Defense Tokens

Ships and unique squadrons gain the defense tokens indicated on their ship and squadron cards during setup and place them next to their corresponding cards. Defense tokens can be spent by the defender during the “Spend Defense Tokens” step of an attack to produce the effects described below:

- Redirect: The defender chooses one of its hull zones adjacent to the defending hull zone. When the defender suffers damage from this attack, it may suffer any amount of damage on the chosen zone’s shields (up to the shields remaining on that zone) before it must suffer the remaining damage on the defending hull zone.

- Evade: At long range, the defender cancels one attack die of its choice. At medium and close range, the defender chooses one attack die to be rerolled.

- Contain: If the defender is a ship, the attacker is prevented from resolving the standard critical effect. The attacker can still resolve a non-standard critical effect, such as one granted by an upgrade card.

- Salvo: If the defender is a ship, it performs a salvo attack after the “Resolve Damage” step of this attack. If the attacker was a ship, the defender performs a salvo attack against the attacking hull zone using the defender’s printed rear battery armament. If the attacker was a squadron, the defender performs a salvo attack against the attacker using its printed anti-squadron armament.

- Brace: When damage is totaled during the “Resolve Damage” step, the total is reduced to half, rounded up.

- Scatter: The defender cancels all attack dice.

FAQ

Q: Can a ship spend a defense token even if it would have no effect?

A: Yes. For example, a ship can spend a Redirect token and choose an adjacent hull zone with no shields remaining.

Q: Can a ship spend an evade token to reroll a die and wait to see the result before spending another defense token?

A: Yes.

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Related Topics: Attack, Size Class, Status Phase, Range and Distance


  1. #ffg Rules Reference Guide 1.5 Page 4-5 ↩︎

  2. #ffg Rules Reference Guide 1.5 Page 32 ↩︎