Squadron
A squadron consists of a plastic squadron base, plastic fighters, a punchboard disk, a punchboard activation slider, and a squadron card. The disk, fighters, and squadron card must all correspond to the same squadron type.
- All copies of a non-unique squadron use a single squadron card.
- Each squadron costs fleet points equal to the fleet point cost on the matching squadron card.
- If a squadron’s plastic fighters or activation slider impede the movement or placement of other components, rotate the squadron so that the fighters and slider do not impede.
- On squadron cards, the term “you” refers to the squadron resolving the effect [1].
FAQ
A: No. A squadron can activate and end its activation without moving and/or attacking.
A: No. It may be placed outside of the deployment zone, but not outside the setup area.
A: No. The player must place as many as possible touching the ship. They cannot space them out in order to prevent some squadrons from touching the ship.
A: A squadron that cannot be placed touching the ship must be placed touching another squadron that is touching the ship.
A: Yes. Similarly, a squadron cannot move under or be placed under a ship's shield dial, as this would count as overlapping.
A: No. A squadron can attack another squadron at distance 1 regardless of whether it is technically engaged with that squadron.
A: No. A squadron's speed only applied when it performs its standard move during its activation.
Related Topics: Ship, Squadron Phase, Unique Names
#ffg Rules Reference Guide 1.5 Page 19 ↩︎
#ffg Rules Reference Guide 1.5 Page 33-34 ↩︎