maneuver for each of his ships. The selection on the dial dictates how his ships move during the Activation Phase. Players ​must​ assign a dial to each ship. After all ships have been assigned Maneuver Dials, continue to the Activation Phase. (Note:​ Players should consult their ships' Maneuver Cards for a full list of maneuvers that their ships are capable of performing.)

​Choosing A ManeuverEdit

To choose a maneuver, the player rotates the faceplate of the ship's Maneuver Dial until the window shows only the desired maneuver. He the assigns the maneuver to one of his ships by placing the dial face down near its corresponding ship​ inside the play area.

A player may look at his own face down Maneuver Dials at any time, but he cannot look at his opponent's face down dials. A player controlling more than one ship may assign maneuvers to his ships in any order.

Each selection on the Maneuver Dial has a corresponding Maneuver Template that mesures the ship's movement during the Activation Phase. During the Planning Phase, the players cannot​ use Maneuver Templates in order to "test" where ships will end up. Instead, they must plan the maneuvers by estimating their ships' movement in their heads. (​Note:​ Since different types of ships in the Star Trek univers vary in their maximum speed and maneuverability, the dial for each type of ship is unique. Thus, not all ships are capable of using every Maneuver Template included in the game, some ships can execute maneuvers that others cannot.)

​Types Of ManeuversEdit

Each Maneuver consists of three elements: the bearing (arrow), the speed (number), and the difficulty (arrow colour).

​BearingEdit

Bearing is indicated by the arrows on the Maneuver Dial. Ships can travel in seven possible bearings, depending on the options available on their dials:

  • Straight: ​Advances the ship straight ahead, without changing its facing.
  • Bank:​ Allows the ship to execute a shallow curve that advances the ship ahead, slightly to one side, and changes its facing by 45°.
  • Turn:​ ​Allows the ship to execute a tight curve that advances the ship ahed, sharply to one side, and changes its facing by 90°.
  • Come About: Advances the ship straight ahead, changing its facing by 180°.
  • Full Astern:​ Moves the ship straight backward, without changing its facing.
​SpeedEdit

Speed is indicated by the numbers on the Maneuver Dial and varies between 1 and 6 depending on the options available on the dial. The higher the speed, the farther the ship travels during its maneuver.

​DifficultyEdit

Some maneuvers are more difficult to execute than others. The colour of the bearing arrow indicates each maneuver's difficulty. Most arrows are white, which represents a standard meneuver. Some arrows are red or green, which represent that the maneuver is either difficult for the ship to handle (red) or extremely simple (green).

During the activation Phase, ships may recieve or remove Auxiliary Power Tokens based on the colour of the maneuver executed. (Note:​ Some maneuvers may be modified or restricted by other factors, such as Auxiliary Power Token or the text on a face up Damage Card.)

​Activation PhaseEdit

During this phase, each ship is activated ​one at a time. Starting with the ship with the lowest Captain Skill​, resolve the following steps in order:

  1. Reveal Dial:​ Reveal the active ship's Maneuver Dial by flipping it face up.
  2. Set Template:​ Take the Maneuver Template that matches the chosen maneuver on the dial and place that template snugly against the front of the ship's base between the front guides​. Insert the template fully into the guides so that it is flush against the base.
  3. ​Execute Maneuver: Holding the template firmly in place, grip the sides of the ship base and lift the ship off the play surface. Then place the ship at the opposite​ end of the template, sliding the rear guides of the ship into the opposite end of the template. ('Exceptions: ​To execute a "Come About" Maneuver: use the same template as a "Straight Maneuver". The only difference between these maneuvers is that after executing a "Come About Maneuver", the player ​rotates his ship 180'° (so that the guides on the front​ of the ship's base fit securely with the Maneuver Template.; To execute a "Full Astern" Maneuver: use the same movement template as a "Straight Maneuver". To execute this move, place the appropriate template on the back​ of the ship's base and then move the ship so that the front of the ship is placed on the other end of the Maneuver Template.). If the ship has any tokens assigned to it (such as Action Tokens or Auxiliary Power Tokens), move the tokens along with the ship.
  4. Check for Power Strain:​ If the ship just executed a Red Maneuver, place 1 Auxiliary Power Token beside the ship. If the ship just executed a Green Maneuver, remove 1 Auxiliary Power Token from the ship (if any) and return the token to the misc. token supply.
  5. Clean Up:​ Return the used template to the pile of Maneuver Templates. Place the revealed dial outside the play area, near the ship's corresponding Ship Card.
  6. Perform Action: ​The ship may perform one Action. A ship with an Auxiliary Power Token cannot perform Actions.

The ship currnely resolving a phase is known as the active ship​. After the active ship resolves the final step, the shop with the next lowest Captain Skill becomes the active ship and resolves these same steps. Players continue activating ships in order of asscending Captain Skill until each ship has activated.

​Breaking TiesEdit

When two or more ships have the same Captain Skill, the ship with ​initiative​ activates first. Ships belonging to the player with the lowest​ point total at the start of the game always have initiative. Then the ships belonging to the player with the next lowest point total have initiative, and so on. If two or more players' squadron point totals are equal at the start of the game then use the ship's​ faction to determine the order of initiative as follows:

Federation > Klingon > Romulan > Dominion > Borg > Species 8472 > Kazon > Bajoran > Ferengi > Independents > Mirror Universe

If a single player owns multiple ships from the same Faction with the same Captain Skill, he may activate those ships in the order of his choosing.

​ActionsEdit

Durin the Activation Phase, each ship may perform one action​ immediatly after moving. A ship may perform any Action shown in the Action Bar of its Ship Card. Additionally, certain Ship Cards, Captain Cards, Upgrade Cards, Damage Cards, or Missions may allow ships to perform other Actions. If an ability allows a ship to perform a "free action", this action does not​ count as the one Action allowed during the "Perform Action" step. However, a ship ​cannot perform the same Action more than once​ during a single game round (not even when the Action is a "free Action").

A ship may pass​, choosing not to perform any Action.

Some card abilities include the "Action:​" header. A ship may resove this abiliy during its "Perform Action" step. This counts as that ship's Action for the round. Card abilities without the "Action:​" header may be resolved when specified on the card and do not count as the ship's Action.

​Combat PhaseEdit

During this phase, each ship may perform one attack against one enemy ship that is inside its forward firing arc and within range. Some Secondary Weapons can be fired from the forward or rear firing arcs, as indicated on the respective Weapon Upgrades.

Starting with the ship with the highest Captain Skill​, players resove the following combat steps in order:

  1. Declare Target:​ The attacker chooses which enemy ship he wishes to attack.
  2. ​Roll Attack Dice: The attacker rolls a number of attack dice equal to his ship's Primary Weapon Value (red number), unless using a Secondary Weapon, in which case he rolls a number of dice equal to the Secondary Weapon's Attack Value.
  3. Modify Attack Dice: ​Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.
  4. Roll Defence Dice: ​The defender rolls a number of defence dice equal to his ship's Agility Value (green number). If the defending ship is Cloaked, the defender rolls 4 additional defence dice each time the ship is attacked.
  5. Modify Defence Dice: ​Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify defence dice results.
  6. Compare Results: ​Players compare the final attack and defence dice results to determine if the defending ship was hit and how much damage it suffers.
  7. Deal Damage: ​If the defending ship was hit, it loses Active Shield Tokens or recieves Damage Cards based on the damage it suffers.

After resolving the final step, the ship with the next highest Captain Skill resolves these same steps. Players continue resolving combat for ships in order of Captain Skill, from highest to lowest​, until all ships have had the opportunity to perform one attack.

If multiple ships have the same Captain Skill, the ship with initiative resolves its combat steps first​. If a single player owns multiple ships from the same Faction with the same Captain Skill, he may resolve their attacks in the order of his choosing.

​End PhaseEdit

During this phase, the players perform the following steps. Although the players can usually perform these steps at the same time, any player can request that the players act one by one in ​asscending order​ of Cpatain Skill. If two or more Captains have the same Skill, then those ships perform thes actions in initiative order.

  • Each player may flip all his Disabled Shield Tokens (red) back to their Active sides (blue). this is free and does not count as an Action. This has no effect on Damaged Shield Tokes (i.e. Shield Tokens removed during Combat).
  • Players remove Scan Tokens, as well as unused Evade and Battle Stations Tokens, from their ships; unused Target Lock Tokens remain on the table.
  • Cloak Tokens that were flipped to their red sides must​ be removed.
  • Cloak Tokens still on their green sides may​ stay in place if their owners elect to keep their Shields disabled. If the Cloak Token was currently positioned on top of the ship's base, place it beside the ship to indicate that the ship has been Cloaked for more than one turn and can no longer be Target Locked.
  • Some card abilities or Missions may instruct players to resolve certain effects during the End Phase. If this is the case, do so now.

After completing the End Phase, the round is over. If more than one player has a ship remaining, a new round begins, starting with the Planning Phase. (​Note: ​In a 3 (or more) player game, if a player has lost all his ships, he is eliminated from the game.)

​Winning the GameEdit

When only one player has ships remaining in the play arera, the game ends and that player wins. If playing a Mission, refer to its victory condtions.

In the event that all remaining ships are destroyed at the same time, the player whose destroyed ship had initiative wins. (Exception: ​If a destroyed ship has an ability that triggers when it is destroyed, and this ability destroys all enemy ships, then the player owning the ship with the ability wins the game.)

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.