“Odd Ball”

Rulesets
Expansions
Republic Fighter Squadrons (SWM36)
Card text
While attacking, if you moved during this activation, you may reroll up to 2 dice.
Bomber. (While attacking a ship, each of your icons adds 1 damage to the damage total and you can resolve a critical effect.)
Counter 1. (After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 1 blue die, even if you are destroyed.)
Properties
| Faction | Republic |
|---|---|
| Unique | Yes |
| Type | ARC-170 Starfighter Squadron |
| Speed | 2 |
| Hull | 7 |
| Anti-squadron Armament | |
| Armament | |
| Keywords | |
| Defense Tokens | |
| Points | 20 |
Timing
This Squadron Card may be resolved during the “Resolve Attack Effects” step.
Squadron Interactions
“This activation” may refer to either this squadron’s own activation and/or the activation of a ship commanding this Squadron through a squadron command.
This Squadron may trigger its ability when being moved via Fighter Coordination Team and then being activated via squadron command and Flight Commander, as both movement and attack are within a single ship’s activation.
This also applies to an attack by this Squadron triggered by Ahsoka Tano (Squadron) – as long as this Squadron moved before attacking and both squadron activations occurred during the same ship activation.
However if this Squadron moved during the squadron phase, and Ahsoka Tano (Squadron) then moved during her movement in the squadron phase, these are two separate activations not encompassed by a ship’s activation and would not trigger this Squadron’s effect.