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RuneWars: The Miniatures Game -Daqan Infantry Command Expansion Pack
RuneWars: The Miniatures Game -Daqan Infantry Command Expansion Pack

With polished armor glinting in the sunlight, the armies of the twelve baronies and the Free Cities are a stirring sight. Master wizards from the circles at Greyhaven and Nerekhall bolster their ranks, wielding destructive power and an arsenal of runebound shards to devastate their foes. Battle standards with histories as long as the Baronies of Daqan swirl in the wind, while the roar of lion horns stiffens the backs of wavering soldiers. Every company is led by a champion, one who has faced death time and again, yet has survived and now invites others to draw strength from his own stolid bravery.

The Daqan Infantry Command Unit Upgrade Expansion introduces four brand-new figures to the armies of the Daqan Lords—a Banner Guard, a Wizard, a Champion, and a Cornicen. Alongside these figures, you’ll find eighteen new upgrade cards, many of which include ways to bring these new figures into your armies. For instance, you may choose to support one of your units with the Lance Corporal upgrade card, implanting the Champion figure into the ranks of your unit. As long as the Champion figure is alive, you gain the benefit of the Lance Corporal card, which significantly boosts your tactical flexibility!

• Includes four unique infantry figures, unassembled and ready for painting
• Implant these figures into other infantry units to confer powerful benefits
• Join the fight for the Daqan Lords with these special figures
• Eighteen new upgrade cards offer additional ways to customize your army

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30.00 10.50 €
alin hinta 30 päivää ennen alennusta 30.00
RuneWars: The Miniatures Game -Reanimate Archers Expansion Pack
RuneWars: The Miniatures Game -Reanimate Archers Expansion Pack

The hiss of Reanimates’ blighted arrows raining down from the skies sends even veteran soldiers scrambling for cover. Wounds inflicted by these arrows rapidly necrotize: flesh peels away, foulness spreads, and bones crumble and crack. Panic spreads as healthy warriors fall, rotted from within. Able to kill at range and afflict their targets with the blight of the Mistlands, Reanimate Archers inspire fear in even the most stalwart soldiers.

Fire poisoned arrows down on your enemies with the eight new Reanimate Archer figures included in the Reanimate Archers Unit Expansion! These eight figures give you the option to field another two-tray unit or increase the size of a larger unit—perhaps fielding a block of archers that will rain death on your foes. Like the Oathsworn Cavalry, these figures are identical to the figures included in the Runewars Core Set, and this expansion gives you an easy way to raise more undead to fight for Waiqar the Undying, while opening dark new paths with five new upgrade cards. We’ll explore the Reanimate Archers in much more detail in our preview of Waiqar’s forces.

• Includes eight unique Reanimate Archer figures, unassembled and ready for painting
• Field a new, two-tray unit or increase the size of another unit
• Join the fight for Waiqar the Undying with these special figures
• Five new upgrade cards offer additional ways to customize your army

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30.00 10.50 €
alin hinta 30 päivää ennen alennusta 30.00
RuneWars: The Miniatures Game Grassy Field Playmat
RuneWars: The Miniatures Game Grassy Field Playmat

The Grassy Field Playmat plants your miniatures battles in an open field, ripe for placing terrain and other obstacles easily and seamlessly to bring life to your living battlefield. Though the mat is specifically designed for play with the Runewars Miniatures Game, with the rolling green fields matching the terrain that comes in the core set, the minimalist design is perfect for a variety of miniatures games. Whether you’re landing troops on a planet of rolling hills or sending your forces to medieval battle, the 3' x 3' Grassy Field Playmat provides plenty of room to deploy your armies. The mat not only offers a flavorful playing surface, but its slip-resistant bottom will ensure your valuable minis will stay safe during your skirmishes.

The rubber that makes up the Grassy Field Playmat makes for not only a smooth, clean surface for both you and your opponent, but easy transport options for the mat. Just roll it up and take it you your favorite local gamestore! You can even combine two Grassy Field Playmats to create a massive 6’ by 3’ playing field for a full game of the Runewars Miniatures Game! The design of the Grassy Field Playmat not only blends multiple mats seamlessly, but is perfect for tournament play, offering an appropriate playing surface without distracting from the action of the game.

Whether you’re just starting out in the world of miniatures gaming or are a hardened expert, the Grassy Field Playmat is the perfect purchase to enhance your miniatures gaming experience, offering a classy and safe playing area while adding a splash of flavor to all your favorite miniatures games.

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48.00 €
Star Wars Armada: Chimaera Expansion Pack
Star Wars Armada: Chimaera Expansion Pack

Grand Admiral Thrawn arrives to the battles of Star Wars: Armada in the Chimaera Expansion Pack!

In addition to the new Grand Admiral Thrawn commander card, the Chimaera Expansion Pack introduces a new Imperial Star Destroyer, adorned with Thrawn's stylized chimaera, two Mandalorian Gauntlet squadrons, six ship cards, two squadron cards, and seventeen other upgrade cards.

The first thing you might notice about the new Star Destroyer from the Chimaera Expansion Pack is that it looks different from that in the Imperial-class Star Destroyer Expansion Pack. This is thanks to its distinctive chimaera design. But the physical, aesthetic differences between the two miniatures only begin to hint at the differences in the strengths that they bring to your fleet.

Where the Imperial-class Star Destroyer Expansion Pack gives the Imperial I-class Star Destroyer and the Imperial II-class Star Destroyer , the Chimaera Expansion Pack gives us three copies each of two different refits, the Imperial Star Destroyer Kuat Refit and the Imperial Star Destroyer Cymoon 1 Refit .

Both these Star Destroyer refits feature new upgrade bars that may lead to significant changes in the way you fly your fleet. Maybe you'll only make a minor tactical adjustment. Maybe you'll adjust your entire strategy to accommodate the Cymoon 1 Refit's ability to equip any of the expansion's three Fleet Command upgrades. Maybe you won't even take advantage of the new upgrade potential, but simply by gaining the option, you place yourself in a better position to respond to your foes' tactics, and make it harder for them to anticipate yours.

• An Imperial faction starship expansion for the Star Wars: Armada miniatures game
• Marks the introduction of Grand Admiral Thrawn as a new Imperial commander
• Comes with one Imperial Star Destroyer pre-painted in the scheme of Thrawn’s Chimaera
• Includes two Mandalorian Gauntlet squadrons
• Six ship cards and eighteen upgrades permit a wide range of new strategies

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78.30 €
Star Wars Armada: Core Set
Star Wars Armada: Core Set

Katso pelin traileri valmistajan Youtube -sivuilta.

A two-player miniatures game of epic fleet battles in the Star Wars galaxy!

Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wings and TIEs. Engineering teams race to route additional power to failing shields. Laser blasts and explosions flare across the battlefield. Even a single ship can change the tide of battle.

In Star Wars: Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. You assemble your fleet and engage the enemy. Using the game’s unique maneuver tool, you steer your capital ships across the battlefield, even while squadrons of starfighters buzz around them. Then, as these ships exchange fire, it’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy.

The Star Wars: Armada Core Set contains everything you need to get started, including the rules, an articulated maneuver tool, a range ruler, six command dials, nine attack dice, ten unpainted squadrons, and three pre-painted ship miniatures (Victory-class Star Destroyer, Nebulon-B frigate, CR90 Corellian corvette), plus more than 130 cards and tokens. All you need to engage the enemy and battle for the fate of the galaxy!

Space Battles on a Galactic Scale
Winning a battle between capital starships requires more than raw firepower. It requires the coordinated activity of hundreds – even thousands – of crew. As a ship’s commanders belt out orders, gunners rain fire upon enemy ships, and engineering teams race to keep their ship’s shields and hull intact, often rerouting power where it’s needed most.

Armada allows you to bring one or more of these massive ships to battle, along with whole squadrons of starfighters. To win, you must issue commands, direct your fleet’s movement, coordinate its fire, sustain its defenses, and do all of this while remaining mindful of your battle objective.

More than that, you’ll need to master every aspect of the ships in your fleet. You need to become intimately familiar with your ship’s design, its firing arcs, its attacks and defenses, and the way that it uses the game’s unique maneuver tool to set its course.

This maneuver tool is one of the game’s most innovative features and adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver through the stars.

Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them. Accordingly, you only use the maneuver tool to maneuver your capital ships. Then, even as it makes it easy for you to set a ship’s course, the game’s maneuver tool lends an element of realism to its pitch and yaw.

As an example of how Armada uses its maneuver tool to realistically portray the different ways its capital ships can maneuver, we can consider the differences between the CR90 and the Victory-class Star Destroyer.

The CR90 is both capable of tighter turns and faster, with a maximum speed of "4" versus the Star Destroyer's maximum speed of "2." At speed "2," while the Star Destroyer can adjust the maneuver tool only one click at the second joint, the CR90 can adjust its course one click at the first join and two clicks at the second. Still, the faster the CR90 flies, the fewer clicks it can adjust its course through the initial range increments.

Another important consideration is that capital ships in Star Wars: Armada fire before they move, so when you set your ship’s course, you’re always trying to set yourself up for a good shot in the next round. However, the more powerful your ship, the less nimble it is, and the harder it is to adjust your actions on the fly.

Altogether, the maneuver tool and the rules for ship movement work in tandem to force you to always look ahead. Successful fleet admirals excel at planning their attack strategies well in advance of their initial engagements.

Capital Ships in Combat
Armada balances the awesome scale of the Star Wars galaxy’s ships and space warfare with intuitive ship designs and accessible rules for issuing commands and resolving combat that make for rich, engaging, and highly tactical play experiences.

Capital ships are extremely powerful war machines, but they’re also massive and sophisticated vessels that can’t swiftly react to every development in the heat of battle. Accordingly, the key to flying these vessels effectively is learning how to plan ahead. You want to issue your commands in such a way that your crews will be ready to execute them at just the right times.

Each of your pre-painted capital ships has a command value, which determines how many commands it will have in its stack at any given point in time. During setup, you secretly build your initial command stack, selecting from any of four different commands, each of which provides a different advantage. Once you have locked your selections, you place the commands in your stack in the order of your choice. Then, during each round of game play, you secretly select and assign a new command to your ship, placing it at the bottom of your command stack, before you reveal the command at the top of your stack and gain its benefits.

You might launch a screen of TIEs to intercept incoming X-wings. You might concentrate your fire on an incoming capital ship. You might scramble to repair your shields. Or if you reveal a command that doesn’t offer an immediate benefit, you can place a token on your ship and save a lesser version of that command’s benefits for later use.

Notably, the larger and more powerful your ship, the less quickly it can react to your commands. Most of the more powerful ships, like the Victory-class Star Destroyer, feature higher command values that force you to plan your actions two or more rounds ahead of time. In this way, the command stack doesn't just reflect the various actions your ships can take; it also reflects how swiftly they can adjust to the changing tides of battle.

After your ship resolves its command, it can perform up to two attacks. These can be directed against the same target or against different targets. However, these attacks must originate from two different hull sections and can only target ships or squadrons within range of those hull sections’ firing arcs.

The number and type of dice you roll for your attacks depend upon the ship, the hull section from which its attack originates, and the range of the attack.

Meanwhile, each ship offers a number of defenses from enemy fire. Each ship’s hull is reinforced to withstand enemy fire, though larger ships like the Victory-class Star Destroyer can withstand much more than smaller ships like the Corellian corvette. Meanwhile, each section of your ship’s hull has a shield rating, indicating how many hits its shields can absorb before enemy fire damages the hull directly. Moreover, in the heat of battle, you need to decide when and how to make use of your ship’s defense tokens. With these, you can angle your deflector shields and perform evasive maneuvers to reduce the amount of damage your ship suffers.

Squadrons of Starfighters
Although Star Wars: Armada is built around the galaxy’s many capital ships, you’ll almost certainly want to fly one or more squadrons of starfighters in your fleet, both to threaten enemy ships and to defend your ships from enemy squadrons.

An X-wing squadron is shown connected to its base which tracks its remaining hit points (shown here at "5") and whether or not it has activated. Here, the blue tab on the left of the base indicates that the squadron has not yet activated. Once the squadron has activated, the tab is pushed through to the other side and displays its orange end.

Your squadrons are highly adaptable and flexible collections of starfighters, and only a foolish fleet admiral would overlook the tactical options that they can bring to a battle. While squadrons don’t pack the raw power or resilience of the capital ships they accompany, they come with their own rules for movement and combat that make them far more capable of occupying and threatening the exact portion of the battlefield that you choose.

If left unchecked, a swarm of starfighters can tear down even the most massive of capital ships, and while capital ships can return their fire, any shot directed at squadrons is a shot not taken at a larger ship. Furthermore, capital ships don’t use their primary weapons while attacking squadrons; they have to use their anti-squadron armament, which is typically much less effective.

Add to this the fact that some squadrons are led by such skilled pilots as Luke Skywalker, who can bypass a capital ship’s shields when he attacks, and you’ll find that squadrons are far more than an afterthought. They’re powerful weapons that skilled fleet admirals will be able to integrate into their larger strategies.

Meanwhile, even though the squadrons in Armada aren't pre-painted like the capital ships, they are presented in colors intended to complement their fleets.

Winning the Battle to Win the War
In addition to its ships and squadrons, Armada shapes your Star Wars battles with twelve different objective cards. Each game uses one of these objectives, which introduces special rules and helps to define the narrative of your battle. Are you tracking down a specific target? Are you contesting a key outpost? Are you trying to intercept key intel?

Importantly, the game’s objectives change the ways that you’ll score points in each battle, and they force you and your opponent to adapt your strategies, leading to tremendous replayability.

Executing Your Battle Plan
Games of Armada are played over six rounds, each of which is broken into four phases.

1) Command Phase
In the Command Phase, you and your opponent secretly assign commands to each of your ships. These are locked into that ship’s command dials and are placed facedown at the bottom of its command stack.

You can choose from any of four basic commands, each of which offers distinct advantages:
* The navigate command allows you to change your ship’s speed and increase its maneuverability.
* The squadron command allows you to order nearby squadrons to move and attack early.
* The repair command allows you to recover shields and repair your hull.
* The concentrate fire command allows you to increase the power of a single attack.

Importantly, each ship has a command value that indicates how many commands it will have facedown in its command stack at the beginning of the round. This means that, in the game's setup, before you have yet engaged the enemy, you need to issue commands for your first round or rounds of combat. Then, each Command Phase, you continue planning further ahead, reacting to the shape of battle, but issuing commands that you intend to have your crews execute one or more rounds later. Moreover, the more powerful your ship, the less quickly it can react to your commands. Most of the more powerful ships, like the Victory-class Star Destroyer, feature higher command values that demand you plan your actions two or more rounds ahead of time.

Once you and your opponents have assigned new commands to each of your ships, you proceed to the Ship Phase.

2) Ship Phase
In the Ship Phase, you and your opponent take turns activating your ships, starting with the player who has initiative for the round. When you activate a ship, you first reveal its command for the round. You can either trigger the command’s effect from the dial for full effect, or you can store the command for future use, placing a token upon your ship’s card, and reserving the command’s effect for a more opportune moment, albeit at a reduced effect.

After you resolve a ship’s command, your ship can perform up to two attacks, though each attack must originate from a different firing arc. Each attack can target a single eligible ship, or it can target every fighter squadron within range of your firing arc. Attacks made against enemy ships use the type and number of dice indicated on the section from which they originate. Attacks made against enemy squadrons use the type and number of dice indicated by the Anti-Squadron section of your ship’s card.

Notably, while you must fire both of your attacks from different sections, if a single enemy ship lies within range and line of sight of both firing arcs, you can perform both attacks against that ship.

After your ship fires, it must set its course and move. You establish your ship’s initial speed during setup, and you must continue to move at that speed until you reveal a navigate command. Your speed determines both how far you can move and how many times you can click the game's maneuver tool to adjust your course at each speed increment.

This maneuver tool is one of the game’s most innovative features and adds a unique feel to the way your capital ships must accommodate for inertia as they maneuver through the stars.

3) Squadron Phase
Although Star Wars: Armada is built around the galaxy’s many capital ships, you’ll almost certainly want to fly one or more squadrons of starfighters in your fleet, both to threaten enemy ships and to defend your ships from enemy squadrons. If left unchecked, a swarm of starfighters can quickly tear down even the largest capital ship, and though capital ships can exchange fire with the starfighters that harry them, any shot directed at a squadron is a shot not taken at a larger ship.

In the Squadron Phase, you and your opponent take turns activating any unactivated squadrons, beginning with the player who has initiative. When you activate a squadron, you can move it or perform an attack with it.

Squadrons have 360-degree firing arcs, so a swarm of fighters can quickly menace even the greatest capital ships. Accordingly, every good fleet admiral needs to develop a plan for dealing with these fighters. You don’t want to reduce the amount of firepower that you unleash at your enemy’s larger ships, but you can’t afford to allow enemy fighters to attack you at their leisure. As a result, then, most fleets protect their ships by using screens of fighters to engage enemy squadrons.

Meanwhile, even though the squadrons in Armada aren't pre-painted like the capital ships, they are presented in colors intended to complement their fleets.

4) Status Phase
In the Status Phase, players ready their exhausted defense cards and flip the initiative token. Then the player with initiative increases the round count, or if you’ve just completed the sixth round, the game ends. Victory is awarded to the player who has scored more total points, counting both those awarded for eliminating enemy ships and squadrons as well as those awarded for completing objectives worth victory points.

Fighting for the Cause
Your Armada battles aren’t meaningless confrontations. You’re fighting them to make progress within the Galactic Civil War. You’re waging battles over key tactical concerns. The fate of the galaxy is at stake.

With twelve familiar objectives, Armada defines your confrontations and immerses you more fully in its Star Wars experience. At the beginning of each game, you and your opponent will select one of these objectives, which introduces special rules and helps to define the narrative of your battle. Are you tracking down a specific target? Are you contesting a key outpost? Are you trying to intercept key intel?

Importantly, the game’s objectives change the ways that you’ll score points in your game, and they force you and your opponents to adapt your strategies, leading to tremendous replayability.

Assemble Your Fleet
With its capital ships, starfighter squadrons, and accessible rules, Star Wars: Armada provides you an unparalleled take on the largest and most consequential battles in the Star Wars universe. What’s more, your first games are only the beginning of your involvement in the Galactic Civil War.

Just as it is your job as fleet admiral to assemble a battle plan, it is your job to build the fleet that stands the best chance of emerging from battle victorious. Rules for fleet-building allow you to handpick your strike force as you prepare to meet the enemy. Not only can you choose which ships and squadrons to bring to battle, you can upgrade them with powerful weaponry or call upon the talents of elite pilots and officers.

As Rebel and Imperial fleets collide, thousands of crew will heroically perform their duties, thousands more will die, but you are the one whose decisions will determine the course of the battle and help decide the fate of the galaxy.

Command your fleet, win the battle, and play your part in the Galactic Civil War!

• A two-player miniatures game of tactical fleet battles in the Star Wars universe
• Core Set contains includes three pre-painted capital ship miniatures, ten unpainted fighter squadrons, and more than 130 cards and tokens
• Ships utilize a unique, articulated maneuver tool to quickly set their courses
• Rules for stacked commands force players to strategize multiple turns ahead, even as they make difficult tactical decisions in the heat of battle
• Command the unmat

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156.70 €
Star Wars Armada: Corellian Conflict Campaign Expansion
Star Wars Armada: Corellian Conflict Campaign Expansion

An epic Star Wars: Armada campaign expansion for two to six players!

The Galactic Civil War was not won in a single battle. The epic conflict at the heart of Star Wars saw countless skirmishes, waged in hundreds of systems and over thousands of planets. Even the ancient Core Worlds were touched by the spark of rebellion.

Soon, with The Corellian Conflict, you and your friends will be able to wage strategic battles for key hyperlane routes, seize vital shipyards, establish new bases, and decide the fate of the Corellian Sector. Working as teams, you will take sides with the Galactic Empire or Rebel Alliance, then meet your foes in battle for control of vital worlds. New campaign rules guarantee that your battles have long-term consequences, and the experience you gain from your victories may prove invaluable toward the success of your overall campaign.

Finally, The Corellian Conflict introduces new objectives and squadron cards for use both in your campaign and in standard play. The expansion's twelve objectives introduce new challenges and paths to victory. And its sixteen new squadron cards add greater variety to the squadrons from your Core Set, Rebel Fighter Squadrons Expansion Pack, and Imperial Fighter Squadrons Pack, allowing you to field them as some of the most legendary pilots and squadrons from the Galactic Civil War!

Your Path to Victory
The dramatic events of The Corellian Conflict and your struggles for the Corellian Sector play out over multiple campaign turns during which you and your teammates meet your foes in games of Armada, or battles. These are fought at any of the twenty-five different strategic locations depicted on the expansion's map, and the results of these battles carry forward, reshaping the sector and your position within the campaign.

You may suffer damage to your ships, leaving them weaker for ensuing battles. You may gain resources with which you can repair your ships or add to their upgrades. You may even be able to add new ships to your fleet. At the same time, your unique squadrons and the crews of well-captained ships may gain veteran status, making them more effective in future combats. Or the damage they suffer may leave them scarred. It is even possible for them to meet their demise, and all those unique ships, squadrons, or crew who do fall in battle are removed from the remainder of the campaign.

Of course, you need to pay attention to the impact your battle will have on your fleet, but it is the success or failure of your bid for the Corellian Sector, itself, that will ultimately matter most. To this end, no matter whether you play as Rebel or Imperial, you need to mind the strategic importance of all the sector's twenty-five battlegrounds, and you need to determine the best time to make your play for any of them. These different planets, stations, and asteroid belts are worth varying numbers of campaign points when you assault one and destroy your opponent's base or outpost. Moreover, many of these locations offer advantages in the terms of strategic effects that you gain while you control them.

For example, the Repair Yards at Nubia allow you to more swiftly and effectively repair your damaged ships, and the Spynet at Raider's Point provides you a token that you can spend to redeploy one of your ships or two of your squadrons after your opponent has finished deploying his fleet.

In the end, a team wins control of the Corellian Sector when it scores a set number of campaign points based on the number of players, and because each team can only score a couple of campaign points each round, The Corellian Conflict guarantees you a thrilling series of battles that mount in tension as they build toward the final campaign points… or as your opponents risk everything in a desperate gamble, throwing the remainder of their fleets at you in a one, climactic All-Out Offensive.

New Squadrons and Objectives
Even as The Corellian Conflict introduces a dynamic new campaign option to your games of Star Wars: Armada, it adds greater variety and tactical depth to your standard games with twelve new objectives and sixteen new squadron cards.

The objectives in Armada lend shape to each of your battles, ensuring that each is layered with strategy. While you can win games by destroying your opponent's entire fleet, it is often difficult to do so. Star Destroyers and Mon Calamari cruisers often prove too resilient to fall. This means that victory often goes to the player who did the best job of pursuing the strategic goals set forth by the game's objective card, and it becomes vital to balance your attention between the game's ship-to-ship combats and your pursuit of valuable objective points.

And with The Corellian Conflict, balancing these matters becomes even more vital, more dynamic, and more challenging. Not only do you double your possible options, allowing you to tailor your fleet-building more closely to your objectives, but you find a greater variety between the different challenges these objectives create—not just in how you can pursue them, but also in how much each one might be worth.

You can strip the Station advantages for your opponent and double them for yourself with Station Assault, you can protect your fleet of small-base ships with a Jamming Barrier, or you can race through the game's obstacles—including the new dust field obstacles—in order to get to the middle of the table and complete your Salvage Run ahead of your opponent. Whichever set of objectives you choose, they do more than simply force you to adopt new tactics; they permit you to pursue new strategies with your fleet, and they create whole new narratives over the course of your games.

Meanwhile, the sixteen unique squadron cards in The Corellian Conflict add greater utility to the squadrons from your Core Set, Rebel Fighter Squadrons Expansion Pack, and Imperial Fighter Squadrons Pack.

These include some of the most storied pilots and legendary squadrons in the Star Wars universe, meaning that for the first time, The Corellian Conflict allows you to fly Biggs Darklighter alongside Luke Skywalker in Armada. You will also find Rogue Squadron, Black Squadron, and the new Imperial interceptor ace, Ciena Ree, who hails from Claudia Gray's recent Star Wars novel, Lost Stars.

Best yet, because all these squadrons and objectives are all fully tournament-legal, they are destined to impact all your games, not just those in The Corellian Conflict!

The Corellian Sector Awaits You
Explore a new sector and whole new dimensions in your games of Armada. Work with your teammates. Aim for new objectives. Command some of the most storied and talented squadrons in the Star Wars galaxy. And coordinate the strategy of your battles to win the larger war.

• A campaign expansion for the acclaimed Star Wars: Armada miniatures game
• Two to six players vie for control of the Corellian Sector
• Campaign rules, locations, and objectives add new strategic concerns to your Armada battles
• Sixteen squadron cards permit new uses for many existing fighter squadrons
• Introduces the possibility of a massive, climactic All-Out Offensive with more than 2000 fleet points on the table!

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46.50 €
Star Wars Armada: Dice Pack
Star Wars Armada: Dice Pack

Don’t wait until it’s too late to intensify your firepower.

The enemy fleet approaches firing range. Squadrons of starfighters race into position. Star Destroyers, corvettes, and frigates raise their shields and ready their weapons. The massive battles of Star Wars: Armada are soon to begin.

As you prepare for the upcoming conflict, you’ll want to make sure your strategy is sound, your ships are in good repair, and you have all the ammunition you need. With the Star Wars: Armada Dice Pack, you can better concentrate your fire, raining destruction upon your foes.

Plan for Every Contingency
In Armada, you need to learn how to plan ahead. Capital ships are massive war machines that measure hundreds of meters long and can boast crews that number in the thousands. They can’t dart nimbly about the battlefield like the starfighters that accompany them, and successful fleet admirals need to adjust their plans to the realities of their ships.

Even so, one of the best ways to ensure that your strategy meets as few impediments as possible is to plan for every possible contingency. While you’re commanding multiple capital ships and directing numerous starfighter squadrons, you don’t need additional surprises or distractions.

The nine custom dice in the Armada Dice Pack ensure that you’ll be ready for every eventuality. With its three blue, three black, and three red attack dice, you’ll focus less on rolling and more on finding the best possible shot.

Fully Armed and Operational
As your gunners take their stations, make sure your turbolaser batteries and your quad laser cannons are fully armed. With the Star Wars: Armada Dice Pack, you’ll have all the firepower you need to defeat any foe.

• Features a second set of nine Armada attack dice
• Streamlines gameplay, allowing you to focus on the battle at hand
• Easily replace dice lost from the Star Wars: Armada Core Set

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14.40 €
Star Wars Armada: Galactic Republic Fleet
Star Wars Armada: Galactic Republic Fleet

War! The threat of the Separatist Alliance is spreading, leaving plundered worlds and petty tyrants in its wake. To counter this menace, the Galactic Republic has mobilized its fleets, meeting the Separatists in epic clashes among the stars. Guided by the ideals of the Republic, the ancient Jedi Order and legions of clone troopers manning these ships fight to bring a swift end to the chaos of the Clone Wars and restore peace to the galaxy.

Featuring three highly-detailed, pre-painted capital ships, two commanders, and 12 starfighter squadrons between them, these expansions include everything you need to begin building your Galactic Republic fleet and play out the battles that will decide the fate of the Star Wars galaxy. Additionally, players will also find all the essential components needed for one player to learn the game, making this the perfect entry point for new players or veterans looking to experiment with new ships.

Galactic Republic Fleet Starter
As great armadas clash in battles across many systems, the final fate of the Galactic Republic will be decided by massive capital ships and the vast number of starfighters they unleash. Legendary Jedi Knights led these fleets and their elite clone forces against the Separatist menace. The Galactic Republic Fleet Starter is your entry point to the epic space battles of the Clone Wars.

This set lays the foundation for your Republic fleets by putting you in command of a mighty Acclamator-class Assault ship and two powerful Consular-class Cruiser miniatures. Each of these ships can be deployed in one of two variants, giving you the freedom to fine-tune your fleet’s firepower. Though these ships are often outnumbered by seemingly endless Separatist fleets crewed by battle droids, they are never outmatched. Twenty upgrade cards see champions of the Republic like Bail Organa step forward to boost your fleets while the crews of ships like the Implacable are ready to sacrifice themselves for others.

Meanwhile, four squadrons of brave clone troopers launch into battle in the V-19 Torrent, ready to defend the fleet from swarms of Separatist droid fighters. Ideal light escorts, two squadron cards give you the freedom field a generic squad of V-19s or use the skills of elite Blue Squadron pilot “Axe.”

No matter how you decide to outfit your fleet, the Galactic Republic Fleet Starter is an excellent place to begin your Star Wars: Armada journey. You’ll find all the components necessary to begin playing within this set, including nine attack dice, 10 command dials, eight speed dials, 12 objective cards, six obstacle tokens, a range ruler, and a maneuver tool.

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130.60 €
Star Wars Armada: Gladiator-class Star Destroyer Expansion Pack
Star Wars Armada: Gladiator-class Star Destroyer Expansion Pack

Originally designed as an escort for larger Star Destroyers, the smaller Gladiator-class Star Destroyer measures roughly five-hundred meters and proved most effective as a long-range patrol ship deployed to the fringes of the galaxy. There, its brutal armament of turbolasers, concussion missiles, laser cannons, and TIE squadrons allowed it to quickly subjugate any local opposition to the Galactic Empire.

The Gladiator-class Star Destroyer Expansion Pack for Star Wars: Armada introduces one detailed and pre-painted miniature that the expansion’s two ship cards allow you to add to your fleet as either a Gladiator I or Gladiator II. You’ll also find all the command dials and tokens that you need to bring your Star Destroyer to battle, along with ten upgrade cards that can enhance its attacks, allow it to move between attacks, and improve its accuracy.

Less powerful and less resilient than the Victory-class, the Gladiator-class Star Destroyer is also less expensive, costing either fifty-six fleet points for the Gladiator I or sixty-two fleet points for the Gladiator II.

And while it’s not as powerful as the Victory-class, the Gladiator-class – in many ways – features a better balance of strengths. Instead of the Victory’s six forward-facing attack dice, the Gladiator features four, but it can also fire four dice from both its left and right hull zones, as opposed to the three dice that the Victory fires from its sides.

Simultaneously, the Gladiator trades away one of the Victory’s redirect tokens for an evade token, reducing its ability to rely upon its shields for protection, but increasing its ability to evade attacks at long range.

Perhaps more importantly, the Gladiator is a faster and nimbler ship, with a maximum speed of “3” – as opposed to the Victory’s maximum speed of “2” – and a command rating of “2.” The reduced command, of course, limits the number of tokens your Gladiator-class Star Destroyer can store, but it also means that you’ll be able to react more swiftly to your opponent’s tactics.

Its increased maximum speed is also important because the Gladiator features no medium-range blue attack dice. Instead, it features a hefty dose of potent, close-range black dice, so any admiral fielding a Gladiator-class Star Destroyer will want to find a way to race it into position to fire as quickly as possible.

One of those ways may be to take advantage of the upgrades and titles that appear in the expansion. Engine Techs nearly double the efficiency of your navigation commands, and though the Demolisher title doesn’t directly add to your ship’s speed, by allowing your Gladiator-class to fire after moving, it greatly increases your ability to get into position to fire at the target of your choice as early as possible.

Likewise, by increasing the range of your black attack dice from close to medium whenever you attack the rear hull zone of an enemy ship, the Insidious title also adds to your range and maneuverability. Moreover, if you happen to equip your Gladiator-class with Expanded Launchers, you could fire as many as four of those black dice at medium-range.

Finally, the Gladiator-class Star Destroyer Expansion Pack comes with a commander upgrade of its own, Admiral Screed, who presents an interesting alternative for Grand Moff Tarkin or Admiral Motti.

The fact that you can use Admiral Screed’s ability once per activation means that you can apply it to each capital ship in your fleet. However, activating it requires the sacrifice of one of your attack dice. In the case where you roll two blanks, the decision to sacrifice one of them to turn the other into a critical result is a relative no-brainer, but those situations should be relatively rare. The blue attack die has no blank faces, and the red and black attack dice have only two blank faces each.

In certain situations, you might even elect to give up the raw number of damage cards that you force onto your opponent’s hull in order to turn the first two of them faceup with the XX-9 Turbolasers found in the Victory-class Star Destroyer Expansion Pack.

This is not a complete game experience. A copy of the Star Wars: Armada Core Set is required to play.

• An Imperial starship expansion for the Star Wars: Armada miniatures game
• Features one pre-painted Gladiator-class Star Destroyer miniature
• Two ship cards allow you to outfit your Star Destroyer as a Gladiator I or Gladiator II
• Ten upgrade cards allow you to enhance your ship’s attacks, move it between attacks, and improve its accuracy
• Comes with all requisite tokens and command dials

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36.00 €
Star Wars Armada: Hammerhead Corvettes Expansion Pack
Star Wars Armada: Hammerhead Corvettes Expansion Pack

Named for its distinctive silhouette, the Hammerhead corvette features a durable design that has kept the ship relevant for centuries. While the Hammerhead is officially classed as a transport, its potent engines, sturdy frame, and heavy armament also serve it well in combat. Often fielded in groups by the Rebellion, Hammerheads are agile and responsive enough to lend themselves to formation tactics and mutual support roles within a larger fleet.

You'll be able to explore some of these formation tactics in Armada with even just one Hammerhead Corvettes Expansion Pack. Along with its two pairs of ship cards and a full complement of fourteen upgrade cards, the expansion introduces two pre-painted, small-base Hammerhead corvette miniatures.

Just like the Quasar Fire-class cruiser-carrier, these ships can use their dual-slotted Weapons Team / Offensive Retrofit upgrades to punch above their weight. And as you might expect from a ship that Rogue One featured in a head-on collision with a Star Destroyer, the Hammerhead corvette fits perfectly into a no-holds-barred, frontal assault. Its forward battery armament of three dice can be bolstered at close range with the missiles from its External Racks, and then if your Hammerhead bears the Garel's Honor Title upgrade, it can deal a faceup damage when it slams into its enemy.

Given how crippling the critical hits in Armada can be, the Garel's Honor may quickly become one of your most-feared small-base ships, especially if it can flip additional damage cards faceup through the efforts of your Boarding Engineers.

• A Rebel starship expansion pack for the popular Star Wars: Armada miniatures game
• Features two pre-painted, small-base Hammerhead corvette miniatures
• Two ship cards and fourteen upgrades permit a new focus on closerange combat
• Offers clever fleet admirals access to new formation tactics
• Comes with all the dials, plastic, and tokens needed to bring the Hammerhead corvettes to battle

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62.70 €
Star Wars Armada: Home One Expansion Pack
Star Wars Armada: Home One Expansion Pack

Admiral Ackbar and his flagship star cruiser, Home One, arrive to Armada in the Home One Expansion Pack. Featuring one large-size, pre-painted miniature MC80 star cruiser, two ship cards, three command dials, and fourteen upgrades, the Home One Expansion Pack gives the Rebel Alliance a ship that can trade blow for blow with nearly any Imperial vessel.

You’ll find one large-size, pre-painted miniature MC80 star cruiser, two ship cards, three command dials, and fourteen upgrades. Altogether, the Home One Expansion Pack gives the Rebel Alliance a ship that boasts battery armaments of six dice from both its left and right hull zones, making it capable of trading blow for blow with nearly any Imperial vessel. Empower a whole new set of tactics in your battles for galactic freedom!

Boasting battery armaments of six dice from both its left and right hull zones, the MC80 star cruiser is as hard-hitting as a Victory-class Star Destroyer and the Rebellion's best answer to the Imperial-class Star Destroyer. Better yet, this Mon Calamari starship is even more powerful when flown under the command of Admiral Ackbar, who can add two red attack dice to any attack made by a starship that fires only from its left and right hull zones during its activation.

Will you race your star cruiser boldly down the middle of the Imperial fleet, firing at enemy ships on both sides? Will you dare your opponent to allow you the use of the Advanced Gunnery objective? Or will you circle the Imperial fleet at a distance, taking shots from a battery armament enhanced by Admiral Ackbar, Slaved Turrets, and the Defiance title? No matter how you bring it to battle, the MC80 star cruiser gives you the muscle to employ a whole new set of tactics in your battles for galactic freedom.

• A Rebel starship expansion for the Star Wars: Armada miniatures game
• Features one large-base, pre-painted Home One-class MC80 star cruiser miniature
• Lead your Rebel fleet with Admiral Ackbar and the Home One
• Adds unprecedented firepower and resilience to your Rebel fleet
• Includes fourteen upgrades, plus all requisite command dials and tokens

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62.00 €

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