✧ VECTOR SQUADRONREBEL ALLIANCE / FLIGHT COMMAND
ROUND 01Plan your manoeuvres
Scroll or pinch to zoom · Drag to pan
OUTER RIM SECTOR SKIRMISH / FLIGHT COMMAND
YOUR SQUADRON HOSTILE

Squadron

SELECT MANOEUVRE
SQUADRON 0 / 2 READY

X-WINGS vs TIE FIGHTERS

EQUIPPED CARDS
XWA / 50 squad points + pilot loadout
Trial loadouts / points not enforced

Transmission log

VECTOR SQUADRON

SINGLE PLAYER / FLIGHT COMMAND

Choose your rules edition

Choose the rules profile for your squadron.

Available now: trial skirmish against the computer. Both profiles currently use the same simplified combat engine. Full edition-specific rules and points-validated squad building are still being connected.

Squadron builder

Save a whole squadron or a reusable ship loadout. Drafts may include reference-only cards; only the supported original-second-edition trial set can currently fly.

Choose a pilot

Select a card to add this pilot, then choose upgrades below. Reopen to add another ship.

Card-rules trial: Original Second Edition, two Rebel T-65 X-wings, generic pilots, Wedge, Luke Skywalker, Garven Dreis or Jek Porkins, Hull Upgrade, Shield Upgrade, Predator, Marksmanship, Outmaneuver, Lone Wolf, Elusive, Crack Shot, R2 Astromech and R5 Astromech. Other cards cannot launch yet. In the ship ring, plan Focus and spend focus after rolling your attack dice or enable Predator rerolls. Criticals draw from separate 33-card damage decks. Inspect damage, enable optional charged abilities and plan repairs through Cards. Other actions and full tournament rules are not implemented.

Test flight: choose two ships in Original Second Edition (up to 200 points). Forward and double-turret weapons; linked actions, fixed rear attacks, stop and reverse manoeuvres are not available yet.

Saved squadrons

Saved ship loadouts

Add a saved ship to your current squadron.

Ship action settings

Normal actions and Afterburners are offered after moving. Unused focus tokens are removed at the end of each round.

Advanced Sensors, Pattern Analyzer and Contraband Cybernetics prompt during activation. Dice spending settings are below.

Ship cards

MANEUVER COMPUTER

SELECTED MANEUVER

Blue: remove 1 stress · White: normal
Red: gain 1 stress · unavailable while stressed

Welcome, commander.

Outmanoeuvre the hostile squadron and destroy both ships.

  1. Start a quick X-wings versus TIE fighters skirmish, or prepare your custom squadron in the squadron builder. Tap a cyan ship to show its action ring, select Maneuver, choose a symbol, and press Set maneuver. The number is speed; the arrow is bearing. The dotted path and ghost base preview the move.
  2. Plan both ships and lock your orders. The enemy has already chosen its moves.
  3. After movement, select a friendly ship and an enemy target in its forward 90° arc. Inspect the range and dice, then press Fire or Hold fire. Each ship gets one attack.

Range 1: 4 attack dice versus 1 defence die. Range 2: 3 versus 1. Range 3: 3 versus 2. Each attack die has a 50% hit chance; each defence die has a 37.5% evade chance. Every evade cancels one hit. Each band spans 100 mm, measured between bases within the firing arc. The board bands are visual guides; the target panel gives the exact range.

Ships activate in ship-number order and back up along their path when they bump. A bump cancels the reversal of an advanced maneuver. Touching ships cannot attack each other under the original second-edition rules, but may attack other legal targets. Leaving the battlefield removes that ship. All ships retain their shot this round: damage is applied together after your shots and the enemy’s replies, so mutual destruction is possible. Blue maneuvers remove one stress; red maneuvers add one stress and cannot be selected while stressed. White maneuvers keep stress unchanged. Imported ships use their own dials. The square battlefield is 914.4 mm per side. Templates use measured centreline radii and 20 mm width; standard bases are 40, 60 or 80 mm. Tallon rolls use centered placement. Actions, huge ships, and full squad building are not yet implemented.

Six asteroids are placed automatically each game. Crossing an asteroid with your template or landing on it rolls for damage (50% chance of 1 damage, shields first). Landing on one prevents attacking until you move clear. Obstructed shots give the defender one extra defence die. This mode uses image-matched asteroid footprints and sampled template paths; critical results count as normal damage. Leaving an asteroid does not roll damage again for that same obstacle.

X-Wing reference library

Second-edition stats drive the 2E skirmish preset. X-wing, TIE and B-wing dials now control movement in their skirmish presets. Wedge Antilles and Heavy Laser Cannon work in the simplified skirmish. Other abilities and upgrades remain reference only. Pilot initiative controls movement order; attacks still resolve simultaneously. First-edition cards are legacy references, not converted rules. The Infinite Arenas XWA starter library includes offline card images. Later points and loadouts may differ from the original 2E rulebook.

Sources and licence