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		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Confederacy_of_Independent_Systems&amp;diff=568848</id>
		<title>X-Wing/Tactics/Confederacy of Independent Systems</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Confederacy_of_Independent_Systems&amp;diff=568848"/>
		<updated>2020-02-26T04:32:00Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9831:5900:0:0:0:C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Consider the lives of your crew.&amp;quot;&#039;&#039; -Commander Needa&lt;br /&gt;
:&#039;&#039;&amp;quot;Why should I?&amp;quot;&#039;&#039; -General Grievous&lt;br /&gt;
&lt;br /&gt;
In a meta dominated by Rebels and Empire, the Separatists have begun to eke their way into the upper echelons of competition. With cheap droids, a decent fighter and a potent large base ship, the CIS is one of the more rewarding factions for those who are willing to invest in it. &lt;br /&gt;
&lt;br /&gt;
=Why play the Confederacy of Independent Systems=&lt;br /&gt;
The other side of the Clone Wars, the Confederacy of Independent systems (CIS) went to war with a massive army of droids that they intended to use to bludgeon the Republic into submission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*SWARMS&lt;br /&gt;
*Relays are unique upgrades to increase the effectiveness of your ships&lt;br /&gt;
*Most ships have an ability even without a unique pilot&lt;br /&gt;
*Very, very cheap ships that even have missiles, more than what the basic TIE can say&lt;br /&gt;
*A lot of unique upgrades and munitions such as buzz droids or Energy shells&lt;br /&gt;
*Many internal synergy options&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Most ships are droids, and use Calculate which just is not as good as Focus, requiring special abilities to get the most out of it&lt;br /&gt;
*Few stand out damage dealers, requiring internship team work or buffs&lt;br /&gt;
*Due to mostly being droids few ships have talent slots.&lt;br /&gt;
*You only have one ship with a crew slot.&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
&lt;br /&gt;
==Tactical Relay==&lt;br /&gt;
Not a ship, but a central pillar of the CIS deserving of its own section. You can only bring one of these and whichever ship you attach it to is the de facto squad leader.&lt;br /&gt;
*&#039;&#039;&#039;Kraken:&#039;&#039;&#039; Allows 3 friendly ships at Range 0-3 to retain their Calculate tokens. Expensive, but it makes Vulture Fighters somewhat formidable.&lt;br /&gt;
*&#039;&#039;&#039;[[/tv/|TV]]-94:&#039;&#039;&#039; Allows Range 0-3 friendlies spend Calculate to add a hit result to attacks in bullseye arc with 2 or fewer attack dice. If you happen to be fielding 8 Vulture or are playing an Epic match, you&#039;re bound to have frequent enough range 2-3 bullseye shots to see some real benefit, otherwise pass.&lt;br /&gt;
*&#039;&#039;&#039;K2-B4:&#039;&#039;&#039; Range 0-3 friendlies can spend Calculate when defending to force the attacker to add an Evade unless the attack chooses to become Strained. K2 certainly makes Droid fighters more annoying to kill.&lt;br /&gt;
*&#039;&#039;&#039;TA-175:&#039;&#039;&#039; When a Range 0-3 friendly Droid fighter is destroyed, all other Droid fighters in Range get a Calculate token. This obviously works best with a lot of low initiative Droids. Feethan Ottraw Autopilot is the natural carrier for TA.&lt;br /&gt;
&lt;br /&gt;
==Vulture-class Droid Fighter==&lt;br /&gt;
[[GEQ|A ship that&#039;s actually on par with a TIE/ln statwise]].&lt;br /&gt;
Cheap, janky and with only two agility, Vulture droids require tactical creativity to use to their fullest. &lt;br /&gt;
*Networked Calculations allow Vulture Droids to spend each others&#039; Calculate tokens for the normal effect of changing one eye result when attacking/defending.&lt;br /&gt;
*Grappling Struts are an interesting configuration that allow you to dock with asteroids/debris and act as a stationary turret.&lt;br /&gt;
*Energy Shell Charges provide a significant (and cost effective) boost to their overall firepower, the only issue is that they have one charge and need to spend an action to reload it.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Trade Federation Drone:&#039;&#039;&#039; Academy Pilot has finally been dethroned as the cheapest deployment in the game. Seriously, you can stick ten of these guys in a squad. Is that a good idea? Maybe. Lanchester&#039;s square says Yes, trying to fiddle with ten dials without annoying your opponent say no.&lt;br /&gt;
*&#039;&#039;&#039;Separatist Drone:&#039;&#039;&#039; Like the Trade Federation Drone, but higher cost and init. No Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;DFS-311:&#039;&#039;&#039; A Scouting Drone with Init 1. When Engagement starts, you can give one of your calculate tokens a range 0-3 friendly ship.&lt;br /&gt;
*&#039;&#039;&#039;DFS-081:&#039;&#039;&#039; Programmed for Preservation. When a friendly ship range 0-1 defends, it can spend a calculate token to turn all crits into hits. Only worth taking if Kraken is in your squad. Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Haor Chall Prototype:&#039;&#039;&#039; A semi-limited ship. You can have up to two in your squad. When a ship in your bullseye within range 2 declares an attack on another friendly ship, you can perform a calculate or target lock action.&lt;br /&gt;
*&#039;&#039;&#039;Precise Hunter:&#039;&#039;&#039; You can have up to three Precise Hunters in your squad. You can reroll a blank result when attacking someone in your bullseye.&lt;br /&gt;
&lt;br /&gt;
==Belbullab-22 Starfighter==&lt;br /&gt;
Seen only once when Grievous was trying to run from Obi-Wan, the Belbullab is the Confederate [[MEQ]] and is an overall decent ship with one glaring weakness: its best pilot is only PS4. This more or less puts it at a distinct disadvantage in any one on one dogfight, but with every pilot (besides the generics and Grievous) has an ability that plays off its droid wingmates, this makes it more of a support/dps hybrid. &lt;br /&gt;
*Impervium Plating allows you to spend one of two charges to discard an incoming &#039;&#039;Ship&#039;&#039; crit card. It can almost be thought of as having two additional shields. It&#039;s awesome.&lt;br /&gt;
*General Grievous&#039;s &#039;&#039;Soulless One&#039;&#039; title is pricey, but does wonders for your survivability. When a ship outside your firing arc attacks you, you can reroll a defense die. On top of that, 2 additional hull.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Feethan Ottraw Autopilot:&#039;&#039;&#039; The cheapest pilot, and the only Belbullab pilot that is a droid. A fair amount cheaper than the Skakoan Ace. The one thing it has over the rest of the Belbullab pilots, except the price which is it self a selling point, is the many opportunities for synergy the CIS has for the Calculate action.&lt;br /&gt;
*&#039;&#039;&#039;Skakoan Ace:&#039;&#039;&#039; Elite generic, Init 3, notable for being one of the few generic options for a talent upgrade the CIS have, the only other option being the various Nantex fighters.&lt;br /&gt;
*&#039;&#039;&#039;Captain Sear:&#039;&#039;&#039; A CIS [[Reasonable Marine]] who simply believed the Galactic Republic was counterproductive to liberty. Init 2. When a friendly ship range 0-3 attacks a ship in its bullseye arc, that friendly ship can spend a calculate token to cancel an evade result.&lt;br /&gt;
*&#039;&#039;&#039;Wat Tambor:&#039;&#039;&#039; The Techno Union foreman that [[That Guy|cost the CIS a shoo-in victory when he delayed his part of the plan so he could loot the city]]. He works well around droids, at least, as he gets to reroll 1 attack die for each calculating friendly ship range 1 from the defender.&lt;br /&gt;
*&#039;&#039;&#039;General Grievous:&#039;&#039;&#039; A [[Original character, do not steal|cybernetic killer of Jedi with respiratory problems and a tendency to execute underlings that annoy him]]. He was actually pretty scary in the OG &#039;&#039;Clone Wars&#039;&#039; cartoon, but got [[Nerf|nerfed]] for &#039;&#039;Revenge of the Sith&#039;&#039; and CG &#039;&#039;The Clone Wars&#039;&#039;, but still assuredly TRAINED IN YOUR JEDI ARTS BY COUNT DOOKU. Init 4. When you attack from outside the defender&#039;s firing arc, you can reroll up to 2 attack dice. This nicely represents his affinity for attacking enemies that are vulnerable, and equipping &#039;&#039;Soulless One&#039;&#039; represents the zero fucks he gives about his personal safety in the process.&lt;br /&gt;
**General Grievous as a crew has a non-recurring Surge that can be spent to cancel an incoming hit or crit if there are at least two remaining after the Neutralize Results step. His Surge is recovered when a friendly ship is destroyed. He&#039;s pretty good at protecting one important ship since you&#039;re going to lose Vulture Droids anyway.&lt;br /&gt;
&lt;br /&gt;
==Hyena-class Droid Bomber==&lt;br /&gt;
&lt;br /&gt;
A very interesting ship whose upgrade slots vary rather wildly from pilot to pilot. The only slots they all have are Mod and Configuration, the latter of which would be used for Landing Struts. Hyenas have 5 hull, very light for any sort of ordnance carrier, but it has red reload and Networked Calculations. Except DBS-32C. He has red jam instead of red reload.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Techno Union Bomber:&#039;&#039;&#039; Init 1 generic with 1 torp, missile, and bomb slot each. This guy would be part of your Vulture swarm.&lt;br /&gt;
*&#039;&#039;&#039;Separatist Bomber:&#039;&#039;&#039; Like the Techno Union Bomber, but with Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Baktoid Prototype:&#039;&#039;&#039; An Init 1 Limited 2 pilot with Sensor and 2 Missile slots, so he can bring Barrage Rockets or Diamond-Boron Missiles. If a networked droid has locked onto a target, you can ignore a missile&#039;s token requirement. Notable this can let it shoot weapons that need focus to launch, something a drone can normally not use, lacking focus instead of calculate. Definitely a good idea to bring Passive Sensors or DBS-32C to compensate for the low initiative.&lt;br /&gt;
*&#039;&#039;&#039;Bombardment Drone:&#039;&#039;&#039; Init 3, Limited 3. Sensor and 2 Bomb slots. When dropping a device, you can choose to launch it instead, using the same template. The double bomb slots mean you can bring Bomblet Generator, but it&#039;s way better to have Proximity Mines and Delayed Fuses because [[Lulz|sometimes, it&#039;s really good to be able to push a mine forward, fly through it, and leave some higher initiative chump to detonate it]].&lt;br /&gt;
*&#039;&#039;&#039;DBS-32C:&#039;&#039;&#039; Many &amp;quot;Roger Rogers&amp;quot; will be said with this Droid Control Signal Relay around. He can bring a Tactical Relay and Sensor Upgrade. At the start of Engagement, he can spend a Calculate to Coordinate a networked droid. If there was ever a droid to put Landing Struts on, 32C is the one.&lt;br /&gt;
*&#039;&#039;&#039;DBS-[[Yotsuba|404]]:&#039;&#039;&#039; An Init 4 unique who can perform primary attacks at Range 0, but when performing &#039;&#039;any&#039;&#039; attack at Range 0-1, you roll an extra attack die and then suffer a crit. For those keeping track that stacks with normal range one bonus for FOUR attack at range 1. 404 appears to be very much a [[Leeroy Jenkins]] fighter, and he most definitely is if you bring APT, but it can also serve as a handy bit of insurance with longer range munitions. A notable one might be cluster missiles because if both targets are in range one that lets him throw out &#039;&#039;&#039;8&#039;&#039;&#039; dice in one turn, against two targets mind you but that&#039;s still a lot of Dakka. Just because Little Orphan Annie closed the gap does NOT mean he is safe from having his face chewed off by this crazy fucker.  Also, has Missile, Torp, and Bomb slots. And before you ask: no 404 does not play nice with 081, DFS-081: only helps when you take a crit when you defend not from an ability like 404, as thematic as 404 &#039;preservation programing not found&#039; working with &#039;Programmed for Preservation&#039; 081.&lt;br /&gt;
&lt;br /&gt;
==Sith Infiltrator==&lt;br /&gt;
&lt;br /&gt;
The first large base prequel ship, it has a great dial, poor agility, Force tokens and the option to take a cloak. &lt;br /&gt;
*It&#039;s actually pretty customizable, with slots for a torp, cannon, bomb, two crew and a special &amp;quot;Tactical Relay&amp;quot; which is a CIS specific crew slot (basically a Confederate Astromech). Just be warned, this ship is a bit of a [[DISTRACTION CARNIFEX]] so unless it&#039;s necessary for your list to have it, it might be better to save the points for a bid instead. At the same time &amp;quot;DISTRACTION CARNIFEX&amp;quot; can be a legitimate tactic and with the ability to cloak due to the title, it might let you tank a lot of damage.&lt;br /&gt;
*The &amp;quot;Scimitar&amp;quot; title lets you take a stress to cloak and adds a Jam to your action bar. It also gives you the ability to give any enemy in your Bullseye arc a Jam token automatically when you de-cloak. &lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Dark Courier:&#039;&#039;&#039; a PS2 generic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Meme|O-66]]:&#039;&#039;&#039; A PS3 droid that trades a Focus for a Calculate and can use Calculate tokens to perform actions after defending. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Count Dooku:&#039;&#039;&#039; An elegant, charismatic, gentlemanly Sith lord and master fencer who had dreams of liberating the galaxy from Republic control. A PS4 who can use the force to delete blue or red tokens (but only after defending and has an enemy in his arc) and can also spend a Force token to perform an action if he successfully hits someone. The &#039;&#039;Scimitar&#039;&#039; upgrade is must, as you can drop your cloak after being shot at, fire your own weapon, and then immediately recloak.&lt;br /&gt;
**Dooku as a crew is worth bringing for the card art alone, but his ability has the highest [[troll]] potential of anything in the game. Before a range 0-2 ship rolls dice, you can spend your Force point (assuming it&#039;s full) to name a result. If the named result doesn&#039;t appear in the roll, the person who rolled must change one die to that named result. There&#039;s the obvious use of fucking with attack and defense rolls, but his ability can be applied to &#039;&#039;any&#039;&#039; dice roll, including obstacle collisions, Console Fire, Wounded Pilot, Illicit Cloaking Device, or just preventing your remote from getting roadkilled. If an enemy ship runs through a debris field, Dooku can guarantee they take the crit as long as he&#039;s close enough. Generally, his ability is better used when there are fewer dice being rolled, as he&#039;s more likely to actually affect the outcome. Just don&#039;t [[Derp|put him a ship with another Force user]] or you&#039;ll never be able to use the ability.&lt;br /&gt;
*&#039;&#039;&#039;[[Edgy|Darth Maul]]:&#039;&#039;&#039; Before he took a lightsaber to his kidney(s), Maul was a PS5 pilot who could drop two Force tokens to make a bonus attack against a second target or the same target if he missed the first time. Overall a pretty cool guy who had a lot going for him.&lt;br /&gt;
&lt;br /&gt;
==Nantex-Class Starfighter==&lt;br /&gt;
&lt;br /&gt;
The Geonosian Nantex has a small base, a turret, and a bullseye only arc. The built-in Pinpoint Tractor Array allows it to tractor itself to rotate its turret in any direction except the rear, and [[RAW]] says it can do this even after a collision. On a normal maneuver, it can effectively boost/barrel-roll, rotate, AND focus in one round, all at the cost of one agility if you don&#039;t pull off an Ensnare (More on that in a minute). On the flipside, you &#039;&#039;must&#039;&#039; rotate your turret a different direction in order to get the movement benefit of tractoring, and the Nantex has the aforementioned, only bullseye arc so it needs it&#039;s agility to even get on target.&lt;br /&gt;
*Like the A-Wing, Nantex rookies have a Talent slot and aces have two.&lt;br /&gt;
*Ensnare is the go-to talent for high init pilots. At the end of Activation Phase, it allows you to transfer a tractor token to another ship (Hostile or friendly) range 0-1 inside your turret arc. You can do this even after bumping, which caused an outpouring of [[rage]].&lt;br /&gt;
*Gravitic Deflection is another Nantex-exclusive Talent that allows one defense die to be rerolled per tractored ship in the firing arc. If you&#039;re flying a Geonosian swarm, the choice is obvious.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Stalgasin Hive Guard:&#039;&#039;&#039; Init 3 generic. Nantex fighters rely on high initiative more than most other ships, so it&#039;s no surprise that the initiative curve would resemble that of the TIE Phantom.&lt;br /&gt;
*&#039;&#039;&#039;Petranaki Arena Ace:&#039;&#039;&#039; You saw these dudes zipping around near the end of &#039;&#039;Attack of the Clones&#039;&#039;. Init 4 elite generic.&lt;br /&gt;
*&#039;&#039;&#039;Gorgol:&#039;&#039;&#039; FFG dug deep to find this guy who appeared in one comic in 2010. Gorgol has a crippling init of 2. His saving grace is the interesting ability to disarm himself in Systems Phase to tractor a friendly ship range 1-2 and then repair a faceup Ship crit card. No arc requirements. His engineering background translates to being the only Nantex pilot with a Mod slot, afterburners should be considered to try and get the bullseye weapon on target.&lt;br /&gt;
*&#039;&#039;&#039;Chertek:&#039;&#039;&#039; Init 4 ace, can reroll 2 attack dice when shooting a tractored ship. Ensnare is mandatory.&lt;br /&gt;
*&#039;&#039;&#039;Berwer Kret:&#039;&#039;&#039; A Hive Guard Captain who works well with droid allies. When he performs an attack that hits, any and all friendly droid fighters may perform a red calculate action. Not a bad choice if you need to bring a Tactical Relay that isn&#039;t Kraken, even though blue maneuvers on CIS droid fighters tend to be on the janky side.&lt;br /&gt;
*&#039;&#039;&#039;Sun Fac:&#039;&#039;&#039; The ultimate Nantex ace, despite canonically being killed by ground troops mere seconds after taking off, though in his defense it was [[Hellblaster|Delta Squad]]. Gets an extra attack die when shooting at a tractored ship. Ensnare is once again essential, as you can tractor-roll yourself, then tractor-roll a victim into your bullseye arc, who will then have to [[Anal Circumference|contend with at least 5 attack dice while losing a defense die from the tractor token]]. Be warned that Sun Fac with Ensnare is EXPENSIVE and the numerous cries of [[NPE]] will keep it that way.&lt;br /&gt;
&lt;br /&gt;
==C-ROC Cruiser==&lt;br /&gt;
&lt;br /&gt;
==HMP Droid Gunship==&lt;br /&gt;
A ship stated to be capable of strafing runs. Information is scarce, but from the preview, it has a 180° firing arc, 2 attack, 1 agility, 5 hull, 3 shields. The Networked Aim ship ability prevents an HMP from spending its target locks on rerolls, but can reroll one die per allied lock on the defender.&lt;br /&gt;
&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&gt;
[[Category:Star Wars]]&lt;br /&gt;
[[Category:Star Wars X-Wing]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9831:5900:0:0:0:C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Confederacy_of_Independent_Systems&amp;diff=568847</id>
		<title>X-Wing/Tactics/Confederacy of Independent Systems</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Confederacy_of_Independent_Systems&amp;diff=568847"/>
		<updated>2020-02-26T04:30:40Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9831:5900:0:0:0:C: Updated headers format, started HMP Droid Gunship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Consider the lives of your crew.&amp;quot;&#039;&#039; -Commander Needa&lt;br /&gt;
:&#039;&#039;&amp;quot;Why should I?&amp;quot;&#039;&#039; -General Grievous&lt;br /&gt;
&lt;br /&gt;
In a meta dominated by Rebels and Empire, the Separatists have begun to eke their way into the upper echelons of competition. With cheap droids, a decent fighter and a potent large base ship, the CIS is one of the more rewarding factions for those who are willing to invest in it. &lt;br /&gt;
&lt;br /&gt;
=Why play the Confederacy of Independent Systems=&lt;br /&gt;
The other side of the Clone Wars, the Confederacy of Independent systems (CIS) went to war with a massive army of droids that they intended to use to bludgeon the Republic into submission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*SWARMS&lt;br /&gt;
*Relays are unique upgrades to increase the effectiveness of your ships&lt;br /&gt;
*Most ships have an ability even without a unique pilot&lt;br /&gt;
*Very, very cheap ships that even have missiles, more than what the basic TIE can say&lt;br /&gt;
*A lot of unique upgrades and munitions such as buzz droids or Energy shells&lt;br /&gt;
*Many internal synergy options&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Most ships are droids, and use Calculate which just is not as good as Focus, requiring special abilities to get the most out of it&lt;br /&gt;
*Few stand out damage dealers, requiring internship team work or buffs&lt;br /&gt;
*Due to mostly being droids few ships have talent slots.&lt;br /&gt;
*You only have one ship with a crew slot.&lt;br /&gt;
&lt;br /&gt;
==Tactical Relay==&lt;br /&gt;
Not a ship, but a central pillar of the CIS deserving of its own section. You can only bring one of these and whichever ship you attach it to is the de facto squad leader.&lt;br /&gt;
*&#039;&#039;&#039;Kraken:&#039;&#039;&#039; Allows 3 friendly ships at Range 0-3 to retain their Calculate tokens. Expensive, but it makes Vulture Fighters somewhat formidable.&lt;br /&gt;
*&#039;&#039;&#039;[[/tv/|TV]]-94:&#039;&#039;&#039; Allows Range 0-3 friendlies spend Calculate to add a hit result to attacks in bullseye arc with 2 or fewer attack dice. If you happen to be fielding 8 Vulture or are playing an Epic match, you&#039;re bound to have frequent enough range 2-3 bullseye shots to see some real benefit, otherwise pass.&lt;br /&gt;
*&#039;&#039;&#039;K2-B4:&#039;&#039;&#039; Range 0-3 friendlies can spend Calculate when defending to force the attacker to add an Evade unless the attack chooses to become Strained. K2 certainly makes Droid fighters more annoying to kill.&lt;br /&gt;
*&#039;&#039;&#039;TA-175:&#039;&#039;&#039; When a Range 0-3 friendly Droid fighter is destroyed, all other Droid fighters in Range get a Calculate token. This obviously works best with a lot of low initiative Droids. Feethan Ottraw Autopilot is the natural carrier for TA.&lt;br /&gt;
&lt;br /&gt;
==Vulture-class Droid Fighter==&lt;br /&gt;
[[GEQ|A ship that&#039;s actually on par with a TIE/ln statwise]].&lt;br /&gt;
Cheap, janky and with only two agility, Vulture droids require tactical creativity to use to their fullest. &lt;br /&gt;
*Networked Calculations allow Vulture Droids to spend each others&#039; Calculate tokens for the normal effect of changing one eye result when attacking/defending.&lt;br /&gt;
*Grappling Struts are an interesting configuration that allow you to dock with asteroids/debris and act as a stationary turret.&lt;br /&gt;
*Energy Shell Charges provide a significant (and cost effective) boost to their overall firepower, the only issue is that they have one charge and need to spend an action to reload it.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Trade Federation Drone:&#039;&#039;&#039; Academy Pilot has finally been dethroned as the cheapest deployment in the game. Seriously, you can stick ten of these guys in a squad. Is that a good idea? Maybe. Lanchester&#039;s square says Yes, trying to fiddle with ten dials without annoying your opponent say no.&lt;br /&gt;
*&#039;&#039;&#039;Separatist Drone:&#039;&#039;&#039; Like the Trade Federation Drone, but higher cost and init. No Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;DFS-311:&#039;&#039;&#039; A Scouting Drone with Init 1. When Engagement starts, you can give one of your calculate tokens a range 0-3 friendly ship.&lt;br /&gt;
*&#039;&#039;&#039;DFS-081:&#039;&#039;&#039; Programmed for Preservation. When a friendly ship range 0-1 defends, it can spend a calculate token to turn all crits into hits. Only worth taking if Kraken is in your squad. Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Haor Chall Prototype:&#039;&#039;&#039; A semi-limited ship. You can have up to two in your squad. When a ship in your bullseye within range 2 declares an attack on another friendly ship, you can perform a calculate or target lock action.&lt;br /&gt;
*&#039;&#039;&#039;Precise Hunter:&#039;&#039;&#039; You can have up to three Precise Hunters in your squad. You can reroll a blank result when attacking someone in your bullseye.&lt;br /&gt;
&lt;br /&gt;
==Belbullab-22 Starfighter==&lt;br /&gt;
Seen only once when Grievous was trying to run from Obi-Wan, the Belbullab is the Confederate [[MEQ]] and is an overall decent ship with one glaring weakness: its best pilot is only PS4. This more or less puts it at a distinct disadvantage in any one on one dogfight, but with every pilot (besides the generics and Grievous) has an ability that plays off its droid wingmates, this makes it more of a support/dps hybrid. &lt;br /&gt;
*Impervium Plating allows you to spend one of two charges to discard an incoming &#039;&#039;Ship&#039;&#039; crit card. It can almost be thought of as having two additional shields. It&#039;s awesome.&lt;br /&gt;
*General Grievous&#039;s &#039;&#039;Soulless One&#039;&#039; title is pricey, but does wonders for your survivability. When a ship outside your firing arc attacks you, you can reroll a defense die. On top of that, 2 additional hull.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Feethan Ottraw Autopilot:&#039;&#039;&#039; The cheapest pilot, and the only Belbullab pilot that is a droid. A fair amount cheaper than the Skakoan Ace. The one thing it has over the rest of the Belbullab pilots, except the price which is it self a selling point, is the many opportunities for synergy the CIS has for the Calculate action.&lt;br /&gt;
*&#039;&#039;&#039;Skakoan Ace:&#039;&#039;&#039; Elite generic, Init 3, notable for being one of the few generic options for a talent upgrade the CIS have, the only other option being the various Nantex fighters.&lt;br /&gt;
*&#039;&#039;&#039;Captain Sear:&#039;&#039;&#039; A CIS [[Reasonable Marine]] who simply believed the Galactic Republic was counterproductive to liberty. Init 2. When a friendly ship range 0-3 attacks a ship in its bullseye arc, that friendly ship can spend a calculate token to cancel an evade result.&lt;br /&gt;
*&#039;&#039;&#039;Wat Tambor:&#039;&#039;&#039; The Techno Union foreman that [[That Guy|cost the CIS a shoo-in victory when he delayed his part of the plan so he could loot the city]]. He works well around droids, at least, as he gets to reroll 1 attack die for each calculating friendly ship range 1 from the defender.&lt;br /&gt;
*&#039;&#039;&#039;General Grievous:&#039;&#039;&#039; A [[Original character, do not steal|cybernetic killer of Jedi with respiratory problems and a tendency to execute underlings that annoy him]]. He was actually pretty scary in the OG &#039;&#039;Clone Wars&#039;&#039; cartoon, but got [[Nerf|nerfed]] for &#039;&#039;Revenge of the Sith&#039;&#039; and CG &#039;&#039;The Clone Wars&#039;&#039;, but still assuredly TRAINED IN YOUR JEDI ARTS BY COUNT DOOKU. Init 4. When you attack from outside the defender&#039;s firing arc, you can reroll up to 2 attack dice. This nicely represents his affinity for attacking enemies that are vulnerable, and equipping &#039;&#039;Soulless One&#039;&#039; represents the zero fucks he gives about his personal safety in the process.&lt;br /&gt;
**General Grievous as a crew has a non-recurring Surge that can be spent to cancel an incoming hit or crit if there are at least two remaining after the Neutralize Results step. His Surge is recovered when a friendly ship is destroyed. He&#039;s pretty good at protecting one important ship since you&#039;re going to lose Vulture Droids anyway.&lt;br /&gt;
&lt;br /&gt;
==Hyena-class Droid Bomber==&lt;br /&gt;
&lt;br /&gt;
A very interesting ship whose upgrade slots vary rather wildly from pilot to pilot. The only slots they all have are Mod and Configuration, the latter of which would be used for Landing Struts. Hyenas have 5 hull, very light for any sort of ordnance carrier, but it has red reload and Networked Calculations. Except DBS-32C. He has red jam instead of red reload.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Techno Union Bomber:&#039;&#039;&#039; Init 1 generic with 1 torp, missile, and bomb slot each. This guy would be part of your Vulture swarm.&lt;br /&gt;
*&#039;&#039;&#039;Separatist Bomber:&#039;&#039;&#039; Like the Techno Union Bomber, but with Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Baktoid Prototype:&#039;&#039;&#039; An Init 1 Limited 2 pilot with Sensor and 2 Missile slots, so he can bring Barrage Rockets or Diamond-Boron Missiles. If a networked droid has locked onto a target, you can ignore a missile&#039;s token requirement. Notable this can let it shoot weapons that need focus to launch, something a drone can normally not use, lacking focus instead of calculate. Definitely a good idea to bring Passive Sensors or DBS-32C to compensate for the low initiative.&lt;br /&gt;
*&#039;&#039;&#039;Bombardment Drone:&#039;&#039;&#039; Init 3, Limited 3. Sensor and 2 Bomb slots. When dropping a device, you can choose to launch it instead, using the same template. The double bomb slots mean you can bring Bomblet Generator, but it&#039;s way better to have Proximity Mines and Delayed Fuses because [[Lulz|sometimes, it&#039;s really good to be able to push a mine forward, fly through it, and leave some higher initiative chump to detonate it]].&lt;br /&gt;
*&#039;&#039;&#039;DBS-32C:&#039;&#039;&#039; Many &amp;quot;Roger Rogers&amp;quot; will be said with this Droid Control Signal Relay around. He can bring a Tactical Relay and Sensor Upgrade. At the start of Engagement, he can spend a Calculate to Coordinate a networked droid. If there was ever a droid to put Landing Struts on, 32C is the one.&lt;br /&gt;
*&#039;&#039;&#039;DBS-[[Yotsuba|404]]:&#039;&#039;&#039; An Init 4 unique who can perform primary attacks at Range 0, but when performing &#039;&#039;any&#039;&#039; attack at Range 0-1, you roll an extra attack die and then suffer a crit. For those keeping track that stacks with normal range one bonus for FOUR attack at range 1. 404 appears to be very much a [[Leeroy Jenkins]] fighter, and he most definitely is if you bring APT, but it can also serve as a handy bit of insurance with longer range munitions. A notable one might be cluster missiles because if both targets are in range one that lets him throw out &#039;&#039;&#039;8&#039;&#039;&#039; dice in one turn, against two targets mind you but that&#039;s still a lot of Dakka. Just because Little Orphan Annie closed the gap does NOT mean he is safe from having his face chewed off by this crazy fucker.  Also, has Missile, Torp, and Bomb slots. And before you ask: no 404 does not play nice with 081, DFS-081: only helps when you take a crit when you defend not from an ability like 404, as thematic as 404 &#039;preservation programing not found&#039; working with &#039;Programmed for Preservation&#039; 081.&lt;br /&gt;
&lt;br /&gt;
==Sith Infiltrator==&lt;br /&gt;
&lt;br /&gt;
The first large base prequel ship, it has a great dial, poor agility, Force tokens and the option to take a cloak. &lt;br /&gt;
*It&#039;s actually pretty customizable, with slots for a torp, cannon, bomb, two crew and a special &amp;quot;Tactical Relay&amp;quot; which is a CIS specific crew slot (basically a Confederate Astromech). Just be warned, this ship is a bit of a [[DISTRACTION CARNIFEX]] so unless it&#039;s necessary for your list to have it, it might be better to save the points for a bid instead. At the same time &amp;quot;DISTRACTION CARNIFEX&amp;quot; can be a legitimate tactic and with the ability to cloak due to the title, it might let you tank a lot of damage.&lt;br /&gt;
*The &amp;quot;Scimitar&amp;quot; title lets you take a stress to cloak and adds a Jam to your action bar. It also gives you the ability to give any enemy in your Bullseye arc a Jam token automatically when you de-cloak. &lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Dark Courier:&#039;&#039;&#039; a PS2 generic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Meme|O-66]]:&#039;&#039;&#039; A PS3 droid that trades a Focus for a Calculate and can use Calculate tokens to perform actions after defending. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Count Dooku:&#039;&#039;&#039; An elegant, charismatic, gentlemanly Sith lord and master fencer who had dreams of liberating the galaxy from Republic control. A PS4 who can use the force to delete blue or red tokens (but only after defending and has an enemy in his arc) and can also spend a Force token to perform an action if he successfully hits someone. The &#039;&#039;Scimitar&#039;&#039; upgrade is must, as you can drop your cloak after being shot at, fire your own weapon, and then immediately recloak.&lt;br /&gt;
**Dooku as a crew is worth bringing for the card art alone, but his ability has the highest [[troll]] potential of anything in the game. Before a range 0-2 ship rolls dice, you can spend your Force point (assuming it&#039;s full) to name a result. If the named result doesn&#039;t appear in the roll, the person who rolled must change one die to that named result. There&#039;s the obvious use of fucking with attack and defense rolls, but his ability can be applied to &#039;&#039;any&#039;&#039; dice roll, including obstacle collisions, Console Fire, Wounded Pilot, Illicit Cloaking Device, or just preventing your remote from getting roadkilled. If an enemy ship runs through a debris field, Dooku can guarantee they take the crit as long as he&#039;s close enough. Generally, his ability is better used when there are fewer dice being rolled, as he&#039;s more likely to actually affect the outcome. Just don&#039;t [[Derp|put him a ship with another Force user]] or you&#039;ll never be able to use the ability.&lt;br /&gt;
*&#039;&#039;&#039;[[Edgy|Darth Maul]]:&#039;&#039;&#039; Before he took a lightsaber to his kidney(s), Maul was a PS5 pilot who could drop two Force tokens to make a bonus attack against a second target or the same target if he missed the first time. Overall a pretty cool guy who had a lot going for him.&lt;br /&gt;
&lt;br /&gt;
==Nantex-Class Starfighter==&lt;br /&gt;
&lt;br /&gt;
The Geonosian Nantex has a small base, a turret, and a bullseye only arc. The built-in Pinpoint Tractor Array allows it to tractor itself to rotate its turret in any direction except the rear, and [[RAW]] says it can do this even after a collision. On a normal maneuver, it can effectively boost/barrel-roll, rotate, AND focus in one round, all at the cost of one agility if you don&#039;t pull off an Ensnare (More on that in a minute). On the flipside, you &#039;&#039;must&#039;&#039; rotate your turret a different direction in order to get the movement benefit of tractoring, and the Nantex has the aforementioned, only bullseye arc so it needs it&#039;s agility to even get on target.&lt;br /&gt;
*Like the A-Wing, Nantex rookies have a Talent slot and aces have two.&lt;br /&gt;
*Ensnare is the go-to talent for high init pilots. At the end of Activation Phase, it allows you to transfer a tractor token to another ship (Hostile or friendly) range 0-1 inside your turret arc. You can do this even after bumping, which caused an outpouring of [[rage]].&lt;br /&gt;
*Gravitic Deflection is another Nantex-exclusive Talent that allows one defense die to be rerolled per tractored ship in the firing arc. If you&#039;re flying a Geonosian swarm, the choice is obvious.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Stalgasin Hive Guard:&#039;&#039;&#039; Init 3 generic. Nantex fighters rely on high initiative more than most other ships, so it&#039;s no surprise that the initiative curve would resemble that of the TIE Phantom.&lt;br /&gt;
*&#039;&#039;&#039;Petranaki Arena Ace:&#039;&#039;&#039; You saw these dudes zipping around near the end of &#039;&#039;Attack of the Clones&#039;&#039;. Init 4 elite generic.&lt;br /&gt;
*&#039;&#039;&#039;Gorgol:&#039;&#039;&#039; FFG dug deep to find this guy who appeared in one comic in 2010. Gorgol has a crippling init of 2. His saving grace is the interesting ability to disarm himself in Systems Phase to tractor a friendly ship range 1-2 and then repair a faceup Ship crit card. No arc requirements. His engineering background translates to being the only Nantex pilot with a Mod slot, afterburners should be considered to try and get the bullseye weapon on target.&lt;br /&gt;
*&#039;&#039;&#039;Chertek:&#039;&#039;&#039; Init 4 ace, can reroll 2 attack dice when shooting a tractored ship. Ensnare is mandatory.&lt;br /&gt;
*&#039;&#039;&#039;Berwer Kret:&#039;&#039;&#039; A Hive Guard Captain who works well with droid allies. When he performs an attack that hits, any and all friendly droid fighters may perform a red calculate action. Not a bad choice if you need to bring a Tactical Relay that isn&#039;t Kraken, even though blue maneuvers on CIS droid fighters tend to be on the janky side.&lt;br /&gt;
*&#039;&#039;&#039;Sun Fac:&#039;&#039;&#039; The ultimate Nantex ace, despite canonically being killed by ground troops mere seconds after taking off, though in his defense it was [[Hellblaster|Delta Squad]]. Gets an extra attack die when shooting at a tractored ship. Ensnare is once again essential, as you can tractor-roll yourself, then tractor-roll a victim into your bullseye arc, who will then have to [[Anal Circumference|contend with at least 5 attack dice while losing a defense die from the tractor token]]. Be warned that Sun Fac with Ensnare is EXPENSIVE and the numerous cries of [[NPE]] will keep it that way.&lt;br /&gt;
&lt;br /&gt;
==C-ROC Cruiser==&lt;br /&gt;
&lt;br /&gt;
==HMP Droid Gunship==&lt;br /&gt;
A ship stated to be capable of strafing runs. Information is scarce, but from the preview, it has a 180° firing arc, 2 attack, 1 agility, 5 hull, 3 shields. The Networked Aim ship ability prevents an HMP from spending its target locks on rerolls, but can reroll one die per allied lock on the defender.&lt;br /&gt;
&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&gt;
[[Category:Star Wars]]&lt;br /&gt;
[[Category:Star Wars X-Wing]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9831:5900:0:0:0:C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/The_Galactic_Republic&amp;diff=568980</id>
		<title>X-Wing/Tactics/The Galactic Republic</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/The_Galactic_Republic&amp;diff=568980"/>
		<updated>2020-02-23T05:10:03Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9831:5900:0:0:0:C: Added LAAT/i and trying new header formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Think of yourselves as a hand. Each of you is a finger, and without the others you&#039;re useless. Alone, a finger can&#039;t grasp, or control, or form a fist. You are nothing on your own, and everything together.&amp;quot;&#039;&#039; -Kal Skirata&lt;br /&gt;
&lt;br /&gt;
From the Wave 1 and what we&#039;ve seen in previews for the next two waves, the Old Republic is turning out to be a star-fighter heavy faction with competitive lists using at least one high PS ace and rarely have more than three ships total. With the previews we&#039;re getting an extra dogfighter and a bruiser with the N1 and BTL-B respectively, so this probably won&#039;t change anytime soon.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why Play The Galactic Republic=&lt;br /&gt;
The Republic served as a bastion of liberty, justice, democracy, and painful bureaucracy, until its destruction by the Sith and it became the Empire. Bummer that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
*Generic force users&lt;br /&gt;
*Good hero units&lt;br /&gt;
*Unmatched teamwork capabilities&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; &lt;br /&gt;
*Few ship types&lt;br /&gt;
*No large base ships, yet&lt;br /&gt;
*Few coordinate options&lt;br /&gt;
*Over-reliance on teamwork means that a ship on its own is a sitting duck&lt;br /&gt;
*only two ships have crew slots, the ARC and the Y-wing Piloted by R2.&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
&lt;br /&gt;
==Aggressive Reconnaissance-170 starfighter==&lt;br /&gt;
Mostly identical to the Rebel variant, but the inclusion of generics means it can be more affordable to deploy.&lt;br /&gt;
*Clone Commander Cody comes as a gunner upgrade. When he misses an attack, as long as he rolled at least 1 hit/crit, the defender gets strained. He works best on your highest initiative ship. Snap Shot helps to trigger his ability.&lt;br /&gt;
*Seventh Fleet Gunner can grant an extra attack die to friendly ships firing on an enemy that&#039;s inside his firing arc. This ability can be recharged by taking a disarm token in System Phase.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;104th Battalion Pilot:&#039;&#039;&#039; Init 2 generic. You could have 4 of these guys and still have room for upgrades. Or a V-19 Torrent.&lt;br /&gt;
*&#039;&#039;&#039;Squad Seven Veteran:&#039;&#039;&#039; Init 3 elite generic. He&#039;s gonna be your platform for Dedicated.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Sinker&amp;quot;:&#039;&#039;&#039; A Clone Sergeant in Plo Koon&#039;s Wolfpack. Init 3, no Talent. When a range 1-2 friendly in his side arc performs a primary attack, it can reroll 1 die.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Jag&amp;quot;:&#039;&#039;&#039; The Clone Pilot that [[Blam|Order 66&#039;d]] Plo Koon. Init 3, no Talent. When a range 1-2 friendly in his side arc defends, Jag can get a target lock on the attacker.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Wolffe&amp;quot;:&#039;&#039;&#039; Plo Koon&#039;s right-hand Clone. Lost an eye to Assajj Ventress, bailed out of the war before Order 66 was given and lived in a tank with several other eligible bachelor clones until participating in the Liberation of Lothal. Init 4 with Talent. Has one nonrecurring, but recoverable Surge. When attacking in the front, he can spend the Surge to reroll one of his dice, but when attacking in the rear, he can recover the Surge to roll an extra die. Veteran Turret Gunner is the obvious pick for gunnery.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Odd Ball&amp;quot;:&#039;&#039;&#039; One of the Clone Pilots in the opening battle in &#039;&#039;Revenge of the Sith&#039;&#039;. Fans nicknamed him Odd Ball and it ended up being canon in &#039;&#039;The Clone Wars&#039;&#039;. Init 5. When he fully performs a red maneuver or red action, he can acquire a target lock on an enemy ship in his bullseye arc. R4-P44 is good to have on him to add a calculate token on top of the target lock. Lastly, Synchronized Console is good to have if he ends up not needing to use that lock.&lt;br /&gt;
**Choice Talents: Elusive, Marksmanship, Swarm Tactics.&lt;br /&gt;
&lt;br /&gt;
==Delta-7 Aethersprite==&lt;br /&gt;
Did you like the 1.0 version of Jake, seeing your opponent go beet red when you dance out his arc for the 3rd time in a match... or just the opportunity to spout prequel memes every 30 seconds? Well have we got a ship for you! The Republic has put their best foot forward  with a ship that has PTL baked into it and the option to boost its attack and shields in exchange for one agility. The only problem is that with or without the 7B mod, its more vulnerable than other dogfighters so you need to arc dodge and conserve Force points to protect yourself. &lt;br /&gt;
*Fine-Tuned Controls lets you spend a Force point to boost or barrel roll after fully executing a maneuver.&lt;br /&gt;
*There are two different configuration upgrades.&lt;br /&gt;
**Calibrated Laser Targeting adds an eye to your attack if the defender is in your bullseye. This is good on anybody, but best on pilots with 2 or more Force points, as they can use it and Fine-Tuned Controls both in the same round. It also takes up a mod slot.&lt;br /&gt;
**Delta-7B turns the ship into an [[MEQ]] by adding 1 attack &amp;amp; 2 shields and subtracting 1 agility. The cost increases with the pilot&#039;s initiative.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Jedi Knight:&#039;&#039;&#039; A generic, but still deadly, Jedi pilot. Init 3, 1 Force. You could squeeze 5 into a squad if you really wanted.&lt;br /&gt;
*&#039;&#039;&#039;Ahsoka Tano:&#039;&#039;&#039; Anakin Skywalker&#039;s Padawan, discovered by Plo Koon. Left the Jedi Order after being framed for a terrorist attack and helped found the Rebel Alliance. Her ultimate fate is weird and retcon-y. She&#039;s a rookie here (by Jedi standards) and has Init 3, 2 Force. When she fully executes a maneuver, she can spend 1 Force to grant an action to a friendly ship range 0-1, even if they are stressed.&lt;br /&gt;
*&#039;&#039;&#039;Barriss Offee:&#039;&#039;&#039; Ahsoka&#039;s friend who [[Meme|did nothing wrong]]. Init 4, 1 Force. While any friendly ship range 0-2 attacks a ship in their bullseye, Barriss can spend a Force to turn an eye into a hit or a hit into a crit.&lt;br /&gt;
*&#039;&#039;&#039;Luminara Unduli:&#039;&#039;&#039; Barriss&#039;s Master. Init 4, 2 Force. Her ability is in interesting inversion of Barriss. She can spend a Force to improve a range 0-2 ally&#039;s defense result if they aren&#039;t in the attacker&#039;s bullseye arc.&lt;br /&gt;
*&#039;&#039;&#039;Saesee Tiin:&#039;&#039;&#039; An Iktotchi Jedi Master often seen but unheard during important events. Killed by an old man who was resisting arrest. Init 4, 2 Force. When a friendly ship range 0-2 reveals its dial, you can spend a Force to change that dial to another maneuver same speed and difficulty.&lt;br /&gt;
*&#039;&#039;&#039;Mace Windu:&#039;&#039;&#039; The bad mother-fucker himself. {{BLAM|YOU&#039;RE DAMN RIGHT}} Init &amp;lt;s&amp;gt;5&amp;lt;/s&amp;gt; &#039;&#039;&#039;4&#039;&#039;&#039;, with 3 Force. Mace can be a [[Rip and tear|beast]] if used right. R4-P17 is definitely good to have.&lt;br /&gt;
*&#039;&#039;&#039;Obi-Wan Kenobi:&#039;&#039;&#039; The man who has the advantage whether he or his opponent has the high ground. Killed on a perfectly flat surface with no elevation considerations. Init 5, 3 Force. When a nearby friendly ship spends a focus token, you can spend a Force for that ship to gain their focus right back.&lt;br /&gt;
*&#039;&#039;&#039;Plo Koon:&#039;&#039;&#039; The Kel-Dor Jedi Master who discovered Ahsoka. Had a massive influence on the events of the Clone Wars, but was gunned down by Jag in one of the sadder executions of Order 66. Init 5, 2 Force. At the start of Engagement, you can spend a Force to [[This guy|transfer one of his green tokens to a nearby friendly or take their orange token on himself]].&lt;br /&gt;
*&#039;&#039;&#039;Anakin Skywalker:&#039;&#039;&#039; Luke&#039;s father, the [[Doomrider|best star pilot in the galaxy]], a [[Creed|cunning warrior]], and [[Horus|a good friend]]. [[Bullshit|Betrayed and murdered by Darth Vader]], the dick. Appropriately, he is the ultimate high-risk, high reward pilot. When you fully execute a maneuver, you can spend a Force to remove a stress token if there&#039;s an enemy ship either in his forward arc range 0-1 or in his bullseye. You can sloop, boost, and focus all in one round if you stick the landing. Of course, this has the potential to go [[Not as Planned]] and you&#039;ll end up flat on your back, stressed, and nothing to show for it. Use him right and stick him in a Delta-7B with your preferred Force Talent and he&#039;s damn near unstoppable. Init 6, 3 Force.&lt;br /&gt;
&lt;br /&gt;
==V-19 Torrent==&lt;br /&gt;
This is about as simple as ships get: 2 attack, 2 agility, 5 hull, and a pretty lackluster dial where bank 3 is red. It&#039;s almost a Republic [[GEQ]], but is deceptively tanky with that 5 hull. On the plus side, it can link a barrel roll into an evade, and if you brought Debris Gambit, you can do this without getting stressed.&lt;br /&gt;
Basically, these are slightly tougher Z-95&#039;s with worse dials, use them to block or as cheap missile carriers in a joust. Keep an eye on these because if they get cheaper and/or get access to better swarm oriented mods, they have the potential to be one of the more dangerous swarm options.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Gold Squadron Trooper:&#039;&#039;&#039; Barebones Init 2 generic clone pilot. It&#039;s cheap enough you could deploy eight of these guys if you really wanted to.&lt;br /&gt;
*&#039;&#039;&#039;Blue Squadron Protector:&#039;&#039;&#039; Init 3 Elite generic. You bring these guys along so they can use &#039;&#039;Dedicated&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Tucker&amp;quot;:&#039;&#039;&#039; Clone pilot deployed to break the blockade around Ryloth under Ahsoka&#039;s command. Killed by Vulture Droids when Ahsoka pulled an Anakin and ignored orders to pull back. Init 2, no Talent. When a friendly ship at range 1-2 attacks an enemy in your forward arc, you can perform a Focus action. Decent action economy.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Axe&amp;quot;:&#039;&#039;&#039; Same deal as Tucker. Does FFG just not want the poor girl to ever live that down? Dicks. Init 3 with Talent. After you defend or attack, you can transfer 1 green token to a friendly ship in either of your side arcs. Pretty decent cooperative ability that rewards formation flying.&lt;br /&gt;
**Choice Talents: Juke, Debris Gambit, Composure.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Swoop&amp;quot;:&#039;&#039;&#039; Another Blue Squadron pilot deployed with Ahsoka to break the blockade around Ryloth and... *&#039;&#039;checks the wook&#039;&#039;* ...survived? Huh. Well, alright. That&#039;s good to hear. Init 3, no Talent. If a friendly small or medium ship fully executs a speed 3-4 maneuver and land within range 0-1 of you, they can perform a red boost action. This is a pretty situational ability, though it can help Odd Ball get where he needs to go.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Kickback&amp;quot;:&#039;&#039;&#039; Another survivor of Ahsoka taking after Anakin. Init 4, with Talent. After he barrel rolls, he can make a red target lock action. With Debris Gambit, he can barrel roll, evade, and red target lock. Synchronized Console is a must on him.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Odd Ball&amp;quot;:&#039;&#039;&#039; This dude again. Same notes as in the ARC-170, sans the droid.&lt;br /&gt;
**Choice Talents: Elusive, Marksmanship, Swarm Tactics, Juke.&lt;br /&gt;
&lt;br /&gt;
==Naboo Royal N-1 starfighter==&lt;br /&gt;
This ship is one of the few things to come out of &#039;&#039;The Phantom Menace&#039;&#039; that is universally agreed upon to be pretty cool. The stats appear unimpressive, barely above a Z-95 with 2 attack, 2 agility, 3 hull, and 2 shields, but they&#039;re built to capitalize on speed and can perform a free evade action after fully executing a speed 3-5 maneuver thanks to Full Throttle. It gets rounded out with the boost and barrel roll actions. It has upgrade slots for astromech, torp, and sensor. &lt;br /&gt;
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It&#039;s recommended that you get a chrome paint pen and cover over that cheesy silver metallic crap they got at the factory. &lt;br /&gt;
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===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Bravo Flight Officer:&#039;&#039;&#039; A PS2 generic&lt;br /&gt;
*&#039;&#039;&#039;Naboo Handmaiden:&#039;&#039;&#039; A bodyguard that can turn Eye&#039;s into evades or just give free evades to another ship if they are also in a Naboo fighter, but at the cost of it&#039;s own evade token, and only if it&#039;s also in the attackers arc, and keep in mind that it can only get that evade token if it makes a 3-5 movement. So maybe useful  but probably not. However it works a lot better when you team it up with other Naboo fighters since they can keep up with the handmaiden when it moves at speeds high enough to evade. Of the other pilots only Padme, Fittingly, jumps out as having the kind of de-buffing ability strong enough to keep her around and to draw enough fire to be worth it. Even then it&#039;s a niche tactic but could draw value as a DISTRACTION at least.&lt;br /&gt;
*&#039;&#039;&#039;Dineé Ellberger:&#039;&#039;&#039; If her speed is the same as the enemy that she&#039;s attacking or is attacking her, they can&#039;t modify their dice.&lt;br /&gt;
*&#039;&#039;&#039;Padmé Amidala:&#039;&#039;&#039; A 14 year old queen that&#039;s basically a watered down Omega Leader/Midnight in that she only lets an enemy ship modify only one Focus result but can re-roll blanks normally. The flipside is that it means that applies to ALL enemies in her arc whether they&#039;re defending or attacking, making her a a very situational de-buffer, as having more than 2 focus results is less common than you think.  &lt;br /&gt;
*&#039;&#039;&#039;Anakin Skywalker:&#039;&#039;&#039; He knows that spinning is a good trick and can spend his single Force token to get a bonus barrel roll to reflect this. An unusually good ace, considering he&#039;s PS4.&lt;br /&gt;
*&#039;&#039;&#039;Ric Olié:&#039;&#039;&#039; &amp;quot;If you&#039;re not first, you&#039;re last!&amp;quot; His attack and defense go up by 1 if he&#039;s moving fast enough to get that bonus dodge token. A great flanker.&lt;br /&gt;
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==BTL-B Y-Wing==&lt;br /&gt;
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:&#039;&#039;&amp;quot;Hey you got the Force on my Y-Wing!&#039; Hey YOU got Y-wing on my Force&amp;quot;&#039;&#039;&lt;br /&gt;
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When the Galactic Civil War broke out, the Rebel Alliance got their hands on the aging Y-Wing and stripped down the frame a good deal to make maintenance easier . The Republic Y-Wing has the frame fully intact, allowing you to change 1 crit into a hit as long as you don&#039;t have any faceup crits. The tradeoff? You maneuver dial is &#039;&#039;bad&#039;&#039;. You have exactly two blue maneuvers: Forward 1 and Forward 2. You don&#039;t even get any blue banks, but holy shit can you tank.&lt;br /&gt;
*If your build doesn&#039;t depend on the special capabilities of any other astromech, an R4 can fix the shit dial quite nicely.&lt;br /&gt;
*The pack includes Chopper, who has two charges that can be spent on red evade actions, even while stressed, which is pretty good on a Y-Wing. When those two charges are gone, he flips to &amp;quot;Erratic,&amp;quot; which forces a jam token onto a Range 0-1 ship after every maneuver.&lt;br /&gt;
*It also has crew C-3PO for Republic. He has the capability to double-calculate and to reroll 1 defense die as long as he is calculating.&lt;br /&gt;
*Ahsoka Tano comes as a gunner here. She can spend her Force point to grant an ally a red focus even when they&#039;re stressed. Most likely though, you&#039;re sticking her in the chair to modify your rolls.&lt;br /&gt;
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===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Red Squadron Bomber:&#039;&#039;&#039; Init 2 generic.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Squadron Veteran:&#039;&#039;&#039; Init 3 generic ace.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Goji&amp;quot;:&#039;&#039;&#039; The clone that dropped the electro-proton bomb in The Battle of Malastare, waking up the Zillo Beast. Allows friendlies to roll an extra defense die while in range 0-1 of a friendly bomb or mine. Makes the area around an EPB very, &#039;&#039;very&#039;&#039; secure before the explosion.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Broadside&amp;quot;:&#039;&#039;&#039; A clone pilot who flew under Anakin Skywalker against &#039;&#039;Malevolence&#039;&#039; and in defense of Kamino. Can turn a blank into an eye when attacking in a side arc.&lt;br /&gt;
*&#039;&#039;&#039;R2-D2:&#039;&#039;&#039; Since R2 flies from the astro-slot, the empty cockpit frees up a crew slot so he can pilot a Y-Wing with C-3PO making a fool of himself at the helm, which I assume happened in the show. It&#039;s been awhile since I&#039;ve seen it. Anyway, he gets a free calculate token at the start of engagement if there&#039;s at least 1 enemy ship in his rear arc. C-3PO is a great choice for stacking up on calculate tokens and for offering up a reroll on the Y-Wing&#039;s trademark sucky defense die, but any valid crew can fit into the slot. The weirdest, and likely best choice after C-3PO since few of the other crew &#039;mesh&#039; with a droid bomber, would be the [https://vignette.wikia.nocookie.net/xwing-miniatures-second-edition/images/e/ed/Swz30_palpatine.png/revision/latest?cb=20190225182606 Senate], which turns the Y-Wing into a weird little tanky command boat, able to tell other ships &amp;quot;Do it&amp;quot; while being able to take a pounding. Not the best coordinator due to the low Initiative but with only the senate and bare ship, it&#039;s cheap.&lt;br /&gt;
*&#039;&#039;&#039;Matchstick:&#039;&#039;&#039; Clone pilot killed during the &#039;&#039;Malevolence&#039;&#039; arc. When firing a primary or turret attack, he can reroll one die per red token on him. [[RAW|You can totally have a VT-49 swarm lock him to grant him rerolls on everything]]. Veteran Gunner is a good choice here.&lt;br /&gt;
*&#039;&#039;&#039;Odd Ball:&#039;&#039;&#039; He&#039;s contractually obligated to show up here.&lt;br /&gt;
*&#039;&#039;&#039;Anakin Skywalker:&#039;&#039;&#039; Anakin has the same ability here as he does in a Delta-7, which &#039;&#039;&#039;stomps&#039;&#039;&#039; the biggest weakness of the BTL-B.&lt;br /&gt;
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==LAAT/i Gunship==&lt;br /&gt;
A transport used for dumping infantry into a hotzone. This one must have been tricky to design for the game, considering it actually does have cannons pointing in all directions. FFG gave it a bowtie arc with an attack of 2, which might seem a bit weaksauce, but it grants rerolls to non-turret attacks against targets inside its bowtie, putting the ship into a quite unique fire support role.&lt;br /&gt;
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==CR90 Corvette/Blockade Runner==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&gt;
[[Category:Star Wars]]&lt;br /&gt;
[[Category:Star Wars X-Wing]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9831:5900:0:0:0:C</name></author>
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