X-WINGS vs TIE FIGHTERS
SINGLE PLAYER / FLIGHT COMMAND
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.
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.
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.
Add a saved ship to your current squadron.
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.
Blue: remove 1 stress · White: normalRed: gain 1 stress · unavailable while stressed
Outmanoeuvre the hostile squadron and destroy both ships.
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.
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.