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These are upgrades that instruct the player to discard them in order to resolve effects. This includes weapon upgrades such as torpedoes, missiles, and bombs. Some of them can have their uses prolonged with Extra Munitions and Jabba The Hutt. The elite talents may be reused with Tomax Bren's pilot ability; torpedoes and missiles may be reused with the Reload Action and others can be recycled with Scavenger Crane.

Name Cost Upgrade Type Restrictions Text
Adrenaline Rush 1 Elite none When you reveal a red maneuver, you may discard this card to treat that maneuver as a white maneuver until the end of the Activation phase.
Cool Hand 1 Elite none When you receive a stress token, you may discard this card to assign 1 focus or evade token to your ship.
Crack Shot 1 Elite none When attacking a ship inside your firing arc, at the start of the “Compare Results” step, you may discard this card to cancel 1 of the defender’s evade results
Lightning Reflexes 1 Elite Small Ship only. After you execute a white or green maneuver on your dial, you may discard this card to rotate your ship 180°. Then receive 1 stress token after the "Check Pilot Stress" step.
"Hot Shot" Blaster 3 Illicit none ATTACK: Discard this card to attack 1 ship (even a ship outside your firing arc).
Burnout SLAM 1 Illicit Large Ship only. Your action bar gains the SLAM action icon.

After you perform a SLAM action, discard this card.

Glitterstim 2 Illicit none At the start of the Combat phase, you may discard this card and receive 1 stress token. If you do, until the end of the round, when attacking or defending, you may change all of your focus results to hit or evade results.
Inertial Dampeners 1 Illicit none When you reveal your maneuver, you may discard this card to instead perform a white [Stop 0] maneuver. Then receive 1 stress token.
Rigged Cargo Chute 1 Illicit Large Ship only. ACTION: Discard this card to drop one cargo token.
Boba Fett (Crew) 1 Crew Scum Only After performing an attack, if the defender was dealt a faceup Damage card, you may discard this card to choose and discard 1 of the defender's Upgrade cards.
Carlist Rieekan 3 Crew Huge Ship only. Rebel only. At the start of the Activation phase, you may discard this card to treat each friendly ship's pilot skill as "12" until the end of the phase.
Chewbacca (Crew) 4 Crew Rebel only. When you are dealt a Damage card, you may immediately discard that card and recover 1 shield.

Then, discard this Upgrade card.

Cikatro Vizago 0 Crew Scum only. At the start of the End phase, you may discard this card to replace a faceup Illicit or Cargo Upgrade card you have equipped with another Upgrade card of the same type of equal or fewer squad points.
Leia Organa 4 Crew Rebel only. At the start of the Activation phase, you may discard this card to allow all friendly ships that reveal a red maneuver to treat that maneuver as a white maneuver until the end of the phase.
Moff Jerjerrod 2 Crew Imperial only. When you are dealt a faceup Damage card, you may discard this Upgrade card or another Crew Upgrade card to flip that Damage card facedown (without resolving its effect).
Cluster Mines 4 Bomb none ACTION: Discard this card to drop 1 cluster mine token set.

When a ship's base or maneuver template overlaps a cluster mine token, that token detonates.

Conner Net 4 Bomb none ACTION: Discard this card to drop 1 Conner net token.

When a ship's base or maneuver template overlaps this token, this token detonates.

Ion Bombs 2 Bomb none When you reveal your maneuver dial, you may discard this card to drop 1 ion bomb token.

This card detonates at the end of the Activation phase.

Proton Bombs 5 Bomb none When you reveal your maneuver dial, you may discard this card to drop 1 proton bomb token.

This token detonates at the end of the Activation phase.

Proximity Mines 3 Bomb none ACTION: Discard this card to drop 1 proximity mine token.

When a ship's base or maneuver template overlaps this token, this token detonates.

Seismic Charges 2 Bomb none When you reveal your maneuver dial, you may discard this card to drop 1 seismic charge token.

This token detonates at the end of the Activation phase.

Thermal Detonators 3 Bomb none When you reveal your maneuver dial, you may discard this card to drop 1 thermal detonator token.

This token detonates at the end of the Activation phase.

Advanced Proton Torpedoes 6 Torpedo none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

You may change up to 3 of your blank results to focus results.

Flechette Torpedoes 2 Torpedo none ATTACK (TARGET LOCK): Discard this card and spend your target lock to perform this attack.

After you perform this attack, the defender receives 1 stress token if its hullvalue is "4" or lower.

Ion Torpedoes 5 Torpedo none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

If this attack hits, the defender and each ship at Range 1 of it receives 1 ion token.

Plasma Torpedoes 3 Torpedo none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

If this attack hits, after dealing damage, remove 1 shield token from the defender.

Proton Torpedoes 4 Torpedo none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

You may change 1 of your focus results to a critical result.

Seismic Torpedo 2 Torpedo none ACTION: Discard this card to choose an obstacle at Range 1-2 and inside your primary firing arc. Each ship at Range 1 of the obstacle rolls 1 attack die and suffers any damage or critical damage rolled. Then remove the obstacle.
Adv. Homing Missiles 3 Missile none ATTACK (TARGET LOCK): Discard this card to perform this attack.

If this attack hits, deal 1 faceup Damage card to the defender. Then cancel all dice results.

Assault Missiles 5 Missile none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

If this attack hits, each other ship at Range 1 of the defender suffers 1 damage.

Cluster Missiles 4 Missile none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack twice.
Concussion Missiles 4 Missile none ATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

You may change 1 of your blank results to a hit result.

Homing Missiles 5 Missile none ATTACK (TARGET LOCK): Discard this card to perform this attack.

The defender cannot spend evade tokens during this attack.

Ion Pulse Missiles 3 Missile none ATTACK (TARGET LOCK): Discard this card to peform this attack.

If this attack hits, the defender suffers 1 damage and recieves 2 ion tokens. Then cancel all dice results.

Proton Rockets 3 Missile none ATTACK (FOCUS): Discard this card to perform this attack.

You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice.

XX-23 S-Thread Tracers 1 Missile none ATTACK (FOCUS): Discard this card to perform this attack.

If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results.

Harpoon Missiles 4 Missile none ATTACK (TARGET LOCK): Discard this card to perform this attack.

If this attack hits, after the attack resolves, assign the "Harpooned!" condition to the defender.

Scrambler Missiles 2 Missile none ATTACK (TARGET LOCK): Discard this card to perform this attack.

If this attack hits, the defender and each other ship at Range 1 receive 1 jam token. Then cancel all results.

R5-X3 1 Astromech none Before you reveal your maneuver, you may discard this card to ignore obstacles until the end of the round.
Salvaged Astromech 2 Salvaged Astromech none When you are dealt a faceup Damage card with the Ship trait, you may immediately discard that card (before resolving its effect). Then, discard this Upgrade card.
Cluster Bombs 4 Cargo none After defending, you may discard this card. If you do, each other ship at Range 1 of the defending section rolls 2 attack dice, suffering all damage and critical damage rolled.
Ionization Reactor 4 Cargo Limited. Energy: Spend 5 energy from this card and discard this card to cause each other ship at Range 1 to suffer 1 damage and receive 1 ion token.
Quick-Release Cargo Locks 2 Cargo C-ROC Cruiser and GR-75 only. Limited. At the end of the Activation phase, you may discard this card to place 1 container token.
Supercharged Power Cells 3 Cargo Limited. When attacking, you may discard this card to roll 2 additional attack dice.
Tibanna Gas Supplies 4 Cargo Limited. ENERGY: You may discard this card to gain 3 energy.
Countermeasures 3 Modification Large Ship only. At the start of the Combat phase, you may discard this card to increase your agility value by 1 until the end of the round. Then you may remove 1 enemy target lock from your ship.

All items (54)

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