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		<title>X-Wing/Tactics/Empire</title>
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		<summary type="html">&lt;p&gt;2600:1700:9831:5900:403F:F3A8:ADF3:9D95: Added Skystrike Defender pilots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Asteroids do not concern me, Admiral. I want that ship, not excuses.&amp;quot;&#039;&#039; -Darth Vader&lt;br /&gt;
[[File:Imperial Logo.png|thumb|250px|left|[https://www.youtube.com/watch?v=PN_CP4SuoTU This is your galaxy!]]]&lt;br /&gt;
&lt;br /&gt;
Empire ships are dominated by the general mentality of &amp;quot;numbers over quality, and HUGE FUCKING CAPITAL SHIPS&amp;quot;. Most non-LN non-SA non-IN TIE Fighters are prototypes or limited runs created in response to the general fighter superiority and hit/run tactics of the Rebel Alliance, with each being rejected by Moffs in favor of just building a bigger capital ship or superweapon or were shut down and destroyed/captured by Rebels with only a small number surviving. The combination of cheap low rank soldiers and fighters with powerful heavy weapons and vehicles allowed the Empire to control the bulk of the galaxy with a tighter grip than any government had previously had and expand extremely quickly whenever possible. On the downside, it leaves them vulnerable to &amp;quot;stateless&amp;quot; actors who could jump in, destroy less potent opposition, and leave without any territory to go after in a counter attack.&lt;br /&gt;
&lt;br /&gt;
According to the Empire&#039;s military philosophy, [[Imperial Guard| ships are cheap, and life is cheaper.]] TIE Fighters have solar panels for wings which reduce the energy requirements to maintain the already cheap Twin Ion Engine that gives the ship its name. Generally armed only with semi-powerful laser cannons, decent sensors, absolutely no life-support systems, no combat shields, and no hyperdrive capacity as well as a minimum number of any moving parts in the ship, the TIE Fighter is reliable but an absolute death trap in combat with extreme maneuverability as its only real defense. Each pilot&#039;s suit is entirely self-contained and is their only protection from the vacuum of space, and pilots can&#039;t go anywhere or function for long before dying of suffocation or dehydration without a ship such as a Star Destroyer or Gozanti Cruiser to pick them up and ferry them. This was intended to prevent pilots from going rogue, since if some hotshot decided to go off the reservation it was only a matter of time before he had to dock with an Imperial ship and [[Blam| face justice for his actions.]]&lt;br /&gt;
&lt;br /&gt;
In general, customization of craft in the Empire is very rare as ships are constantly replaced and military discipline prevents ideas of individuality. The exception is any Imperial who gets 10-20 confirmed kills (different requirement by squadron) earns the right to have red stripes (called &amp;quot;blood stripes&amp;quot;) put on their assigned ships before launch, and members of elite groups (such as the Imperial Guard) have special markings as well. As a result of this for the longest time Imperial ships in-game had little in the way of upgrade slots compared to the Rebels, though later expansions have closed the gap somewhat. After the death of Emperor &amp;quot;Can&#039;t Peeve The Sheev&amp;quot; Palpatine, the Empire split into multiple &amp;quot;Imperial Remnant&amp;quot; factions which initially fought the New Republic, then each other for dominance. Innovation ceased and few new designs were seen (though many late designs, like the Scimitar bomber, &#039;&#039;would&#039;&#039; fully replace their predecessor in the better off factions), and factions began customizing their armor and vehicles as replacements became rare or nonexistent.&lt;br /&gt;
&lt;br /&gt;
In 1970&#039;s-1990&#039;s canon, only late Imperial Remnants had non-humans due to desperation and shifting policies as they became less evil and more Lawful Neutral. George Lucas&#039;s official notes for EU writers established there were female Stormtroopers away from the Death Star, but writers took the stance they&#039;re rare and/or the armor makes everyone look the same so nobody can really tell unless they speak. Vader&#039;s own 501st remained purely Jango Fett clones while the rest of the Empire was recruits, conscripts and clones based on inferior fathers. Admiral Daala and Admiral Thrawn were notable for being exceptions as a woman and alien respectively. This Empire became the Empire of the Hand after the Remnant wars. &lt;br /&gt;
&lt;br /&gt;
In newer canon, the Empire mostly recruit humans with some aliens mixed in, no clones at all after a certain point, and women are seen among the men in all ranks and corps. This Empire becomes the First Order after the Remnant wars.&lt;br /&gt;
*Mechanically, the Empire puts emphasis on one big ship telling a bunch of small ships what to do, which is reflected in most of its faction-exclusive upgrades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sheev.png|Emperor Sheev.&lt;br /&gt;
Image:Darth Vader.jpg|Darth Vader.&lt;br /&gt;
Image:Wilhuff.png|Grand Moff Tarkin with an Imperial General.&lt;br /&gt;
Image:Promotions.jpg|Imperial Admirals and the changing of the guard.&lt;br /&gt;
Image:Mara Jade.png|An Emperor&#039;s Hand agent.&lt;br /&gt;
Image:Star Wars Inquisitor.png|An Inquisitor.&lt;br /&gt;
Image:X-WingRuthless.png|The Empire-exclusive Talent Ruthless sums up the faction and /swg/&#039;s masturbation fantasies.&lt;br /&gt;
Image:Ciena_ree.png|There are exceptions. Some Imperial officers are actually decent people. Stick her on a shuttle with some TIE Interceptors to keep your opponent guessing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why play the Galactic Empire =&lt;br /&gt;
The Empire are best known for their capital ships which were, pound for pound, the most powerful in the galaxy... not a help on this scale though, so be prepared to rely on numbers and a few expensive ships.&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
*Cheap ships are great for swarms&lt;br /&gt;
*Have a decent selection of force using crew upgrade cards&lt;br /&gt;
*What expensive ships they have tend to be good&lt;br /&gt;
*Again, really good selection of ships with lot of options&lt;br /&gt;
*Only generic force users this side of Order 66.&lt;br /&gt;
*You really, really love Ion Engines&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; &lt;br /&gt;
*Target locks not standard, along with torpedoes and missiles on some fighters.&lt;br /&gt;
*Imperial ships tend to disfavor shields&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
&lt;br /&gt;
== TIE/LN Fighter ==&lt;br /&gt;
[[File:TIE ln Art.png|thumb|200px]]&lt;br /&gt;
The Empire&#039;s main ship, literally designated the &amp;quot;TIE Line Fighter&amp;quot;. Extraordinarily cheap in-universe, with the few pilots lucky enough to survive a fight being given entirely new fighters rather than repaired ones. &lt;br /&gt;
&lt;br /&gt;
Its defense and turning are on par with the A-Wings though it isn&#039;t as fast, falling short on speed in a straight line. Firepower is average. As this ship is cannon fodder, it can&#039;t equip any ship upgrades beside modifications.&lt;br /&gt;
*As the least expensive ship in the game and with a lot of pilots that emphasize sticking together, it is no wonder the TIE swarm was once the most infuriating thing you can unleash on someone. Since then a lot of anti-swarm options have made their way into the game, but the TIE swarm is still the stock Empire build. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE ln Mini.JPG&lt;br /&gt;
Image:TIE ln Cockpit.jpg&lt;br /&gt;
Image:TIE ln Cockpit 2.jpg&lt;br /&gt;
Image:Howlrunner.png|Howlrunner.&lt;br /&gt;
Image:TIE ln Pilot.jpg|Not exactly very promising on the whole &amp;quot;keeps you alive in space&amp;quot; thing. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Academy Pilot:&#039;&#039;&#039; Cheapest pilot in the game. Initiative 1. This is most of what you are taking if you run a maximum numbers TIE swarm.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Wampa&amp;quot;:&#039;&#039;&#039; Bottom initiative pilot with the ability to reroll an attack die if he hasn&#039;t defended in the same round. Makes for a nice decoy.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Squadron Pilot:&#039;&#039;&#039; An elite group of TIE Fighters which chased the Millennium Falcon through the asteroid field, then out of Cloud City, and survived the Battle of Endor. Academy Pilot but with a bump in Initiative and cost.&lt;br /&gt;
*&#039;&#039;&#039;Night Beast:&#039;&#039;&#039; Actual name Dodson Makraven, second in command of Obsidian Squadron and known for epic hangovers on leave. After executing a blue maneuver, you may perform a free Focus action.&lt;br /&gt;
*&#039;&#039;&#039;Black Squadron Ace:&#039;&#039;&#039; Vader&#039;s own TIE Squadron, were looking pretty good until they all died horribly when the Death Star blew up. Middle Initiative, can take a Talent.&lt;br /&gt;
*&#039;&#039;&#039;Valen Rudor:&#039;&#039;&#039; The Imperial test pilot/ace who keeps getting his ship stolen or shot down by the crew of the Ghost on the &#039;&#039;Rebels&#039;&#039; TV show. After you or a nearby friendly defend, you may perform a free action.&lt;br /&gt;
*&#039;&#039;&#039;Seyn Marana:&#039;&#039;&#039; An Inferno Squadron pilot who mercifully died before she would have had to appear in &#039;&#039;EAfront II&#039;&#039;. Can cancel all her Attack Dice results when attacking, and if there&#039;s a Critical in the results, she inflicts an automatic facedown card to whoever he&#039;s shooting at. Good for opening up units so that Gideon Hask gets his bonus die or Del Meeko to use his ability.&lt;br /&gt;
*&#039;&#039;&#039;Del Meeko:&#039;&#039;&#039; Inferno Three. Actually had a somewhat believable character arc in &#039;&#039;EAfront II&#039;&#039;. He allows friendly ships to reroll a defense die if the attacker is damaged.&lt;br /&gt;
*&#039;&#039;&#039;Gideon Hask:&#039;&#039;&#039; Inferno Two, who is [[Sindri|weirdly open about his desire to see his CO die so he can take her place]]. He gets an extra attack die against damaged ships.&lt;br /&gt;
*&#039;&#039;&#039;Iden Versio:&#039;&#039;&#039; Inferno One, and protagonist of &#039;&#039;EAfront II&#039;&#039;. Established early on as a die-hard supporter of the Empire with a pronounced hatred of the whiny and entitled Rebels. She even supported [[Exterminatus|Operation:]] [[Stupid Evil|Cinder]] in principle until she learned her homeworld was was on the chopping block. Her choice to defect at that point paints her as [[Perturabo|a very unsympathetic person whose apparent change of heart is motivated entirely by self-interest]]. She then [[Mortarion|becomes a cheerleader to the very same Rebel Alliance she had regarded as vermin]]. Her single-use ability is actually pretty decent for running TIE/ln squads, where she can actually prevent one from receiving all damage from one source. Superb for preventing somebody from getting mulched by Wedge Antilles in the first combat round.&lt;br /&gt;
*&#039;&#039;&#039;Mauler Mithel:&#039;&#039;&#039; Vader&#039;s other wingman. Utters the phrase &amp;quot;Look out&amp;quot; before he is shot by the Millennium Falcon and runs into Vader. Rolls an additional Attack Die at Range 1, so at that distance he has the same attack power as an X-Wing.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Scourge&amp;quot; Skutu:&#039;&#039;&#039; An NPC in the West End [[Star Wars RPG]]. He gets an extra attack die against ships in his bullseye arc.&lt;br /&gt;
*&#039;&#039;&#039;Howlrunner:&#039;&#039;&#039; A woman named Civé Rashon, and leader of Obsidian Squadron. Pilot leading the group that chases the Millennium Falcon out Cloud City at the end of The Empire Strikes Back. Allows all ships within range 1 or her to re-roll one Attack Die. If you play a swarm TAKE HER. She makes the standard TIE a lot more potent. A Stealth Device or a Shield upgrade isn&#039;t a bad idea for her if you have extra points to spend as it will allow her to live longer and keep buffing the rest of your fleet.&lt;br /&gt;
&lt;br /&gt;
== TIE Advanced 1x/2x==&lt;br /&gt;
[[File:TIE Advanced 1x Art.jpg|thumb|200px|&amp;quot;I have you now...&amp;quot;]]&lt;br /&gt;
The Empire was constantly attempting to replace the TIE/ln fighter, mostly through the TIE Advanced project which pioneered tech used to create almost every TIE variant although no Advanced ever made it out of the prototype phase. The 1x is actually the second model of the fighter, with the very first incarnation simply called the v1. The 1x is Darth Vader&#039;s personal fighter, which he basically refused to give up after the Battle of Yavin. Juno Eclipse also piloted one before him despite the fact it was first created as a project to replace his old Jedi fighter. Despite its success the Imperial Navy refused to make more than a small number of elite Squadrons worth so they could make more Star Destroyers for the Rebels to blow up. The 2x was visually similar, better than the TIE/ln but cheaper than the 1x and is most likely the model that any Advanced model you put on the tabletop that doesn&#039;t have the 1x title is (since the other models are significantly different-looking and would require a totally different mini).&lt;br /&gt;
*Advanced Targeting Computer is built-in. When shooting an enemy you&#039;ve locked, you get an extra attack die and turn a hit into a crit. The sensor slot is clearly meant to have Fire Control Systems.&lt;br /&gt;
*The Advanced has shields, missile capabilities, and swaps the evade action for target lock, although it&#039;s a big step in cost above the standard TIE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Advanced 1x Mini.jpg&lt;br /&gt;
Image:TIE Advanced 1x Cockpit.jpg|It&#039;s not clear if the Advanced cockpit is as unsafe without a suit as the other TIE models, although Vader managed to survive for quite awhile when stranded after the destruction of the Death Star. &lt;br /&gt;
Image:Juno Eclipse.jpg|Juno Eclipse.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Tempest Squadron Pilot:&#039;&#039;&#039; Simple generic.&lt;br /&gt;
*&#039;&#039;&#039;Storm Squadron Ace:&#039;&#039;&#039; [[Stormtrooper| A super-elite group of pilots, not only given the Advanced but also upgraded versions.]] A notch above Tempest in Initiative and cost, but also has a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Zertik Strom&#039;&#039;&#039;: A [[Deal with it|pitiless]] [[Serious Business|administrator]]. Commanded a Star Destroyer, plotted to bring a very popular casino space station under Imperial control. Killed by the station&#039;s owner after his plot was made public and he failed to capture the main cast of the Star Wars movies. Can spend a Target Lock he has on a ship to flip one of its damage cards face up and resolve the Crit. Combine with Seyn Marana for some hilarious results.&lt;br /&gt;
*&#039;&#039;&#039;Ved Foslo&#039;&#039;&#039;: An arrogant bag of douche and total Chad. He was roommates with Thane Kyrell and made improvements to TIE laser cannons. He has cannibalized Juno Eclipse&#039;s ability from 1E, allowing him to increase or decrease the speed of his revealed maneuver by one point. This gives a pretty insane level of flexibility which he can exploit to steal yo girl.&lt;br /&gt;
*&#039;&#039;&#039;Maarek Stele&#039;&#039;&#039;: Protagonist of the old TIE Fighter video games. Notable because in all of his EU stories, he never &amp;quot;converted&amp;quot; to the Rebel cause, instead working with Imperial Remnants well into the New Republic era. Rough punk who got sucked into the Imperial Navy by Palpatine&#039;s charisma and turned out to be the best damned TIE pilot the Empire ever had. [[Fluff|Also Force-sensitive]], for some reason. When he deals a Crit, you can draw three and pick which one you give. Once considered the most worthless pilot in the game, which is no longer true thanks to later expansions. (fans of TIE Fighter rejoice!) Give him Fire Control System and Predator to pile on the guaranteed crits so you can drink those delicious tears. In Epic, he is the man to designate Dreadnought Hunter.&lt;br /&gt;
*&#039;&#039;&#039;Darth Vader:&#039;&#039;&#039; A man who fell in love with an angel and really doesn&#039;t like sand. He has max Initiative and a whopping 3 Force points, which he can spend to perform additional actions. Sadly, he can no longer take Squad Leader to pass those actions around, but Brilliant Evasion is a pretty lulzy upgrade for him to take, since he will basically never be in anybody&#039;s bullseye arc.&lt;br /&gt;
**Darth Vader is also a Crew upgrade that can spend his Force point before the shooting starts to pick an enemy ship in his firing arc closer than range 3 and damage them unless they remove a green token. This was so widely used and abused on the TIE Phantom that FFG [[Nerf|replaced its crew slot with a basically worthless gunner slot]]. The only real options left are Lambda, TIE Reaper, and Decimator.&lt;br /&gt;
**Fielding Darth Vader in either capacity allows you to use 0-0-0 and BT-1, who are normally Scum only. Just stick all three on a Decimator.&lt;br /&gt;
&lt;br /&gt;
== TIE/in Interceptor ==&lt;br /&gt;
[[File:TIE in Art.jpg|thumb|200px]]&lt;br /&gt;
[[File:Royal TIE in Art.jpg|thumb|200px]]&lt;br /&gt;
An adaptation of a few pieces of tech created for the TIE Advanced 1x to the basic TIE/ln; Rebels called them &amp;quot;squints&amp;quot; because of their curved wings. Features include a second pair of more advanced cannons were installed on the wings themselves, a stronger engine, and better sensor/targeting systems. Although the usual variant is just as much of a death trap as a Fighter due to sharing an identical cockpit, some rare ones were given life-support, shields, missiles, sensor jamming tech, hyperspace engines, and whatever else was called for. Intended to fully replace the Fighter, but didn&#039;t until the age of the Imperial Remnant because the Empire likes their TIE swarms just as much as you do. A completely red variant with small pairs of wings on the sides of the larger wings (which aren&#039;t on the miniature, sadly) were also built, mostly assigned to Palpatine&#039;s Imperial Guard although some extra elite pilots were also assigned them. These red Interceptors were upgraded in almost every way at any expense. TIE Interceptor pilots were notably much more skilled as they were initially a promotion from Fighters, with many already having blood stripes when they first flew it. &lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s counterpart to the A-Wing. It has the same dial minus the green five forward, with 3&#039;s across the board giving it more firepower and Hull, but has no Shields so it&#039;s still less durable. Can Focus, Barrel Roll, Boost, and Evade. Use the Boost action &amp;lt;s&amp;gt;[[Meme| to get through]]&amp;lt;/s&amp;gt; to get the critical slip you need if you sense danger or opportunity knocking.&lt;br /&gt;
*1E&#039;s Title upgrade is now built into all fighters, giving them two upgrade slots, in case you wanted a really expensive Stealth Device or Shield Upgrade&lt;br /&gt;
*Autothrusters lets you perform a red boost or barrel roll after any action, giving it unparalleled maneuverability.&lt;br /&gt;
*&#039;&#039;Skystrike Academy Squadron Pack&#039;&#039; introduces the Sensitive Controls configuration. This replaces Autothrusters with the ability to perform a red boost or red barrel roll during Systems Phase. Whether or not this is truly an upgrade to Autothrusters varies by playstyle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE in Mini.jpg&lt;br /&gt;
Image:Royal TIE in Mini.jpg&lt;br /&gt;
Image:TIE in 1.jpg&lt;br /&gt;
Image:TIE in Schematic.gif&lt;br /&gt;
Image:TIE in Pilot.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Alpha Squadron Pilot:&#039;&#039;&#039; A group initially stationed on the first Death Star, then later put under the leadership of the Imperial agent turned Sith assassin Lumiya. Low initiative makes for a good blocker.&lt;br /&gt;
*&#039;&#039;&#039;Nash Windrider:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; Nash is one of several Imperials hailing from Alderaan. Uniquely, he doubled down on his loyalty to the Empire after his planet was destroyed, convincing himself it was necessary. In-game, he makes the most out of losing allies. Once per round, when a friendly small ship is being destroyed, he can make them engage immediately. You&#039;ll get much more mileage from this ability in Epic Play.&lt;br /&gt;
*&#039;&#039;&#039;Saber Squadron Pilot:&#039;&#039;&#039; Part of the elite 181st. Participated in, and survived, the Battle of Endor, virtually all had the blood stripes and were known for it. Can take an Elite upgrade.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Lorrir:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; A long-awaited return from 1E, Lorrir must use the bank 1 template when barrel rolling, making him a very unpredictable arc-dodger.&lt;br /&gt;
*&#039;&#039;&#039;Turr Phennir:&#039;&#039;&#039; A 181st pilot who REALLY hated the Alliance, but kept getting his ass kicked until he took the hint and retired to leadership of a small planet in a confederation that later tried to secede from the Alliance leadership, at which point he got is ass kicked &#039;&#039;again&#039;&#039; and finally gave up. After attacking, you can do a free Boost or Barrel Roll, even when stressed. He can pull some crazy and unexpected moves with Snap Shot.&lt;br /&gt;
*&#039;&#039;&#039;Gideon Hask:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; That dick from Inferno Squad got an upgrade. His ability is much more potent here if you can swing the points.&lt;br /&gt;
*&#039;&#039;&#039;Commandant Goran:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; The head instructor of Skystrike Academy. When a Range 0-3 friendly with lower initiative executes a partial maneuver, they can do a red focus. Nice to have in Epic when your ships are more likely to bump into a wing of enemies.&lt;br /&gt;
*&#039;&#039;&#039;Vult Skerris:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; A flight instructor at Skystrike. His card reads a bit strangely, but what he can essentially do is gain a strain token to hold an action in reserve for his engagement. If you have Initiative over your opponent, he can reposition after enemy I5s.&lt;br /&gt;
*&#039;&#039;&#039;Cienna Ree:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; Deuteragonist of the novel &#039;&#039;Lost Stars&#039;&#039;. Stayed with the Empire while her boyfriend Thane Kyrell joined the Rebels. Her ability is a double-edged sword that&#039;s meant to give some narrative flavor to matches. She gets stressed when she destroys an enemy ship, but removes stress when a range 0-3 friendly is destroyed. Basically, she has anxiety attacks when she guns down an enemy because of the possibility that it was Thane she just killed, but she&#039;s committed to the safety of her wingmates, so seeing one of them die snaps her back into reality.&lt;br /&gt;
*&#039;&#039;&#039;Baron Soontir Fel:&#039;&#039;&#039; The top Imperial Ace, basically the Manfred von Richthofen of Star Wars. Son of a Corellian farmer, given a recommendation to the Imperial Academy so he couldn&#039;t testify in the attempted rape case against a wealthy businessman&#039;s son. His high skill and dedication to the Empire made him one of Grand Moff Tarkin&#039;s favorites. You can look up the rest on [http://starwars.wikia.com/wiki/Soontir_Fel| his Wookieepedia article,] the long and short of it is that he got himself into a ton of bullshit, singlehandedly turned the 181st into the most elite squad in the Empire, double-crossed the New Republic to join up with Admiral Thrawn and become a Chiss-weeaboo before finally having his son become the head of a reborn, less evil Empire. Wedge is his brother-in-law because why the fuck not. Max Initiative. Gets a focus token if there&#039;s an enemy ship in his bullseye arc at the start of the Engagement Phase. Between activating last and having Autothrusters, this should pretty much always trigger.&lt;br /&gt;
&lt;br /&gt;
== Lambda-class Shuttle ==&lt;br /&gt;
[[File:Lambda Shuttle 1.jpg|thumb|200px|right]]&lt;br /&gt;
Designed by some of the best engineers in the universe, who were promised their hearts desire (plus a yacht each!) for designing it. A ubiquitous Imperial workhorse, it can serve as a troop transport for up to twenty, a light freighter, a heavy gunship, or even a VIP transport with simple modification. Comes equipped with a very thick hull, powerful armaments, extremely advanced communication and sensor systems, hyperdrive, shields, and even a degree of luxury for transporting personnel. Its a complete departure from the entire Imperial fleet design! Durable enough to be sent without escort on missions, and secure enough to ferry the Emperor himself. Considered a symbol of Imperial ideals, although that didn&#039;t stop the New Republic from reusing them with a different paint job. The only downside is AWFUL maneuverability and being somewhat slow. It has a number of sister models for different roles, and can be modified as the need demands. &lt;br /&gt;
&lt;br /&gt;
This is another one of those ships with below average defense rolls at only one Defense Die and an extra strong Hull and Shields at 5 each, plus it packs above average firepower with three Attack Dice. 2E gave it a slightly weaker tailgun to replace Anti-Pursuit Lasers and better compensate for the pissawful maneuverability. It also finally has coordinate, making it a true command vessel, reinforce to improve its already impressive tankiness, and red jam because why the hell not?&lt;br /&gt;
*The &#039;&#039;ST-321&#039;&#039; title allows you to lock onto a ship range 0-3 of an ally you just coordinated, turning the support craft into a nice fire-support craft. Or you could make Director Krennic and his Optimized Prototype very happy.&lt;br /&gt;
*Two crew slots means it&#039;s one of the few ships that can bring along Emperor Palpatine himself.&lt;br /&gt;
*None of the pilots have a talent slot.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Lambda Shuttle Mini.jpg&lt;br /&gt;
Image:Lambda Shuttle Interior.jpg&lt;br /&gt;
Image:Lambda Shuttle Cockpit.jpg|A Lambda Shuttle cockpit. &lt;br /&gt;
Image:Jendon and Yorr.jpg|Colonel Jendon on the left, Captain Yorr on the right. &lt;br /&gt;
Image:Captain Kagi.jpg|Despite being identified as a clone, this is the actor of Captain Kagi who appeared instead on the bridge of a Star Destroyer as they never shot his scene. If he is a clone, he&#039;s simply not one of Jango Fett. If this is displeasing to you, feel free to picture Jango Fett dressed as Howard Hughes. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Omnicron Group Pilot&#039;&#039;&#039;: The group of Lambda pilots from the old TIE Fighter vidya. Basic unnamed pilot.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Sai&#039;&#039;&#039;: First name, Berisse. She&#039;s a friend of Ciena Ree, but their abilities do not synchronize with each other at all. Went down with the Executor at Endor. When she coordinates a ship, she may immediately perform the same action if it&#039;s on her bar. This would only see real use if you planned to stock up on focus or buddied up with a Decimator.&lt;br /&gt;
*&#039;&#039;&#039;Colonel Jendon&#039;&#039;&#039;: One of Darth Vader&#039;s personal pilots. Also Onyx veteran, also a test pilot, although he has claim as the first to fly the TIE Defender. Twice per game, he can flip the target lock range requirement so allies have to lock beyond range 3. Definitely intended to setup an alpha strike.&lt;br /&gt;
*&#039;&#039;&#039;Captain Kagi&#039;&#039;&#039;: A clone from the Clone Wars, Palpatine&#039;s personal pilot. Ferried the deep fried wingless legless Annie from Mustafar. You can absorb target locks from range 0-3 friendlies at the start of engagement. Nice way to disrupt enemy plans or just troll anyone who brought homing missiles.&lt;br /&gt;
&lt;br /&gt;
== TIE/sa Bomber ==&lt;br /&gt;
[[File:TIE Bomber 1.png|thumb|right|200px]]&lt;br /&gt;
The TIE Bomber, also known as TIE Surface Assault, is the primary bomber of the Empire. TIE Bombers have a second pod which contains all of their cargo with the back of the cockpit pod containing a miniaturized version of the same type of reactor that powers a Star Destroyer. They are (slightly) more heavily armored than TIE/ln although they still lack shields and hyperdrive. It did however have life support systems and even an ejection system to protect pilots, although standard pilot gear was used regardless. It was still considered an easy kill by Rebel fighters despite this as the maneuverability of ordinary variants was abysmal despite more upgraded versions existing for elite squadrons. The TIE Bomber was never replaced in the Empire fleets, although heavier versions like the TIE Punisher were produced. Modified versions included the bomb pod being converted into a small shuttle (the original role of the Bomber model in the Star Wars movies was actually to be a troop transport for the Empire in &#039;&#039;A New Hope&#039;&#039;, although the scenes were never filmed and the props were used to bomb asteroids in &#039;&#039;Empire Strikes Back&#039;&#039; instead), and the bomb pod can carry damn near any kind of armament including propaganda pamphlets. Multiple ammunition types were switched internally via robotic arms. The TIE Bomber marks the beginning of the Imperial trend of just adding more pods to make a TIE stronger. &lt;br /&gt;
&lt;br /&gt;
The TIE Bomber has a Hull as strong as the Firespray, but it still no Shields so it&#039;ll die only somewhat more slowly than the standard TIEs. It can obviously use Bombs, but this game made it into a counterpart to the B-Wing so it can also be loaded with a Torpedo, two Missiles, and two Bombs! Wonderful Bombs! &lt;br /&gt;
Bombers are much cheaper than their Rebel counterparts, and have a better movement dial than the Y-Wing with more of the Y&#039;s white maneuvers being green maneuvers. If you take them, you probably want to take multiples and try to plan combos as a single Bomber is too much of an easy target.&lt;br /&gt;
*The Nimble Bomber trait allows you to drop bombs with the bank template. Skilled bombardier makes the TIE/sa a very flexible bomber.&lt;br /&gt;
*Red Reload action.&lt;br /&gt;
*Fly several in formation and drop their bombs all at once for a devastating do-or-die tactic when you can get those rebel scum to bunch up properly.  You either laugh all the way back home or miss entirely and drop like flies. &lt;br /&gt;
*Strangely, the Bomber becomes a better choice as the game gets larger. With more and more threats to distract your opponent from your bombers, he&#039;ll be focusing on the stuff that makes harder kills, while you&#039;ll be able to field multiple redundant bombers.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Scimitar Squadron Pilot&#039;&#039;&#039; The Bombers that accompanied Obsidian Squadron, chasing the Millennium Falcon as well as participating in Endor where at the end of the battle they helped evacuate the second Death Star. Bog standard no frills Init 2 guy to take when you want to litter the field with &#039;splosions.&lt;br /&gt;
*&#039;&#039;&#039;Deathfire&#039;&#039;&#039;: Real name &amp;quot;McDibs&amp;quot;, this was an LT and Bomber pilot from the SWG MMO. He started a trend of low PS uniques who lack EPTs. But, his ability allows him to fire, drop/launch a bomb, and [https://www.youtube.com/watch?v=OeJ5GvrgE8A|give one last &amp;quot;fuck you&amp;quot; upon his death.]&lt;br /&gt;
*&#039;&#039;&#039;Gamma Squadron Ace&#039;&#039;&#039; An elite group with upgraded maneuverability and horizontal white stripes on their wings. Fought under Maarek Stele and Admiral Zaarin. Generic with increased Initiative, cost, and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Captain Jonus&#039;&#039;&#039;  Scimitar 2, who was both almost eaten by the space slug prior to the Falcon landing in it and managed to hit an asteroid. He survived, and was given a new ship for Endor. If you want to run a Bomber squadron, he is the go-to guy. Gives two Attack Die rerolls on missiles and torps to ships within range 1 of him, which is a pretty sweet deal. If somebody is using Cluster Missiles, [[Awesome|his ability can activate on both attacks]].&lt;br /&gt;
*&#039;&#039;&#039;Major Rhymer&#039;&#039;&#039; The leader of Scimitar Squadron, who was promoted to Major prior to the Battle of Endor and lead his squadron in rescuing the stranded personnel of the second Death Star before it blew up. Drops fat rhymes like he drops rebel scum (citation not required, fact-checkers get expired). When attacking with a Secondary Weapon you can increase or decrease the range by 1, but it can&#039;t go lower than 1 or higher than 3. If you have some plan that is dependent on pulling off a killing shot with Advanced Proton Torpedoes or keeping out of a range that activates an opponent special ability, he&#039;s okay.&lt;br /&gt;
*&#039;&#039;&#039;Tomax Bren&#039;&#039;&#039; Fought alongside Admiral Thrawn and went into hiding when things went to shit. Tomax Bren was the leader of Scimitar Squadron, and managed not to do much notable with it. He makes much more of a splash in X-Wing, with the ability to use Reload on Talent cards. So far, the only thing worth getting for him is Crack Shot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tie Bomber Mini.jpg&lt;br /&gt;
Image:TIE Bomber Schematic.png&lt;br /&gt;
Image:Gamma Squadron.png|Gamma Squadron&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TIE/D Defender==&lt;br /&gt;
[[File:TIE Defender 1.jpg|thumb|200px|right]]&lt;br /&gt;
Also called &amp;quot;Trips&amp;quot; by both Imperial and Rebel alike. Introduced in the &#039;&#039;TIE Fighter&#039;&#039; vidya, where it was infamous for being one of the absolute fuckingest ships in the game, second only to the Missile Boat. The pinnacle in TIE design, the result of the TIE/Ad x7 and TIE Avenger research. [[Mary Sue|More maneuverable than an A-Wing and faster than any other ship. More powerful cannons than anything in the Rebel or Imperial fleets that isn&#039;t attached to a capital ship]]. The problem? Super fucking expensive and EVERYBODY wanted one. In Legends Continuity, the Rebels kept stealing them and blowing up factories so the Empire was only able to produce a small number and very late in their history. The Defender went into active Imperial service not long before Endor, and the Imperial Remnant slowly lost the ability to produce them. This baby came stock with pretty much anything the Empire could stick on it including four powerful laser cannons and two ion cannons, torpedoes, missiles, complex targeting computers, bombs, and quite possibly a kitchen sink launcher. It even had optional tractor beams for harassment and towing. Regardless of what role was needed, the Defender could cover it allowing it to replace anything from Bombers to Gunboats in any given force.&lt;br /&gt;
&lt;br /&gt;
It eventually got re-introduced as being developed before Yavin in &#039;&#039;Rebels&#039;&#039;, ironically its development being headed by Grand Admiral Thrawn, the guy who in the old universe designed the Missile Boat to counter it. Unlike the typically easy to deal fighters in the show, just one TIE Defender almost wrecked an entire rebel squadron which included the Ghost. Its shields were too strong for the laser cannons on rebel ships and even luring it close to a star that destroyed Interceptors didn&#039;t stop it. It was only defeated by hits from ion cannons. This depiction however lacked the ion cannons it had in the old continuity and had more laser cannons its place (maybe a loadout choice; it wrecked shit up nice either way).  &lt;br /&gt;
&lt;br /&gt;
Now forget all of that shit, because &#039;&#039;unlike&#039;&#039; the developers of &#039;&#039;TIE Fighter&#039;&#039;, FFG realized that a ship capable of doing everything every other ship can better [[Cheese| isn&#039;t the most balanced thing in the world.]] It&#039;s still got impressive stats, with 3s in attack, defense, Hull, and 4 Shields because fuck you. In terms of straight line movements, it&#039;s as fast the A-Wing, and it has better selection of short turns than either it or the Interceptor, but it&#039;s not as good at sharp turns. One of its most impressive and unique feats however is that the TIE Defender is the only ship in the game that can preform a U-turn which isn&#039;t red. It can&#039;t equip Torpedoes like in the video game, but it can use Missiles and Cannons.&lt;br /&gt;
*Full Throttle gives you a free evade for fully executing a maneuver faster than 2. Juke is useful on everybody, especially Rexler Brath.&lt;br /&gt;
*Skystrike Academy Squadron Pack introduces the TIE Defender Elite Standardized Configuration. Equipping this hard turns easier and K-turns harder. It also trades Full Throttle for the ability to one-two with a secondary and then primary if you&#039;re locking the defending ship. Goes well with Fire-Control System or Passive Sensors, depending on your initiative.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Defender Mini.jpg&lt;br /&gt;
Image:TIE Defender 2.jpg&lt;br /&gt;
Image:TIE Defender Cockpit.jpg|The TIE Defender cockpit.&lt;br /&gt;
Image:TIE Defender Schematic.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Squad Pilot&#039;&#039;&#039;: A squadron of loyal TIE Defender pilots who fought against turncoat TIE Defenders when the man responsible for the creation of the Defender betrayed and attacked the Empire. Initiative 1 generic.&lt;br /&gt;
*&#039;&#039;&#039;Onyx Squadron Pilot&#039;&#039;&#039;: The first official TIE Defender squadron, deployed at Endor. Initiative 4 with Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Captain Dobbs:&#039;&#039;&#039; (&#039;&#039;SSA&#039;&#039;) Thrawn&#039;s replacement commander after Vult Skerris&#039;s death. When another range 0-1 friendly is being shot at, if Dobbs is in the firing arc, he can ionize himself to cancel 1 hit result.&lt;br /&gt;
*&#039;&#039;&#039;Countess Ryad&#039;&#039;&#039;: Imperial politician who took up piloting as a hobby, went full-time after Endor. When you reveal a Straight maneuver, you can treat it as a white K-Turn. Ryad with the config upgrade should basically never get stressed.&lt;br /&gt;
*&#039;&#039;&#039;Colonel Vessery&#039;&#039;&#039;: A member of the Imperial Remnants who had command of the Stranger and Interloper squadrons. Fought alongside the New Republic Rogue Squadron, and trained them in Imperial tactics. After he rolls attack dice on an enemy, if they are being Target Locked by someone else he also obtains one and can immediately use it if he wants.&lt;br /&gt;
*&#039;&#039;&#039;Vult Skerris:&#039;&#039;&#039; (&#039;&#039;SSA&#039;&#039;) Skerris again. He helped test the TIE Defender, and later used it in battle. He was doing well in the battle, but [[Derp|ignored a direct order from Thrawn]], who correctly deduced that Skerris was falling into a trap. This allowed Hera Syndulla to shoot him down, [[FAIL|causing his crashing ship to domino-effect a command cruiser and a Star Destroyer]], losing the battle. Has the same ability as he does in an Interceptor, where he can strain himself to delay his action until just before he engages.&lt;br /&gt;
*&#039;&#039;&#039;Rexlar Brath:&#039;&#039;&#039; Leader of Onyx Squadron. Reworked and hugely improved from 1E. If he lands a shot while evading, he exposes a random damage card. Juke makes him &#039;&#039;nasty&#039;&#039; to deal with.&lt;br /&gt;
**It&#039;s worth mentioning that his ability does not specify primary attack, so it can be used on [[Rape|both Cluster Missile attacks]] or [[What|with a Tractor Beam]]. He also makes Homing Missiles much scarier.&lt;br /&gt;
**Seyn Marana can help Brath get to work on those crits while a target&#039;s shields are still up.&lt;br /&gt;
*&#039;&#039;&#039;Darth Vader:&#039;&#039;&#039; (&#039;&#039;SSA&#039;&#039;) The fans demanded and the devs delivered: Vader in a Defender. Vader is a monster here, bringing the principles of [[Rage|Juyo]] to the table and costing more than half of your points in standard play. He has 3 Force points which can &#039;&#039;only&#039;&#039; be spent while attacking, but can turn blanks into hits.&lt;br /&gt;
&lt;br /&gt;
==TIE/ph Phantom==&lt;br /&gt;
[[File:TIE Phantom 1.png|thumb|200px|right]]&lt;br /&gt;
Introduced in the &#039;&#039;&#039;old&#039;&#039;&#039; old &#039;&#039;Rebel Assault II: The Hidden Empire&#039;&#039; video game and based on concept art for the Lambda Shuttle. Having origins in the V38 Assault Fighter, an early Imperial vehicle, it was the product of Palpatine&#039;s favored Moff who was tasked with creating a superior stealth fighter in response to the destruction of the first Death Star. Possessing shields, hyperdrive, and a resurrection of cloaking technology using the rare Stygium crystals. Unlike basically every other Imperial ship, the cockpit has life support systems allowing pilots to use a headset rather than the complete suit. It had one of the most advanced cloaking devices ever created although it required many of the systems onboard the ship to be shut down to function. It was extremely expensive, even more so than a Defender although the higher survivability and smaller numbers required to be an effective force made it a more attractive investment. Its production lines were short-lived however, as a single fighter stolen by a pair of Rebel lovers managed to destroy an ENTIRE FUCKING SUPER STAR DESTROYER and the only production facility, and as a result succeeding production lines were kept top secret and in limited numbers to prevent similar fuckups and to prevent the technology from falling into Rebel hands.  &lt;br /&gt;
&lt;br /&gt;
The TIE phantom takes slippery bastardy to a whole new level. With 3 Attack Dice and stats that otherwise seem lackluster at 2 in defense, 3 Hull, and 2 Shields, the real power of the Phantom is in its Cloaking Device. For quite awhile they had almost destroyed the Rebel meta, making X-wings and B-wings rather dated in the fact that those ships just have an incredibly hard time getting the Phantom into arc while the Phantom can dance around and shred them like no other. Although its unprecedented firepower (In 1E, it was 4) and maneuverability have some players crying power creep, it has a tendency to fold under focus fire (even 4 defense dice will come up blank more often than not) and is temporarily crippled by the effects of Stress and Ion Tokens. It can take &amp;lt;s&amp;gt;Crew&amp;lt;/s&amp;gt; &#039;&#039;&#039;Gunner&#039;&#039;&#039; and System upgrades. While it&#039;s cheaper than the Defender, the Phantom is still an investment since you now have to factor in how you&#039;re going to protect it. Target mitigation is very important here. Collision Detector is a great choice for the Sensor slot. You can decloak through obstacles and ignore their effects entirely twice per game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealth in space===&lt;br /&gt;
*When Cloaked, the Phantom becomes a bitch to hit with a +2 boost to agility.&lt;br /&gt;
*Upon Decloaking (which happens before anyone reveals their move) you boost straight forward at speed two or Barrel Roll with the speed 2 template. Since this happens before anyone reveals their movement, and does not count as an action, you can slip out of danger or into a prime firing position to let forth with 3 attack.&lt;br /&gt;
*&#039;&#039;Stygium Array&#039;&#039; (now built-in!) lets you get an Evade Token upon Decloaking. If you still have that token at the end of the round, you can spend it to recloak.&lt;br /&gt;
*Juke and Outmaneuver are both effective choices for the Talent slot.&lt;br /&gt;
*The Phantom&#039;s base Agility of 2 makes Stealth Device not super-expensive, but lets you roll 5 defense dice when cloaked.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Phantom Mini.jpg|A TIE Phantom mini, and custom paintjobs depicting cloaking. &lt;br /&gt;
Image:TIE Phantom Cockpit.jpg&lt;br /&gt;
Image:TIE Phantom 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Imdaar Test Pilot:&#039;&#039;&#039; Middling Initiative of 3. You can fit 4 of these guys in a list if you feel like it.&lt;br /&gt;
*&#039;&#039;&#039;Sigma Squadron Ace:&#039;&#039;&#039; A small squadron that was deployed against Rebel patrols as a test to Darth Vader of the effectiveness of the Phantom, which while successful, lead directly to the loss of the facility that produced them. Higher cost, Initiative, and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Echo:&#039;&#039;&#039; A character with no backstory, confirmed in an FAQ to be female. Same stats as Sigma Squadron Ace, but she &#039;&#039;makes&#039;&#039; the Phantom. When doing the fancy Decloaking maneuver, Echo uses the 2 banking template instead of the straight one giving her a much better choice of movement options. Holds the title for slipperiest ship in the game.&lt;br /&gt;
*&#039;&#039;&#039;Whisper:&#039;&#039;&#039; Initiative 5, after performing an attack that hits, get assigned an Evade Token. Can decloak, get an evade, focus, shoot, get a second evade, and maybe recloak.&lt;br /&gt;
&lt;br /&gt;
==VT-49 Decimator==&lt;br /&gt;
[[File:Decimator 1.jpg|200px|thumb|right]]&lt;br /&gt;
Created as a mid-sized Imperial ship for the Star Wars Galaxies (the first Star Wars MMO) expansion that added ships to the game. It was designed as an &amp;quot;evil Millennium Falcon&amp;quot; and borrowed aesthetics from TIE Fighters and a Star Destroyer (many have noted it closely resembles a TX-130T Hovertank, the primary Republic and Empire ground vehicle from Star Wars Battlefront 2). Essentially a heavy recon vessel, a picket ship (a ship that sits at the edges of large fleets to detect traps and inbound hostiles before they reach more expensive craft), and if needed [[METAL BOXES|a heavily armored troop transport functioning like a space AT-AT. ]] To be assigned to one is a good sign since its a step below capital ships, and who doesn&#039;t dream if being captain of a Star Destroyer? [[Blam|Besides those who are prone to mistakes anyway]].&lt;br /&gt;
&lt;br /&gt;
The Decimator is a very popular ship in Imperial meta for a number of reasons. While the Shuttle is like a TIE Fighter in that it gets the job done cheap with its ample upgrade slots for combo synergy, the Decimator does it while packing a punch at almost double the price. Despite being a lot smaller than the CR90 it has a much stronger Hull of 12 (strongest in the game at the moment), but one less Shield. That lack of Shields (because those eat Crits) along with not having ass-saving choices like Chewbacca as a pilot or C-3PO as Crew make it much squishier than the YT-1300, but still more durable than anything else. While it has a defense of 0, it thankfully has a lot more turning moves than the Rebel Large ships in keeping with the Imperial theme. But while it&#039;s strong, it&#039;s still not armed well enough to enough to get into any head to head gun fights with other Large ships at only 3 Attack Dice on a bow-tie turret (the first the Empire got) and being limited to a single Bomb and/or Torpedo for secondary weapons.  &lt;br /&gt;
*Two Crew and a Gunner, just like the YT-1300.&lt;br /&gt;
**&amp;lt;s&amp;gt;Ysanne Isard&amp;lt;/s&amp;gt; &#039;&#039;&#039;Minister Tua&#039;&#039;&#039; is a good pick for any VT-49 pilot, as she can help compensate for the utter lack of evasion.&lt;br /&gt;
*&#039;&#039;Dauntless&#039;&#039; title lets you perform a white action as red after bumping another ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Decimator Mini.jpg&lt;br /&gt;
Image:Decimator Interior.jpg|A fan mock-up of what the Decimator interior might look like.&lt;br /&gt;
Image:Captain Kagi.jpg|Note that the actor originally to play Captain Kagi instead played Oicunn, meaning Kagi may have been a secret clone of Oicunn. Or fans have taken behind the scenes trivia for canon. Either way, this is Captain Oicunn. &lt;br /&gt;
Image:Commander Kenkirk.png|Kenkirk.&lt;br /&gt;
Image:Chiraneu.png|Chiraneau.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=====Pilots=====&lt;br /&gt;
*&#039;&#039;&#039;Patrol Leader&#039;&#039;&#039;: Run of the mill pilot.&lt;br /&gt;
*&#039;&#039;&#039;Captain Oicunn&#039;&#039;&#039;: Named Barrow Oicunn, he was in the army on his home planet of Humbarine during the Clone Wars when Grievous devastated the undefended planet, saw the Empire as being able to prevent the same thing from happening to somebody else. Like Batman. At some point he had an interesting adventure relating to the Kessel Run which has never been elaborated on, but is what gives him his unique ability in the game (so it&#039;s not hard to figure out what happened). He was promoted to Admiral eventually, and a small group of elite clone Stormtroopers use his DNA as a template. He can attack at Range 0.&lt;br /&gt;
**Combine with the Intimidation talent to drop their defense.&lt;br /&gt;
**&#039;&#039;Dauntless&#039;&#039; title is a must to compensate for all the ramming you&#039;re doing.&lt;br /&gt;
**0-0-0 and BT-1 have a nice  chain synergy with Oicunn&#039;s ability as long as Vader is in your squad. If you don&#039;t have Vader, bring Death Troopers instead.&lt;br /&gt;
*&#039;&#039;&#039;Morna Kee:&#039;&#039;&#039; An imperial officer who attended a Mofference in the shitty &#039;&#039;Aftermath&#039;&#039; novel. Init 4 with 3 non-recurring charges. If she has a Reinforce token, she can spend a charge during End Phase to flip its direction instead of removing it. If you really wanted to, you could have the fore and aft simultaneously reinforced.&lt;br /&gt;
*&#039;&#039;&#039;Rear Admiral Chiraneau&#039;&#039;&#039;: A TIE ace who had specialized in deep space comm. Promoted by the newly &amp;quot;[[PROMOTIONS|promoted]]&amp;quot; Admiral Piett to Rear Admiral and was his adviser on the Super Star Destroyer &amp;quot;Executor&amp;quot;. At some point after that he commanded a Decimator. When Palpatine arrived at the second Death Star he was among the Stormtroopers and officers standing at attention, then for the battle was on the bridge of the Executor. Killed when A-Wing pilot Arvel Crynyd suicide-bombed the bridge of the ship, resulting in the destruction of the Executor when it... crashed straight into the Death Star. Maybe putting the only controls of the ship in the exposed bridge was a bad idea. When shooting at somebody that your reinforce token is facing, you can change an eye to a crit. Anything that grants rerolls is your friend here.&lt;br /&gt;
**Minister Tua ensures a constant supply of Reinforce tokens to keep his ability going. Hope you like the blue maneuvers.&lt;br /&gt;
&lt;br /&gt;
==TIE/IT Interdictor/Punisher==&lt;br /&gt;
[[File:TIE Punisher 1.jpg|thumb|200px]]&lt;br /&gt;
The appearance of this ship is something of a [[Skub]] topic. Some say it looks like a TIE Bomber got cancer and exaggerates the lazy stupidity of many TIE designs. Some say it looks fucking amazing, and more/larger bomb bays only makes sense for a fighter that can deploy firepower on par with a fucking Star Destroyer. Either way, it was originally designed for the RTS Star Wars: Galactic Battlegrounds as a fully upgraded TIE Bomber so you can&#039;t blame FFG for this one. It has the same basic design and cockpit as a Bomber, plus shields and a stronger hull with the ability to take almost any kind of weapon the Empire had in the extra munition pods. They were put into service after the destruction of the first Death Star, and bombed Yavin IV during the Rebel evacuation. After the fall of the Galactic Empire, the Interdictors still in service to the Remnant were further upgraded and renamed Punishers. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a worthy counterpart to the K-wing, with a whopping three Shields and six Hull on top of its slots for 2 Missiles, 2 Bombs, and a Torpedoes, a gunner, and a Systems upgrade slot on top of that. Has two Attack Dice and one Defense Die, which isn&#039;t terrible. Its maneuver dial leaves a lot to be desired, but it compensates with an inherent Boost action and white reload. With Munitions Failsafe on top of that you could keep a kitted-out Punisher unleashing hell for most of the combat turns in a game. &lt;br /&gt;
You take a Punisher, you&#039;re looking to put major hurt into the field.&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to overestimate how much use you&#039;ll get out of the TIE Punisher. It&#039;s often a priority target; it has only one Evasion, making it fairly easy to hit compared to your dodgy fighters, and its maneuver dial is nothing spectacular, so its three shields and six hull are nowhere near as tough as you might expect them to be. The important thing to worry about is not loading up on too much points worth of ordinance. A single bomb, torpedo, or missile is probably your best bet.&lt;br /&gt;
*Trajectory Simulator + Ablative Plating = Witnessed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Punisher Mini.jpg&lt;br /&gt;
Image:TIE Punisher 2.jpg|Because your [[Exterminatus|&amp;quot;Exterminatus&amp;quot;]] is just so...&#039;&#039;impersonal&#039;&#039;.&lt;br /&gt;
Image:Sienar.jpg|&amp;lt;nowiki&amp;gt;*Heavy breathing*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Cutlass Squadron Pilot:&#039;&#039;&#039; A squadron that has no lore, other than it is Imperial and contains plural TIE Punishers. The obligatory Initiative 2 generic choice.&lt;br /&gt;
*&#039;&#039;&#039;Deathrain:&#039;&#039;&#039; Like Howlrunner he was created as a pilot name for Star Wars Galaxies. Unlike Howlrunner, he has absolutely no other lore. This guy can perform an action immediately after dropping/launching a device. Very handy for avoiding the bombs launched with Trajectory Simulator.&lt;br /&gt;
*&#039;&#039;&#039;Redline:&#039;&#039;&#039; An absolute psychopath who [[Marines Malevolent| complained when they had to stop bombing civilian targets on a rebelling planet even after it became a lifeless wasteland,]] succeeded Juno Eclipse as head of Black Eight Squadron. Overlooked in 1E, but rewrote the meta in 2E until the first points revision recosted him. Still pretty popular. Can have two Target Locks at the same time and can lock after any action.&lt;br /&gt;
**Can double-lock with Cluster Missiles to give two rebs a bad time.&lt;br /&gt;
**Can focus lock with Barrage Rockets to give one reb a bad time.&lt;br /&gt;
&lt;br /&gt;
==TIE Advanced v1/Inquisitor&#039;s TIE==&lt;br /&gt;
[[File:TIE Advanced V1.png|thumb|200px]]&lt;br /&gt;
Designed for the unnamed Pau&#039;an Inquisitor (called &amp;quot;Inky&amp;quot; by many fans) villain from the first season of &#039;&#039;Rebels&#039;&#039;. An offshoot of the TIE Advanced 1x, combined with Darth Maul&#039;s ship &amp;quot;Scimitar&amp;quot;. Very few were made as the first produced was blown up by Rebels during the unveiling on Empire Day. With hyperdrive, life support, and folding S-coils it was a very powerful craft although it traded half of its solar panels for extremely thick armor ([[Fluff|Despite having a lower hull rating than even a TIE/ln]].) which forced it to rely on burning fuel. It was equipped with technology suited for the mission of the operative, including advanced tracking missiles. With 2 attack, 3 agility and 2 each of shields and hull the TIE Advanced Prototype has fairly average stats at a reasonable price.  Also has a missile slot and sensor upgrade.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Advanced v1 Mini.png&lt;br /&gt;
Image:Imperial Inquisitor.png|The Inquisitor. &lt;br /&gt;
Image:TIE Advanced v1 Cockpit.png&lt;br /&gt;
Image:TIE Advanced v1 Toy.jpg&lt;br /&gt;
Image:TIE Advanced v1 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Baron of the Empire:&#039;&#039;&#039; Baron being a title given to ace starfighter pilots in the Empire, this guy has Initiative 3 and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor:&#039;&#039;&#039; The one and only generic Force User outside of the Clone Wars era with Initiative 3.&lt;br /&gt;
**If you have any bombers with Init 3 or higher, Sense can be used to check an enemy&#039;s movement right before deciding whether or not to drop that bomb.&lt;br /&gt;
**Giving Predictive Shot to a pilot with only two attack dice is a great way to annoy high-agility ships.&lt;br /&gt;
**Currently the cheapest way to use Supernatural Reflexes.&lt;br /&gt;
*&#039;&#039;&#039;Seventh Sister:&#039;&#039;&#039; Crazy Mirialin bitch that replaced Inky after his death, later killed by Maul. She has 2 Force points, and her ability lets her cancel an enemy&#039;s evade result if she spends both of them. The Hate Force Upgrade is a great way to recover Force more quickly, even if her survivability isn&#039;t that great.&lt;br /&gt;
*&#039;&#039;&#039;Fifth Brother:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) The big grey inquisitor that got rekt by Maul on Malachor. Has 2 Force points. When he attacks and hits, he can spend both Force points to add a crit. Awesome against beef, and is downright mean with Homing Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Grand Inquisitor:&#039;&#039;&#039; The nemesis of the Ghost crew throughout season 1 of &#039;&#039;Rebels&#039;&#039;, the Inquisitor is a beast in starship combat.  His ability says that when attacking with your primary weapon at range 2-3, you may spend 1 Force to treat the range of the attack as 1. When defending at range 1, you can spend 1 Force to prevent the range 1 bonus. [[RAW|This does NOT work when being attacked by Arvel Crynyd or Crew Zeb at Range 0.]] Give yourself the bonus attack dice for range, deny your opponent the evade dice for range, and generally make people have a bad day.  Has a Force upgrade slot, obviously.&lt;br /&gt;
&lt;br /&gt;
==TIE Striker==&lt;br /&gt;
&lt;br /&gt;
Officially the TIE/sk x1 Experimental Air Superiority Fighter, the TIE Striker lives up to its name with large wings designed for use in atmosphere(which are actually articulated on the model). Introduced in Rogue One and apparently not particularly good, because it was never seen throughout the rest of the series. &amp;lt;s&amp;gt;According to supplementary materials, it&#039;s got a bomb dropping system, but apparently no one told FFG, because they took &amp;quot;Air Superiority&amp;quot; and ran with it.&amp;lt;/s&amp;gt; &#039;&#039;&#039;It has bombs as of 2nd Edition.&#039;&#039;&#039; The TIE Striker is slow as far as Imperial ships go, but is freakishly maneuverable, with 2 speed S-loops and a 2 speed K turn. It&#039;s extra maneuverable thanks to its ship ability, Adaptive Ailerons, which essentially grants you a forced Boost action right before performing your maneuver. Comes with Focus, Barrel Roll, and Evade actions. 3 attack, 2 agility, 4 hull, no shields. They&#039;re probably one of the squirrelist fighters the Empire can field with their pre-maneuver boost and flexible dial, making them ideal flankers, but its low speed, lack of upgrades and actions (being stressed denies you your free boost) and general low dodging/hitting power means that it can flank, but can&#039;t do much when it gets there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: TIE striker in-atmosphere.jpg&lt;br /&gt;
Image:Uh_oh.jpg| Apparently somebody showed this picture to FFG, between first and second edition.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planetary Sentinel:&#039;&#039;&#039; Initiative 1, your generic option. Is making a surprising splash as a viable swarm unit.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Vagabond&amp;quot;:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) The one that&#039;s actually built around the sk&#039;s bombing capabilities. Vagabond can drop a device after fully executing an Adaptive Ailerons maneuver. Mines and Skilled Bombardier are made to fly with Vagabond.&lt;br /&gt;
*&#039;&#039;&#039;Black Squadron Scout:&#039;&#039;&#039; Initiative 3 generic with Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Countdown:&#039;&#039;&#039; When you&#039;re defending, you can take a stress token and a damage to cancel all your opponent&#039;s dice results. Lets you avoid that nasty 4 hit roll. [[Troll|Massively annoying to fight against.]]&lt;br /&gt;
*&#039;&#039;&#039;Pure Sabacc:&#039;&#039;&#039; When you have 0 or 1 damage cards, you roll an extra attack die. Good for early game punch. Stealth device can help keep his ability going.&lt;br /&gt;
*&#039;&#039;&#039;Duchess:&#039;&#039;&#039; She&#039;s beauty, she&#039;s grace, she&#039;s miss step on my face. You can ignore your ailerons&#039; ability if it&#039;s convenient, like to keep her out of a bomb&#039;s blast radius.&lt;br /&gt;
&lt;br /&gt;
==Alpha-class Star Wing==&lt;br /&gt;
[[File:Alpha-Class.png|thumb|200px|right]]&lt;br /&gt;
Designed by the same team that made the Lambda shuttle.  Its existence is a tacit admission by the empire that throwing hordes of flimsy, unshielded TIEs at the rebels was just creating a lot of rebel aces.  Intended to level the playing field with the X-Wing and does a pretty good job of that.&lt;br /&gt;
&lt;br /&gt;
The Alpha-class Star Wing aka Assault Gunboat comes installed with a nifty SLAM device to improve maneuverability and can be upgraded to be a flying gun platform (XG1 configuration) or upgraded to carry even more missiles and torpedoes (OS-1 Arsenal) like having both of them and a reload action for infinite ammo still is not enough. The SLAM can be upgraded as well which makes it feel like the Missile Boat from the glorious TIE-Fighter game from before the internet times: use the energy of your puny main cannon to fly closer to the enemy and greet them with your rockets (high skilled pilots ensure that the ship can still fire while having a weapons disabled token) or fly away and reload.&lt;br /&gt;
*Advanced SLAM is basically mandatory for this ship regardless of configuration.&lt;br /&gt;
*If you&#039;re using XG-1 (Cannon), it&#039;s still a good idea to bring a torp or missile along. Fire off the ordnance, then use the cannon while reloading.&lt;br /&gt;
*XG-1 is currently the only way to [[Meme|SLAM and Jam]].&lt;br /&gt;
*Advanced Proton Torpedo is good with OS-1 since it isn&#039;t terribly difficult to SLAM into Range 1 of some poor chump. And if that doesn&#039;t work, you &#039;&#039;surely&#039;&#039; brought something longer range for this very situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:MissileBoatDB.jpg&lt;br /&gt;
Image:MBCockpit.jpg|Cockpit view. A gross misrepresentation as less than half of the view is explosions.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Nu Squadron Pilot:&#039;&#039;&#039; Being cheap is his best and most popular feature.&lt;br /&gt;
*&#039;&#039;&#039;Rho Squadron Veteran:&#039;&#039;&#039; Init/Cost bump and Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Karsabi:&#039;&#039;&#039; Has the ability to replace a disarm token with a stress token which allows him to fire a weapon not covered by his configuration.&lt;br /&gt;
**With OS-1 Loadout, it&#039;s possible to SLAM, Reload, and fire in one round if you can get him the lock/focus required for the attack.&lt;br /&gt;
*&#039;&#039;&#039;Major Vynder:&#039;&#039;&#039; Can roll an additional defense die while disarmed, which is all the time.&lt;br /&gt;
&lt;br /&gt;
==TIE/ag Aggressor==&lt;br /&gt;
[[File:TIEag.jpg|thumb|200px|right]]&lt;br /&gt;
Now the Empire has turrets, too! In a large departure from the (mostly) high agility/un-shielded TIE series, the Aggressor comes at you with the agility of an X-wing and 1 shield - making the play style of each faction less pronounced.  It looks like a poor-man&#039;s TIE Advanced with slightly cut-out solar panels and a gun on its tail for good measure. The double Missile slots are obviously intended for Barrage Rockets.&lt;br /&gt;
*Veteran Turret Gunner is great for any pilot except for Double Edge, due to the hard cap of one bonus attack per round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIEAggressor-SWGMB.jpg|The Aggressor made its debut in the dead MMO, &#039;&#039;Star Wars Galaxies&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Sienar Specialist:&#039;&#039;&#039; Barest bones pilot to fill a seat.&lt;br /&gt;
*&#039;&#039;&#039;Onyx Squadron Scout:&#039;&#039;&#039; Elite generic.&lt;br /&gt;
*&#039;&#039;&#039;Double Edge:&#039;&#039;&#039; If he misses a turret or missile he attack, he can perform a bonus attack with a different weapon. Hotshot Gunner is a decent choice, since forcing the defender to use a focus/calculate means your first shot will probably miss anyway.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Kestal:&#039;&#039;&#039; When attacking, he can spend a focus to discard all of the defender&#039;s non-evade results, preventing them from modifying results. Since he usually won&#039;t use a Focus to modify his attack, he definitely benefits from having a squaddie that can pass a target lock his way.&lt;br /&gt;
**Works well with Barrage Rockets since that requires focus anyway.&lt;br /&gt;
&lt;br /&gt;
==TIE Reaper==&lt;br /&gt;
[[File:TIEReaper.jpg|thumb|200px|right]]&lt;br /&gt;
The TIE Reaper debuted in &#039;&#039;Rogue One&#039;&#039; as a troop transport, for Death Troopers in particular. It has the Adaptive Ailerons like the TIE Striker where it has to boost 1 before revealing its dial. The specs are all over the place. Its base stats are comparable to the Lambda, just lacking the tail gun and 2 shields, and Reinforce is traded out for Evade. All turns are red, it can speed 1 sloop, and it has the full-stop maneuver. Finally, in contrast with the Lambda, Coordinate is red and Jam is white.&lt;br /&gt;
*Death Troopers naturally fit right in. If you bring them along, enemy ships range 0-1 cannot remove stress tokens. The TIE Reaper has the maneuverability needed to make this work.&lt;br /&gt;
*Director Krennic is included with TIE Reaper, but works just as well anywhere else. He grants his ship the Target Lock action and designate another friendly ship as Optimized Prototype.&lt;br /&gt;
*ISB Slicer prevents enemy ships range 1-2 from removing jam tokens. Works delightfully with Feroph or Vermeil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIEReaperDisembark.jpg|A TIE Reaper doing what it does best.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Scarif Base Pilot:&#039;&#039;&#039; Initiative 1 generic. This is the best guy to stick with Death Troopers, since his low Initiative lets him move into place before anybody else.&lt;br /&gt;
*&#039;&#039;&#039;Vizier:&#039;&#039;&#039; Can perform a white Coordinate after fully executing an Adaptive Ailerons maneuver. He then skips his normal action. Nice to have if he needs to do a red maneuver or one that would put him out of coordinating range.&lt;br /&gt;
*&#039;&#039;&#039;Captain Feroph:&#039;&#039;&#039; When defending, if the attacker doesn&#039;t have any green tokens, you can change a result to an evade. Meant to be used with Jam action.&lt;br /&gt;
*&#039;&#039;&#039;Major Vermeil:&#039;&#039;&#039; Like Feroph, but with attacking instead.&lt;br /&gt;
&lt;br /&gt;
==TIE/rb Heavy==&lt;br /&gt;
First showing up in Solo, the TIE/rb (or TIE Really Big) is exactly what it sounds like: a bigger TIE Fighter. 8 hull and the Reinforce action allows for slightly more durability then your standard TIE Bomber. What really makes this ship is the Rotating Cannons, which allows both of your equipped cannons to rotate with the primary arc to either the front or back. Similar to the First Order&#039;s TIE/sf, the rb can pull some real shenanigans with hard turns and talon rolls, and shake off pursuers by firing backwards.   &lt;br /&gt;
*The MKG-300 computer can be configured for either manueverability or blasting those damm Rebels out of the sky. Both add the Calculate action as well as a pretty useful new linked action (Barrel roll to red calculate on MA, rotate to calculate on TA). Either one is solid, and since they&#039;re both cheap, it really depends on what kind of cannon you strap on to this ship. &lt;br /&gt;
*Synced Laser Cannons is a natural upgrade, taking both cannon slots for a solid 3-dice attack. Can deny the defender a Range 3 bonus if you&#039;re calculating. Fits well with either of the configurations. &lt;br /&gt;
*Double modification slots isn&#039;t that useful, but you can stack your TIE with a Hull Upgrade and a Shield Upgrade to basically turn it into a mini-Decimator. &lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Carida Academy Pilot:&#039;&#039;&#039; Init 1 generic, fairly afforable. Add this to a TIE/ln squad for some extra firepower. &lt;br /&gt;
*&#039;&#039;&#039;Onyx Squadron Sentry:&#039;&#039;&#039; The mandatory elite generic that nobody uses. &lt;br /&gt;
*&#039;&#039;&#039;Lytann Dree:&#039;&#039;&#039; Initiative 3 pilot, can allow a friendly ship at range 0-2 to reroll if you&#039;re to the side of the defender. Very situational and kinda useless for the price. &lt;br /&gt;
*&#039;&#039;&#039;Rampage:&#039;&#039;&#039; The only pilot outside of the barebones generic that&#039;s worth using. After executing a speed 3-4 maneuver, he can assign a strain token to an enemy in his rotated arc at range 0-1, or two strain tokens if he&#039;s damaged. Also very situational, he&#039;ll probably only use this ability once or twice, but if you&#039;re stacking your TIE with cannons and modifications, you may as well use Rampage.&lt;br /&gt;
&lt;br /&gt;
=Epic=&lt;br /&gt;
&lt;br /&gt;
==Wing Leaders==&lt;br /&gt;
&#039;&#039;Agent of the Empire&#039;&#039; designates a TIE Advanced x1 or v1 as wing leader to a group of TIE/lns. This adds a nice, cheap layer of protection over one of your more valuable pilots, especially the frail v1s. The Empire offers several fun and unique possibilities with wings.&lt;br /&gt;
*Most of Inferno Squad make for good wingmates, especially Iden Versio and/or Del Meeko.&lt;br /&gt;
*Howlrunner, while predictable, is an ideal candidate for &#039;&#039;Veteran Wing Leader&#039;&#039;.&lt;br /&gt;
*Wing Leader Duchess applies her ability to all of her wingmates.&lt;br /&gt;
*There are several Crew cards whose value can be enhanced by working with wings: Admiral Sloane, Captain Needa, Cienna Ree, Director Krennic, Grand Moff Tarkin, and Moff Jerjerrod.&lt;br /&gt;
*Captain Jonus. [[MOAR DAKKA|Nuff said]].&lt;br /&gt;
&lt;br /&gt;
==Raider-Class Corvette==&lt;br /&gt;
[[File:Imperial Raider 3.jpg|thumb|200px]]&lt;br /&gt;
An entirely new creation for X-Wing by Fantasy Flight Games, and since it was created in cooperation with Lucasfilm after the Disney wiped the EU it&#039;s completely canon! The Raider class corvette was designed by Lira Wessex, the same woman who created the Star Destroyers among other Imperial wonders you love (which makes her canon again too) 6 years before the Battle of Yavin with the destruction of the first Death Star seeing it put straight into production. Created as the mid point between a Star Destroyer and Decimator and as an Imperial ship equal in size to the CR90 (which didn&#039;t exist in the canon prior), the Raider has the speed for Rebel-like hit and run attacks or patrols and is designed primarily as a heavy anti-fighter ship. Its powerful lasers are more accurate than those found on a Star Destroyer and comes with plenty of anti-fighter tricks like small Ion cannons, along with great durability and a centralized command bridge. When a Star Destroyer deploys a squadron of TIEs the Raider is what is deployed to accompany and support them. Because it was hyperdrive-capable, the Raider was usually deployed along other hyperdrive Imperial ships including the TIE Advanced 1x prototypes that didn&#039;t wind up in Vader&#039;s garage.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s first Huge ship. It&#039;s costed similarly to the CR-90 with pretty minor statistical differences. The primary arc is full frontal and the upgrade bar has missile and torp slots. The ship ability makes your primary and ordnance attacks stronger against targets in your bullseye arc, which is effective against wings and larger ships.&lt;br /&gt;
&lt;br /&gt;
The Raider has a choice of three Titles:&lt;br /&gt;
*&#039;&#039;&#039;Assailer:&#039;&#039;&#039; Trades 2 Shield for 2 Hull, adds gunner slot. Gives a green die when defending at Range 1. Arvel Crynyd likes this.&lt;br /&gt;
*&#039;&#039;&#039;Corvus:&#039;&#039;&#039; Allows you to dock 2 small ships and grants Calculate action. &#039;&#039;Corvus&#039;&#039; also lets you get a second Calculate token from performing the action, including linked Calculates like with Damage Control Team.&lt;br /&gt;
*&#039;&#039;&#039;Impetuous:&#039;&#039;&#039;  Trades 2 Shield for 2 Energy, adds Crew slot. When you destroy an enemy with an attack, you can Focus or Target Lock.&lt;br /&gt;
*&#039;&#039;&#039;Instigator:&#039;&#039;&#039; Adds Team slot. Lets you reroll 2 dice when attacking a ship with an orange or red token.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Imperial Raider Mini.png&lt;br /&gt;
Image:Imperial Raider 2.png&lt;br /&gt;
Image:Imperial Raider 1.png&lt;br /&gt;
Image:Imperial Raider Fire Arcs.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gozanti Cruiser/Imperial Assault Carrier/Imperial Freighter==&lt;br /&gt;
[[File:Imperial Assault Carrier.png|thumb|200px]]&lt;br /&gt;
The Gozanti was not exclusively used by the Empire (and in fact, one showed up briefly in The Phantom Menace in the Mos Espa spaceport). It was designed as an anti-pirate heavy freighter and escort ship with advanced sensors, powerful engines, an armored hull, with multiple kinds of powerful armaments. In order to make it unattractive for pirates to use it was given built-in limits on its speed so it could not be a hit and run vessel. It&#039;s an older ship design, popular in the trade conflicts that led to the Trade Federation&#039;s blockade shenanigans. Although the Rebel Alliance used them, the Empire claimed the bulk of the Gozantis in the galaxy when they were brought into service as rapid-deployment transport ships for AT walkers or as small patrol ships which could use their hyperdrive to reach a location and deploy four carried TIE Fighters, though in-game, it can dock any small ships. The Imperial Freighters were also used as transport for everything from VIP personnel to troops to cargo, including slaves. &lt;br /&gt;
&lt;br /&gt;
The Gozanti has the following Titles:&lt;br /&gt;
*&#039;&#039;&#039;Blood Crow:&#039;&#039;&#039; Trades 1 Shield for 2 Energy, adds Gunner slot. When attacking Range 1-2, add an eyeball result. Fifth Brother can get comfy here.&lt;br /&gt;
*&#039;&#039;&#039;Requiem:&#039;&#039;&#039; When you undock a ship, it can target lock a ship you have locked. &#039;&#039;Requiem&#039;&#039; likes TIE Bombers, Os-1 Alpha-class Star Wings. Targeting Battery is a must.&lt;br /&gt;
*&#039;&#039;&#039;Suppressor:&#039;&#039;&#039; Trades 2 Hull for 2 Shield, adds Sensor slot. When you coordinate a friendly ship, you may spend an energy to jam an enemy Range 0-2 from the friendly. Very fun, and Boosted Scanners gives you more range, but it practically demands you take an Optimized Power Core or Tibanna Reserves.&lt;br /&gt;
*&#039;&#039;&#039;Vector:&#039;&#039;&#039; Adds Crew and Cargo slots. When you undock a ship, they can evade or boost. Nice for dumping them directly into a fight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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>2600:1700:9831:5900:403F:F3A8:ADF3:9D95</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Empire&amp;diff=568881</id>
		<title>X-Wing/Tactics/Empire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Empire&amp;diff=568881"/>
		<updated>2021-05-23T00:39:16Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9831:5900:403F:F3A8:ADF3:9D95: Added Skystrike Interceptor pilots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Asteroids do not concern me, Admiral. I want that ship, not excuses.&amp;quot;&#039;&#039; -Darth Vader&lt;br /&gt;
[[File:Imperial Logo.png|thumb|250px|left|[https://www.youtube.com/watch?v=PN_CP4SuoTU This is your galaxy!]]]&lt;br /&gt;
&lt;br /&gt;
Empire ships are dominated by the general mentality of &amp;quot;numbers over quality, and HUGE FUCKING CAPITAL SHIPS&amp;quot;. Most non-LN non-SA non-IN TIE Fighters are prototypes or limited runs created in response to the general fighter superiority and hit/run tactics of the Rebel Alliance, with each being rejected by Moffs in favor of just building a bigger capital ship or superweapon or were shut down and destroyed/captured by Rebels with only a small number surviving. The combination of cheap low rank soldiers and fighters with powerful heavy weapons and vehicles allowed the Empire to control the bulk of the galaxy with a tighter grip than any government had previously had and expand extremely quickly whenever possible. On the downside, it leaves them vulnerable to &amp;quot;stateless&amp;quot; actors who could jump in, destroy less potent opposition, and leave without any territory to go after in a counter attack.&lt;br /&gt;
&lt;br /&gt;
According to the Empire&#039;s military philosophy, [[Imperial Guard| ships are cheap, and life is cheaper.]] TIE Fighters have solar panels for wings which reduce the energy requirements to maintain the already cheap Twin Ion Engine that gives the ship its name. Generally armed only with semi-powerful laser cannons, decent sensors, absolutely no life-support systems, no combat shields, and no hyperdrive capacity as well as a minimum number of any moving parts in the ship, the TIE Fighter is reliable but an absolute death trap in combat with extreme maneuverability as its only real defense. Each pilot&#039;s suit is entirely self-contained and is their only protection from the vacuum of space, and pilots can&#039;t go anywhere or function for long before dying of suffocation or dehydration without a ship such as a Star Destroyer or Gozanti Cruiser to pick them up and ferry them. This was intended to prevent pilots from going rogue, since if some hotshot decided to go off the reservation it was only a matter of time before he had to dock with an Imperial ship and [[Blam| face justice for his actions.]]&lt;br /&gt;
&lt;br /&gt;
In general, customization of craft in the Empire is very rare as ships are constantly replaced and military discipline prevents ideas of individuality. The exception is any Imperial who gets 10-20 confirmed kills (different requirement by squadron) earns the right to have red stripes (called &amp;quot;blood stripes&amp;quot;) put on their assigned ships before launch, and members of elite groups (such as the Imperial Guard) have special markings as well. As a result of this for the longest time Imperial ships in-game had little in the way of upgrade slots compared to the Rebels, though later expansions have closed the gap somewhat. After the death of Emperor &amp;quot;Can&#039;t Peeve The Sheev&amp;quot; Palpatine, the Empire split into multiple &amp;quot;Imperial Remnant&amp;quot; factions which initially fought the New Republic, then each other for dominance. Innovation ceased and few new designs were seen (though many late designs, like the Scimitar bomber, &#039;&#039;would&#039;&#039; fully replace their predecessor in the better off factions), and factions began customizing their armor and vehicles as replacements became rare or nonexistent.&lt;br /&gt;
&lt;br /&gt;
In 1970&#039;s-1990&#039;s canon, only late Imperial Remnants had non-humans due to desperation and shifting policies as they became less evil and more Lawful Neutral. George Lucas&#039;s official notes for EU writers established there were female Stormtroopers away from the Death Star, but writers took the stance they&#039;re rare and/or the armor makes everyone look the same so nobody can really tell unless they speak. Vader&#039;s own 501st remained purely Jango Fett clones while the rest of the Empire was recruits, conscripts and clones based on inferior fathers. Admiral Daala and Admiral Thrawn were notable for being exceptions as a woman and alien respectively. This Empire became the Empire of the Hand after the Remnant wars. &lt;br /&gt;
&lt;br /&gt;
In newer canon, the Empire mostly recruit humans with some aliens mixed in, no clones at all after a certain point, and women are seen among the men in all ranks and corps. This Empire becomes the First Order after the Remnant wars.&lt;br /&gt;
*Mechanically, the Empire puts emphasis on one big ship telling a bunch of small ships what to do, which is reflected in most of its faction-exclusive upgrades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sheev.png|Emperor Sheev.&lt;br /&gt;
Image:Darth Vader.jpg|Darth Vader.&lt;br /&gt;
Image:Wilhuff.png|Grand Moff Tarkin with an Imperial General.&lt;br /&gt;
Image:Promotions.jpg|Imperial Admirals and the changing of the guard.&lt;br /&gt;
Image:Mara Jade.png|An Emperor&#039;s Hand agent.&lt;br /&gt;
Image:Star Wars Inquisitor.png|An Inquisitor.&lt;br /&gt;
Image:X-WingRuthless.png|The Empire-exclusive Talent Ruthless sums up the faction and /swg/&#039;s masturbation fantasies.&lt;br /&gt;
Image:Ciena_ree.png|There are exceptions. Some Imperial officers are actually decent people. Stick her on a Lambda with some TIE Interceptors to keep your opponent guessing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why play the Galactic Empire =&lt;br /&gt;
The Empire are best known for their capital ships which were, pound for pound, the most powerful in the galaxy... not a help on this scale though, so be prepared to rely on numbers and a few expensive ships.&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
*Cheap ships are great for swarms&lt;br /&gt;
*Have a decent selection of force using crew upgrade cards&lt;br /&gt;
*What expensive ships they have tend to be good&lt;br /&gt;
*Again, really good selection of ships with lot of options&lt;br /&gt;
*Only generic force users this side of Order 66.&lt;br /&gt;
*You really, really love Ion Engines&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; &lt;br /&gt;
*Target locks not standard, along with torpedoes and missiles on some fighters.&lt;br /&gt;
*Imperial ships tend to disfavor shields&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
&lt;br /&gt;
== TIE/LN Fighter ==&lt;br /&gt;
[[File:TIE ln Art.png|thumb|200px]]&lt;br /&gt;
The Empire&#039;s main ship, literally designated the &amp;quot;TIE Line Fighter&amp;quot;. Extraordinarily cheap in-universe, with the few pilots lucky enough to survive a fight being given entirely new fighters rather than repaired ones. &lt;br /&gt;
&lt;br /&gt;
Its defense and turning are on par with the A-Wings though it isn&#039;t as fast, falling short on speed in a straight line. Firepower is average. As this ship is cannon fodder, it can&#039;t equip any ship upgrades beside modifications.&lt;br /&gt;
*As the least expensive ship in the game and with a lot of pilots that emphasize sticking together, it is no wonder the TIE swarm was once the most infuriating thing you can unleash on someone. Since then a lot of anti-swarm options have made their way into the game, but the TIE swarm is still the stock Empire build. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE ln Mini.JPG&lt;br /&gt;
Image:TIE ln Cockpit.jpg&lt;br /&gt;
Image:TIE ln Cockpit 2.jpg&lt;br /&gt;
Image:Howlrunner.png|Howlrunner.&lt;br /&gt;
Image:TIE ln Pilot.jpg|Not exactly very promising on the whole &amp;quot;keeps you alive in space&amp;quot; thing. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Academy Pilot:&#039;&#039;&#039; Cheapest pilot in the game. Initiative 1. This is most of what you are taking if you run a maximum numbers TIE swarm.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Wampa&amp;quot;:&#039;&#039;&#039; Bottom initiative pilot with the ability to reroll an attack die if he hasn&#039;t defended in the same round. Makes for a nice decoy.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Squadron Pilot:&#039;&#039;&#039; An elite group of TIE Fighters which chased the Millennium Falcon through the asteroid field, then out of Cloud City, and survived the Battle of Endor. Academy Pilot but with a bump in Initiative and cost.&lt;br /&gt;
*&#039;&#039;&#039;Night Beast:&#039;&#039;&#039; Actual name Dodson Makraven, second in command of Obsidian Squadron and known for epic hangovers on leave. After executing a blue maneuver, you may perform a free Focus action.&lt;br /&gt;
*&#039;&#039;&#039;Black Squadron Ace:&#039;&#039;&#039; Vader&#039;s own TIE Squadron, were looking pretty good until they all died horribly when the Death Star blew up. Middle Initiative, can take a Talent.&lt;br /&gt;
*&#039;&#039;&#039;Valen Rudor:&#039;&#039;&#039; The Imperial test pilot/ace who keeps getting his ship stolen or shot down by the crew of the Ghost on the &#039;&#039;Rebels&#039;&#039; TV show. After you or a nearby friendly defend, you may perform a free action.&lt;br /&gt;
*&#039;&#039;&#039;Seyn Marana:&#039;&#039;&#039; An Inferno Squadron pilot who mercifully died before she would have had to appear in &#039;&#039;EAfront II&#039;&#039;. Can cancel all her Attack Dice results when attacking, and if there&#039;s a Critical in the results, she inflicts an automatic facedown card to whoever he&#039;s shooting at. Good for opening up units so that Gideon Hask gets his bonus die or Del Meeko to use his ability.&lt;br /&gt;
*&#039;&#039;&#039;Del Meeko:&#039;&#039;&#039; Inferno Three. Actually had a somewhat believable character arc in &#039;&#039;EAfront II&#039;&#039;. He allows friendly ships to reroll a defense die if the attacker is damaged.&lt;br /&gt;
*&#039;&#039;&#039;Gideon Hask:&#039;&#039;&#039; Inferno Two, who is [[Sindri|weirdly open about his desire to see his CO die so he can take her place]]. He gets an extra attack die against damaged ships.&lt;br /&gt;
*&#039;&#039;&#039;Iden Versio:&#039;&#039;&#039; Inferno One, and protagonist of &#039;&#039;EAfront II&#039;&#039;. Established early on as a die-hard supporter of the Empire with a pronounced hatred of the whiny and entitled Rebels. She even supported [[Exterminatus|Operation:]] [[Stupid Evil|Cinder]] in principle until she learned her homeworld was was on the chopping block. Her choice to defect at that point paints her as [[Perturabo|a very unsympathetic person whose apparent change of heart is motivated entirely by self-interest]]. She then [[Mortarion|becomes a cheerleader to the very same Rebel Alliance she had regarded as vermin]]. Her single-use ability is actually pretty decent for running TIE/ln squads, where she can actually prevent one from receiving all damage from one source. Superb for preventing somebody from getting mulched by Wedge Antilles in the first combat round.&lt;br /&gt;
*&#039;&#039;&#039;Mauler Mithel:&#039;&#039;&#039; Vader&#039;s other wingman. Utters the phrase &amp;quot;Look out&amp;quot; before he is shot by the Millennium Falcon and runs into Vader. Rolls an additional Attack Die at Range 1, so at that distance he has the same attack power as an X-Wing.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Scourge&amp;quot; Skutu:&#039;&#039;&#039; An NPC in the West End [[Star Wars RPG]]. He gets an extra attack die against ships in his bullseye arc.&lt;br /&gt;
*&#039;&#039;&#039;Howlrunner:&#039;&#039;&#039; A woman named Civé Rashon, and leader of Obsidian Squadron. Pilot leading the group that chases the Millennium Falcon out Cloud City at the end of The Empire Strikes Back. Allows all ships within range 1 or her to re-roll one Attack Die. If you play a swarm TAKE HER. She makes the standard TIE a lot more potent. A Stealth Device or a Shield upgrade isn&#039;t a bad idea for her if you have extra points to spend as it will allow her to live longer and keep buffing the rest of your fleet.&lt;br /&gt;
&lt;br /&gt;
== TIE Advanced 1x/2x==&lt;br /&gt;
[[File:TIE Advanced 1x Art.jpg|thumb|200px|&amp;quot;I have you now...&amp;quot;]]&lt;br /&gt;
The Empire was constantly attempting to replace the TIE/ln fighter, mostly through the TIE Advanced project which pioneered tech used to create almost every TIE variant although no Advanced ever made it out of the prototype phase. The 1x is actually the second model of the fighter, with the very first incarnation simply called the v1. The 1x is Darth Vader&#039;s personal fighter, which he basically refused to give up after the Battle of Yavin. Juno Eclipse also piloted one before him despite the fact it was first created as a project to replace his old Jedi fighter. Despite its success the Imperial Navy refused to make more than a small number of elite Squadrons worth so they could make more Star Destroyers for the Rebels to blow up. The 2x was visually similar, better than the TIE/ln but cheaper than the 1x and is most likely the model that any Advanced model you put on the tabletop that doesn&#039;t have the 1x title is (since the other models are significantly different-looking and would require a totally different mini).&lt;br /&gt;
*Advanced Targeting Computer is built-in. When shooting an enemy you&#039;ve locked, you get an extra attack die and turn a hit into a crit. The sensor slot is clearly meant to have Fire Control Systems.&lt;br /&gt;
*The Advanced has shields, missile capabilities, and swaps the evade action for target lock, although it&#039;s a big step in cost above the standard TIE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Advanced 1x Mini.jpg&lt;br /&gt;
Image:TIE Advanced 1x Cockpit.jpg|It&#039;s not clear if the Advanced cockpit is as unsafe without a suit as the other TIE models, although Vader managed to survive for quite awhile when stranded after the destruction of the Death Star. &lt;br /&gt;
Image:Juno Eclipse.jpg|Juno Eclipse.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Tempest Squadron Pilot:&#039;&#039;&#039; Simple generic.&lt;br /&gt;
*&#039;&#039;&#039;Storm Squadron Ace:&#039;&#039;&#039; [[Stormtrooper| A super-elite group of pilots, not only given the Advanced but also upgraded versions.]] A notch above Tempest in Initiative and cost, but also has a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Zertik Strom&#039;&#039;&#039;: A [[Deal with it|pitiless]] [[Serious Business|administrator]]. Commanded a Star Destroyer, plotted to bring a very popular casino space station under Imperial control. Killed by the station&#039;s owner after his plot was made public and he failed to capture the main cast of the Star Wars movies. Can spend a Target Lock he has on a ship to flip one of its damage cards face up and resolve the Crit. Combine with Seyn Marana for some hilarious results.&lt;br /&gt;
*&#039;&#039;&#039;Ved Foslo&#039;&#039;&#039;: An arrogant bag of douche and total Chad. He was roommates with Thane Kyrell and made improvements to TIE laser cannons. He has cannibalized Juno Eclipse&#039;s ability from 1E, allowing him to increase or decrease the speed of his revealed maneuver by one point. This gives a pretty insane level of flexibility which he can exploit to steal yo girl.&lt;br /&gt;
*&#039;&#039;&#039;Maarek Stele&#039;&#039;&#039;: Protagonist of the old TIE Fighter video games. Notable because in all of his EU stories, he never &amp;quot;converted&amp;quot; to the Rebel cause, instead working with Imperial Remnants well into the New Republic era. Rough punk who got sucked into the Imperial Navy by Palpatine&#039;s charisma and turned out to be the best damned TIE pilot the Empire ever had. [[Fluff|Also Force-sensitive]], for some reason. When he deals a Crit, you can draw three and pick which one you give. Once considered the most worthless pilot in the game, which is no longer true thanks to later expansions. (fans of TIE Fighter rejoice!) Give him Fire Control System and Predator to pile on the guaranteed crits so you can drink those delicious tears. In Epic, he is the man to designate Dreadnought Hunter.&lt;br /&gt;
*&#039;&#039;&#039;Darth Vader:&#039;&#039;&#039; A man who fell in love with an angel and really doesn&#039;t like sand. He has max Initiative and a whopping 3 Force points, which he can spend to perform additional actions. Sadly, he can no longer take Squad Leader to pass those actions around, but Brilliant Evasion is a pretty lulzy upgrade for him to take, since he will basically never be in anybody&#039;s bullseye arc.&lt;br /&gt;
**Darth Vader is also a Crew upgrade that can spend his Force point before the shooting starts to pick an enemy ship in his firing arc closer than range 3 and damage them unless they remove a green token. This was so widely used and abused on the TIE Phantom that FFG [[Nerf|replaced its crew slot with a basically worthless gunner slot]]. The only real options left are Lambda, TIE Reaper, and Decimator.&lt;br /&gt;
**Fielding Darth Vader in either capacity allows you to use 0-0-0 and BT-1, who are normally Scum only. Just stick all three on a Decimator.&lt;br /&gt;
&lt;br /&gt;
== TIE/in Interceptor ==&lt;br /&gt;
[[File:TIE in Art.jpg|thumb|200px]]&lt;br /&gt;
[[File:Royal TIE in Art.jpg|thumb|200px]]&lt;br /&gt;
An adaptation of a few pieces of tech created for the TIE Advanced 1x to the basic TIE/ln; Rebels called them &amp;quot;squints&amp;quot; because of their curved wings. Features include a second pair of more advanced cannons were installed on the wings themselves, a stronger engine, and better sensor/targeting systems. Although the usual variant is just as much of a death trap as a Fighter due to sharing an identical cockpit, some rare ones were given life-support, shields, missiles, sensor jamming tech, hyperspace engines, and whatever else was called for. Intended to fully replace the Fighter, but didn&#039;t until the age of the Imperial Remnant because the Empire likes their TIE swarms just as much as you do. A completely red variant with small pairs of wings on the sides of the larger wings (which aren&#039;t on the miniature, sadly) were also built, mostly assigned to Palpatine&#039;s Imperial Guard although some extra elite pilots were also assigned them. These red Interceptors were upgraded in almost every way at any expense. TIE Interceptor pilots were notably much more skilled as they were initially a promotion from Fighters, with many already having blood stripes when they first flew it. &lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s counterpart to the A-Wing. It has the same dial minus the green five forward, with 3&#039;s across the board giving it more firepower and Hull, but has no Shields so it&#039;s still less durable. Can Focus, Barrel Roll, Boost, and Evade. Use the Boost action &amp;lt;s&amp;gt;[[Meme| to get through]]&amp;lt;/s&amp;gt; to get the critical slip you need if you sense danger or opportunity knocking.&lt;br /&gt;
*1E&#039;s Title upgrade is now built into all fighters, giving them two upgrade slots, in case you wanted a really expensive Stealth Device or Shield Upgrade&lt;br /&gt;
*Autothrusters lets you perform a red boost or barrel roll after any action, giving it unparalleled maneuverability.&lt;br /&gt;
*&#039;&#039;Skystrike Academy Squadron Pack&#039;&#039; introduces the Sensitive Controls configuration. This replaces Autothrusters with the ability to perform a red boost or red barrel roll during Systems Phase. Whether or not this is truly an upgrade to Autothrusters varies by playstyle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE in Mini.jpg&lt;br /&gt;
Image:Royal TIE in Mini.jpg&lt;br /&gt;
Image:TIE in 1.jpg&lt;br /&gt;
Image:TIE in Schematic.gif&lt;br /&gt;
Image:TIE in Pilot.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Alpha Squadron Pilot:&#039;&#039;&#039; A group initially stationed on the first Death Star, then later put under the leadership of the Imperial agent turned Sith assassin Lumiya. Low initiative makes for a good blocker.&lt;br /&gt;
*&#039;&#039;&#039;Nash Windrider:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; Nash is one of several Imperials hailing from Alderaan. Uniquely, he doubled down on his loyalty to the Empire after his planet was destroyed, convincing himself it was necessary. In-game, he makes the most out of losing allies. Once per round, when a friendly small ship is being destroyed, he can make them engage immediately. You&#039;ll get much more mileage from this ability in Epic Play.&lt;br /&gt;
*&#039;&#039;&#039;Saber Squadron Pilot:&#039;&#039;&#039; Part of the elite 181st. Participated in, and survived, the Battle of Endor, virtually all had the blood stripes and were known for it. Can take an Elite upgrade.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Lorrir:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; A long-awaited return from 1E, Lorrir must use the bank 1 template when barrel rolling, making him a very unpredictable arc-dodger.&lt;br /&gt;
*&#039;&#039;&#039;Turr Phennir:&#039;&#039;&#039; A 181st pilot who REALLY hated the Alliance, but kept getting his ass kicked until he took the hint and retired to leadership of a small planet in a confederation that later tried to secede from the Alliance leadership, at which point he got is ass kicked &#039;&#039;again&#039;&#039; and finally gave up. After attacking, you can do a free Boost or Barrel Roll, even when stressed. He can pull some crazy and unexpected moves with Snap Shot.&lt;br /&gt;
*&#039;&#039;&#039;Gideon Hask:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; That dick from Inferno Squad got an upgrade. His ability is much more potent here if you can swing the points.&lt;br /&gt;
*&#039;&#039;&#039;Commandant Goran:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; The head instructor of Skystrike Academy. When a Range 0-3 friendly with lower initiative executes a partial maneuver, they can do a red focus. Nice to have in Epic when your ships are more likely to bump into a wing of enemies.&lt;br /&gt;
*&#039;&#039;&#039;Vult Skerris:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; A flight instructor at Skystrike. His card reads a bit strangely, but what he can essentially do is gain a strain token to hold an action in reserve for his engagement. If you have Initiative over your opponent, he can reposition after enemy I5s.&lt;br /&gt;
*&#039;&#039;&#039;Cienna Ree:&#039;&#039;&#039; &#039;&#039;(SSA)&#039;&#039; Deuteragonist of the novel &#039;&#039;Lost Stars&#039;&#039;. Stayed with the Empire while her boyfriend Thane Kyrell joined the Rebels. Her ability is a double-edged sword that&#039;s meant to give some narrative flavor to matches. She gets stressed when she destroys an enemy ship, but removes stress when a range 0-3 friendly is destroyed. Basically, she has anxiety attacks when she guns down an enemy because of the possibility that it was Thane she just killed, but she&#039;s committed to the safety of her wingmates, so seeing one of them die snaps her back into reality.&lt;br /&gt;
*&#039;&#039;&#039;Baron Soontir Fel:&#039;&#039;&#039; The top Imperial Ace, basically the Manfred von Richthofen of Star Wars. Son of a Corellian farmer, given a recommendation to the Imperial Academy so he couldn&#039;t testify in the attempted rape case against a wealthy businessman&#039;s son. His high skill and dedication to the Empire made him one of Grand Moff Tarkin&#039;s favorites. You can look up the rest on [http://starwars.wikia.com/wiki/Soontir_Fel| his Wookieepedia article,] the long and short of it is that he got himself into a ton of bullshit, singlehandedly turned the 181st into the most elite squad in the Empire, double-crossed the New Republic to join up with Admiral Thrawn and become a Chiss-weeaboo before finally having his son become the head of a reborn, less evil Empire. Wedge is his brother-in-law because why the fuck not. Max Initiative. Gets a focus token if there&#039;s an enemy ship in his bullseye arc at the start of the Engagement Phase. Between activating last and having Autothrusters, this should pretty much always trigger.&lt;br /&gt;
&lt;br /&gt;
== Lambda-class Shuttle ==&lt;br /&gt;
[[File:Lambda Shuttle 1.jpg|thumb|200px|right]]&lt;br /&gt;
Designed by some of the best engineers in the universe, who were promised their hearts desire (plus a yacht each!) for designing it. A ubiquitous Imperial workhorse, it can serve as a troop transport for up to twenty, a light freighter, a heavy gunship, or even a VIP transport with simple modification. Comes equipped with a very thick hull, powerful armaments, extremely advanced communication and sensor systems, hyperdrive, shields, and even a degree of luxury for transporting personnel. Its a complete departure from the entire Imperial fleet design! Durable enough to be sent without escort on missions, and secure enough to ferry the Emperor himself. Considered a symbol of Imperial ideals, although that didn&#039;t stop the New Republic from reusing them with a different paint job. The only downside is AWFUL maneuverability and being somewhat slow. It has a number of sister models for different roles, and can be modified as the need demands. &lt;br /&gt;
&lt;br /&gt;
This is another one of those ships with below average defense rolls at only one Defense Die and an extra strong Hull and Shields at 5 each, plus it packs above average firepower with three Attack Dice. 2E gave it a slightly weaker tailgun to replace Anti-Pursuit Lasers and better compensate for the pissawful maneuverability. It also finally has coordinate, making it a true command vessel, reinforce to improve its already impressive tankiness, and red jam because why the hell not?&lt;br /&gt;
*The &#039;&#039;ST-321&#039;&#039; title allows you to lock onto a ship range 0-3 of an ally you just coordinated, turning the support craft into a nice fire-support craft. Or you could make Director Krennic and his Optimized Prototype very happy.&lt;br /&gt;
*Two crew slots means it&#039;s one of the few ships that can bring along Emperor Palpatine himself.&lt;br /&gt;
*None of the pilots have a talent slot.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Lambda Shuttle Mini.jpg&lt;br /&gt;
Image:Lambda Shuttle Interior.jpg&lt;br /&gt;
Image:Lambda Shuttle Cockpit.jpg|A Lambda Shuttle cockpit. &lt;br /&gt;
Image:Jendon and Yorr.jpg|Colonel Jendon on the left, Captain Yorr on the right. &lt;br /&gt;
Image:Captain Kagi.jpg|Despite being identified as a clone, this is the actor of Captain Kagi who appeared instead on the bridge of a Star Destroyer as they never shot his scene. If he is a clone, he&#039;s simply not one of Jango Fett. If this is displeasing to you, feel free to picture Jango Fett dressed as Howard Hughes. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Omnicron Group Pilot&#039;&#039;&#039;: The group of Lambda pilots from the old TIE Fighter vidya. Basic unnamed pilot.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Sai&#039;&#039;&#039;: First name, Berisse. She&#039;s a friend of Ciena Ree, but their abilities do not synchronize with each other at all. Went down with the Executor at Endor. When she coordinates a ship, she may immediately perform the same action if it&#039;s on her bar. This would only see real use if you planned to stock up on focus or buddied up with a Decimator.&lt;br /&gt;
*&#039;&#039;&#039;Colonel Jendon&#039;&#039;&#039;: One of Darth Vader&#039;s personal pilots. Also Onyx veteran, also a test pilot, although he has claim as the first to fly the TIE Defender. Twice per game, he can flip the target lock range requirement so allies have to lock beyond range 3. Definitely intended to setup an alpha strike.&lt;br /&gt;
*&#039;&#039;&#039;Captain Kagi&#039;&#039;&#039;: A clone from the Clone Wars, Palpatine&#039;s personal pilot. Ferried the deep fried wingless legless Annie from Mustafar. You can absorb target locks from range 0-3 friendlies at the start of engagement. Nice way to disrupt enemy plans or just troll anyone who brought homing missiles.&lt;br /&gt;
&lt;br /&gt;
== TIE/sa Bomber ==&lt;br /&gt;
[[File:TIE Bomber 1.png|thumb|right|200px]]&lt;br /&gt;
The TIE Bomber, also known as TIE Surface Assault, is the primary bomber of the Empire. TIE Bombers have a second pod which contains all of their cargo with the back of the cockpit pod containing a miniaturized version of the same type of reactor that powers a Star Destroyer. They are (slightly) more heavily armored than TIE/ln although they still lack shields and hyperdrive. It did however have life support systems and even an ejection system to protect pilots, although standard pilot gear was used regardless. It was still considered an easy kill by Rebel fighters despite this as the maneuverability of ordinary variants was abysmal despite more upgraded versions existing for elite squadrons. The TIE Bomber was never replaced in the Empire fleets, although heavier versions like the TIE Punisher were produced. Modified versions included the bomb pod being converted into a small shuttle (the original role of the Bomber model in the Star Wars movies was actually to be a troop transport for the Empire in &#039;&#039;A New Hope&#039;&#039;, although the scenes were never filmed and the props were used to bomb asteroids in &#039;&#039;Empire Strikes Back&#039;&#039; instead), and the bomb pod can carry damn near any kind of armament including propaganda pamphlets. Multiple ammunition types were switched internally via robotic arms. The TIE Bomber marks the beginning of the Imperial trend of just adding more pods to make a TIE stronger. &lt;br /&gt;
&lt;br /&gt;
The TIE Bomber has a Hull as strong as the Firespray, but it still no Shields so it&#039;ll die only somewhat more slowly than the standard TIEs. It can obviously use Bombs, but this game made it into a counterpart to the B-Wing so it can also be loaded with a Torpedo, two Missiles, and two Bombs! Wonderful Bombs! &lt;br /&gt;
Bombers are much cheaper than their Rebel counterparts, and have a better movement dial than the Y-Wing with more of the Y&#039;s white maneuvers being green maneuvers. If you take them, you probably want to take multiples and try to plan combos as a single Bomber is too much of an easy target.&lt;br /&gt;
*The Nimble Bomber trait allows you to drop bombs with the bank template. Skilled bombardier makes the TIE/sa a very flexible bomber.&lt;br /&gt;
*Red Reload action.&lt;br /&gt;
*Fly several in formation and drop their bombs all at once for a devastating do-or-die tactic when you can get those rebel scum to bunch up properly.  You either laugh all the way back home or miss entirely and drop like flies. &lt;br /&gt;
*Strangely, the Bomber becomes a better choice as the game gets larger. With more and more threats to distract your opponent from your bombers, he&#039;ll be focusing on the stuff that makes harder kills, while you&#039;ll be able to field multiple redundant bombers.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Scimitar Squadron Pilot&#039;&#039;&#039; The Bombers that accompanied Obsidian Squadron, chasing the Millennium Falcon as well as participating in Endor where at the end of the battle they helped evacuate the second Death Star. Bog standard no frills Init 2 guy to take when you want to litter the field with &#039;splosions.&lt;br /&gt;
*&#039;&#039;&#039;Deathfire&#039;&#039;&#039;: Real name &amp;quot;McDibs&amp;quot;, this was an LT and Bomber pilot from the SWG MMO. He started a trend of low PS uniques who lack EPTs. But, his ability allows him to fire, drop/launch a bomb, and [https://www.youtube.com/watch?v=OeJ5GvrgE8A|give one last &amp;quot;fuck you&amp;quot; upon his death.]&lt;br /&gt;
*&#039;&#039;&#039;Gamma Squadron Ace&#039;&#039;&#039; An elite group with upgraded maneuverability and horizontal white stripes on their wings. Fought under Maarek Stele and Admiral Zaarin. Generic with increased Initiative, cost, and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Captain Jonus&#039;&#039;&#039;  Scimitar 2, who was both almost eaten by the space slug prior to the Falcon landing in it and managed to hit an asteroid. He survived, and was given a new ship for Endor. If you want to run a Bomber squadron, he is the go-to guy. Gives two Attack Die rerolls on missiles and torps to ships within range 1 of him, which is a pretty sweet deal. If somebody is using Cluster Missiles, [[Awesome|his ability can activate on both attacks]].&lt;br /&gt;
*&#039;&#039;&#039;Major Rhymer&#039;&#039;&#039; The leader of Scimitar Squadron, who was promoted to Major prior to the Battle of Endor and lead his squadron in rescuing the stranded personnel of the second Death Star before it blew up. Drops fat rhymes like he drops rebel scum (citation not required, fact-checkers get expired). When attacking with a Secondary Weapon you can increase or decrease the range by 1, but it can&#039;t go lower than 1 or higher than 3. If you have some plan that is dependent on pulling off a killing shot with Advanced Proton Torpedoes or keeping out of a range that activates an opponent special ability, he&#039;s okay.&lt;br /&gt;
*&#039;&#039;&#039;Tomax Bren&#039;&#039;&#039; Fought alongside Admiral Thrawn and went into hiding when things went to shit. Tomax Bren was the leader of Scimitar Squadron, and managed not to do much notable with it. He makes much more of a splash in X-Wing, with the ability to use Reload on Talent cards. So far, the only thing worth getting for him is Crack Shot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tie Bomber Mini.jpg&lt;br /&gt;
Image:TIE Bomber Schematic.png&lt;br /&gt;
Image:Gamma Squadron.png|Gamma Squadron&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TIE/D Defender==&lt;br /&gt;
[[File:TIE Defender 1.jpg|thumb|200px|right]]&lt;br /&gt;
Also called &amp;quot;Trips&amp;quot; by both Imperial and Rebel alike. Introduced in the &#039;&#039;TIE Fighter&#039;&#039; vidya, where it was infamous for being one of the absolute fuckingest ships in the game, second only to the Missile Boat. The pinnacle in TIE design, the result of the TIE/Ad x7 and TIE Avenger research. [[Mary Sue|More maneuverable than an A-Wing and faster than any other ship. More powerful cannons than anything in the Rebel or Imperial fleets that isn&#039;t attached to a capital ship]]. The problem? Super fucking expensive and EVERYBODY wanted one. In Legends Continuity, the Rebels kept stealing them and blowing up factories so the Empire was only able to produce a small number and very late in their history. The Defender went into active Imperial service not long before Endor, and the Imperial Remnant slowly lost the ability to produce them. This baby came stock with pretty much anything the Empire could stick on it including four powerful laser cannons and two ion cannons, torpedoes, missiles, complex targeting computers, bombs, and quite possibly a kitchen sink launcher. It even had optional tractor beams for harassment and towing. Regardless of what role was needed, the Defender could cover it allowing it to replace anything from Bombers to Gunboats in any given force.&lt;br /&gt;
&lt;br /&gt;
It eventually got re-introduced as being developed before Yavin in &#039;&#039;Rebels&#039;&#039;, ironically its development being headed by Grand Admiral Thrawn, the guy who in the old universe designed the Missile Boat to counter it. Unlike the typically easy to deal fighters in the show, just one TIE Defender almost wrecked an entire rebel squadron which included the Ghost. Its shields were too strong for the laser cannons on rebel ships and even luring it close to a star that destroyed Interceptors didn&#039;t stop it. It was only defeated by hits from ion cannons. This depiction however lacked the ion cannons it had in the old continuity and had more laser cannons its place (maybe a loadout choice; it wrecked shit up nice either way).  &lt;br /&gt;
&lt;br /&gt;
Now forget all of that shit, because &#039;&#039;unlike&#039;&#039; the developers of TIE Fighter, FFG realized that a ship capable of doing everything every other ship can better [[Cheese| isn&#039;t the most balanced thing in the world.]] It&#039;s still got impressive stats, with 3s in attack, defense, Hull, and 4 Shields because fuck you. In terms of straight line movements, it&#039;s as fast the A-Wing, and it has better selection of short turns than either it or the Interceptor, but it&#039;s not as good at sharp turns. One of its most impressive and unique feats however is that the TIE Defender is the only ship in the game that can preform a U-turn which isn&#039;t red. It can&#039;t equip Torpedoes like in the video game, but it can use Missiles and Cannons.&lt;br /&gt;
*Full Throttle gives you a free evade for fully executing a maneuver faster than 2. Juke is useful on everybody, especially Rexler Brath.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Defender Mini.jpg&lt;br /&gt;
Image:TIE Defender 2.jpg&lt;br /&gt;
Image:TIE Defender Cockpit.jpg|The TIE Defender cockpit.&lt;br /&gt;
Image:TIE Defender Schematic.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Delta Squad Pilot&#039;&#039;&#039;: A squadron of loyal TIE Defender pilots who fought against turncoat TIE Defenders when the man responsible for the creation of the Defender betrayed and attacked the Empire. Initiative 1 generic.&lt;br /&gt;
*&#039;&#039;&#039;Onyx Squadron Pilot&#039;&#039;&#039;: The first official TIE Defender squadron, deployed at Endor. Initiative 4 with Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Countess Ryad&#039;&#039;&#039;: Imperial politician who took up piloting as a hobby, went full-time after Endor. When you reveal a Straight maneuver, you can treat it as a white K-Turn. Give her Juke for hard hits at unusual angles.&lt;br /&gt;
*&#039;&#039;&#039;Colonel Vessery&#039;&#039;&#039;: A member of the Imperial Remnants who had command of the Stranger and Interloper squadrons. Fought alongside the New Republic Rogue Squadron, and trained them in Imperial tactics. After he rolls attack dice on an enemy, if they are being Target Locked by someone else he also obtains one and can immediately use it if he wants.&lt;br /&gt;
*&#039;&#039;&#039;Rexlar Brath&#039;&#039;&#039;: Leader of Onyx Squadron. Reworked and hugely improved from 1E. If he lands a shot while evading, he exposes a random damage card. Juke makes him &#039;&#039;nasty&#039;&#039; to deal with.&lt;br /&gt;
**It&#039;s worth mentioning that his ability does not specify primary attack, so it can be used on [[Rape|both Cluster Missile attacks]] or [[What|with a Tractor Beam]]. He also makes Homing Missiles much scarier.&lt;br /&gt;
**Seyn Marana can help Brath get to work on those crits while a target&#039;s shields are still up.&lt;br /&gt;
&lt;br /&gt;
==TIE/ph Phantom==&lt;br /&gt;
[[File:TIE Phantom 1.png|thumb|200px|right]]&lt;br /&gt;
Introduced in the &#039;&#039;&#039;old&#039;&#039;&#039; old &#039;&#039;Rebel Assault II: The Hidden Empire&#039;&#039; video game and based on concept art for the Lambda Shuttle. Having origins in the V38 Assault Fighter, an early Imperial vehicle, it was the product of Palpatine&#039;s favored Moff who was tasked with creating a superior stealth fighter in response to the destruction of the first Death Star. Possessing shields, hyperdrive, and a resurrection of cloaking technology using the rare Stygium crystals. Unlike basically every other Imperial ship, the cockpit has life support systems allowing pilots to use a headset rather than the complete suit. It had one of the most advanced cloaking devices ever created although it required many of the systems onboard the ship to be shut down to function. It was extremely expensive, even more so than a Defender although the higher survivability and smaller numbers required to be an effective force made it a more attractive investment. Its production lines were short-lived however, as a single fighter stolen by a pair of Rebel lovers managed to destroy an ENTIRE FUCKING SUPER STAR DESTROYER and the only production facility, and as a result succeeding production lines were kept top secret and in limited numbers to prevent similar fuckups and to prevent the technology from falling into Rebel hands.  &lt;br /&gt;
&lt;br /&gt;
The TIE phantom takes slippery bastardy to a whole new level. With 3 Attack Dice and stats that otherwise seem lackluster at 2 in defense, 3 Hull, and 2 Shields, the real power of the Phantom is in its Cloaking Device. For quite awhile they had almost destroyed the Rebel meta, making X-wings and B-wings rather dated in the fact that those ships just have an incredibly hard time getting the Phantom into arc while the Phantom can dance around and shred them like no other. Although its unprecedented firepower (In 1E, it was 4) and maneuverability have some players crying power creep, it has a tendency to fold under focus fire (even 4 defense dice will come up blank more often than not) and is temporarily crippled by the effects of Stress and Ion Tokens. It can take &amp;lt;s&amp;gt;Crew&amp;lt;/s&amp;gt; &#039;&#039;&#039;Gunner&#039;&#039;&#039; and System upgrades. While it&#039;s cheaper than the Defender, the Phantom is still an investment since you now have to factor in how you&#039;re going to protect it. Target mitigation is very important here. Collision Detector is a great choice for the Sensor slot. You can decloak through obstacles and ignore their effects entirely twice per game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealth in space===&lt;br /&gt;
*When Cloaked, the Phantom becomes a bitch to hit with a +2 boost to agility.&lt;br /&gt;
*Upon Decloaking (which happens before anyone reveals their move) you boost straight forward at speed two or Barrel Roll with the speed 2 template. Since this happens before anyone reveals their movement, and does not count as an action, you can slip out of danger or into a prime firing position to let forth with 3 attack.&lt;br /&gt;
*&#039;&#039;Stygium Array&#039;&#039; (now built-in!) lets you get an Evade Token upon Decloaking. If you still have that token at the end of the round, you can spend it to recloak.&lt;br /&gt;
*Juke and Outmaneuver are both effective choices for the Talent slot.&lt;br /&gt;
*The Phantom&#039;s base Agility of 2 makes Stealth Device not super-expensive, but lets you roll 5 defense dice when cloaked.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Phantom Mini.jpg|A TIE Phantom mini, and custom paintjobs depicting cloaking. &lt;br /&gt;
Image:TIE Phantom Cockpit.jpg&lt;br /&gt;
Image:TIE Phantom 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Imdaar Test Pilot:&#039;&#039;&#039; Middling Initiative of 3. You can fit 4 of these guys in a list if you feel like it.&lt;br /&gt;
*&#039;&#039;&#039;Sigma Squadron Ace:&#039;&#039;&#039; A small squadron that was deployed against Rebel patrols as a test to Darth Vader of the effectiveness of the Phantom, which while successful, lead directly to the loss of the facility that produced them. Higher cost, Initiative, and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Echo:&#039;&#039;&#039; A character with no backstory, confirmed in an FAQ to be female. Same stats as Sigma Squadron Ace, but she &#039;&#039;makes&#039;&#039; the Phantom. When doing the fancy Decloaking maneuver, Echo uses the 2 banking template instead of the straight one giving her a much better choice of movement options. Holds the title for slipperiest ship in the game.&lt;br /&gt;
*&#039;&#039;&#039;Whisper:&#039;&#039;&#039; Initiative 5, after performing an attack that hits, get assigned an Evade Token. Can decloak, get an evade, focus, shoot, get a second evade, and maybe recloak.&lt;br /&gt;
&lt;br /&gt;
==VT-49 Decimator==&lt;br /&gt;
[[File:Decimator 1.jpg|200px|thumb|right]]&lt;br /&gt;
Created as a mid-sized Imperial ship for the Star Wars Galaxies (the first Star Wars MMO) expansion that added ships to the game. It was designed as an &amp;quot;evil Millennium Falcon&amp;quot; and borrowed aesthetics from TIE Fighters and a Star Destroyer (many have noted it closely resembles a TX-130T Hovertank, the primary Republic and Empire ground vehicle from Star Wars Battlefront 2). Essentially a heavy recon vessel, a picket ship (a ship that sits at the edges of large fleets to detect traps and inbound hostiles before they reach more expensive craft), and if needed [[METAL BOXES|a heavily armored troop transport functioning like a space AT-AT. ]] To be assigned to one is a good sign since its a step below capital ships, and who doesn&#039;t dream if being captain of a Star Destroyer? [[Blam|Besides those who are prone to mistakes anyway]].&lt;br /&gt;
&lt;br /&gt;
The Decimator is a very popular ship in Imperial meta for a number of reasons. While the Shuttle is like a TIE Fighter in that it gets the job done cheap with its ample upgrade slots for combo synergy, the Decimator does it while packing a punch at almost double the price. Despite being a lot smaller than the CR90 it has a much stronger Hull of 12 (strongest in the game at the moment), but one less Shield. That lack of Shields (because those eat Crits) along with not having ass-saving choices like Chewbacca as a pilot or C-3PO as Crew make it much squishier than the YT-1300, but still more durable than anything else. While it has a defense of 0, it thankfully has a lot more turning moves than the Rebel Large ships in keeping with the Imperial theme. But while it&#039;s strong, it&#039;s still not armed well enough to enough to get into any head to head gun fights with other Large ships at only 3 Attack Dice on a bow-tie turret (the first the Empire got) and being limited to a single Bomb and/or Torpedo for secondary weapons.  &lt;br /&gt;
*Two Crew and a Gunner, just like the YT-1300.&lt;br /&gt;
**&amp;lt;s&amp;gt;Ysanne Isard&amp;lt;/s&amp;gt; &#039;&#039;&#039;Minister Tua&#039;&#039;&#039; is a good pick for any VT-49 pilot, as she can help compensate for the utter lack of evasion.&lt;br /&gt;
*&#039;&#039;Dauntless&#039;&#039; title lets you perform a white action as red after bumping another ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Decimator Mini.jpg&lt;br /&gt;
Image:Decimator Interior.jpg|A fan mock-up of what the Decimator interior might look like.&lt;br /&gt;
Image:Captain Kagi.jpg|Note that the actor originally to play Captain Kagi instead played Oicunn, meaning Kagi may have been a secret clone of Oicunn. Or fans have taken behind the scenes trivia for canon. Either way, this is Captain Oicunn. &lt;br /&gt;
Image:Commander Kenkirk.png|Kenkirk.&lt;br /&gt;
Image:Chiraneu.png|Chiraneau.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=====Pilots=====&lt;br /&gt;
*&#039;&#039;&#039;Patrol Leader&#039;&#039;&#039;: Run of the mill pilot.&lt;br /&gt;
*&#039;&#039;&#039;Captain Oicunn&#039;&#039;&#039;: Named Barrow Oicunn, he was in the army on his home planet of Humbarine during the Clone Wars when Grievous devastated the undefended planet, saw the Empire as being able to prevent the same thing from happening to somebody else. Like Batman. At some point he had an interesting adventure relating to the Kessel Run which has never been elaborated on, but is what gives him his unique ability in the game (so it&#039;s not hard to figure out what happened). He was promoted to Admiral eventually, and a small group of elite clone Stormtroopers use his DNA as a template. He can attack at Range 0.&lt;br /&gt;
**Combine with the Intimidation talent to drop their defense.&lt;br /&gt;
**&#039;&#039;Dauntless&#039;&#039; title is a must to compensate for all the ramming you&#039;re doing.&lt;br /&gt;
**0-0-0 and BT-1 have a nice  chain synergy with Oicunn&#039;s ability as long as Vader is in your squad. If you don&#039;t have Vader, bring Death Troopers instead.&lt;br /&gt;
*&#039;&#039;&#039;Morna Kee:&#039;&#039;&#039; An imperial officer who attended a Mofference in the shitty &#039;&#039;Aftermath&#039;&#039; novel. Init 4 with 3 non-recurring charges. If she has a Reinforce token, she can spend a charge during End Phase to flip its direction instead of removing it. If you really wanted to, you could have the fore and aft simultaneously reinforced.&lt;br /&gt;
*&#039;&#039;&#039;Rear Admiral Chiraneau&#039;&#039;&#039;: A TIE ace who had specialized in deep space comm. Promoted by the newly &amp;quot;[[PROMOTIONS|promoted]]&amp;quot; Admiral Piett to Rear Admiral and was his adviser on the Super Star Destroyer &amp;quot;Executor&amp;quot;. At some point after that he commanded a Decimator. When Palpatine arrived at the second Death Star he was among the Stormtroopers and officers standing at attention, then for the battle was on the bridge of the Executor. Killed when A-Wing pilot Arvel Crynyd suicide-bombed the bridge of the ship, resulting in the destruction of the Executor when it... crashed straight into the Death Star. Maybe putting the only controls of the ship in the exposed bridge was a bad idea. When shooting at somebody that your reinforce token is facing, you can change an eye to a crit. Anything that grants rerolls is your friend here.&lt;br /&gt;
**Minister Tua ensures a constant supply of Reinforce tokens to keep his ability going. Hope you like the blue maneuvers.&lt;br /&gt;
&lt;br /&gt;
==TIE/IT Interdictor/Punisher==&lt;br /&gt;
[[File:TIE Punisher 1.jpg|thumb|200px]]&lt;br /&gt;
The appearance of this ship is something of a [[Skub]] topic. Some say it looks like a TIE Bomber got cancer and exaggerates the lazy stupidity of many TIE designs. Some say it looks fucking amazing, and more/larger bomb bays only makes sense for a fighter that can deploy firepower on par with a fucking Star Destroyer. Either way, it was originally designed for the RTS Star Wars: Galactic Battlegrounds as a fully upgraded TIE Bomber so you can&#039;t blame FFG for this one. It has the same basic design and cockpit as a Bomber, plus shields and a stronger hull with the ability to take almost any kind of weapon the Empire had in the extra munition pods. They were put into service after the destruction of the first Death Star, and bombed Yavin IV during the Rebel evacuation. After the fall of the Galactic Empire, the Interdictors still in service to the Remnant were further upgraded and renamed Punishers. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a worthy counterpart to the K-wing, with a whopping three Shields and six Hull on top of its slots for 2 Missiles, 2 Bombs, and a Torpedoes, a gunner, and a Systems upgrade slot on top of that. Has two Attack Dice and one Defense Die, which isn&#039;t terrible. Its maneuver dial leaves a lot to be desired, but it compensates with an inherent Boost action and white reload. With Munitions Failsafe on top of that you could keep a kitted-out Punisher unleashing hell for most of the combat turns in a game. &lt;br /&gt;
You take a Punisher, you&#039;re looking to put major hurt into the field.&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to overestimate how much use you&#039;ll get out of the TIE Punisher. It&#039;s often a priority target; it has only one Evasion, making it fairly easy to hit compared to your dodgy fighters, and its maneuver dial is nothing spectacular, so its three shields and six hull are nowhere near as tough as you might expect them to be. The important thing to worry about is not loading up on too much points worth of ordinance. A single bomb, torpedo, or missile is probably your best bet.&lt;br /&gt;
*Trajectory Simulator + Ablative Plating = Witnessed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Punisher Mini.jpg&lt;br /&gt;
Image:TIE Punisher 2.jpg|Because your [[Exterminatus|&amp;quot;Exterminatus&amp;quot;]] is just so...&#039;&#039;impersonal&#039;&#039;.&lt;br /&gt;
Image:Sienar.jpg|&amp;lt;nowiki&amp;gt;*Heavy breathing*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Cutlass Squadron Pilot:&#039;&#039;&#039; A squadron that has no lore, other than it is Imperial and contains plural TIE Punishers. The obligatory Initiative 2 generic choice.&lt;br /&gt;
*&#039;&#039;&#039;Deathrain:&#039;&#039;&#039; Like Howlrunner he was created as a pilot name for Star Wars Galaxies. Unlike Howlrunner, he has absolutely no other lore. This guy can perform an action immediately after dropping/launching a device. Very handy for avoiding the bombs launched with Trajectory Simulator.&lt;br /&gt;
*&#039;&#039;&#039;Redline:&#039;&#039;&#039; An absolute psychopath who [[Marines Malevolent| complained when they had to stop bombing civilian targets on a rebelling planet even after it became a lifeless wasteland,]] succeeded Juno Eclipse as head of Black Eight Squadron. Overlooked in 1E, but rewrote the meta in 2E until the first points revision recosted him. Still pretty popular. Can have two Target Locks at the same time and can lock after any action.&lt;br /&gt;
**Can double-lock with Cluster Missiles to give two rebs a bad time.&lt;br /&gt;
**Can focus lock with Barrage Rockets to give one reb a bad time.&lt;br /&gt;
&lt;br /&gt;
==TIE Advanced v1/Inquisitor&#039;s TIE==&lt;br /&gt;
[[File:TIE Advanced V1.png|thumb|200px]]&lt;br /&gt;
Designed for the unnamed Pau&#039;an Inquisitor (called &amp;quot;Inky&amp;quot; by many fans) villain from the first season of &#039;&#039;Rebels&#039;&#039;. An offshoot of the TIE Advanced 1x, combined with Darth Maul&#039;s ship &amp;quot;Scimitar&amp;quot;. Very few were made as the first produced was blown up by Rebels during the unveiling on Empire Day. With hyperdrive, life support, and folding S-coils it was a very powerful craft although it traded half of its solar panels for extremely thick armor ([[Fluff|Despite having a lower hull rating than even a TIE/ln]].) which forced it to rely on burning fuel. It was equipped with technology suited for the mission of the operative, including advanced tracking missiles. With 2 attack, 3 agility and 2 each of shields and hull the TIE Advanced Prototype has fairly average stats at a reasonable price.  Also has a missile slot and sensor upgrade.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIE Advanced v1 Mini.png&lt;br /&gt;
Image:Imperial Inquisitor.png|The Inquisitor. &lt;br /&gt;
Image:TIE Advanced v1 Cockpit.png&lt;br /&gt;
Image:TIE Advanced v1 Toy.jpg&lt;br /&gt;
Image:TIE Advanced v1 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Baron of the Empire:&#039;&#039;&#039; Baron being a title given to ace starfighter pilots in the Empire, this guy has Initiative 3 and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Inquisitor:&#039;&#039;&#039; The one and only generic Force User outside of the Clone Wars era with Initiative 3.&lt;br /&gt;
**If you have any bombers with Init 3 or higher, Sense can be used to check an enemy&#039;s movement right before deciding whether or not to drop that bomb.&lt;br /&gt;
**Giving Predictive Shot to a pilot with only two attack dice is a great way to annoy high-agility ships.&lt;br /&gt;
**Currently the cheapest way to use Supernatural Reflexes.&lt;br /&gt;
*&#039;&#039;&#039;Seventh Sister:&#039;&#039;&#039; Crazy Mirialin bitch that replaced Inky after his death, later killed by Maul. She has 2 Force points, and her ability lets her cancel an enemy&#039;s evade result if she spends both of them. The Hate Force Upgrade is a great way to recover Force more quickly, even if her survivability isn&#039;t that great.&lt;br /&gt;
*&#039;&#039;&#039;Fifth Brother:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) The big grey inquisitor that got rekt by Maul on Malachor. Has 2 Force points. When he attacks and hits, he can spend both Force points to add a crit. Awesome against beef, and is downright mean with Homing Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Grand Inquisitor:&#039;&#039;&#039; The nemesis of the Ghost crew throughout season 1 of &#039;&#039;Rebels&#039;&#039;, the Inquisitor is a beast in starship combat.  His ability says that when attacking with your primary weapon at range 2-3, you may spend 1 Force to treat the range of the attack as 1. When defending at range 1, you can spend 1 Force to prevent the range 1 bonus. [[RAW|This does NOT work when being attacked by Arvel Crynyd or Crew Zeb at Range 0.]] Give yourself the bonus attack dice for range, deny your opponent the evade dice for range, and generally make people have a bad day.  Has a Force upgrade slot, obviously.&lt;br /&gt;
&lt;br /&gt;
==TIE Striker==&lt;br /&gt;
&lt;br /&gt;
Officially the TIE/sk x1 Experimental Air Superiority Fighter, the TIE Striker lives up to its name with large wings designed for use in atmosphere(which are actually articulated on the model). Introduced in Rogue One and apparently not particularly good, because it was never seen throughout the rest of the series. &amp;lt;s&amp;gt;According to supplementary materials, it&#039;s got a bomb dropping system, but apparently no one told FFG, because they took &amp;quot;Air Superiority&amp;quot; and ran with it.&amp;lt;/s&amp;gt; &#039;&#039;&#039;It has bombs as of 2nd Edition.&#039;&#039;&#039; The TIE Striker is slow as far as Imperial ships go, but is freakishly maneuverable, with 2 speed S-loops and a 2 speed K turn. It&#039;s extra maneuverable thanks to its ship ability, Adaptive Ailerons, which essentially grants you a forced Boost action right before performing your maneuver. Comes with Focus, Barrel Roll, and Evade actions. 3 attack, 2 agility, 4 hull, no shields. They&#039;re probably one of the squirrelist fighters the Empire can field with their pre-maneuver boost and flexible dial, making them ideal flankers, but its low speed, lack of upgrades and actions (being stressed denies you your free boost) and general low dodging/hitting power means that it can flank, but can&#039;t do much when it gets there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: TIE striker in-atmosphere.jpg&lt;br /&gt;
Image:Uh_oh.jpg| Apparently somebody showed this picture to FFG, between first and second edition.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planetary Sentinel:&#039;&#039;&#039; Initiative 1, your generic option. Is making a surprising splash as a viable swarm unit.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Vagabond&amp;quot;:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) The one that&#039;s actually built around the sk&#039;s bombing capabilities. Vagabond can drop a device after fully executing an Adaptive Ailerons maneuver. Mines and Skilled Bombardier are made to fly with Vagabond.&lt;br /&gt;
*&#039;&#039;&#039;Black Squadron Scout:&#039;&#039;&#039; Initiative 3 generic with Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Countdown:&#039;&#039;&#039; When you&#039;re defending, you can take a stress token and a damage to cancel all your opponent&#039;s dice results. Lets you avoid that nasty 4 hit roll. [[Troll|Massively annoying to fight against.]]&lt;br /&gt;
*&#039;&#039;&#039;Pure Sabacc:&#039;&#039;&#039; When you have 0 or 1 damage cards, you roll an extra attack die. Good for early game punch. Stealth device can help keep his ability going.&lt;br /&gt;
*&#039;&#039;&#039;Duchess:&#039;&#039;&#039; She&#039;s beauty, she&#039;s grace, she&#039;s miss step on my face. You can ignore your ailerons&#039; ability if it&#039;s convenient, like to keep her out of a bomb&#039;s blast radius.&lt;br /&gt;
&lt;br /&gt;
==Alpha-class Star Wing==&lt;br /&gt;
[[File:Alpha-Class.png|thumb|200px|right]]&lt;br /&gt;
Designed by the same team that made the Lambda shuttle.  Its existence is a tacit admission by the empire that throwing hordes of flimsy, unshielded TIEs at the rebels was just creating a lot of rebel aces.  Intended to level the playing field with the X-Wing and does a pretty good job of that.&lt;br /&gt;
&lt;br /&gt;
The Alpha-class Star Wing aka Assault Gunboat comes installed with a nifty SLAM device to improve maneuverability and can be upgraded to be a flying gun platform (XG1 configuration) or upgraded to carry even more missiles and torpedoes (OS-1 Arsenal) like having both of them and a reload action for infinite ammo still is not enough. The SLAM can be upgraded as well which makes it feel like the Missile Boat from the glorious TIE-Fighter game from before the internet times: use the energy of your puny main cannon to fly closer to the enemy and greet them with your rockets (high skilled pilots ensure that the ship can still fire while having a weapons disabled token) or fly away and reload.&lt;br /&gt;
*Advanced SLAM is basically mandatory for this ship regardless of configuration.&lt;br /&gt;
*If you&#039;re using XG-1 (Cannon), it&#039;s still a good idea to bring a torp or missile along. Fire off the ordnance, then use the cannon while reloading.&lt;br /&gt;
*XG-1 is currently the only way to [[Meme|SLAM and Jam]].&lt;br /&gt;
*Advanced Proton Torpedo is good with OS-1 since it isn&#039;t terribly difficult to SLAM into Range 1 of some poor chump. And if that doesn&#039;t work, you &#039;&#039;surely&#039;&#039; brought something longer range for this very situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:MissileBoatDB.jpg&lt;br /&gt;
Image:MBCockpit.jpg|Cockpit view. A gross misrepresentation as less than half of the view is explosions.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Nu Squadron Pilot:&#039;&#039;&#039; Being cheap is his best and most popular feature.&lt;br /&gt;
*&#039;&#039;&#039;Rho Squadron Veteran:&#039;&#039;&#039; Init/Cost bump and Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Karsabi:&#039;&#039;&#039; Has the ability to replace a disarm token with a stress token which allows him to fire a weapon not covered by his configuration.&lt;br /&gt;
**With OS-1 Loadout, it&#039;s possible to SLAM, Reload, and fire in one round if you can get him the lock/focus required for the attack.&lt;br /&gt;
*&#039;&#039;&#039;Major Vynder:&#039;&#039;&#039; Can roll an additional defense die while disarmed, which is all the time.&lt;br /&gt;
&lt;br /&gt;
==TIE/ag Aggressor==&lt;br /&gt;
[[File:TIEag.jpg|thumb|200px|right]]&lt;br /&gt;
Now the Empire has turrets, too! In a large departure from the (mostly) high agility/un-shielded TIE series, the Aggressor comes at you with the agility of an X-wing and 1 shield - making the play style of each faction less pronounced.  It looks like a poor-man&#039;s TIE Advanced with slightly cut-out solar panels and a gun on its tail for good measure. The double Missile slots are obviously intended for Barrage Rockets.&lt;br /&gt;
*Veteran Turret Gunner is great for any pilot except for Double Edge, due to the hard cap of one bonus attack per round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIEAggressor-SWGMB.jpg|The Aggressor made its debut in the dead MMO, &#039;&#039;Star Wars Galaxies&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Sienar Specialist:&#039;&#039;&#039; Barest bones pilot to fill a seat.&lt;br /&gt;
*&#039;&#039;&#039;Onyx Squadron Scout:&#039;&#039;&#039; Elite generic.&lt;br /&gt;
*&#039;&#039;&#039;Double Edge:&#039;&#039;&#039; If he misses a turret or missile he attack, he can perform a bonus attack with a different weapon. Hotshot Gunner is a decent choice, since forcing the defender to use a focus/calculate means your first shot will probably miss anyway.&lt;br /&gt;
*&#039;&#039;&#039;Lieutenant Kestal:&#039;&#039;&#039; When attacking, he can spend a focus to discard all of the defender&#039;s non-evade results, preventing them from modifying results. Since he usually won&#039;t use a Focus to modify his attack, he definitely benefits from having a squaddie that can pass a target lock his way.&lt;br /&gt;
**Works well with Barrage Rockets since that requires focus anyway.&lt;br /&gt;
&lt;br /&gt;
==TIE Reaper==&lt;br /&gt;
[[File:TIEReaper.jpg|thumb|200px|right]]&lt;br /&gt;
The TIE Reaper debuted in &#039;&#039;Rogue One&#039;&#039; as a troop transport, for Death Troopers in particular. It has the Adaptive Ailerons like the TIE Striker where it has to boost 1 before revealing its dial. The specs are all over the place. Its base stats are comparable to the Lambda, just lacking the tail gun and 2 shields, and Reinforce is traded out for Evade. All turns are red, it can speed 1 sloop, and it has the full-stop maneuver. Finally, in contrast with the Lambda, Coordinate is red and Jam is white.&lt;br /&gt;
*Death Troopers naturally fit right in. If you bring them along, enemy ships range 0-1 cannot remove stress tokens. The TIE Reaper has the maneuverability needed to make this work.&lt;br /&gt;
*Director Krennic is included with TIE Reaper, but works just as well anywhere else. He grants his ship the Target Lock action and designate another friendly ship as Optimized Prototype.&lt;br /&gt;
*ISB Slicer prevents enemy ships range 1-2 from removing jam tokens. Works delightfully with Feroph or Vermeil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TIEReaperDisembark.jpg|A TIE Reaper doing what it does best.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Scarif Base Pilot:&#039;&#039;&#039; Initiative 1 generic. This is the best guy to stick with Death Troopers, since his low Initiative lets him move into place before anybody else.&lt;br /&gt;
*&#039;&#039;&#039;Vizier:&#039;&#039;&#039; Can perform a white Coordinate after fully executing an Adaptive Ailerons maneuver. He then skips his normal action. Nice to have if he needs to do a red maneuver or one that would put him out of coordinating range.&lt;br /&gt;
*&#039;&#039;&#039;Captain Feroph:&#039;&#039;&#039; When defending, if the attacker doesn&#039;t have any green tokens, you can change a result to an evade. Meant to be used with Jam action.&lt;br /&gt;
*&#039;&#039;&#039;Major Vermeil:&#039;&#039;&#039; Like Feroph, but with attacking instead.&lt;br /&gt;
&lt;br /&gt;
==TIE/rb Heavy==&lt;br /&gt;
First showing up in Solo, the TIE/rb (or TIE Really Big) is exactly what it sounds like: a bigger TIE Fighter. 8 hull and the Reinforce action allows for slightly more durability then your standard TIE Bomber. What really makes this ship is the Rotating Cannons, which allows both of your equipped cannons to rotate with the primary arc to either the front or back. Similar to the First Order&#039;s TIE/sf, the rb can pull some real shenanigans with hard turns and talon rolls, and shake off pursuers by firing backwards.   &lt;br /&gt;
*The MKG-300 computer can be configured for either manueverability or blasting those damm Rebels out of the sky. Both add the Calculate action as well as a pretty useful new linked action (Barrel roll to red calculate on MA, rotate to calculate on TA). Either one is solid, and since they&#039;re both cheap, it really depends on what kind of cannon you strap on to this ship. &lt;br /&gt;
*Synced Laser Cannons is a natural upgrade, taking both cannon slots for a solid 3-dice attack. Can deny the defender a Range 3 bonus if you&#039;re calculating. Fits well with either of the configurations. &lt;br /&gt;
*Double modification slots isn&#039;t that useful, but you can stack your TIE with a Hull Upgrade and a Shield Upgrade to basically turn it into a mini-Decimator. &lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Carida Academy Pilot:&#039;&#039;&#039; Init 1 generic, fairly afforable. Add this to a TIE/ln squad for some extra firepower. &lt;br /&gt;
*&#039;&#039;&#039;Onyx Squadron Sentry:&#039;&#039;&#039; The mandatory elite generic that nobody uses. &lt;br /&gt;
*&#039;&#039;&#039;Lytann Dree:&#039;&#039;&#039; Initiative 3 pilot, can allow a friendly ship at range 0-2 to reroll if you&#039;re to the side of the defender. Very situational and kinda useless for the price. &lt;br /&gt;
*&#039;&#039;&#039;Rampage:&#039;&#039;&#039; The only pilot outside of the barebones generic that&#039;s worth using. After executing a speed 3-4 maneuver, he can assign a strain token to an enemy in his rotated arc at range 0-1, or two strain tokens if he&#039;s damaged. Also very situational, he&#039;ll probably only use this ability once or twice, but if you&#039;re stacking your TIE with cannons and modifications, you may as well use Rampage.&lt;br /&gt;
&lt;br /&gt;
=Epic=&lt;br /&gt;
&lt;br /&gt;
==Wing Leaders==&lt;br /&gt;
&#039;&#039;Agent of the Empire&#039;&#039; designates a TIE Advanced x1 or v1 as wing leader to a group of TIE/lns. This adds a nice, cheap layer of protection over one of your more valuable pilots, especially the frail v1s. The Empire offers several fun and unique possibilities with wings.&lt;br /&gt;
*Most of Inferno Squad make for good wingmates, especially Iden Versio and/or Del Meeko.&lt;br /&gt;
*Howlrunner, while predictable, is an ideal candidate for &#039;&#039;Veteran Wing Leader&#039;&#039;.&lt;br /&gt;
*Wing Leader Duchess applies her ability to all of her wingmates.&lt;br /&gt;
*There are several Crew cards whose value can be enhanced by working with wings: Admiral Sloane, Captain Needa, Cienna Ree, Director Krennic, Grand Moff Tarkin, and Moff Jerjerrod.&lt;br /&gt;
*Captain Jonus. [[MOAR DAKKA|Nuff said]].&lt;br /&gt;
&lt;br /&gt;
==Raider-Class Corvette==&lt;br /&gt;
[[File:Imperial Raider 3.jpg|thumb|200px]]&lt;br /&gt;
An entirely new creation for X-Wing by Fantasy Flight Games, and since it was created in cooperation with Lucasfilm after the Disney wiped the EU it&#039;s completely canon! The Raider class corvette was designed by Lira Wessex, the same woman who created the Star Destroyers among other Imperial wonders you love (which makes her canon again too) 6 years before the Battle of Yavin with the destruction of the first Death Star seeing it put straight into production. Created as the mid point between a Star Destroyer and Decimator and as an Imperial ship equal in size to the CR90 (which didn&#039;t exist in the canon prior), the Raider has the speed for Rebel-like hit and run attacks or patrols and is designed primarily as a heavy anti-fighter ship. Its powerful lasers are more accurate than those found on a Star Destroyer and comes with plenty of anti-fighter tricks like small Ion cannons, along with great durability and a centralized command bridge. When a Star Destroyer deploys a squadron of TIEs the Raider is what is deployed to accompany and support them. Because it was hyperdrive-capable, the Raider was usually deployed along other hyperdrive Imperial ships including the TIE Advanced 1x prototypes that didn&#039;t wind up in Vader&#039;s garage.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s first Huge ship. It&#039;s costed similarly to the CR-90 with pretty minor statistical differences. The primary arc is full frontal and the upgrade bar has missile and torp slots. The ship ability makes your primary and ordnance attacks stronger against targets in your bullseye arc, which is effective against wings and larger ships.&lt;br /&gt;
&lt;br /&gt;
The Raider has a choice of three Titles:&lt;br /&gt;
*&#039;&#039;&#039;Assailer:&#039;&#039;&#039; Trades 2 Shield for 2 Hull, adds gunner slot. Gives a green die when defending at Range 1. Arvel Crynyd likes this.&lt;br /&gt;
*&#039;&#039;&#039;Corvus:&#039;&#039;&#039; Allows you to dock 2 small ships and grants Calculate action. &#039;&#039;Corvus&#039;&#039; also lets you get a second Calculate token from performing the action, including linked Calculates like with Damage Control Team.&lt;br /&gt;
*&#039;&#039;&#039;Impetuous:&#039;&#039;&#039;  Trades 2 Shield for 2 Energy, adds Crew slot. When you destroy an enemy with an attack, you can Focus or Target Lock.&lt;br /&gt;
*&#039;&#039;&#039;Instigator:&#039;&#039;&#039; Adds Team slot. Lets you reroll 2 dice when attacking a ship with an orange or red token.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Imperial Raider Mini.png&lt;br /&gt;
Image:Imperial Raider 2.png&lt;br /&gt;
Image:Imperial Raider 1.png&lt;br /&gt;
Image:Imperial Raider Fire Arcs.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gozanti Cruiser/Imperial Assault Carrier/Imperial Freighter==&lt;br /&gt;
[[File:Imperial Assault Carrier.png|thumb|200px]]&lt;br /&gt;
The Gozanti was not exclusively used by the Empire (and in fact, one showed up briefly in The Phantom Menace in the Mos Espa spaceport). It was designed as an anti-pirate heavy freighter and escort ship with advanced sensors, powerful engines, an armored hull, with multiple kinds of powerful armaments. In order to make it unattractive for pirates to use it was given built-in limits on its speed so it could not be a hit and run vessel. It&#039;s an older ship design, popular in the trade conflicts that led to the Trade Federation&#039;s blockade shenanigans. Although the Rebel Alliance used them, the Empire claimed the bulk of the Gozantis in the galaxy when they were brought into service as rapid-deployment transport ships for AT walkers or as small patrol ships which could use their hyperdrive to reach a location and deploy four carried TIE Fighters, though in-game, it can dock any small ships. The Imperial Freighters were also used as transport for everything from VIP personnel to troops to cargo, including slaves. &lt;br /&gt;
&lt;br /&gt;
The Gozanti has the following Titles:&lt;br /&gt;
*&#039;&#039;&#039;Blood Crow:&#039;&#039;&#039; Trades 1 Shield for 2 Energy, adds Gunner slot. When attacking Range 1-2, add an eyeball result. Fifth Brother can get comfy here.&lt;br /&gt;
*&#039;&#039;&#039;Requiem:&#039;&#039;&#039; When you undock a ship, it can target lock a ship you have locked. &#039;&#039;Requiem&#039;&#039; likes TIE Bombers, Os-1 Alpha-class Star Wings. Targeting Battery is a must.&lt;br /&gt;
*&#039;&#039;&#039;Suppressor:&#039;&#039;&#039; Trades 2 Hull for 2 Shield, adds Sensor slot. When you coordinate a friendly ship, you may spend an energy to jam an enemy Range 0-2 from the friendly. Very fun, and Boosted Scanners gives you more range, but it practically demands you take an Optimized Power Core or Tibanna Reserves.&lt;br /&gt;
*&#039;&#039;&#039;Vector:&#039;&#039;&#039; Adds Crew and Cargo slots. When you undock a ship, they can evade or boost. Nice for dumping them directly into a fight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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>2600:1700:9831:5900:403F:F3A8:ADF3:9D95</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Scum_%26_Villainy&amp;diff=568959</id>
		<title>X-Wing/Tactics/Scum &amp; Villainy</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Scum_%26_Villainy&amp;diff=568959"/>
		<updated>2021-05-21T17:16:02Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9831:5900:403F:F3A8:ADF3:9D95: Fugitives and Collaborators added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;You will pay for your insolence.&amp;quot;&#039;&#039; -Maul&lt;br /&gt;
:&#039;&#039;&amp;quot;Insolence!&amp;quot; [laughs] &amp;quot;We are pirates! We don&#039;t even know what that means!&amp;quot;&#039;&#039; -[[Awesome|Hondo]] [[Troll|Ohnaka]]&lt;br /&gt;
[[File:Scum &amp;amp; Villainy.jpg|thumb|150px|left|[http://youtu.be/jn_J425eo3Q Good. Bad. He sells the most action figures.]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The various independent agents of the Star Wars galaxy, ranging from bounty hunters to criminal syndicates. Third party organizations have always factored in heavily in Star Wars, notably the Jabba the Hutt subplot in the original trilogy as well as most of the &amp;lt;strike&amp;gt;dicking around&amp;lt;/strike&amp;gt; worldbuilding of the prequel trilogy. This goes further in novels, comics, and video games as the various mercenary and pirate factions (and mostly just bounty hunters) get as much importance in plots as the Rebels and Empire/Republic and CIS do. Whether this is because they&#039;re easy plot hook fodder or because they&#039;re just so damn [[awesome]] (see:1980&#039;s-1990&#039;s XTREME fiction) is up for debate. &lt;br /&gt;
&lt;br /&gt;
Scum &amp;amp; Villainy started with a combination of ships &amp;quot;borrowed&amp;quot; from the Rebels and Imperials and as such can mix and match strengths and weaknesses to a greater degree. Further waves have given them a collection of potent ships and a highly competitive market in low cost crew. The general &amp;quot;theme&amp;quot; of Scum can be said that they are very versatile, able to play in ways similar to both Rebels and Empire previous focuses, but also susceptible to those weaknesses as well - with a slight focus on [[Dirty Tricks|nasty tricks and dirty surprise moves]] in their pilots and Illicit upgrade. Since the release of 2nd Edition, illicits have been severely limited.&lt;br /&gt;
&lt;br /&gt;
S&amp;amp;V ships tend to come with some very nice upgrade cards designed to add more firepower, and as such tend to become the second army of the player who bought barely any of the other faction to go with their Starter Set ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Star Wars Smugglers.jpg|Smugglers.&lt;br /&gt;
Image:Black Sun.png|The Black Sun mafia. &lt;br /&gt;
Image:Star Wars Bounty Hunters.jpg|The bounty hunters. &lt;br /&gt;
Image:Star Wars Pirates.png|Pirates. &lt;br /&gt;
Image:TobiasBeckettCrew.jpg|A subtle change can go a long way to fucking up your opponent&#039;s planned formations. Or do basically nothing.&lt;br /&gt;
Image:LandoCrewScum.png|Risking it all on one gamble is emblematic of the faction.&lt;br /&gt;
Image:GeniusDroid.png|Or just running in with a cooked grenade. That&#039;s pretty cool too. &amp;quot;Genius&amp;quot; ran &#039;&#039;circles&#039;&#039; around 1E&#039;s meta. Poor FFG just couldn&#039;t keep up with it. [[Derp|Then again, they should have seen it coming when they gave Captain Nym the ability to ignore his own bombs]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Why play Scum &amp;amp; Villainy?=&lt;br /&gt;
With their name coined in the very first movie by Obi-Wan himself, S/V comprises a mix of pirates, mercenaries and other third parties who don&#039;t care much for the conflicts of the galaxy and play things for themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
*Wide variety of ships can fill almost any role&lt;br /&gt;
*Most likely faction to fuck up enemy tactics&lt;br /&gt;
*Almost universal access to Illicit upgrades&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Illicit upgrades took a nerf in second edition so are a bit lacking at the moment&lt;br /&gt;
*Very, very few Force users&lt;br /&gt;
*Teamwork and synergy is almost non-existent&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
== Firespray-31/Slave 1 ==&lt;br /&gt;
[[File:Firespray-31.jpg|thumb|200px]]&lt;br /&gt;
Created by a subsidiary of the company that built most of the non-TIE Imperial ships, it was designed essentially as a space police car to patrol and bring prisoners to the main prison of the Republic. Jango Fett stole one of the prototypes and blew up the others then named the last surviving model the Slave 1. Boba Fett later reclaimed it, and between the two the ship gained galaxy-wide reputation. The company then produced a fair number more identical to the original prototype, which were popular both among independent pirates and mercenaries. The ship lies on its back when landed, and becomes vertical when flying making atmospheric travel... interesting.&lt;br /&gt;
&lt;br /&gt;
This was the Empire&#039;s counterpart to the YT-1300 before the Scum faction was released. It&#039;s just as durable as the non-character version, and has the agility, firepower, and almost the maneuvering of an X-Wing. Option-wise, it&#039;s one of the most flexible ships in the game. It has slots for bombs, cannons, crew, and missiles. Oh, and it also has a back arc that it can shoot out of at full power (but not with Secondary Weapons). As of 2nd Edition, it is now exclusive to Scum and Villainy. &lt;br /&gt;
&lt;br /&gt;
Any of the bounty hunter pilots with no frills are tough to kill and not lacking in good old fashioned killing power themselves. &lt;br /&gt;
*Has boost and red reinforce actions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Slave-1 Mini.jpg&lt;br /&gt;
Image:Firespray-31 Generic.png&lt;br /&gt;
Image:Firespray-31 Cross Section.jpg&lt;br /&gt;
Image:Firespray-31 Cockpit.jpg&lt;br /&gt;
Image:Firespray-31 Krassis Trelix.png|Krassis Trelix&#039;s Firespray-31.&lt;br /&gt;
Image:Kath Scarlet Firespray-31.png|Kath Scarlet&#039;s Firespray-31.&lt;br /&gt;
Image:Boba Fett Firespray-31.jpg|The Slave-1, repainted by Boba. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunter:&#039;&#039;&#039; Cheapest variety of Firespray.&lt;br /&gt;
*&#039;&#039;&#039;Krassis Trelix:&#039;&#039;&#039; An ex-Imperial who got butthurt he was never promoted to pilot and became a slaver in the Outer Rim before he was killed by a warrior monk woman named Shada D&#039;ukal for being an asshole. His Firespray-31 had a rust orange bottom and olive drab connectors to the wings, with the rest white. Can re-roll one attack die when using a secondary weapon. He can also fire them backward. Fun.&lt;br /&gt;
*&#039;&#039;&#039;Koshka Frost:&#039;&#039;&#039; An &#039;&#039;Edge of the Empire&#039;&#039; OC. When attacking or defending against a stressed ship, you can reroll 1 die. Goes great with Fearless and 0-0-0.&lt;br /&gt;
*&#039;&#039;&#039;Emon Azzameen:&#039;&#039;&#039; Older brother of the main character of &#039;&#039;X-Wing Alliance&#039;&#039;. He can drop devices with the Straight 3 and Turn 3 templates. And unlike Trajectory Simulator, his ability does not exclude mines. Skilled Bombardier gives a staggering range of options.&lt;br /&gt;
**His title card &#039;&#039;Andrasta&#039;&#039; adds another device slot and the reload action.&lt;br /&gt;
*&#039;&#039;&#039;Kath Scarlet:&#039;&#039;&#039; Lady pirate, in command of a band of outlaws which hit any target regardless of affiliation that strayed near their asteroid field. Her Firespray-31 is painted with a checkered white and red. She gets an extra attack die when shooting a ship that is touching a non-unique friendly, which is clearly meant to be used with Z-95 Binayre Pirates acting as Initiative 1 blockers.&lt;br /&gt;
**Her title card &#039;&#039;Marauder&#039;&#039; adds a gunner slot and allows a single reroll when shooting backward.&lt;br /&gt;
*&#039;&#039;&#039;Boba Fett:&#039;&#039;&#039; The most over-rated of over-rated characters in the history of fandom and edgelord extraordinaire. Asshole psychopathic clone of an asshole psychopathic race-traitor. His Firespray-31, the original, has a burgundy bottom with a very chipped away olive green revealing white. When attacking or defending, he can reroll 1 die per enemy ship at range 0-1. Since he wants to get right up in opponents&#039; faces anyway, Fearless and Intimidation are pretty nice.&lt;br /&gt;
**&#039;&#039;Slave I&#039;&#039; title brings back Imperial Boba&#039;s ability from 1E where he can set turn and bank maneuvers to their opposite direction after revealing his dial, helping him get close to enemy ships for his ability. Also adds torpedo slot.&lt;br /&gt;
**Has a crew card that lets you place your ship on an obstacle at the beginning of the game, after all other ships are placed. Y&#039;know, like in &#039;&#039;Empire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== M3-A &amp;quot;Scyk&amp;quot; Interceptor/&amp;quot;Heavy Scyk&amp;quot;/&amp;quot;Light Scyk&amp;quot; Interceptor ==&lt;br /&gt;
[[File:Scyk 1.jpg|thumb|200px]]&lt;br /&gt;
Created as the welfare starter ship given to players in Star Wars Galaxies. A Mandalorian-made fighter, as [[GEQ|fragile as a TIE/ln]] but with life support and weak shields plus a weapon system that can accept almost any conceivable upgrade. It had no hyperdrive and required large ships to carry it if not deployed from a planet or space station. Although the early Empire forbade independent armies or weapons development, the Mandos greased enough palms to make entire fleets before the rise of the Rebels caused a crackdown on them. It was one of the cheapest ships on the market, and buyers like Hutts and pirates could own a personal airforce easily. A second version that is better in performance was also produced called the &amp;quot;Heavy Scyk&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Very maneuverable, but it&#039;s almost as fragile as a TIE Fighter and has almost the same statline at 2 Attack Dice, 3 Defense Dice, only just winning out by having 1 Shield and 3 Hull. Like the T-70, the Scyk has Weapon Hardpoint which gives you a Cannon, Missile, or Torpedo slot, turning the ship into something of a glass cannon.&lt;br /&gt;
&lt;br /&gt;
Gets good action options with Focus, Target Lock, Barrel Roll, and Evade. &lt;br /&gt;
&lt;br /&gt;
Play like an Imp and take these in a cheap swarm with Serissu, or play like a Reb and take Heavies with ammunition. Just remember these do NOT survive straight gunfights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Scyk Mini.png&lt;br /&gt;
Image:Heavy Scyk.png|A Heavy Scyk. Visually identical to the ordinary Scyk.&lt;br /&gt;
Image:Laetin 1.png|A&#039;shera&#039;s Scyk.&lt;br /&gt;
Image:Laetin 2.png|Laetin A&#039;shera.&lt;br /&gt;
Image:Serissu 1.png|Serissu&#039;s Scyk.&lt;br /&gt;
Image:Serissu 2.png|Serissu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;G4R-GOR V/M:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) Gar-Gor? Vim? An init 0 droid built around blocking. When he defends, each other adjacent ship takes an automatic crit. It&#039;s good to have a Quadjumper able to tractor enemy ships into Range 0 of him. Be sure to put [[Commissar|R5-TK]] onto a ship that can double-tap and get [[Lulz|instant double-crits against anything he&#039;s touching]].&lt;br /&gt;
*&#039;&#039;&#039;Sunny Bounder:&#039;&#039;&#039; Quite the oddity, a unique pilot with a whopping Init 1. Probably because she&#039;s actually a swoop racer and legbreaker, not a pilot. Has a very gambling ability, once per round after rolling or rerolling, if all your dice have the same result showing, you add one. This lets you pull some crazy moves out of your ass if your dice are hot, or can be combined sneakily with rerolls to give you an extra die if you blank out. She&#039;s cheap enough you might consider it over a generic just to get lucky sometimes.&lt;br /&gt;
**Acquire target lock, fire, get all hit results, ability adds another hit, use target lock to reroll one die, get a hit, [[Profit|ability adds &#039;&#039;another&#039;&#039; hit]].&lt;br /&gt;
*&#039;&#039;&#039;Cartel Spacer:&#039;&#039;&#039; Your basic, Init 1 generic.&lt;br /&gt;
*&#039;&#039;&#039;Inaldra:&#039;&#039;&#039; The Tansarii Point commander, who is somehow not as good as her other pilots. Her ability is to suffer 1 damage when attacking or defending to reroll any number of your dice. Her ability doesn&#039;t seem very attractive for such a fragile ship, but she can come through in the clinch.&lt;br /&gt;
*&#039;&#039;&#039;Tansarii Point Veteran:&#039;&#039;&#039; Members of the Car&#039;das smuggling cartel who defeated Black Sun at Tansarii Point Station. Their Scyks are silver with a brick-red front. Init 3 generic with Talent.&lt;br /&gt;
*&#039;&#039;&#039;Laetin A&#039;shera:&#039;&#039;&#039; An NPC in Galaxies, just a pilot for the Car&#039;das. His Scyk is mostly silver with flaking green on the wings and orange lines on the front. When he performs or defends against a missed attack, he gains 1 evade token. Cluster Missiles and Munitions Failsafe is hilarious on him. And Juke. Definitely Juke. Or Snap Shot. Snap Shot has a decent chance of getting a bonus evade before Engagement even begins.&lt;br /&gt;
*&#039;&#039;&#039;Quinn Jast&#039;&#039;&#039;: A relative unknown pilot, other than they are a lady. Dr. Quinn Missile Woman can receive a Weapons Disabled token at the start of the Engagement phase to recover a charge on &#039;&#039;any&#039;&#039; upgrade. There&#039;s torps and missiles, obviously, but the charged Mods and Talents certainly deserve a look.&lt;br /&gt;
**Afterburners + Fearless = Witnessed&lt;br /&gt;
**A recoverable Stealth Device can cause [[RAGE]] on the other side of the table, especially if Serissu is backing her up.&lt;br /&gt;
**Crack Shot, obviously.&lt;br /&gt;
*&#039;&#039;&#039;Genesis Red&#039;&#039;&#039;: Another Galaxies NPC, a male crimeboss on Tansarii of an unknown species. His ability grants him a number of evade and focus tokens equal to the ship he target locks when he locks them, making him a great hunter for token stackers. Pretty much any ordnance is good on Red.&lt;br /&gt;
*&#039;&#039;&#039;Serissu:&#039;&#039;&#039;  A female [[Furry Pirates|Bothan]] who &amp;lt;strike&amp;gt;died to bring you this information&amp;lt;/strike&amp;gt; gave players learning to fly in Star Wars Galaxies a tutorial before giving them a Scyk on Tansarii. Hers is silver with a burgundy front. With her, you get a defensive version of Howlrunner where she can let range 0-1 friendlies reroll a single defense die.&lt;br /&gt;
&lt;br /&gt;
==Z-95 Headhunter==&lt;br /&gt;
[[File:Headhunter 2.jpg|thumb|200px]]&lt;br /&gt;
Another ship that came before the prequel trilogy, it was the beginning of what would later be the most popular line of fighters in the galaxy.  Incredibly small and armed with a trio of laser cannons on its wings, it was the cheapest fighter on the market for long period of time and even after variants like the Scyk and the T-65 X-Wing which represented either a cheaper or better alternative the Headhunter remained popular due to how damn customizable it was. Against the T-65, it was worse in almost every respect from attack to defenses to maneuverability although compared to the rest of the competition on the open market it was the best for the cost.  If the X-Wing is the F/A-18 of Star Wars, then the Z-95 is the F-5E. The base Headhunter can be modified until it no longer looks like a small fighter, can look identical to an X-Wing, and can be outfitted with almost any equipment conceivable and even has upgrades available to turn it into a small shuttle craft. It stayed alive and kicking until well after the era of the New Republic.&lt;br /&gt;
&lt;br /&gt;
Yes, Scum get access to the Z-95 as well. Thanks to a FAQ from Fantasy Flight, you can use your Rebel-painted Z-95s and maneuver dials in the Scum faction, so long as you have the correct pilot cards and base tiles (tl;dr - as long as you bought the Most Wanted pack). Everything said about the Rebel Z-95 applies here, except all Scum Z-95s get access to Illicit Upgrades.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Scum Headhunter.png&lt;br /&gt;
Image:Binayre.png|Binayre, Kath&#039;s boys. &lt;br /&gt;
Image:Black Sun Headhunter.png|Black Sun Headhunters.&lt;br /&gt;
Image:Leeachos.png|Leachos&#039;s fighter.&lt;br /&gt;
Image:Leeachos 2.png|Leachos.&lt;br /&gt;
Image:Suhlak Fighter.jpg|Suhlak&#039;s badass fighter. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Binayre Pirate:&#039;&#039;&#039; Kath Scarlett&#039;s gang. Use double-cockpit fighters painted in red checker patterns. Initiative 1 allows them to serve as blockers to setup Kath&#039;s ability. Inertial Dampeners and Deadman&#039;s Switch are both good choices for the Illicit&lt;br /&gt;
*&#039;&#039;&#039;Black Sun Soldier:&#039;&#039;&#039; The spacers of the Black Sun mafia organization. White with some black markings, plus the Black Sun symbol on the wings. Init 3 generics with Talent slots.&lt;br /&gt;
*&#039;&#039;&#039;Kaa&#039;To Leeachos:&#039;&#039;&#039; A Nikto bounty hunter who was once an enforcer to a Hutt slaver, then a killer of Jedi on behalf of the Empire. [[Not as planned|Killed when he betrayed the Pyke Syndicate]]. His Headhunter is decorated in orange on white. He gets the ability to pull Focus or Evade Tokens from other friendly ships at Range 0-2 and assign them to himself instead. Combine with Palob Godalhi, who can pull Tokens from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Bossk:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) Our favorite reptilian sadist can now fly the Nashtah Pup without having to lose the Hound&#039;s Tooth! Has the same ability as before, but the &amp;quot;Pursuit Craft&amp;quot; ship trait allows him to get a lock on whatever Hound&#039;s Tooth is locking whenever he deploys. Not game-changing, but definitely cool.&lt;br /&gt;
*&#039;&#039;&#039;N&#039;Dru Suhlak:&#039;&#039;&#039; An ex-Rebel who was trained by Wes and Porkins, became a bounty saboteur (basically a [[Wat| bounty hunter hunter]] hired by people with a bounty on their head). His Headhunter was painted a dark gray, with flames and a sharp-toothed face painted on the nose plus yellow-orange paint on the front exhaust. If there are no friendly ships within Range 1-2 of him, he gets an extra attack die making him the ultimate Lone Wolf. For extra fun, equip him with Lone Wolf for a single blank result being rerolled on attack and defense if no friendlies are within range 1-2.&lt;br /&gt;
&lt;br /&gt;
==Y-Wing==&lt;br /&gt;
[[File:Scum Y-Wing 2.jpg|thumb|200px]]&lt;br /&gt;
Originally designed for the Republic in the Clone Wars, the Y-Wing series began as a simple assault craft was used to disable the capital ships of the CIS and provide cover for other Republic fighters although it was fielded somewhat rarely. When the Empire discontinued it to focus exclusively TIE models the Y-Wings ended up on the open market. Most buyers were pirates looking to intimidate their foes, although the Rebel Alliance also got into the action to directly take on Imperials rather than perform hit and runs forever. They can also be found quite often in planetary defense forces. Although an absolute bitch to maintain and expensive as hell, Y-Wings never fell out of favor until long after the New Republic was no longer new. Aces swear by them, and as time went on they were seen as a kind of classic that could never be replaced or truly improved on where it counts. &lt;br /&gt;
&lt;br /&gt;
The same tactics for the Rebel Y-Wings also apply for Scum, as they are identical barring the different unique Astromechs and the Illicit Upgrade slot.&lt;br /&gt;
*&amp;quot;Genius&amp;quot; remains a classic.&lt;br /&gt;
*All of the &#039;&#039;Fugitives and Collaborators&#039;&#039; Y-Wing Pilots are post-Empire and get a Tech slot, which are generally unavailable to Scum. The tradeoff is their mod and illicit slots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Scum Y-Wing Mini.png&lt;br /&gt;
Image:Syndicate Y-Wing.png|A Syndicate Y-Wing.&lt;br /&gt;
Image:Hired Gun Y-Wing.png|The Y-Wing of a Hired Gun.&lt;br /&gt;
Image:Scum Y-Wing.jpg|Renthal&#039;s Y-Wing.&lt;br /&gt;
Image:Kavi Y-Wing.png|Kavil&#039;s Y-Wing.&lt;br /&gt;
Image:Kavil.png|Kavil.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Crymorah Goon:&#039;&#039;&#039; The Crymorah Syndicate worked with the Empire for a time, then supported a pirate crew&#039;s raids on Imperial supply lines, got their shit stomped by the Empire, then popped back up again. This is one of their goons. Init 1.&lt;br /&gt;
*&#039;&#039;&#039;Jinata Security Officer:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; Law enforcement on Iden Versio&#039;s homeworld of Vardos. Init 2 rookies.&lt;br /&gt;
*&#039;&#039;&#039;Hired Gun:&#039;&#039;&#039; A bit braver thug who isn&#039;t afraid of knocking over an Imperial convoy for credits. Has a green camo design over the white. Init 2 Elite generic.&lt;br /&gt;
*&#039;&#039;&#039;Amaxine Warrior:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; A group of smugglers used as a proxy by the First Order before they could reveal themselves. They got the name from a culture that was basically a crappier Mandalore. I3 Elite with Tech slot.&lt;br /&gt;
*&#039;&#039;&#039;Padric:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; An Amaxine Warrior who planted a bomb in a New Republic Senate meeting. [[Just as planned|Both parties blamed each other, distracting them from dealing with the fledgling First Order]]. Appropriately, he can cause friendly payloads to inflict Strain on enemies Range 0-1 of that device if he&#039;s locked onto it. I3 Ace with Tech Slot.&lt;br /&gt;
*&#039;&#039;&#039;Drea Renthal:&#039;&#039;&#039; A matronly pirate captain who tried to reduce casualties whenever possible, and had a soft spot for Lando despite the age difference. She utilized Y-Wings with other heavy craft and capital ships to destroy a large chunk of the Imperial fleet when they opted to wage war with the Hutts by [[Exterminatus|destroying]] Nar Shadaa, even capturing a disabled Carrack Light Cruiser to be her flag ship. Her Y-Wing is white with simple yellow around the cockpit. Being a commander, generic allies can reroll one attack die if the defender is in her firing arc. This applies to her turret arcs, so bring one along even if you don&#039;t plan to shoot the thing.&lt;br /&gt;
*&#039;&#039;&#039;Arliz Hadrassian:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; A former TIE Fighter pilot who helped build the First Order by leading the Amaxine Warriors. Arliz becomes very aggressive when she&#039;s damaged. If she performs a forward attack while damaged, she can turn an eye result into a crit. If she defends while damaged, she has to turn an eye into a blank.&lt;br /&gt;
**She should always bring Advanced Optics and should be focusing every round to get the most of her pilot ability.&lt;br /&gt;
**Additionally, she can fuck things up if she has a torp and you have friendlies with Targeting Synchronizer to cover her locks.&lt;br /&gt;
**Bossk and Kid Boba work well in the gunner slot if you&#039;re a filthy pleb who mixes eras.&lt;br /&gt;
**In Epic Play, Arliz makes for an effective Wing Leader, since she can compensate for her reduced dodginess by spreading the love to her wingmates.&lt;br /&gt;
*&#039;&#039;&#039;Kavil:&#039;&#039;&#039; Leader of the Kavil&#039;s Corsairs pirates, he was a badly scarred man who became a privateer for the Imperial Remnant before Moff Leonia Tavira (yep, a female Moff) took direct leadership of his men and gave Kavil the boot. His Y-Wing has a metallic lilac paintjob around the cockpit with white everywhere else. His ability says he gets an extra attack die when performing &amp;quot;a non-forward arc attack.&amp;quot; Effectively, this applies to turret attacks and bullseye-requisite torpedo, even when they&#039;re firing forward. I know, it&#039;s confusing at first. He should always have an equipped turret and a gunner that supplements it. His high Initiative can make the most of Hotshot Gunner&#039;s ability. Veteran Turret Gunner and R3 can also be fun to use.&lt;br /&gt;
*&#039;&#039;&#039;Leema Kai:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; Jinata Security Commander and overseer of the First Order&#039;s [[X-Wing/Tactics/The Galactic Republic|child-conscription program]]. His ability is a bit odd for a Y-Wing: If he&#039;s not in an enemy&#039;s forward arc when he engages, he can get a free target lock on an enemy in his full-front arc. A sensible investment with Leema is Expert Handling, maybe Pattern Analyzer as well.&lt;br /&gt;
&lt;br /&gt;
==HWK-290/Moldy Crow==&lt;br /&gt;
[[File:HWK-290 1.jpg|thumb|200px]]&lt;br /&gt;
A Corellian craft made as the more personal and luxurious alternative to the bulky and blue collar YT series, it was introduced during the many trade fiascoes that characterized the pre-Clone Wars Republic. It never quite caught on, although like all Corellian ships it was beloved by smugglers and pirates. It was released again during the Galactic Civil War and remained in production until the end of the New Republic. &lt;br /&gt;
&lt;br /&gt;
Rounding out the trend of Scum reusing ships from the Rebels, we have the HWK making a reappearance. Everything said about the Rebel version holds true, except that instead of being based around buffing your ships, criminal HWK-290s inflict debuffs on your opponent. Comes with an Illicit upgrade slot in addition to the Turret and Crew slots that the Rebels get. Despite Roark Garnet not being available to the S&amp;amp;V faction, the Moldy Crow Title can be taken by them as well. It did belong to a Hutt for a while...&lt;br /&gt;
*Lando or Chewbacca can be solid choices for any pilot with the Moldy Crow title, as you&#039;ll rarely be short on green tokens for him to use.&lt;br /&gt;
*Afterburners can help close the distance if you&#039;re trying to jam somebody.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Scum HWK Mini.png&lt;br /&gt;
Image:Spice Runner HWK.png&lt;br /&gt;
Image:Mux.jpg|Torkil Mux.&lt;br /&gt;
Image:Mux HWK.jpg|Mux&#039;s HWK-290.&lt;br /&gt;
Image:Godalhi HWK.png|Godalhi&#039;s HWK-290.&lt;br /&gt;
Image:Bonearm HWK.png|Bonearm&#039;s HWK-290.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Spice Runner:&#039;&#039;&#039; Just your general low class smuggler.&lt;br /&gt;
*&#039;&#039;&#039;Torkil Mux:&#039;&#039;&#039; An employee of Jabba the Hutt&#039;s that skimmed a bit off the top, used a species of sentient plant as slave labor mining gems. When Han Solo and Chewbacca delivered a shipment of plants in exchange for gems he shorted them the payment Jabba promised, so they stole his ship where he had stashed his stolen goods and took it as an opportunity to give it to the plant people while proving to Jabba he&#039;d been cheated all these years. At the start of Engagement Phase, you get to choose one enemy ship in your firing arc, and knock it down to Initiative &#039;&#039;&#039;ZERO&#039;&#039;&#039; until the end of the Combat Phase.  Hilarious for the look on your opponent&#039;s face when PS 1 swarms get to shoot first. The Moldy Crow title widens the coverage of his ability.&lt;br /&gt;
*&#039;&#039;&#039;Palob Godalhi:&#039;&#039;&#039; Another Moldy Crow owner, helped his father with the anti-Empire resistance on the planet Teth and gave his ship to the Rebels, who gave it to Kyle Katarn. Wrote the history books about the Galactic Civil War during the New Republic era. This guy clocks in at Init 3 and can steal a Focus or Evade Token from an &#039;&#039;enemy&#039;&#039; ship in his firing arc at Range 0-2. Just like Torkil, Moldy Crow improves his ability&#039;s reach.&lt;br /&gt;
*&#039;&#039;&#039;Gamut Key:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; A cynical planetary governor in the &#039;&#039;Kanan&#039;&#039; comic series. Has two recurring charges and can spend both of them in the end phase to prevent himself or a ship in his arc from losing circular tokens. At most, he can use it once every two rounds, so he can&#039;t lock anybody into a particular state, but he can be super-annoying if used correctly.&lt;br /&gt;
**Gamut also shows up as a crew card. His crew ability has the same effect, but applies to ships Range 0-1 instead of in an attack arc.&lt;br /&gt;
*&#039;&#039;&#039;Kanan Jarrus:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; Kanan during his &amp;quot;I was young and needed the money&amp;quot; phase that other Rebels like Han, Lando, and Sabine went through. Being a younger version, he&#039;s less attuned to the Force and only has 1FP to spend per turn (and he [[RAI|can&#039;t buddy up with Maul because the app says so]]). When Kanan or a friendly in his arc is being attacked, Kanan can spend a Force to make the attacker roll 1 less die. Unfortunately, only having 1FP means that none of the Force Talents are really worth spending points on, as they&#039;d be competing with his main ability. Though &#039;&#039;Patience&#039;&#039; could be worth bringing if you&#039;re playing against people who like using Tápusk, Snap Shot, or Foresight.&lt;br /&gt;
*&#039;&#039;&#039;Dace Bonearm:&#039;&#039;&#039; A bounty hunter, and companion of the assassin droid IG-72. Got the [[nerf]] from his 1E days. He has 3 recurring surges. When an enemy ship range 0-3 gets an ion, he can spend all 3 surges to just dump 2 more ions on them. He can basically guarantee that an ally&#039;s ion attack will disable a large ship in one shot. Once every three turns. Dace with a Y-Wing buddy makes for a perfect bro-op.&lt;br /&gt;
*&#039;&#039;&#039;Tápusk:&#039;&#039;&#039; &#039;&#039;(FAC)&#039;&#039; Another dude from the &#039;&#039;Kanan&#039;&#039; comic series. He has two recurring charges and can spend both of them in the end phase to prevent a ship in his arc from recovering a recurring force or charge. Obviously very annoying to enemy Force users, even moreso if Jango Fett is riding shotgun.&lt;br /&gt;
&lt;br /&gt;
==StarViper==&lt;br /&gt;
[[File:StarViper 2.jpg|thumb|right|200px]]&lt;br /&gt;
The StarViper, technically the &amp;quot;StarViper-class Attack Platform&amp;quot;, is another Mandalorian-made ship. The head of the Black Sun crime syndicate, Prince Xizor, paid for them to design a new class of ship incorporating many new technologies like a complex system of microthrusters on wingtips, folding S-coil wings which continually moved while flying like an alien bird or insect of some kind, multiple independent energy systems, and a super complicated targeting system so absolutely anything installed on the ship could be used quickly and effectively beyond what would ever be possible (for a non-Force user anyway) otherwise. Unlike most ships which spread out horizontally, the Virago was tall and thus was an entirely different thing than what most pilots were capable of dogfighting. It hybridized the role of weapons platform with a heavy fighter and also agility that outmatched A-Wings or TIE Interceptors. Once it was completed Xizor then purchased the rights to distribution of the craft so no other would ever be made other than his own, the prototype which he dubbed &amp;quot;Virago&amp;quot;, although later several much cheaper variants were made for those in the Black Sun as rewards for service. If you&#039;re wondering why the Star Wars version of the mafia would want a unique ship that nobody else can use, the answer is &amp;quot;because their boss is [[batman|an egomaniac with money to burn]]&amp;quot;. When Xizor and the Virago were blown up by the Executor, the Mandalorians took advantage of their agreement being void and promptly began making as many as possible. They sold to absolutely anyone who wanted one, although their primary buyer was the Zann Consortium, 1/3 of the galactic mob organizations which controlled the galactic underworld (with the Black Suns and the Hutts being their rivals). The Mandalorians also constructed an entire fleet of StarVipers just for themselves to use against their Imperial oppressors towards the end of the Galactic Civil War. &lt;br /&gt;
&lt;br /&gt;
Coming back around to unique Scum-only ships, the StarViper is a ship from the Shadows of the Empire series of toys, comics, an N64 game, and novels that dominated Star Wars media in the 1990&#039;s. Comes with a solid statline of 3 attack, 3 defense, but only has 1 Shield to its 4 Hull making you more vulnerable to Crits than most fighters of similar cost, though it has an excellent set of maneuvers and built-in Boost and Barrel Roll on top of Focus and Target Lock. Starviper was the first ship to have Segnor&#039;s Loop. Combo with Advanced Sensors to Boost or Barrel Roll first, and you can wind up in some good flanking positions. If that wasn&#039;t enough, the Starviper uses the &#039;&#039;bank&#039;&#039; template when barrel rolling, and you can decide on-the-fly which way it curves.&lt;br /&gt;
*The &#039;&#039;Virago&#039;&#039; title gives an additional Mod slot, another shield, and two surges that can be spent on a red boost during the End Phase.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Black Sun Enforcer:&#039;&#039;&#039; A Black Sun grunt, in a StarViper painted in white with black Black Sun designs and green highlights.&lt;br /&gt;
*&#039;&#039;&#039;Black Sun Assassin:&#039;&#039;&#039; An interstellar hitman for Black Sun, this guy is actually good at killing people and it shows. A typical &amp;quot;elite&amp;quot; generic.&lt;br /&gt;
*&#039;&#039;&#039;Guri:&#039;&#039;&#039; Essentially a Replicant from Blade Runner, a tech first attempted by the Rebel Alliance which was then successfully done by two Imperial researchers who sold their results to Xizor who had Guri constructed as his perfect human [[waifu]]. Guri ran the Black Suns on behalf of Xizor (to the point she was believed to be the Princess of the Black Sun) so he didn&#039;t have to risk assassination, combined with her programming as an assassin to eliminate his rivals in Villainy, in business, and even nosy Imperials. Sought out her creators after Xizor kicked it and later became a mercenary for the New Republic, teaming up with Dash Rendar and Kyle Katarn (making a nice happy Expanded Universe family for a short time). Eventually she allowed the Republic to copy her and create a small force of Guris to act as the agents of the Republic against the Imperial Remnant and the criminal underworld. Her StarViper is unpainted. She gets a free Focus Token if there&#039;s at least 1 enemy ship at Range 0-1 at the start of the Engagement Phase, which can let you trigger a lot of fun combos or weapons without having to worry about saving the focus for defense. Fearless and Static Discharge Vanes capitalize on her [[Choppy|choppiness]], and Virago can help her close the distance while keeping her shielded from the ensuing point-blank shots. She is one of the only pilots that can get Calculate and Focus without upgrades or outside help.&lt;br /&gt;
*&#039;&#039;&#039;Dalan Oberos&#039;&#039;&#039;: A human bounty hunter from &#039;&#039;Chronicles of the Gatekeeper&#039;&#039;. His ability is, you can turn 90° after fully executing a maneuver for a stress, making him very squirrely. Afterburners have the same timing window as his ability, so he could maneuver, turn, boost; or maneuver, boost, turn. [[Creed|If you use Advanced Sensors to get a barrel roll in before you do all of that, you may as well get Outmaneuver, because there&#039;s no way that isn&#039;t kicking in every single round]].&lt;br /&gt;
*&#039;&#039;&#039;Prince Xizor:&#039;&#039;&#039; A Falleen (chameleon people with pheromone powers) who was head of the Black Sun mob which controlled 1/3 of all criminal activities in the galaxy. His ability basically turns all of your ships into his bodyguards, giving you the option of putting an uncancelled Hit or Crit result onto friendly ships at Range 0-1 when he defends. Especially handy if your Shields go down and you eat a Crit, but that cheapass Z-95 nearby still has Shields although Y-Wings make the perfect escort to take the hits since they are cheap and somewhat durable. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Black Sun Logo.png|The symbol of the Black Sun.&lt;br /&gt;
Image:Black Sun Enforcer.png|The StarViper of a Black Sun Enforcer.&lt;br /&gt;
Image:Black Vigo.png|The StarViper of a Black Sun Vigo.&lt;br /&gt;
Image:Guri.png|Guri.&lt;br /&gt;
Image:Guri StarViper.png|Guri&#039;s StarViper.&lt;br /&gt;
Image:Prince Xizor.png|Prince Xizor.&lt;br /&gt;
Image:StarViper.jpg|The Virago.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aggressor/IG-2000 ==&lt;br /&gt;
[[File:IG-2000 1.jpg|thumb|200px|right]]&lt;br /&gt;
The IG series of assassin droids was created during the early years of the Empire, when the program for the IG-88 prototype was uploaded it became self-aware to a degree most droids only achieve after decades without a mindwipe and managed to expand its consciousness by replicating its own memory. This IG-88, which has since been known as IG-88A, [[FAIL|immediately killed its creators]] then activated four other IG models. Three were uploaded with IG-88A&#039;s own programming to become IG-88B, IG-88C, and IG-88D with the same mind in different bodies. (The final IG, IG-72, mostly did his own thing after helping the other IGs escape; he rejected the IG-88 programming.) The IG-88s became bounty hunters, cooperating as well as working against the other primary bounty hunters in the Galactic Civil War era. The IG-88s&#039; long term goal was a revolution where droids would kill all organics and all droids would share a group mind thanks to the IG-88 programming. The IG-88s spent the war alternating between hunting down other bounty hunters and taking over droid factories to upload the IG-88 programming into them. IG-88A primarily hid and communicated with the others, IG-88B was the primary bounty hunter, IG-88C and IG-88D were the bodyguards of A and decoys if needed. After taking over a probe droid factory he encountered Darth Vader, after which he developed some weird kind of murder-crush on him and altered his voice to be similar to the James Earl Jones one Vader had. Most of the IG-88s were destroyed at Cloud City, with B and C getting blown up by Boba Fett and D trying (and failing) to 1v1 Dash Rendar. IG-88A, on the other hand, sat on his ass like the fucking coward he was and spent most of his time hacking into Imperial systems and placing bounties on anyone who he thought could threaten him. Towards the end of the war he actually managed to upload his mind into &#039;&#039;&#039;THE FUCKING DEATH STAR II&#039;&#039;&#039; and took control of an entire fleet of droid-piloted ships and even droid Stormtroopers. He then had a jolly old time killing filthy meatbags and slamming doors in Palpatine&#039;s face until some black dude in a stolen ship blew up his Death Star, destroying the last of the IG-88s but leaving his personality extant in the God knows how many droids he reprogrammed across the galaxy... which were never brought up again. The IG-2000, the ship of the IG-88s, was built as a heavily modified Aggressor fighter (as they were popular ships for bounty hunters) in a factory where IG-88 had started a small droid revolution and contains the engine of a Nebulon Frigate. It was full of backup and redundant systems, and had maneuverability capacity only a droid who had nothing to fear from gravity or vertigo could achieve. It had two tractor beams and a small boarding party of droid probes, a prisoner hold with a medical bay staffed by a captive medical droid, and the communications software needed to enable IG-88 to take remote control of enemy ships or disable their systems.&lt;br /&gt;
&lt;br /&gt;
The Aggressor is better known by its name, IG-2000. Don&#039;t let the fact that it&#039;s a medium ship fool you, the Aggressor has a loaded maneuver dial including a 3-speed Segnor&#039;s Loop &#039;&#039;and&#039;&#039; a 4-speed K-Turn. On top of that, it&#039;s got 3 attack, 3 agility, 3 Shields, 5 Hull, with Boost and Evade on its action bar alongside Target Lock and Calculate. The Advanced Droid Brain allows Iggy to get 2 tokens from Calculate. All of the IGs have Initiative 4 and can take Talent, Sensor, Bomb, Illicit, and two Cannon slots. The big drawback is price, with all 4 pilots costing 36 points base while encouraging you to take a whole mess of upgrades. The big seller here is the ultra-cheap IG-2000 title, which gives you the pilot ability of all friendly ships in play that also have the IG-2000 title. Combined with the price of the base ship, this is basically FFG printing a unique one-ship faction that flies lists exclusively with two pilots. In summary, great ship, but you pay for what you get.&lt;br /&gt;
*IG-88D comes as a Crew upgrade that can grant grant all active IG skills to whatever ship he is on, as well as the Calculate action.&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;IG-88A:&#039;&#039;&#039; IG-88A, being the droid mastermind, can transfer one of his calculate tokens to a range 1-3 friendly ship that also has calculate. Given that IG gets two tokens from the action, this is a no-brainer. Nice to have alongside droid pilots, whether it be his fellow IGs, L3, or 4-LOM.&lt;br /&gt;
*&#039;&#039;&#039;IG-88B:&#039;&#039;&#039; A staple in all IG-88 lists (and the version of IG-88 that showed up in the movies), B lets you immediately make a Cannon attack after you perform an attack that does not hit. Mind you, the initial attack could also be with a Cannon which goes great with options like Heavy Laser Cannon.&lt;br /&gt;
**His ability can give [[dakka]] to Mist Hunter, Firespray, or a YV-666 with IG-88D onboard.&lt;br /&gt;
*&#039;&#039;&#039;IG-88C:&#039;&#039;&#039; C gives you a free Evade Token every time you perform a Boost action, and you&#039;ll probably be boosting a lot with this ship. Great for making you that much more survivable.&lt;br /&gt;
**Crew IG-88D can be used to great effect on Lando&#039;s Millennium Falcon, Firespray, or an HWK.&lt;br /&gt;
*&#039;&#039;&#039;IG-88D:&#039;&#039;&#039; This slippery bastard lets you choose to use either the 3-bank, 3-straight or 3-turn template when you execute a S-Loop. Has amusing iterations with Boost from Advanced Sensors.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:IG-2000 Mini.jpg&lt;br /&gt;
Image:IG-2000 2.png&lt;br /&gt;
Image:IG-2000 3.png&lt;br /&gt;
Image:IG-2000 4.png&lt;br /&gt;
Image:IG-2000 Schematics.jpg&lt;br /&gt;
Image:IG88 Schematic.jpg|Ever wondered why IG-88 always has an O-face? Here&#039;s why.&lt;br /&gt;
Image:Stupid Sexy IG-88.jpg&lt;br /&gt;
Image:IG-88 Pal.png|IG-88 cooperating with other bounty hunters.&lt;br /&gt;
Image:IG-88 Uprising.JPG|IG-88A leads the IG-88&#039;s and IG-72 to slaughter their creators.&lt;br /&gt;
Image:IG-88A Triumphant.png|IG-88A&#039;s finest moment.&lt;br /&gt;
Image:IG-88A Death.jpg|IG-88A&#039;s death.&lt;br /&gt;
Image:IG-88B.jpg|IG-88B.&lt;br /&gt;
Image:IG-88B Dead.jpg|IG-88B&#039;s corpse.&lt;br /&gt;
Image:IG-88C.png|The death of IG-88C.&lt;br /&gt;
Image:IG-88D.png|The destruction of IG-88D&#039;s IG-2000.&lt;br /&gt;
Image:IG-88D Dash.jpg|IG-88D makes a bad mistake.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==YV-666/Houndstooth==&lt;br /&gt;
[[File:YV-666.png|thumb|right|200px]]&lt;br /&gt;
Yet another Corellian ship. Despite being a large-sized ship, the YV-666 is highly maneuverable and is capable of rapid vertical acceleration. Unlike the YT and HWK series ships, which were designed primarily as freighters, the YV is more of a traditional multipurpose ship on a fairly large scale with expansive decks. The bottom deck contains most of the ship systems including weapons and engines. Bossk&#039;s own, the Hound&#039;s Tooth, was mainly modified to have a hangar for his personal Headhunter as well as contain the facilities for his various hobbies which include slavery, skinning and eating rare and sometimes sapient beings, and collecting trophies. &lt;br /&gt;
&lt;br /&gt;
The 666 is almost like a Lambda crossbred with a gunship. It&#039;s big, tanky, lots of guns, and room for passengers. It has two seats, which means you could roll Jabba&#039;s fat ass around. If you take anyone but the generic pilot, consider getting the Hound&#039;s Tooth title. When it&#039;s active it automatically deploys a special Z-95 Headhunter called the Nashtah Pup (which has an awesome brown paintjob like the daddy ship plus a red nose and a tooth paintjob on the top of the nose) upon being destroyed; on its own, it&#039;s a generic Z-95 (not included for some strange reason, so you need to already own one), but it retains the Pilot Skill and unique ability of the pilot of the Hound&#039;s Tooth so you can wring out just a little more use from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Trandoshan Slaver&#039;&#039;&#039;: Trandoshans are a reptilian species known for regenerating entire limbs and being complete assholes. They absolutely HATE Wookies. The Slaver&#039;s YV-666 retains the brown metal although the front of the top decks is painted yellow and there are lines of green on the wings. The Slaver is your boring old Init 2 choice.&lt;br /&gt;
*&#039;&#039;&#039;Latts Razzi&#039;&#039;&#039;: A Theelin woman who was introduced in the &#039;&#039;Clone Wars&#039;&#039; cartoon. She worked with various criminal types during the Clone Wars era including Bossk, Dengar, Aurra Sing, the young Boba Fett, and Assajj Ventress. She&#039;s last seen in canon as one of Jabba the Hutt&#039;s favorite bounty hunters. Init 3. At the start of Engagement, she can spend a target lock on a range 1 ship to give it a tractor token. She&#039;s useful to anyone wanting to take on anything, although characters like Talonbane Cobra who have offensive abilities and against low Agility ships like almost any Large ship and you have a winning combo. Not bad for the Hound&#039;s Tooth Title, since nothing prevents her from continuing her escapades from inside the Headhunter. Sticking on an Ion Cannon help set zippier opponents up for you close in for the range requirement. It&#039;s also worth mentioning that the ability can be used on friendlies if you need to push them out of a firing arc.&lt;br /&gt;
*&#039;&#039;&#039;Moralo Eval&#039;&#039;&#039;: Another character from the &#039;&#039;Clone Wars&#039;&#039; cartoon. A Phindian (olive-green, long-limbed aliens) sociopathic saboteur. Worked with Cad Bane in an attempt to kidnap Palpatine, and was sent to prison after the mission failed. Moralo&#039;s YV-666 is painted brick red. Init 4. Twice per game, he can fly off the mat and reappear anywhere within range 1 of the side he flew off of. There isn&#039;t really anything he synergizes with, but he can setup some very interesting tactics. He can use the edge to feint, ambush, or simply GTFO.&lt;br /&gt;
*&#039;&#039;&#039;Bossk&#039;&#039;&#039;: The posterboy Trandoshan, appearing as one of the bounty hunters in Empire Strikes Back. His YV-666 is the Houndstooth, which is brown with red lines and a tooth design on the top. When you perform an attack that hits, after the Neutralize Results step, you can cancel a Crit result to add two extra Hit results. Pair him with Greedo and you can convert a Hit to a Crit, and with the Hound&#039;s Tooth title he can keep on eating through Shields even if the ship gets blown up. If you simply must have somebody else in the gunner seat (Like Dengar), Marksmanship is a fair means of getting crits. While you miss out in inflicting the deleterious crit effects, it has the fucking awesome effect of ignoring Chewbacca&#039;s (fittingly) and Leebo&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Houndstooth Mini.jpg&lt;br /&gt;
Image:Houndstooth Specs.jpg&lt;br /&gt;
Image:Trandoshans.jpg|Trandoshans.&lt;br /&gt;
Image:I Have A Big Head And Tiny Arms.jpg|A Trandoshan regrowing his arms.&lt;br /&gt;
Image:Trandoshan YV-666.png|The generic Trandoshan Slaver YV-666.&lt;br /&gt;
Image:Latts Razzi YV-666.png|Razzi&#039;s YV-666.&lt;br /&gt;
Image:Latts Razzi.png|Latts Razzi.&lt;br /&gt;
Image:Moralo YV-666.png|Eval&#039;s YV-666. &lt;br /&gt;
Image:Eval.png|Moralo Eval.&lt;br /&gt;
Image:Bossk.jpg|The man himself, Bossk. &lt;br /&gt;
Image:Houndstooth Interior.jpg|The inside of the Houndstooth, specifically Bossk&#039;s butcher shop.&lt;br /&gt;
Image:Houndstooth.jpg|The Houndstooth.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kihraxz Fighter==&lt;br /&gt;
[[File:Khiraxz Art.jpg|thumb|200px|right]]&lt;br /&gt;
Another ship from Star Wars Galaxies. Produced by a company technically aligned with the Empire, who did more planetary management of a highly xenophobic primitive human planet for them than shipbuilding. Took the fuselage from the X-Wing series as inspiration while adding an additional engine plus stabilizers under the nose to give it enhanced maneuverability. Otherwise, almost every ship was different due to the customization features available to the owners. Like the StarViper, it too was made exclusively for the Black Sun syndicate although unlike the StarViper a lot more made it into the open market prior to Xizor&#039;s fall. Kihraxz were purchased for aces who proved themselves in the Syndicate, to their specifications. &lt;br /&gt;
&lt;br /&gt;
In a lot of ways, it&#039;s the [[MEQ|Scum counterpart to the X-wing]], albeit with a Missile and Illicit upgrade instead of a Torpedo and Astromech slot, as well as three Modification slots and differently distributed Shield and Hull point values (five Hull points and one Shield- so Crits will be an issue). It also has a slightly different maneuver dial that gives it an extra Koiogran turn at speed 5, Tallon rolls at 2, plus white hard 1 turns, plus anything other than hard maneuvers at 2 speed being green, at the expense of a straight speed 1 maneuver and 3 speed turns. Don&#039;t bother with staying in formation with them, they&#039;re better suited for flanking and pincer strikes. Not very surprising, given that criminals and pirates are not team players in any sense of the word.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Cartel Marauder:&#039;&#039;&#039; They maraud, for a cartel. Red front over metal paint job. Initiative 2.. &lt;br /&gt;
*&#039;&#039;&#039;Black Sun Ace:&#039;&#039;&#039; The guys this ship was designed for. Same paintjob as the Marauder, but with Black Sun symbols on the wings. Elite generic with Initiative 3.&lt;br /&gt;
*&#039;&#039;&#039;Captain Jostero&#039;&#039;&#039;: A Pirate captain possibly originally from SWG, who was mentioned in the RPG book &#039;&#039;Suns of Fortune&#039;&#039;. He flies a Tiger-Stripe Kihraxz. His ability is to attack a ship once per round, when they suffer damage from a source that isn&#039;t an attack - such as bombs, Deadman&#039;s Switch, Feedback Array, asteroids, Gunner Dengar, etc. Init 3, no Talent.&lt;br /&gt;
*&#039;&#039;&#039;Graz the Hunter&#039;&#039;&#039;: A generic NPC character from the FFG RPG. Same paintjob as the others, fittingly. Init 4. While attacking or defending, you can roll an extra die as long as you&#039;re behind the ship in question. Pitch a Cloaking Device and Outmaneuver on him so you can [[Rogue|do it from behind]].&lt;br /&gt;
*&#039;&#039;&#039;Viktor Hel&#039;&#039;&#039;: Sounding like an 80s or 90s comic book character, Viktor Hel is a Corellian bounty hunter mentioned in the opening fiction for &#039;&#039;No Disintegrations&#039;&#039;. His ability is that if you defend and don&#039;t roll exactly 2 dice, the enemy becomes stressed. This means you can engage at Range 3, use Cloaking or Stealth Devices, or give him Trick Shot and fight through obstacles.&lt;br /&gt;
*&#039;&#039;&#039;Talonbane Cobra&#039;&#039;&#039;: Unpainted fighter bar the Black Sun logos. Scrublord maximus who was shot down by the player in their first space battle in Star Wars Galaxies, although the equivalent would probably be the Tansarii Point Veteran at only Init 3. Yet somehow Talonbane is a 5 like Luke or Boba Fett. He can double all range bonuses when attacking or defending. Give him Fearless and he&#039;ll hammer-smash faces.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Kihraxz Mini.png&lt;br /&gt;
Image:Kihraxz Variants.jpg|The different versions seen in-universe. The minis and characters all drive version 3 with the single back engine. &lt;br /&gt;
Image:Cartel Marauder.jpg|The Marauder Kihraxz.&lt;br /&gt;
Image:Black Sun Ace.png|The Black Sun Kihraxz.&lt;br /&gt;
Image:Graz The Hunter.png|Graz The Hunter&#039;s Kihraxz.&lt;br /&gt;
Image:Talonbane Cobra.jpg|Talonbane Cobra&#039;s Kihraxz. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==JumpMaster 5000 (JMP-5K)/Punishing One==&lt;br /&gt;
[[File:JumpMaster 5000.png|thumb|right|200px]]&lt;br /&gt;
Hey, look, it&#039;s the [[Ultramarines|toilet-seat]] ship! The JumpMaster 5000 was a Corellian ship produced for the Old Republic prior to the Clone Wars, designed to boldly go where no man has gone before and explore the fringes of the galaxy in search of new systems, planets, and hyperspace lanes. The interior was designed to be exceedingly comfortable despite its size and the long voyage times, and contained only a single pilot and a crew member. The only fault with the design was an unreliable hyperdrive engine. When the peaceful efforts of the Republic gradually transitioned to the internal control of the Empire, they were decommissioned and wound up in the hands of civilians. Like all Corellian craft they were highly customizable, and ironically ended up fulfilling the same roles originally meant for the HWK series. The &#039;&#039;Punishing One&#039;&#039; was the ship of the famous bounty hunter Dengar, and was a highly modified JM-5K. Although still possessing the slow and somewhat unreliable hyperdrive of the standard craft, his advanced engines plus Ion Cannons ([[Fluff|Which aren&#039;t represented in the game]])) and various other armaments made it a capable dogfighter. Unlike most bounty hunters he didn&#039;t keep any cages in his ship, as he only took dead bounties or operated with other bounty hunters on the lucrative bounties worth the trouble of taking a foe alive. A portion of the craft was kept as the standard comforts, and the rest dedicated to maintaining Dengar&#039;s cybernetic parts. &lt;br /&gt;
&lt;br /&gt;
The JM-5K is a Large ship with a turret, a Torpedo slot, the default Illicit upgrade, and a crew slot that can be switched with an astromech slot with the &#039;&#039;Punishing One&#039;&#039; title upgrade. Due to the awkward position of the engine thrusters, all left maneuvers are easier than right maneuvers. Uniquely, it can sloop left, but not right. Also, in addition to the slot swapping mentioned earlier, the &#039;&#039;Punishing One&#039;&#039; title adds an additional attack die against targets in his forward firing arc, rewarding good flying, and partly making up for how thoroughly this ship &#039;&#039;raped&#039;&#039; 1E&#039;s meta. Seriously, FFG blew this thing&#039;s fucking kneecaps off and it was &#039;&#039;still&#039;&#039; competetive.&lt;br /&gt;
*L3 Crew is a decent choice for any non-titled JM-5K to make banking right easier.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Nom Lumb:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) Probably an OC from the &#039;&#039;No Disintegrations&#039;&#039; splatbook. Init 1. When an attack is declared against him, he is forced to rotate his turret to an arc that the attacker is in. He&#039;s sort of a double-edged sword where he&#039;s pretty much guaranteed to have somebody in arc, but a smart opponent can control it pretty easily. Nom demands Gunner Dengar.&lt;br /&gt;
*&#039;&#039;&#039;Contracted Scout:&#039;&#039;&#039; A generic Init 2. In 1E, it had a Talent slot, so the ability to fly three of them with deadeye, an astro unit, and a full loadout of torpedoes put them at pre-nerf phantom levels of overpowered - which is why Deadeye was nerfed to &amp;quot;Small Ship Only&amp;quot;. You can still attempt to run x3 &amp;quot;U-Boats&amp;quot; lists, they just no longer are alpha strike monsters who eat rebel fighters for breakfast. &lt;br /&gt;
*&#039;&#039;&#039;Manaroo:&#039;&#039;&#039; An Aruzan, a race of blue-skinned black-haired human variants with the ability to share their emotions telepathically with other beings, Dengar&#039;s [[waifu]]. Init 3. At the start of combat, you can assign all your green tokens to another friendly ship at Range 0-1. She is a boon and a half to support abilities that need tokens, like Lando and Chewbacca as crew.&lt;br /&gt;
**Sticking Maul in the passenger seat can keep her able to fight even after she gives away her focus.&lt;br /&gt;
**Giving her IG-88D while flying alongside IG-88A allows you to pass calculate tokens all over the place.&lt;br /&gt;
*&#039;&#039;&#039;Tel Trevura:&#039;&#039;&#039; A minor criminal of some kind of an unknown race who shipjacked a JumpMaster 5000 at gunpoint, then crashed it on an asteroid to fake his death. Fett discovered he was still alive and brought him in, sharing 40% with the informant who tipped him off. This was early in Fett&#039;s career, back before anything short of 200% of a bounty was something he could accept without going on an omnicidal rampage. Initiative 4. When he dies for the first time, you can cancel all remaining damage, remove all damage cards and slap 5 facedown cards on him, and respawn on your side of the mat. Fun, even if it won&#039;t save you for that long.&lt;br /&gt;
*&#039;&#039;&#039;Dengar:&#039;&#039;&#039; The cybernetic bounty hunter in Empire Strikes Back with toilet paper on his head. Never kept cages on his ship, since he only ever took dead bounties or operated with other bounty hunters on the few bounties worth capturing alive. Somehow Initiative 6 (with some people rationalizing it that he was a swoop racer in the old canon, despite Sunny Bounder being Initiative 1 &#039;&#039;&#039;for the exact same reason.&#039;&#039;&#039;). Once per round after you get attacked, you can make an immediate attack back on your foe in your forward firing arc. DAMN good, but situational, and obviously synergizes with the title upgrade. Best if taken with upgrades like Expert Handling that&#039;ll let you duck and weave to always have some punk in your face.&lt;br /&gt;
**If you have Dengar in the Gunner seat, after you defend against somebody who&#039;s in any of your arcs, you can spend his recurring charge to give your opponent a choice: Remove a green token or let you roll an attack die, inflicting the result. He makes an excellent counter to Juke and because his revenge shot doesn&#039;t count as an attack, Captain Jostero can use it to make his bonus attack.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:JumpMaster 5000 Specs.jpg&lt;br /&gt;
Image:Punishing One.jpg|The Punishing One. &lt;br /&gt;
Image:Young Dengar.JPG|The young Dengar.&lt;br /&gt;
Image:Old Dengar.jpg|Dengar, after the accident.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G-1A/Mist Hunter==&lt;br /&gt;
&lt;br /&gt;
The G1-A Starfighter was built by Byblos Drive Yards, an old manufacturer mostly known for making heavy-duty transports, freighters, and industrial mining and construction ships. The company used technology from one of its subsidiaries, Byblos RepulsorDrive, to make the otherwise bulky and clumsy G1-A capable of some surprising maneuvers. This, combined with its firepower, heavy shielding, room for eight passengers and metric ton of cargo, made the starfighter an attractive option for freelance pilots and bounty hunters. The only G1-A of note, the Mist Hunter, was owned by the Gand bounty hunter Zuckuss, who piloted the ship alongside his protocol droid partner 4-LOM. The Mist Hunter included modified repulsorlifts and a tractor beam projector. Zuckuss commonly kept the ship filled with ammonia so that he did not have to wear his breathing apparatus. The three prisoner cells in the ship were each individually airlocked so Zuckuss could control the atmosphere in each, mostly to keep oxygen-breathing bounties alive.&lt;br /&gt;
&lt;br /&gt;
The G1-A is a small ship with Crew, System and Illicit upgrades, and the Focus, Target Lock and Evade actions. Much like how the Kihraxz is the Scum counterpart to the X-Wing, the G1-A is the Scum counterpart to the B-Wing, with 3 Attack, 1 Agility and 9 Hull/Shield (distributed 5 and 4, so it&#039;s slightly more prone to taking crits). The dial is, again, comparable to the B-Wing&#039;s, trading the 2-K turn for a 3-K and 4-K, and turning the 3 straight green and the 4 straight white. The Mist Hunter title gives you the barrel roll action and a cannon slot intended for a tractor beam. For reasons unknown, the G-1A has a white jam action. Very handy.&lt;br /&gt;
*L3 is good for toning down the banks if you aren&#039;t flying 4-LOM.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gand Findsman:&#039;&#039;&#039; The Gand are from the planet Gand, which features an ammonia-gas atmosphere. Because of this, all Gand who travel off-world are invariably seen wearing a specialized breathing apparatus, without which they would quickly suffocate in the nitrogen-oxygen atmospheres common to inhabited worlds throughout the galaxy. The Findsmen are shamanistic bounty hunters who track their quarry through diving omens via rituals based around the religious worship of the ammonia mists on their homeworld. All this arcane mumbo-jumbo doesn&#039;t seem to pay off, since they&#039;re Initiative 1 with no Talent.&lt;br /&gt;
*&#039;&#039;&#039;4-LOM:&#039;&#039;&#039; A protocol droid who overwrote his own programming to embark on a life of stealing and bounty hunting, mostly because that&#039;s much more exciting than translating the inane demands of rich people aboard a luxury liner. Init 3. After doing a full red maneuver (of which G-1A has many), he gets a calculate token. At the start of End Phase, he can stick 1 of his stress tokens on any ship range 0-1. The tractor beam allowed by the title is perfect for enemy ships into range. Also, since he favors red maneuvers so heavily, Elusive isn&#039;t a bad investment either.&lt;br /&gt;
**Crew 4-LOM is interesting. After you roll dice on an attack, you can get two ion tokens to prevent the defender from using a type of green token of your choice. It&#039;s not a bad idea to bring along Electronic Baffle or Static Discharge Vanes.&lt;br /&gt;
*&#039;&#039;&#039;Zuckuss:&#039;&#039;&#039; A Gand Findsman Bounty Hunter known as the &#039;Uncanny One&#039; who combined his Findsman training with his innate Force Sensitivity to find even the most well-hidden quarry. Partnered up with 4-LOM and worked for both the Empire and the Rebel Alliance during the Galactic Civil War, eventually joined the Alliance and finished his career hunting down whoever the New Republic needed found. One of the few Gand who could use first-person pronouns, since Gand only use those if they&#039;re so renowned that they can presume everyone already knows their name. Init 3 like 4-LOM. Can choose to roll 1 additional attack die, but the defender gets to roll an additional defense die. Red dice are a bit stronger than green dice, so this is usually a good deal.&lt;br /&gt;
**Zuckuss as a crew allows you to get stressed while attacking to force the defender to reroll a defense die of your choice. Very handy with 4-LOM at the wheel.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Lancer&#039;&#039;-Class Pursuit Ship/Shadow Caster==&lt;br /&gt;
[[File:Shadowport_Hunter_XWM.png|thumb|right|200px]]&lt;br /&gt;
A bounty hunter ship introduced in &#039;&#039;Rebels&#039;&#039;, and recycled from unused concept art for the earlier &#039;&#039;Clone Wars&#039;&#039; series. The ship&#039;s design maybe looks like it belongs more in Star Trek than Star Wars, but some people love it for harkening back to the old pancake ships. In 1st Edition, the Lancer-class introduced us to the Mobile Firing Arc and &amp;quot;Rotate Arc&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the Lancer is a decently tough large ship, with an attack 3 forward gun and attack 2 turret, 2 agility, 8 hull, and two shields. It also has focus, target lock, evade and rotate arc, as well as a dial with an amazing array of green high-speed moves. It can equip one crew and two illicit upgrades, which gives it some flexibility in terms of nasty tricks. It also has some unique upgrades;&lt;br /&gt;
*The &#039;&#039;Shadow Caster&#039;&#039; title allows you to assign a Tractor token to an enemy ship if you hit them with an attack in your mobile and forward arcs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Swx56_box_left.png&lt;br /&gt;
Image:Banshee_design_asset.jpeg|Concept art of the Banshee&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Shadowport Hunter&#039;&#039;&#039;: A ruthless contract killer for some criminal outfit, a generic with Init 2.&lt;br /&gt;
*&#039;&#039;&#039;Sabine Wren&#039;&#039;&#039;: Sabine&#039;s second pilot card, representing her bounty hunting days when she was like 13. Sabine is Init 3, still. Her ability is different, however, adding 1 focus result to defense rolls when an enemy ship at range 0-2 is inside your mobile firing arc. If you&#039;re up against a swarm, Manaroo or Perceptive Copilot can be good to have.&lt;br /&gt;
*&#039;&#039;&#039;Asajj Ventress&#039;&#039;&#039;: Despite being dead for like 15 years when these other pilots were flying around, the dark disciple returns as a Lancer pilot, who has Initiative 4 and a Force Talent slot. Asajj has a very nasty ability, spending a Force point to assign a stress token to a ship at range 0-2 in her turret arc at the start of Engagement unless they remove a green token. Combos well with the crew card Latts Razzi, which can heal an enemy&#039;s stress to give you an evade result when they attack.&lt;br /&gt;
*&#039;&#039;&#039;Ketsu Onyo&#039;&#039;&#039;: Captain of the &#039;&#039;Shadow Caster&#039;&#039;, and a bounty hunter for Black Sun who decided to help her sister-in-arms Sabine out in the Rebellion. Kestu is an Init 5 pilot, with Talent slot. Her ability gives an enemy ship at Range 0-1 a Tractor Beam token (which reduces agility) at the start of combat if they are in &#039;&#039;&#039;both&#039;&#039;&#039; the normal and mobile arcs.&lt;br /&gt;
**Crew Ketsu is pretty useful in any tractor build. You can prevent one enemy ship in your firing arc range 0-2 from remove its tractor tokens at the end of the round.&lt;br /&gt;
&lt;br /&gt;
==Fang Fighter==&lt;br /&gt;
[[File:Swx55 preview.jpg|thumb|right|200px]]&lt;br /&gt;
Also (and formerly) called the Protectorate Starfighter, this is another mandalorian fighter design primarily used by a branch group known as the Journeyman Protectors. The Protectors generally seem to spend their time avoiding dealing with the core mandalorians and telling people who enter their space &amp;quot;fuck off, we&#039;re full!&amp;quot;, but some of them trained Clone pilots in the Clone Wars. The Protectorate fighter features pivoting wings, a narrow attack profile and a hidden torpedo launcher - meaning they&#039;re ideal at getting into close range and destroying the enemy, and they have potent maneuverability to do so.&lt;br /&gt;
&lt;br /&gt;
In terms of role, the Protectorate is similar to Interceptors or A-Wings, with 3 attack, 3 agility, 4 hull, no shields and focus, target lock, boost and barrel roll actions, and only the Torpedo upgrade. But, it operates slightly differently due to its built-in ability, &amp;quot;Concordia Faceoff&amp;quot; which changes a defense result to an Evade when you defend if you&#039;re at Range 1 and both ships are in each others&#039; forward arcs. Combined with some of the pilot abilities and the Scum-Only Talent &amp;quot;Fearless&amp;quot; (which operates like the Title, but for attacking), Fang Fighters don&#039;t necessarily arc dodge, but rush right up into the teeth of the enemy shouting &amp;quot;WITNESS ME!&amp;quot;. Seriously these guys may be some of the nastist little knife fighters in the game in a head to head scrap at range 1 with a good dial full of blue two maneuvers they can constantly stressboost into focus themselves and still dance around your shits along with some K turns for turning around.&lt;br /&gt;
*A counter tactic against a Fang Fighter Swarm is DO NOT let them get into a knife fight, you will lose that. Instead try and use &#039;boom and zoom&#039; tactics and attempt to go at high speed through the formation. Once on the other side turn around for another pass. It may not guarantee a win but it will keep them from using the face off which will help.&lt;br /&gt;
*Like the A-Wing, there is no mod slot.&lt;br /&gt;
*The go-to Talent for this ship is obviously Fearless, but Daredevil can be a worthy pick as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Scum-protectorate-600px.gif&lt;br /&gt;
Image:Star-wars-rebels-protectorate.jpg|Protectorates in their natural habitat&lt;br /&gt;
Image:Fang_Fighters.jpg|The Fang showing off its pivot wing tech&lt;br /&gt;
Image:Fenn_Rau_Protectorate_Starfighter_XWM.png|Rau, Rau, Fight the Power!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Zealous Recruit:&#039;&#039;&#039;The Init 1 generic. Think of them like warboys from &#039;&#039;Mad Max&#039;&#039;, just ready to rush in there and ride eternal, shiny and beskar.&lt;br /&gt;
*&#039;&#039;&#039;Skull Squadron Pilot:&#039;&#039;&#039; An elite generic, they make quite a jump with Init 4 and a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Kad Solus:&#039;&#039;&#039; Kad is a mandalorian mercenary and pilot appearing in one of FFG&#039;s RPG adventures. His ability gives him 2 focus tokens when he performs a red maneuver (so when he turns around or turns with a Damaged Engine).&lt;br /&gt;
*&#039;&#039;&#039;Old Teroch&#039;&#039;&#039;: This old Mando is a pit fighter and mercenary who also appears in the same adventure as Kad. Teroch appears to be the Protectorate&#039;s answer to 1E&#039;s Carnor Jax, as his ability discards all green tokens of an enemy ship in range 1 that has you in arc at the start of the combat phase. Sometimes called &amp;quot;Sweet-T&amp;quot;, probably for all the tears he will cause.&lt;br /&gt;
*&#039;&#039;&#039;Fenn Rau&#039;&#039;&#039;: A real fight the power guy, Fenn leads the Protectors, flying in Skull Squadron in the Clone Wars and smoking A-Wings in the GCW before he was captured by the Rebels as a hostage. He&#039;s a flashy Init 6, a real ace for Scum. His ability lets him roll 1 more die when attacking or defending at Range 1, which can combine with Concordia Faceoff and Fearless to turn him into a deadly fighter who just rolls up to range 1 of an enemy and blows them out of the water.&lt;br /&gt;
&lt;br /&gt;
==Quadjumper/Quadrijet Transfer Spacetug==&lt;br /&gt;
[[File:Quadrijet-FAICS-Back.png|thumb|right|200px]]&lt;br /&gt;
The Quadjumper is a ship from the ST era, basically a space [[Chris-Chan|tugboat]]. However, it also has some design flexibility and is low cost, meaning criminal types (eg., S&amp;amp;V) like to take them and give them illegal modifications to act as pirate ships, scavengers and smuggling vessels. The ship has a fairly unique design with four large engines, and very briefly appeared on film before it was toasted by TIE/fos. While it doesn&#039;t pack weapons normally, it can be modified with them by unscrupulous types.&lt;br /&gt;
&lt;br /&gt;
As a ship in the game, the Quad is pure [[troll]]. It has a humble 2 attack and 2 agility, and 5 hull with no shields. It features focus, barrel roll, and red evade on the action bar, and by default has crew, device, illicit and the tech upgrade - the first scum ship to field tech. While not fast, it has a wide variety of low-speed maneuvers which make it good up close. It also is unique in that it is the first ship with &amp;quot;Reverse&amp;quot; maneuvers, which work just like they sound, measuring from the back guides of a ship and moving it away - perfect to keep an enemy right in front of you. The Quadjumper has 1 straight and 1 bank reverses. It also has a set of 2 sloops if you need to keep the enemy close that way. It comes with Spacetug Tractor Array. As an action, it can give a tractor token to a ship in range 1 or 2 tokens if the ship is also in your bullseye, allowing you to fuck with medium ships.&lt;br /&gt;
*Pattern Analyzer is a great tech upgrade choice, as you can reverse or sloop before tractoring somebody. Seasoned Navigator makes it even more potent.&lt;br /&gt;
*Cloaking Device is also good. It doesn&#039;t prevent tractoring and gives your Quadjumper a chance to survive longer than in the movie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Quadjumper-600px.gif&lt;br /&gt;
Image:Quadrijet-FAICS-Front.png|Comf&lt;br /&gt;
Image:Quadjumper.jpeg|The Quadjumper&#039;s single moment of fame. Not pictured: It exploding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Jakku Gunrunner&#039;&#039;&#039;: Your basic Init 1 pilot. A gun smuggler who uses the Quad to haul their loot. The low initiative is good for slapping a tractor or two onto somebody before they have a chance to move.&lt;br /&gt;
*&#039;&#039;&#039;Unkar Plutt&#039;&#039;&#039;: That cockney fat-fuck alien who has stolen the Falcon. Init 2, no Talent. His ability forces all ships he is touching to be assigned a Tractor Beam token at the start of the engagement phase. Obviously made for blocking.&lt;br /&gt;
**Crew Unkar allows you take one damage to perform a white action are partially executing a maneuver. You can&#039;t use it to tractor the guy you just bumped into.&lt;br /&gt;
*&#039;&#039;&#039;Sarco Plank&#039;&#039;&#039;: An alien scavenger who is a bit of a jerkface. Also Init 2 sans Talent like Unkar Plutt. His ability allows you to roll a number of defense dice equal to the speed to moved this turn instead of your agility - which can be used to situationally get a boost when you go 3, or possibly ignore agility-reducing abilities.&lt;br /&gt;
*&#039;&#039;&#039;Constable Zuvio&#039;&#039;&#039;: Local lawman on Jakku. Init 4 and the only Quadjumper pilot to sport a Talent slot. His ability allows you to launch a device from your front guides, perfect for dropping some nasty mines right in somebody&#039;s face.&lt;br /&gt;
&lt;br /&gt;
==Scurrg H-6 Bomber==&lt;br /&gt;
The Scurrg first appeared as Captain Nym&#039;s vessel in the vidya, &#039;&#039;Star Wars: Starfighter&#039;&#039;. In XMG, it&#039;s Scum&#039;s heavy bomber that can take a bomblet generator and, with the title, Trajectory Simulator. For the most part, it&#039;s what you&#039;d expect from a heavy bomber: low agility, clunky-ass maneuver dial, 6 hull, 4 shields, but with a front gun that packs a decent punch of 3.&lt;br /&gt;
&lt;br /&gt;
This thing was the straw that [[Anal Circumference|broke the back]] of 1E&#039;s meta. In a game where turrets, bombs, and Scum astromechs were all game-breaking [[cheese]], FFG decided to not only [[Derp|release a ship that combined all three]], but also [[FAIL|include a pilot that ignores the only real disadvantage of bombs]].&lt;br /&gt;
*The &#039;&#039;Havoc&#039;&#039; title swaps out the crew slot for a sensor and astromech for a nominal cost. If you do, it&#039;s basically a given that you&#039;ll bring Trajectory Simulator.&lt;br /&gt;
**Go full [[Ork]] with &amp;quot;Genius&amp;quot; and Ablative Plating.&lt;br /&gt;
*If you didn&#039;t take the title, L3 can give some much-needed green to the maneuver dial.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Lok Revenant:&#039;&#039;&#039; One of Captain Nym&#039;s boys took his ride out for a spin. Init 2 generic.&lt;br /&gt;
*&#039;&#039;&#039;Sol Sixxa:&#039;&#039;&#039; A not-quite-trando with a hate-boner for the Trade Federation. His people feared that he would turn on them if he were to defeat the Space Chinamen. They hired Nym to take him out, but they ended up teaming up to stomp some battledroids together. He has the ability to use bank and turn templates when dropping (but not launching) devices. A Skilled Bombardier is a must for him.&lt;br /&gt;
*&#039;&#039;&#039;Captain Nym:&#039;&#039;&#039; One of the playable characters in &#039;&#039;Star Wars: Starfighter&#039;&#039;. During the events of &#039;&#039;Phantom Menace&#039;&#039;, he was a pirate that was kicking over Trade Federation convoys for the lulz until they kicked him out of his base and he joined up with Naboo forces. He went back to piracy, but would occasionally play good guy. Init 5 BAMF. His pilot ability allows him to [[Ork Boy|use bombs and mines as cover]] and can prevent 1 friendly bomb or mine per round from detonating. Got a great place for a mine, but it&#039;s right in the path of a friendly? Nym&#039;s got you covered.&lt;br /&gt;
&lt;br /&gt;
==M12-L Kimogila Fighter==&lt;br /&gt;
Another &#039;&#039;Galaxies&#039;&#039; ship, it&#039;s essentially Scum&#039;s Missile Boat crossed with a sledgehammer. The Kimogila introduced bullseye arcs in 1E and retains the associated ability, now called &#039;&#039;Dead to Rights&#039;&#039;. If you&#039;re attacking somebody in your bullseye, their dice cannot be modified with green tokens. This spells doom for interceptor-grade ships caught in the crosshairs. Even if they dodge out of the way, they&#039;re stuck without a focus/evade unless they have good action economy.&lt;br /&gt;
&lt;br /&gt;
Statwise, it&#039;s a quintessential tank with an attack of 3, 1 agility, 7 hull, and 2 shields. It&#039;s a slow, lumbering beast. The only maneuver faster than 3 is the K-turn. There&#039;s slots for torps, missiles, an astromech, and illicit. The only astros that really work here are R3 and R5. The action bar is loaded up with focus, target lock, red barrel roll, and white reload. Despite the barrel roll being red, it&#039;s pretty much always worth a stress if it means lining up a bullseye. Or just take Expert Handling. The reload action means you can also have Saturation Salvo, which lets you spend a surge from your munitions to force rerolls of up to two defense dice. If you go this route, it wouldn&#039;t be a bad idea to bring Overseer Yushyn&#039;s Mining Guild TIE along for the ride so you can keep reloading without losing your attack.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Cartel Executioner:&#039;&#039;&#039; The only generic pilot for the dumb muscle ship is oddly proficient. Initiative 3 with Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Dalan Oberos:&#039;&#039;&#039; It&#039;s the dude that flies a Starviper like it was thrown in a tumble dryer. At the start of Engagement, he can spend one of his two nonrecurring surges to drain a shield from a ship in his bullseye. Init 3.&lt;br /&gt;
*&#039;&#039;&#039;Torani Kulda:&#039;&#039;&#039; Rodian NPC from the &#039;&#039;Lords of Nal Hutta&#039;&#039; splatbook. When she attacks, each enemy ship in her bullseye suffers 1 damage unless it removes a green token. It won&#039;t trigger often, but if you brought Cluster Missiles, [[Rape|you can use it twice in a round]].&lt;br /&gt;
&lt;br /&gt;
==Modified TIE/ln Fighter==&lt;br /&gt;
[[File:Mining Guild TIE.png|thumb|right|200px]]&lt;br /&gt;
Due to its close connections to Sienar Fleet Systems, the Mining Guild was able to get its hands on the TIE fighter design for its personal use. The Mining Guild modified their TIEs to be better at defending their operations: by removing two of the solar panels on each wing, the fighter&#039;s engines would be weakened somewhat but the pilot would have better peripheral vision. This allowed the modified TIEs to function more effectively in the asteroid fields the Guild operated out of.  &lt;br /&gt;
&lt;br /&gt;
The Modified TIE/ln Fighters can perform all of the maneuvers their Imperial counterparts can use, but they have reduced speed due to the modifications made to them. However, they compensate with their inherent ability to ignore asteroids while moving, which allows them to pull off movement tricks that would get a standard TIE destroyed.&lt;br /&gt;
*Trick Shot is a safe default option for the talent slot, given that you&#039;re likely to spend a lot of time with [[World Eaters|your face in rocks]].&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Mining Guild Sentry:&#039;&#039;&#039; Ultra-cheap Init 1 generic.&lt;br /&gt;
*&#039;&#039;&#039;Mining Guild Surveyor:&#039;&#039;&#039; Slightly better elite generic, Init 2.&lt;br /&gt;
*&#039;&#039;&#039;Overseer Yushyn:&#039;&#039;&#039; Mining Guild boss and Captain Planet villain, ordered his men to kill space whales because the gas he wanted was their food source. Init 2, no Talent. Once per round, when a friendly ship at range 1 is about to be disarmed, Yushyn can opt to have them get stressed instead if they aren&#039;t already stressed. He makes a great partner for Quinn Jast or Foreman Proach.&lt;br /&gt;
*&#039;&#039;&#039;Captain Seever:&#039;&#039;&#039; The screechy trando on &#039;&#039;Rebels&#039;&#039; that Ezra locked in a closet. Died in a tragic smelting accident. Init 3 with Talent. When he attacks or defends, if he&#039;s outside the enemy&#039;s bullseye, before dice are rolled, he can spend his recurring Surge to give the enemy ship a jam token.&lt;br /&gt;
*&#039;&#039;&#039;Ahhav:&#039;&#039;&#039; SPLIT YOUR LUNGS WITH BLOOD AND THUNDER! WHEN YOU SEE THE WHITE WHALE! Gets a bonus die when attacking or defending against a larger ship. [[Original character, do not steal|The artwork features space whales, in case you didn&#039;t get the obvious reference to &#039;&#039;Finding Nemo&#039;&#039;]].&lt;br /&gt;
*&#039;&#039;&#039;Foreman Proach:&#039;&#039;&#039; A trando slave master named for Pat Roach, the buff dude that gets propellered in &#039;&#039;Raiders of the Lost Ark&#039;&#039;. Before engaging, he can disarm himself to put a tractor token on one enemy ship in his bullseye range 1-2. Init 4 with Talent.&lt;br /&gt;
&lt;br /&gt;
==YT-1300 Light Freighter/Millennium Falcon and Escape Craft==&lt;br /&gt;
The good old (new?) Millennium Falcon again, this time representing its depiction in Solo: A Star Wars Story while it was still owned by Lando Calrissian. This version of the YT-1300 replaces its primary weapon with a double turret that lets it cover its firing arcs more effectively. Unlike Han, Lando made considerable use of the escape craft built into the front of the ship, which is reflected in the &amp;quot;Lando&#039;s Millennium Falcon&amp;quot; title; this allows the escape craft to dock with the Falcon and grant it the use of its shields and any pilot ability it might have. The Escape Craft can also operate as an independent craft much like the Ghost and the Phantom. It also grants an extra die when attacking stressed ships.&lt;br /&gt;
*There&#039;s no pilot card for Chewbacca, but he has a crew card that lets you spend a focus token to flip a faceup damage card at the end of a round.&lt;br /&gt;
*Tobias Beckett can change the position of one obstacle after all forces are placed. This can sync with Han &amp;amp; Qi&#039;ra, or [[Alpha Legion|just sabotage your opponent&#039;s starting formation]].&lt;br /&gt;
&lt;br /&gt;
===YT-1300 Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Freighter Captain:&#039;&#039;&#039; Boring Init 1 generic.&lt;br /&gt;
*&#039;&#039;&#039;L3-37:&#039;&#039;&#039; A self-made, EXTRA THICC droid, Lando&#039;s co-pilot, and an aspiring revolutionary, she was integrated into the Millennium Falcon&#039;s navigation system after being irreversibly damaged. Init 2. Any time her ship isn&#039;t shielded, she reduces the difficulty of bank maneuvers by 1.&lt;br /&gt;
**L3 as a crew can flip her card while defending to force the attacker to reroll all attack dice. When her card is flipped, she integrates into the ship to achieve MAXIMUM THICCNESS and bestow it with her pilot ability.&lt;br /&gt;
*&#039;&#039;&#039;Lando Calrissian (Solo):&#039;&#039;&#039; Init 4. Ever the gambler, if Lando isn&#039;t stressed he can take a stress token in exchange for rerolling any dice that come up blank. Consider pairing him with a co-pilot that can get rid of the stress tokens in order to let him get more re-rolls.&lt;br /&gt;
**Crew Lando can spend a green token to reroll ANY two dice.&lt;br /&gt;
*&#039;&#039;&#039;Han Solo (Solo):&#039;&#039;&#039; Han was a maxed out Init 6 BAMF even in his youth. Any time he defends or performs a primary attack, he gets an extra die if there&#039;s an obstacle in the way of the attack. The more asteroids and debris fields you have to exploit, the better. If you have Qi&#039;ra onboard, you can flat-out ignore any obstacle you&#039;re locking, but still benefiting from Han&#039;s ability, because fuck you, that&#039;s why.&lt;br /&gt;
**Han as a gunner allows you to perform a red focus action right before engaging, making him a great choice for pretty much anybody except Lando.&lt;br /&gt;
&lt;br /&gt;
===Escape Craft Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Autopilot Drone:&#039;&#039;&#039; Init 1, though it&#039;s more of a suicide bomb than a pilot. It loses a surge every round it&#039;s not docked, and when its surge count drops to 0, it self-destructs to deal 1 critical damage to all ships at ranges 0-1. Don&#039;t forget the Rigged Energy Cells for a bigger boom!&lt;br /&gt;
*&#039;&#039;&#039;L3-37:&#039;&#039;&#039; Same ability as her Falcon profile, and with Co-Pilot allowing her to share her skill with the Falcon Init 2 isn&#039;t as much of an issue. &lt;br /&gt;
*&#039;&#039;&#039;Outer Rim Pioneer:&#039;&#039;&#039; Generic dude with Init 3. He can allow friendly ships at 0-1 range perform attacks at range 0 of obstacles.&lt;br /&gt;
*&#039;&#039;&#039;Lando Calrissian:&#039;&#039;&#039; Same as his Falcon ability.&lt;br /&gt;
&lt;br /&gt;
==C-ROC Cruiser==&lt;br /&gt;
The first Huge ship for Scum and Villainy. Originally intended as a custom configuration of the Gozanti-class cruiser , it was rejected for use by the Imperial Navy but found favor with both legitimate cargo operations and smugglers thanks to its superior speed and hauling capacity. It wasn&#039;t suited for use as a frontline warship, but  its armored sloping hull and heavy armament made it useful against the solitary Imperial vessels used to maintain law on the Outer Rim.&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>2600:1700:9831:5900:403F:F3A8:ADF3:9D95</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Rebel_Alliance&amp;diff=568923</id>
		<title>X-Wing/Tactics/Rebel Alliance</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=X-Wing/Tactics/Rebel_Alliance&amp;diff=568923"/>
		<updated>2021-04-26T03:56:00Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9831:5900:403F:F3A8:ADF3:9D95: Added Phoenix Cell pilots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;quot;Make ten men feel like a hundred.&amp;quot;&#039;&#039; -Cassian Andor&lt;br /&gt;
&lt;br /&gt;
[[File:Rebel Alliance-New Logo-Deal With It.jpg|thumb|250px||left|[https://www.youtube.com/watch?v=Z-2nIY1tB14 Now accepting pilot applications. Requirements: &amp;lt;strike&amp;gt;Human.&amp;lt;/strike&amp;gt;  &amp;lt;strike&amp;gt;Male.&amp;lt;/strike&amp;gt;  &amp;lt;strike&amp;gt;Passed basic training.&amp;lt;/strike&amp;gt;  &amp;lt;strike&amp;gt;No past convicted felonies.&amp;lt;/strike&amp;gt;  &amp;lt;strike&amp;gt;Can read.&amp;lt;/strike&amp;gt;  &amp;lt;strike&amp;gt;Willing to use real name.&amp;lt;/strike&amp;gt;  &amp;lt;strike&amp;gt;Knows what the conflict is about.&amp;lt;/strike&amp;gt;  Showed up for orientation.]]]&lt;br /&gt;
&lt;br /&gt;
Rebel fleets are cobbled together out of mercenaries or outlaws who bring their own ships into the fight, leftover weapons and vehicles from the Clone Wars, &amp;quot;donations&amp;quot; from [[Planetary Defense Force]]s that resent their nationalization, and vehicles produced by companies or planets with a grudge against the Empire. As such there&#039;s a great deal of variation among the Rebel forces, matched equally by its mix of alien pilots compared to the Empire&#039;s strict [[Humanity Fuck Yeah]] policy.&lt;br /&gt;
&lt;br /&gt;
Capital ships were hard to come by for the Rebels, with the largest and most powerful being donated by the Mon Calamari (goldfish-head people, the best known of which is the renowned Admiral &amp;quot;It&#039;s A Trap!&amp;quot; Ackbar), master shipbuilders who customize every ship as an almost organic work of art as their entire culture revolves around the freedom of space travel. Others came from Corellia, a shipyard made famous for its wink &amp;amp; grin attitude on selling to criminals, the Corporate Sector Authority, who was more vulnerable to piracy than the Empire and had several members willing to look the other way if the credits were good, and a handful of Imperial ships either captured or brought over by defectors. &lt;br /&gt;
&lt;br /&gt;
Since the Rebels are characterized by their actually giving a shit about the lives of the people fighting for them, Rebel ships are well-equipped, including shields, hyperdrive, and supply kits for when you invariably get shot down with only some creepy green guy to keep you company. This [[StarCraft| Protoss]]-esque philosophy also informs their ships&#039; combat capabilities, with small squads of heavily-armed, well-equipped (but expensive) ships crewed by some of the best pilots in the galaxy. Furthermore, most fighters contain an Astromech droid which functions as a co-pilot and emergency technician. &lt;br /&gt;
&lt;br /&gt;
Their ground troops are less well off in a traditional fight. Their lack of heavy industry ensures that the only truly military vehicles they can consistently (read: Outside of strategy video games) deploy are mere armored cars, reducing their role on the ground to surgical strikes most of the time. On the upside, they&#039;re the only faction to remember man-portable mortars are a thing.&lt;br /&gt;
&lt;br /&gt;
Until two years before the Battle of Yavin, there were multiple, separate, rebel organizations with the most prominent headed by Senators Bail Organa (Alderaan), Mon Mothma (Chandrila) and Garm Bel Iblis (Corellia), as well as some scattered Jedi survivors such as Rahm Kota, Rachi Sitra, Echu Shen-jon and Obi-Wan Kenobi, and some leftovers from the [[Confederacy of Independent Systems]]. These factions would be united by the Emperor as part of a trap to get their leadership in one place, only to have it backfire as Galen Marek disrupted the trap and sacrificed himself to allow the quarry to escape and form the Alliance to Restore the Republic.&lt;br /&gt;
&lt;br /&gt;
In the Disney third trilogy canon, the Rebel Alliance united under Chancellor Mon Mothma to break what they thought was the last of the united Empire before [[Derp|reorganizing their military into small local cells on every Republic planet which as a whole are called the Resistance]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:X-WingSelfless.png|The faction in a nutshell, and great way to make your opponent hate you.&lt;br /&gt;
Image:Leia_Organa_Crew.png|The Alliance&#039;s mascot, her ability is nicely representative of the faction: Powerful and cooperative.&lt;br /&gt;
Image:Luke_Skywalker_Gunner.png|Leia&#039;s incest-buddy and Hero of the Rebellion. Much [[Butthurt|assblasting]] ensued when this card was revealed. A once controversial card in the previews for 2e, it had little actual impact.  [[X-Wing/Tactics/The_Galactic_Republic#LAAT.2Fi_Gunship|&#039;&#039;Although if the Republic could get him onto a LAAT/i...&#039;&#039;]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Why play the Rebel Alliance=&lt;br /&gt;
Comprising a mix of ships that were stolen and &#039;stolen&#039; of both new and old vintage the rebel fleet is comprised of a broad mix of ships that generally outperform ships of their enemies on a one-to-one basis, but cost more points in exchange.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
*Along with the Galactic Empire you have the most numerous types of ships at your disposal giving you a broad array of options&lt;br /&gt;
*Good primary attacks and most ships can use torpedoes or missiles.&lt;br /&gt;
*Good team work orientated upgrade and pilots letting you help keep big ships alive&lt;br /&gt;
*Have two of the three most iconic ships in Star Wars, the X-wing and Millennium Falcon.&lt;br /&gt;
*Wide array of Ships that can uses astromechs for more utility.&lt;br /&gt;
*Good assortment of large ships.&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039; &lt;br /&gt;
*Few Force users&lt;br /&gt;
*Ships lean toward the expensive side.&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
==T-65 X-Wing Starfighter==&lt;br /&gt;
[[File:X-Wing Mov.png|thumb|200px|right]]&lt;br /&gt;
You know what it is, the Rebel ship so badass it&#039;s probably the one you&#039;d want to be assigned to in-universe. &lt;br /&gt;
Created for the Rebel Alliance when the Empire attempted to become a bunch of filthy Commie bastards and absorb the company that made the ARC-170 gunships for the Republic. Mostly replaced after Return of the Jedi by the T-70, the iPhone of X-Wings. The E-Wing was meant to replace the X-Wing entirely, but it was &amp;lt;s&amp;gt;not created by Disney&amp;lt;/s&amp;gt; too expensive to produce and was plagued with design flaws that led it to be used by only a small handful of pilots. Pilots found in &#039;&#039;Saw&#039;s Renegades&#039;&#039; will be marked.&lt;br /&gt;
&lt;br /&gt;
All X-Wings can equip torpedoes, and astromech droids. In 1st Edition, they were overshadowed by the Z-95 for price and by the T-70 for effectiveness, but with the Resistance being made a separate faction from the Rebels the classic X-Wing made a triumphant return in 2nd.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:X-Wing Mini.png&lt;br /&gt;
Image:X-Wing Specs.jpg&lt;br /&gt;
Image:X-Wing Pilot.jpg|Since the ship has life-support, rations, and a survival kit, pilot gear is pretty basic. &lt;br /&gt;
Image:SpaceForceNationalGuard.png|So many pilots.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
What really sells the X-wing is the sheer number of pilots with actually worthwhile skills. &lt;br /&gt;
*&#039;&#039;&#039;Cavern Angels Zealot:&#039;&#039;&#039; (&#039;&#039;SR&#039;&#039;) Lowest initiative possible, but has an Illicit Upgrade slot. Useful? at the moment likely no, but keep an eye on this one though, if a good Illicit upgrade is released this could show some promise. &lt;br /&gt;
*&#039;&#039;&#039;Blue Squadron Escort:&#039;&#039;&#039; Replacement for 1st Edition&#039;s Rookie Pilot. Very basic option for cheap.&lt;br /&gt;
*&#039;&#039;&#039;Red Squadron Veteran:&#039;&#039;&#039; Higher Initiative and has a Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Edrio Two Tubes:&#039;&#039;&#039; (&#039;&#039;SR&#039;&#039;) One of Saw Gerrera&#039;s alien buddies in &#039;&#039;Rogue One.&#039;&#039; His ability to get a bonus action is made specifically to synergize with his eggmate, Benthic Two Tubes.&lt;br /&gt;
*&#039;&#039;&#039;Jek Porkins:&#039;&#039;&#039; You know him, you love him, it&#039;s the legendary fat fuck who died like a bitch at Yavin IV. Jek eats stress tokens like a [[fa/tg/uy]] goes through cheetos. But be careful when doing so as because every time you do this you roll an attack die, so you do run the risk of blowing yourself up in spectacular failure.&lt;br /&gt;
*&#039;&#039;&#039;Leevan Tenza:&#039;&#039;&#039; (&#039;&#039;SR&#039;&#039;) Another of Saw&#039;s boys. Despite his backstory of defecting from the Rebel Alliance after [[Leeroy Jenkins|attacking a target against orders]], his ability is on the defensive side. He can perform a red evade after boosting or barrel rolling.&lt;br /&gt;
*&#039;&#039;&#039;Biggs Darklighter:&#039;&#039;&#039; Luke&#039;s wingman from &#039;&#039;A New Hope&#039;&#039;, with mustache. Has the ability take damage on a teammate&#039;s behalf. Very useful when paired with more expensive pilots to keep them alive longer.&lt;br /&gt;
*&#039;&#039;&#039;Kullbee Sperado:&#039;&#039;&#039; (&#039;&#039;SR&#039;&#039;) One of the few Partisans to survive Jedha, Kullbee can flip his S-Foils after arc-dodging, effectively making him the only T-65 pilot who can boost without penalty.&lt;br /&gt;
*&#039;&#039;&#039;Garvin Dreis:&#039;&#039;&#039; Red Leader from &#039;&#039;A New Hope&#039;&#039;. After he spends a focus, either in attack or defense, he can pass it on to another ship at range 1 or 2.&lt;br /&gt;
*&#039;&#039;&#039;Thane Kyrell:&#039;&#039;&#039; Deuteragonist of the novel &#039;&#039;Lost Stars&#039;&#039;. Joined the Rebels while his girlfriend Ciena Ree stayed with the empire. Can spend a die result on attacks to look at the defender&#039;s facedown damage cards and expose one. If one of those happens to be Direct Hit, he can [[Rape|spam it multiple times]].&lt;br /&gt;
*&#039;&#039;&#039;Luke Skywalker:&#039;&#039;&#039; If you don&#039;t know who this is, you probably shouldn&#039;t be playing this game. Has 2 Force Points and regenerates 1 when an attack is declared against him, making him [[Tank|ludicrously hard to kill]], especially when paired with R2-D2.&lt;br /&gt;
*&#039;&#039;&#039;Wedge Antilles:&#039;&#039;&#039; Luke&#039;s other wingman in &#039;&#039;A New Hope&#039;&#039;, and co-founder of Rogue Squadron with Luke. The only pilot who survived both Death Star runs, and played a pivotal role in each one. Reduces the enemy&#039;s evade dice by one. Super deadly, but everyone knows that so he can end up being a [[DISTRACTION CARNIFEX| DISTRACTION X-WING]] minus the &amp;quot;distraction&amp;quot; part. If you are a newbie Rebel player and don&#039;t know what to use, the wrong answer is never Wedge. Many players like to give him [[Rogue|Outmaneuver]]. [[Rape|It also applies to Proton Torpedoes and Snap Shot]].&lt;br /&gt;
&lt;br /&gt;
==BTL-S3/BTL-A4 Y-Wing Starfighter==&lt;br /&gt;
[[File:Y-Wing Mov.jpg|thumb|200px|right]]&lt;br /&gt;
Produced during the lead-up to the Clone Wars, and used for a good century by almost literally everyone except the Empire. Called &amp;quot;wishbones&amp;quot;, they are heavily armed and armored in order to get through a dogfight and deliver their payload before joining the engagement on behalf of their allies. It was especially notable for being equipped with Ion-based weaponry, making fighting one without eliminating their escort a risky endeavor. The fighter was full of design flaws and was very expensive and labor-extensive to maintain, with entire sections of the ship hull needing to be replaced between battles for maximum efficiency. Technically it isn&#039;t a real bomber in the sense that it carries bombs; instead it shoots torpedoes, because space is an ocean in Star Wars. The variety you field in this game is the BTL-A4 model which is a two-man fighter with the rear pilot as turret gunner.&lt;br /&gt;
&lt;br /&gt;
The Rebels&#039; bomber and the workhorse of the Rebel fleet, it has one bomb slot and one torp slot. It&#039;s slower than the X-Wing with a firepower of 2 and has below average agility at 1, but gets 2 shields and a much stronger Hull at 6. It can also equip Astromechs, and it can use Turrets.&lt;br /&gt;
*In fact, in order to make them useful, it better have an Ion Turret on it.&lt;br /&gt;
*Veteran Turret Gunner and Skilled Bombardier are both strong candidates for filling the Gunner slot, depending on what you want the ship to focus on.&lt;br /&gt;
*Has red barrel roll action, can be mitigated with Expert Handling.&lt;br /&gt;
*Can reload spent munitions for a stress and disabled weapons&lt;br /&gt;
*A Y-Wing with Hull Upgrade is very annoying to fight against.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Y-Wing Mini.png&lt;br /&gt;
Image:Y-Wing Specs.jpg&lt;br /&gt;
Image:Y-Wing Pilot.jpg|Like X-Wings, Y-Wings are pretty pilot-friendly, provided you &amp;quot;Stay on target.&amp;quot;&lt;br /&gt;
Image:HortonSalm.jpg|Horton Salm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Gray Squadron Bomber:&#039;&#039;&#039; Base Y-Wing pilot. Take these if you want cheap and tanky ion turrets on the field.&lt;br /&gt;
*&#039;&#039;&#039;Gold Squadron Veteran:&#039;&#039;&#039; Same as the Gray but higher initiative and Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Evaan Verlaine:&#039;&#039;&#039; Survivor of Alderaan and waifu to /swg/. Also retconned over Keyan Farlander as the pilot of the Y-Wing seen leaving the Death Star at Yavin. She served as a bodyguard to Leia Organa in the limited-run &#039;&#039;Princess Leia&#039;&#039; comic, which is reflected in her pilot ability to buff a friendly ship&#039;s agility.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Dutch&amp;quot; Vander:&#039;&#039;&#039; Gold Leader from &#039;&#039;A New Hope&#039;&#039;. When he acquires a target lock someone else at range 1-3 can also get one on the same target. R3&#039;s bonus target lock does not let you do this twice in a round.&lt;br /&gt;
*&#039;&#039;&#039;Norra Wexley:&#039;&#039;&#039; Norra flew a Y-Wing at Endor and is mother of &amp;quot;Snap&amp;quot; Wexley, a T-70 pilot. She also is one of many dull characters to appear in the &#039;&#039;Aftermath&#039;&#039; trilogy of books. In X-Wing she&#039;s actually useful. [[Choppy|When defending, she adds an automatic evade result to whatever she rolls if she&#039;s close to an enemy]]. Very frustrating to the shooter.&lt;br /&gt;
*&#039;&#039;&#039;Horton Salm:&#039;&#039;&#039; EU Y-Wing Ace and Rebel General. Can reroll 1 attack die for each nearby friendly ship. Syncs nicely with the extra attack granted by Veteran Turret Gunner.&lt;br /&gt;
&lt;br /&gt;
==Modified YT-1300 Light Freighter/Millennium Falcon==&lt;br /&gt;
[[File:Falcon Art.jpg|thumb|200px|right|&amp;quot;What a piece of junk!&amp;quot;]]&lt;br /&gt;
The YT-1300 is the best known of the many ugly yet amazing ships built on Corellia. Created to be modular, you can buy it piece by piece (in-universe) to do as you want.&lt;br /&gt;
A YT-1300 isn&#039;t considered the Millennium Falcon unless it takes the upgrade giving it that title (giving it the evade action). The YT-1300 is, surprisingly, more mobile than the Y-Wing despite it&#039;s greater size, but its defense is just as bad, making up for it with stronger shields and hull. It also has a bowtie firing arc. Characters of this ship cost an arm and a leg (for a long time they were easily the most expensive in the game), but the ship is so durable that the only reliable way to kill it is if your enemy can focus all their ships on it at once, not an easy task.&lt;br /&gt;
*Has room for two crew and a gunner&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Falcon Mini.jpeg&lt;br /&gt;
Image:Falcon Specs.jpg&lt;br /&gt;
Image:Falcon Pad.png|No pilot gear needed (although there&#039;s helmets inside for some reason). Just sip a cold one, and hope you don&#039;t blow up.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Outer Rim Smuggler:&#039;&#039;&#039; Had reduced firepower and health in 1st Edition, much to the chagrin of the playerbase. No longer the case in 2nd.&lt;br /&gt;
*&#039;&#039;&#039;Chewbacca:&#039;&#039;&#039; Han Solo&#039;s Wookiee co-pilot takes the helm. Once per round, can suffer a critical hit as a normal hit. Costing less than his domestic partner in the leather jacket and really helping the durability of the YT-1300 shine, Chewie is &#039;&#039;the shit.&#039;&#039; Give him Selfless and extend the life expectancy of the whole team greatly.&lt;br /&gt;
*&#039;&#039;&#039;Leia Organa:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) The princess&#039;s inclusion as a pilot and high initiative has been a mild [[skub]] topic, but she &#039;&#039;did&#039;&#039; occasionally fly the ship and initiative is not necessarily the same thing as &amp;quot;pilot skill&amp;quot; like in 1st edition. It&#039;s better to think of it as her reflexes, which were honed from being raised to be a secret badass from birth. She comes with a Force point, which she can spend when a range 0-3 friendly fully performs a red maneuver to grant them a Focus token or replenish a Force point. Her Force replenishment is generally only useful if you you bring Kanan Jarrus or if there is a Force Talent that would spend Force before maneuvering. Otherwise, Luke regens Force too quickly to get any real benefit.&lt;br /&gt;
*&#039;&#039;&#039;Lando Calrissian:&#039;&#039;&#039; Han&#039;s good buddy who betrayed him and froze him in carbonite. Inventor of suave and space pimp extraordinaire. When he does a blue maneuver, another ship at range 1 may perform a free action. Taking Nien Numb as a crew is almost mandatory to really capitalize on this.&lt;br /&gt;
*&#039;&#039;&#039;Han Solo:&#039;&#039;&#039; Initiative 6, so he should almost always be [[meme|shooting]] [[skub|first]]. Gets to reroll anything and everything if he&#039;s close to an obstacle.&lt;br /&gt;
&lt;br /&gt;
==RZ-1 A-Wing Interceptor==&lt;br /&gt;
[[File:A-Wing Art.png|thumb|right|200px]]&lt;br /&gt;
The A-Wing is incredibly fast (one of the fastest ships in canon unmodified) and it turns on the dime. Anyone who played any of the video games knows this ship as the one that will fuck your shit up. Basically a more available version of the Jedi ships, it had very specific limits on pilot physical dimensions and requires absolute pros. Also one of the more liberal ships in the Rebel fleet for pilots painting the exterior (usually by squadron). It&#039;s has the highest defense of the rebel ships, but also the weakest hull in the game. Shields and firepower are average. Compare with the other Rebel fighters, it trades in torpedoes for missiles.&lt;br /&gt;
*Vectored Thrusters allow &#039;&#039;any&#039;&#039; action to link to a red boost.&lt;br /&gt;
*Has two Talent slots, except for Phoenix, who only gets one&lt;br /&gt;
*Juke is always a great way to annoy your opponent&lt;br /&gt;
*One of the few ships to not have a basic Modification slot&lt;br /&gt;
*&#039;&#039;Phoneix Cell Squadron Pack&#039;&#039; introduces the Vectored Cannons upgrade. It turns your forward cannon into a turret that can rotate forward or backward like the [[X-Wing/Tactics/The Resistance|RZ-2]], and there was much rejoicing. You also trade Vectored Thrusters for the ability to perform a red boost or red rotate action during System Phase. Being able to boost before your normal maneuver can allow for some zany movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:A-Wing Mini.JPG&lt;br /&gt;
Image:A-Wing Specs.jpg&lt;br /&gt;
Image:A-Wing FUCK YEAH.jpg|Poe Dameron&#039;s momma passed on her badassery. &lt;br /&gt;
Image:A-Wing Pilot.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Squadron Pilot:&#039;&#039;&#039; These guys got their [[TPK|shit wrecked]] by Vader in the cartoon series, &#039;&#039;Rebels&#039;&#039;. Cheap, low initiative, only one Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Green Squadron Pilot:&#039;&#039;&#039; Very solid choice for a generic pilot.&lt;br /&gt;
*&#039;&#039;&#039;Derek Klivian:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) The pilot who piped up when Leia was giving the briefing prior to the Battle of Hoth and later pancaked his snowspeeder into the head of General Veers&#039;s AT-AT. As an A-Wing pilot, he can ditch a red token after acquiring or spending a target lock. Dutch Vander, Phoenix Leader Hera, and Ahsoka Tano can all pass target locks his way so he can recover quickly from red maneuvers or Starbird Slash.&lt;br /&gt;
*&#039;&#039;&#039;Shara Bey:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) Sure took awhile for this pilot primarily known for flying an A-Wing to be in an A-Wing [[Derp|instead of a heavy fighter that hasn&#039;t really been used since the Clone Wars]]. Anyway, same deal here as with the ARC-170: When attacking or defending, Shara can spend a lock she has on the enemy ship to add an eye result. She excels in a squad with good action economy. Dutch, PL Hera, Garven Dreis, or any coordinator helps her immensely. Predator is also good for granting rerolls that she won&#039;t be using her locks for.&lt;br /&gt;
*&#039;&#039;&#039;Jake Farrell:&#039;&#039;&#039; Green Squadron pilot who flew at Endor, helped with the design of the A-wing and flew its predecessor craft at Yavin. He&#039;s been [[Nerf|toned down significantly]] from 1E, where he could zip around like a [[Shadowrun|Physical Adept]]. Now, he gives foci to his squaddies when he boosts or barrel rolls. This does pair with Vectored Thrusters.&lt;br /&gt;
*&#039;&#039;&#039;Wedge Antilles:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) A young Wedge, freshly defected from the Empire. Unlike the younger iteration of Han Solo, this Wedge&#039;s Initiative gets cut from 6 to 4. When attacking, he still forces the defender to roll one less green die, but with the necessary addendum that it only works in his front arc. &lt;br /&gt;
*&#039;&#039;&#039;Arvel Crynyd:&#039;&#039;&#039; Guy who ran his ship into the Executor&#039;s bridge in &#039;&#039;Return of the Jedi&#039;&#039;. Can still attack ships, even when their bases are touching (both [[Fluff|fluffy]] and [[crunchy]], a delightful combination). 2nd Edition blessed him with the ability to boost into an enemy ship.&lt;br /&gt;
*&#039;&#039;Ahsoka Tano:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) Finally, a Force-using A-Wing pilot! Ever since the Clone Wars, Ahsoka helped to slowly build the Rebel Alliance under the codename Fulcrum. She&#039;s older and wiser with I5 and 3 Force. When she fully executes a maneuver, she can spend 2 Force to allow a range 1-2 to perform an action, even while stressed. Ahsoka is already impressive here, but if you give her Force Talent upgrades, she&#039;s capable of some bonkers feats.&lt;br /&gt;
**With &#039;&#039;Extreme Maneuvers&#039;&#039;, [[White Scars|she can do a hard-turn boost in Systems Phase just before bolting ahead 5]] and still do an action like normal.&lt;br /&gt;
**&#039;&#039;Sense&#039;&#039; ensures her Systems Boost has her pointed in the right direction.&lt;br /&gt;
**The Systems Reposition also works nicely with &#039;&#039;Foresight&#039;&#039;.&lt;br /&gt;
**Patience is good if you&#039;re more interested in using Ahsoka&#039;s pilot ability than you are in having her kill stuff.&lt;br /&gt;
**Not even getting started on the bullshit that &#039;&#039;Supernatural/Precognitive Reflexes&#039;&#039; can enable.&lt;br /&gt;
*&#039;&#039;&#039;Hera Syndulla:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) I6 A-Wing! In snub fighters, Hera serves as an ace squad leader. She can transfer a focus, evade, or lock token to a range 1-2 friendly that is attacking or defending. The great thing here is that Hera is usually shooting first, so if she ends up not needing whatever token she has for her attack, you can hold onto it until somebody else needs to use it.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;&#039;Tycho Celchu:&#039;&#039;&#039; Rogue Squadron pilot. Pilot skill 8. Can perform actions even when he is stressed. Giving him Push the Limit is a must, and then enjoy piling up six, seven, eight stress token on your ship in the game.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HWK-290 Light Freighter/Moldy Crow==&lt;br /&gt;
[[File:Moldy Crow.jpg|thumb|right|200px|&amp;quot;You&#039;ve got to be joking. This isn&#039;t even a ship! Hey, I thought you said this thing would get off the ground!&amp;quot;&lt;br /&gt;
&amp;quot;It will. But after that, I&#039;m not making any promises.&amp;quot;]]&lt;br /&gt;
Known mostly as Kyle Katarn&#039;s ship (piloted by his much better pilot, Jan Ors) from the Dark Forces video games. Known as a huge piece of shit in-universe too, except to pilots who can actually use it. Rebels used them as personnel and agent transports, similar to how the Imperials use the Lambda Shuttle. &lt;br /&gt;
&lt;br /&gt;
It has average agility and shields, below average firepower of 1, only two Defense Dice, and has a Hull of 3 (remember that Shields&amp;gt;Hull since Shields block Crits) with option of one Crew. HWK was crap in 1E, but has been wonderfully overhauled into an actually serviceable vessel. It can now boost, jam, and drop bombs.&lt;br /&gt;
*&#039;&#039;Moldy Crow&#039;&#039; title allows you to carry up to 2 focus tokens between rounds. It also grants a forward firing arc that packs a wallop. All of the pilot abilities are dependent on firing arc, so the title gives the abilities additional coverage.&lt;br /&gt;
*Afterburners can help close the distance if you&#039;re trying to jam somebody.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Rebel Scout:&#039;&#039;&#039; A Rebel, who scouts. A nice, cheap way to jam enemy ships.&lt;br /&gt;
*&#039;&#039;&#039;Roark Garnet:&#039;&#039;&#039; A smuggler, and the original owner of the Moldy Crow. One of the example characters from [[Star Wars D6]]. Had many adventures, a few of which were on behalf of the Rebels. Never worked with the Empire. At the start of combat he picks an ally in his firing arc and makes them Initiative 7.&lt;br /&gt;
*&#039;&#039;&#039;Kyle Katarn:&#039;&#039;&#039; A Stormtrooper cadet that defected to the Rebellion after learning about the Empire&#039;s involvement in his father&#039;s death, was one of the nine attempts by the Rebels at capturing the Death Star plans, shut down the Dark Trooper project one piece at a time, punched a Krayt Dragon to death while giving Jabba the Hutt the middle finger, and later became a Master in the New Jedi Order.  Lets you give a Focus Token to another friendly in his firing arc at the start of combat. Like Garven Dreis for the X-wing, except he can build up a reservoir of Focus by keeping it across turns if you take the pretty much mandatory Moldy Crow Title. Jyn Erso synergizes excellently with Kyle.&lt;br /&gt;
*&#039;&#039;&#039;Jan Ors:&#039;&#039;&#039; The woman who made Asians canon in Star Wars. An engineer/pilot/ballerina from Alderaan, was an agent and spy early on before she got her buddy Kyle into the Rebel Alliance by telling him the truth about his father ([[Meme|pottery]]). Played taxi driver to Kyle on his missions for awhile, then helping him out after the fall of the Empire as well. If she has no Stress Tokens, she can take one to give an ally one more Attack Dice. Say hello to the pseudo-Phantom.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Moldy Crow Mini.png&lt;br /&gt;
Image:Moldy Crow Specs.jpg&lt;br /&gt;
Image:Garnet.jpg|Roark Garnet.&lt;br /&gt;
Image:Kyle Katarn.png|Stop pouting and do your job, Kyle. &lt;br /&gt;
Image:Jan Ors.png|Jan says to do your fucking job, Kyle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A/SF-01 B-Wing Starfighter==&lt;br /&gt;
[[File:B-Wing Art.jpg|thumb|200px|right]]&lt;br /&gt;
Designed by Admiral Trapmaster himself(Or by a Mon Calamari with a fish mustache in the New Canon), B-Wings were built when the Rebels realized that their fighters are fucking awesome and their capital ships fucking suck. The resulting solution is a really difficult to fly super-bomber. Since its cockpit rotates, the pilots can pull off batshit insane maneuvers. &lt;br /&gt;
&lt;br /&gt;
You really want something dead when you first aim at it? This is your ship. It has as much firepower as an X-Wing and it&#039;s as durable as a Y-Wing though the shields and hull are equalized, meaning it is less susceptible to crits than the Y-Wing. For upgrades it can be given two cannons, a torpedo, and a sensor. &lt;br /&gt;
*Be warned, it&#039;s slow on its own.&lt;br /&gt;
*The B-wing really shines when given Advanced Sensors, with it the previously sluggish craft becomes surprisingly agile with a barrel roll and the ability to perform its actions BEFORE it moves.&lt;br /&gt;
**Doing this lets you do Koiogran turns or Tallon rolls at very unexpected angles and positions, perfect for getting out of firing arcs while keeping the empire firmly in yours.&lt;br /&gt;
*Considering how easily these things get stressed, the base pilot abilities aren&#039;t nearly as situational as they might sound.&lt;br /&gt;
*&#039;&#039;Hotshots and Aces&#039;&#039; gives the Stablized S-Foils configuration, which can be opened and closed for different functionality like the X-Wing, but only if it isn&#039;t critically damaged.&lt;br /&gt;
**When S-Foils are open, after attacking, you can spend a target lock on the defender to make a bonus attack with a cannon that you haven&#039;t already used this turn. It also allows a barrel roll to link into a red target lock, allowing you to take full advantage of the stress-oriented abilities. FFG has stated that in spite of wording on cards and the rulebook, [[RAI|you can combine Fire-Control System and open S-Foils to attack, re-roll one die, then spend the target lock to perform the bonus attack]].&lt;br /&gt;
**When S-Foils are closed, barrel roll can link to a red evade and you get a red reload action.&lt;br /&gt;
*&#039;&#039;Phoenix Cell Squadron Pack&#039;&#039; has the B6 Blade Wing Prototype Title card, which adds a Gunner slot. Sabine is the best choice here, but Suppressive Gunner or Weapons Systems Officers can also be useful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:B-Wing Mini.jpg&lt;br /&gt;
Image:B-Wing Specs.jpg&lt;br /&gt;
Image:B-Wing Pilot.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Blue Squadron Pilot:&#039;&#039;&#039; Base B-Wing.&lt;br /&gt;
*&#039;&#039;&#039;Blade Squadron Veteran:&#039;&#039;&#039; Higher init, cost, and Talent slot.&lt;br /&gt;
*&#039;&#039;&#039;Netrem Pollard:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) The commander of [[Squat|Dagger Squadron]] who first appeared in a module for the OG [[Star Wars RPG|Star Wars Roleplaying Game]]. I3, no Talent. When he barrel rolls, he can stress a range 0-1 friendly to rotate himself 180 degrees. Very fun to have with the other B-Wing aces.&lt;br /&gt;
*&#039;&#039;&#039;Ten Numb:&#039;&#039;&#039; Can spend stress like focus tokens. [[Rip and tear]].&lt;br /&gt;
*&#039;&#039;&#039;Braylen Stramm:&#039;&#039;&#039; Cannibalized and upgraded Ibtisam&#039;s ability from 1E: Can reroll TWO dice when attacking/defending while stressed.&lt;br /&gt;
*&#039;&#039;&#039;Gina Moonsong:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) The highest initiative B-Wing pilot before Hera&#039;s debut. If she&#039;s stressed at the start of Engagement, she is forced to transfer a stress token to a range 0-2 friendly. Obviously intended to be flown alongside Braylen or Ten, or both. In a standard 200 point game you can comfortably fit all 3 into the same list and have enough points left over for upgrades. Such a list be a bit slow, but it have a lot of dakka.&lt;br /&gt;
*&#039;&#039;&#039;Hera Syndulla:&#039;&#039;&#039; (&#039;&#039;PCSP&#039;&#039;) I6 B-Wing! In snub fighters, Hera serves as an ace squad leader. She can transfer a focus, evade, or lock token to a range 1-2 friendly that is attacking or defending. The great thing here is that Hera is usually shooting first, so if she ends up not needing whatever token she has for her attack, you can hold onto it until somebody else needs to use it.&lt;br /&gt;
&lt;br /&gt;
== Z-95 Headhunter ==&lt;br /&gt;
[[File:Headhunter Art.jpg|thumb|right|200px]]&lt;br /&gt;
The X-Wing&#039;s predecessor, a very small fighter invented before the first Star Wars prequel. First introduced in a novel which came out before even Empire Strikes back, later used as the tutorial ship in the X-Wing flight simulator vidya. A modified variant was used by the Republic in the Clone Wars, and later used by the Rebels prior to the X-Wing. They were always very popular with space pirates however. Basically the F-5E Tiger to the X-Wing&#039;s F/A-18C of the Star Wars universe: they could be easily retrofitted with any technology that came out so despite military versions being a very piss-poor ship, a single mercenary or bounty hunter can go toe to toe with the elite. They can even be equipped with the wings of an X-Wing while still technically being a Headhunter.&lt;br /&gt;
&lt;br /&gt;
On the table it&#039;s a rather unimpressive ship, but it&#039;s cheap. Use it as a cheap missile platform since it has a Missile slot. Ironically, while in-universe the X-Wing replaced the Z-95 for all but pirates, in the game&#039;s meta the Z-95 for a time replaced the X-Wing for the Rebels and was glossed over by Scum &amp;amp; Villainy. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Headhunter Mini.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
* &#039;&#039;&#039;Bandit Squadron Pilot&#039;&#039;&#039;: Run of the mill pilot.&lt;br /&gt;
* &#039;&#039;&#039;Tala Squadron Pilot&#039;&#039;&#039;: Bandit with Talent slot.&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant Blount&#039;&#039;&#039;: One of the guys seen in the cockpit of the Falcon during the Battle of Endor. Init 4, rolls an additional attack die when an ally is near the defender, effectively subverting the fire into melee penalties in most other games.&lt;br /&gt;
* &#039;&#039;&#039;Airen Cracken&#039;&#039;&#039;: The other guy in the cockpit of the Falcon, also piloting a Z-95 now. After attacking, a friendly ship at range 1 gets a free red action. Cheap and with a high enough initiative that most ships will benefit, nice way to round out a squad that needs a little something something. This applies to bonus attacks as well, such as those granted by Cluster Missiles or Snap Shot.&lt;br /&gt;
&lt;br /&gt;
== E-Wing Escort Starfighter==&lt;br /&gt;
[[File:E-Wing.jpg|thumb|200px]]&lt;br /&gt;
First seen in the Dark Empire comics and was popular enough reappear in lots of other EU material, this is the ship the Rebels intended to replace the iconic X-Wing for the New Republic. It ended up getting assigned alongside upgraded X-Wings instead. It had a special (VERY expensive) astromech droid that was protected within the ship and also more durable than its older kin. &lt;br /&gt;
&lt;br /&gt;
Aside from having a weaker hull (though it has an extra shield), it&#039;s superior to its cousin in every respect aside from attack (which is the same). So it&#039;s faster (around the same as a TIE fighter), more survivable, can add a sensor, can boost without taking an attack penalty, in addition to being able to take any upgrades that the X-Wing can. Downside it&#039;s a step up in price as well, and it only has a few pilots for it, so don&#039;t expect to replace the X-Wing in this game.&lt;br /&gt;
*Can acquire target locks beyond range 3, but not in range 1.&lt;br /&gt;
**Due to [[RAW|wording]], it &#039;&#039;can&#039;&#039; get target locks at range 0, if you have Advanced Sensors or Coordinate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:E-Wing Mini.jpg&lt;br /&gt;
Image:E-Wing Schematic.jpg&lt;br /&gt;
Image:E-Wing Pilot 1.jpg|E-Wing pilots wear the same gear as the pilots of the more advanced Rebel ships. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Knave Squadron Pilot&#039;&#039;&#039;: Cheapest option and likely to distract opponent with the stupid name.&lt;br /&gt;
*&#039;&#039;&#039;Rogue Squadron Escort&#039;&#039;&#039;: Awesome init for a generic and Talent slot. Very solid choice.&lt;br /&gt;
*&amp;lt;s&amp;gt;Etahn A&#039;Baht&amp;lt;/s&amp;gt; &#039;&#039;&#039;Gavin Darklighter&#039;&#039;&#039;: Biggs&#039;s younger cousin. Enemy ships defending in your forward arc can have a hit turned to a crit.&lt;br /&gt;
*&#039;&#039;&#039;Corran Horn&#039;&#039;&#039;: Can shoot twice at enemy in your bullseye arc. Your weapon is disarmed on the next round, but if you&#039;re flying correctly, that won&#039;t be a problem.&lt;br /&gt;
&lt;br /&gt;
==YT-2400 Light Freighter/Outrider==&lt;br /&gt;
[[File:YT-2400 Art.jpg|thumb|200px]]&lt;br /&gt;
One of the most popular ships in the Star Wars universe for independents like pirates or mercenaries in the fringes, essentially it&#039;s a smaller (and much newer) YT-1300 from the same manufacturers on Corellia. Mostly known as the ship model of Dash Rendar&#039;s Outrider, which the Rebel-friendly mercenary used on missions. &lt;br /&gt;
&lt;br /&gt;
The natural thing to compare this with is the modified YT-1300. The attack and agility are up by one, but with reduced hull and shields and the apparent oddity of &amp;quot;Sensor Blindspot,&amp;quot; which penalizes you for attacking at point-blank. This is essentially a streamlined version of the &amp;quot;Dash Donut&amp;quot; from 1st Edition, where the attack was meh, but the Outrider Title card allowed a Cannon upgrade to fire 360°. The only real option was Heavy Laser Cannon that had an attack of 4, but could only fire Range 2-3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:YT-2400 Mini.jpg&lt;br /&gt;
Image:YT-2400 Schematic.png&lt;br /&gt;
Image:Outrider.jpg&lt;br /&gt;
Image:Outrider Cockpit.jpg|The Outrider cockpit, with Dash Rendar and Leebo. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Wild Space Fringer&#039;&#039;&#039; The basic, no frills pilot.&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;&#039;Eaden Vrill&#039;&#039;&#039; A martial artist Nautolan (Kit Fisto&#039;s race) and one of the last masters of Teräs Käsi (anti-Force) discipline who was one of Dash Rendar&#039;s companions. Killed by an Imperial assassin. A slight upgrade at Pilot Skill 3 for 32 points, and when you attack a stressed ship with your Primary Weapon he gets an extra Attack Die.  Not bad, but entirely useless if you run the Outrider title.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Leebo&amp;quot;&#039;&#039;&#039; Dash Rendar&#039;s droid copilot, actually called LE-BO2D9, is a smartass repair droid from a series designed work as both an Astromech Droid and a Protocol Droid (that&#039;s right, C-3PO+R2-D2=Leebo). Being a droid pilot, he has Calculate instead of Focus, and his ability allows him to recycle Calculate tokens.&lt;br /&gt;
*&#039;&#039;&#039;Dash Rendar&#039;&#039;&#039; Protagonist of the Shadows of the Empire series, a Corellian mercenary who was thrown out of the Imperial Academy after Prince Xizor sabotaged one of their freighters when his family refused to be bought out by his Black Sun syndicate; the resulting crash killed Dash&#039;s brother and destroyed a major museum. Legendary in 1E for the &amp;quot;Donut Dash&amp;quot; build, which combined Dash&#039;s complete lack of fucks about obstacles with a Heavy Laser Cannon to arc-dodge the entire enemy squadron while vaporizing anything outside of Range 1. 2E made this even worse, as a change to the wording of his pilot ability lets him make like Peppy and do a barrel roll through asteroids. Comboing with the Outrider title to remove the stress token from his red maneuvers, &#039;&#039;&#039;he can K-Turn through an asteroid and come out undamaged and unstressed&#039;&#039;&#039;. And if all that wasn&#039;t enough, he can shoot through obstacles without the defender getting an extra defense die AND then if you give him trick shot he can get a bonus attack to a max of FIVE. Most Large ships in 2E had to have their base costs reduced to stay competitive. Not Dash.&lt;br /&gt;
&lt;br /&gt;
==BTL-S8 K-wing Assault Starfighter==&lt;br /&gt;
[[File:K-Wing Art.jpg|thumb|200px]]&lt;br /&gt;
First appearing in a supplement for West End&#039;s [[Star Wars RPG]], the K-Wing is the successor to the Y-Wing by the same manufacturer in the age of the New Republic. As such it can carry a fuckload of interchangeable weapons and double as a heavy bomber to destroy capital ships and bomb in the atmosphere or pull duty as a heavy escort and recon fighter. It has a primary pilot and a bombardier. While it&#039;s slow as shit, it gets around this with a unique action called a SLAM (SubLight Acceleration Motor). Yes, like the one from TIE Fighter. This allows the K-Wing to perform two maneuvers in one turn as long as the second maneuver is at the same speed as the first by diverting power from the laser cannons; this means that you can&#039;t attack normally for the rest of the turn after SLAMming. But with the Advanced SLAM modification, it can perform a free action afterwards if it isn&#039;t overlapping anything, which means it can be very effective at setting up bombing runs against seemingly unreachable targets.&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing stopping you from performing a maneuver, dropping a bomb, and then using the SLAM to get your ass out of there before your intended target can retaliate. Six Hull points and three Shields mean it can take a beating, and as the icing on the cake it has a White Reload action, so you can bring along even MORE bombs and missiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:K-Wing Mini.jpg&lt;br /&gt;
Image:Miranda Doni Ship.png&lt;br /&gt;
Image:Esege Tuketu Ship.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Warden Squadron Pilot&#039;&#039;&#039;: Having an Initiative of 2, the generic pilot actually opens up a few less conventional strategies. See, since low Initiative means you move earlier in the turn, you can use a SLAM to force an enemy ship into base-to-base contact with you, and since at that distance you can&#039;t shoot anyway the weapon disabling effect of the SLAM is made irrelevant. You might not necessarily survive, but it can stall for time just long enough for your other ships to reach their intended targets. &lt;br /&gt;
*&#039;&#039;&#039;Esege Tuketu&#039;&#039;&#039;: A long-limbed alien pilot killed in a suicide attack when bombing a Yevetha ([[Always Chaotic Evil]] race of genocidal imperialists) shipyard. When another friendly ship at Range 0-2 is attacking, that ship can use Tuketu&#039;s Focus Tokens instead of its own. Remember that SLAMming keeps you from firing your weapons, and with only one Defense Die a Focus token won&#039;t do you much good- or at least, not for the K-wing. But for anyone else, it could be a lifesaver. Consider pairing him with Garvin Dreis if you really want to make that one token go the distance, both figuratively and literally. &lt;br /&gt;
*&#039;&#039;&#039;Miranda Doni&#039;&#039;&#039;: Commander of one of the earliest deployed squadrons of K-Wings, killed when the Yevetha fleet they were supposed to be obliterating used false broadcasts of dying captured civilians to make them hesitate and fall into a trap. She can spend a shield to roll an extra attack die on her swivel turret, but if her shields are gone, she can recover a shield at the cost of one of her attack dice. Had to be MASSIVELY [[Nerf|reined in]] from the 1E days. She used to be able to recover her shields regardless of how full they were, and the infamous Twin Laser Turrets allowed her attack twice in a round. This widely used tactic was the surest indicator of playing against [[That Guy]].&lt;br /&gt;
&lt;br /&gt;
==Aggressive Reconnaissance-170 starfighter==&lt;br /&gt;
[[File:ARC170.jpg|thumb|200px|right]]&lt;br /&gt;
The first Starfighter to come from the prequel trilogy. A clone Starfighter that is one of the parents of the famous X Wing. Its a multirole fighter that was famous for being armed enough to damage capital ships, well protected, and slow as hell for a fighter. Basically, it&#039;s like a Stuka ,Il-2, US Navy Dive Bombers in space. Compared to a standard X Wing, the ARC-170 has more armor and shields. The main cannon is equivalent, but the rear gun is slightly weaker. The ARC has the unique combination of Crew, Gunner, and Astromech slots, giving it great utility for the Rebels. The ARC-170 does lack in agility, so be aware of this. Also, the Rebel ARC-170 only has unique pilots (and even then none of them actually piloted this thing during the civil war). The fighter can become expensive, so be warned. Turning wise, it has more blue than the X-wing, but has problems making U-turns.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Shara Bey&#039;&#039;&#039;: Shara is Poe&#039;s mom and flew an A-Wing at Endor among other things. Her ability lets you spend a target lock when attacking or defending to add an eye result. Her ability becomes very potent with R3 and/or Perceptive Copilot, and she can use it very reliably when being a wingman to Dutch, Dreis, Farrel, or anybody else who can pass actions around. Giving her Veteran Tail Gunner guarantees a very wide berth.&lt;br /&gt;
*&#039;&#039;&#039;Norra Wexley&#039;&#039;&#039;: [[Choppy|Same ability]] as her Y-Wing counterpart, equally useful in the 170.&lt;br /&gt;
*&#039;&#039;&#039;Ibtisam&#039;&#039;&#039;: Female Mon Calamari pilot. Has a chance of shedding stress after performing a maneuver. Goes nicely with Elusive.&lt;br /&gt;
*&#039;&#039;&#039;Garven Dreis&#039;&#039;&#039;: Red Leader, but in an ARC-170. The ARC offers his ability more flexibility by allowing him to take a Perceptive Copilot or Baze Malbus.&lt;br /&gt;
&lt;br /&gt;
==VCX-100 Light Freighter and VCX-series Attack Shuttle/The Ghost and The Phantom==&lt;br /&gt;
[[File:The Ghost Art.png|thumb|200px|right]]&lt;br /&gt;
The main ship from the animated &amp;quot;Rebels&amp;quot; series put out by Disney, inspired by the real life B-17 Flying Fortress and in X-Wing it can really show it! Another Corellian modular model (model as in &amp;quot;type of ship&amp;quot;, not &amp;quot;you have to buy this mini in parts&amp;quot;), The Ghost has powerful stealth technology and extremely powerful armaments, but that&#039;s not its main draw. That would be the VCX-series Attack Shuttle that comes with it; it&#039;s a small but fast and surprisingly hard-hitting given its size. The shuttle can dock with the VCX-100 at will, effectively acting as a secondary turret when things are too dangerous for it to be deployed on its own.&lt;br /&gt;
&lt;br /&gt;
The Sheathipede-class Shuttle was later released as an alternative to the Attack Shuttle. It doesn&#039;t hit as hard, nor does it grant a bonus attack when docked, but it has the Coordinate action. When docked, the Ghost can Coordinate for free before moving.&lt;br /&gt;
&lt;br /&gt;
The VCX-100 can be deployed with it&#039;s free title, the &#039;&#039;Ghost&#039;&#039;. Doing so will allow either Shuttle to equip the &#039;&#039;Phantom&#039;&#039; title (almost free), and allow the Ghost to deploy the Phantom from its rear guides after executing a maneuver. The Phantom&#039;s title allows it to perform primary weapon attacks from its special firing arc while docked with the Ghost.&lt;br /&gt;
&lt;br /&gt;
The VCX is a hefty platform being Rebel&#039;s first 4 attack die ship, 10 Hull and 6 shields, but no Agility. It can focus, target lock and reinforce, and has an impressive upgrade bar for Sensor, Turret, Torpedo, and two crew slots, along with an exceptionally agile dial for a ship so huge it needs a unique type of peg to stand on it&#039;s base. The attack shuttle is fragile with 2 and 2 health and only 2 agility, but has 3 attack still and can barrel roll and evade in addition to Focus - and can equip a single crew and turret upgrade.  Lastly the VCX lives up to its &#039;flying fortress&#039; inspiration by having three options for attack. One primary, One bonus for the docked attack shuttle (it can make a rear arc attack after a primary or turret attack) and a turret attack with either Ezra or a bog standard veteran turret gunner. The rules instate a hard cap of one bonus attack per round, so you couldn&#039;t actually perform three attacks in one round, but the versatility unmatched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:The Ghost Mini.png&lt;br /&gt;
Image:The Ghost Specs.jpg&lt;br /&gt;
Image:The Ghost Interior.png|Not exactly the Corellian Corvette. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===VCX-100 Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Lothal Rebel&#039;&#039;&#039;: The generic VCX pilot.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Chopper&amp;quot;&#039;&#039;&#039;: The first unique pilot, Chopper is the &#039;&#039;Ghost&#039;&#039; crew&#039;s angry, sociopathic astromech droid. His ability causes enemy ships he&#039;s touching to become double-jammed in the Combat phase, making him nasty with builds focused on bumping.&lt;br /&gt;
*&#039;&#039;&#039;Alexsandr Kallus:&#039;&#039;&#039; (&#039;&#039;&#039;H&amp;amp;A&#039;&#039;&#039;) A bad guy in &#039;&#039;Rebels&#039;&#039; that later turns good. When defending, if the attacker modifies any attack dice, you can roll an additional defense die. Handy.&lt;br /&gt;
*&#039;&#039;&#039;Kanan Jarrus&#039;&#039;&#039;: An ex-Jedi Padawan turned Rebel, Kanan is a major character in &#039;&#039;Rebels&#039;&#039; and often leads them in the field on an op. His ability allows you to spend a Force Point to cause any enemy ship attacking a friendly in his firing arc to roll one less die. Great for certain tanking builds, but the force makes him &#039;&#039;expensive&#039;&#039; to deploy.&lt;br /&gt;
*&#039;&#039;&#039;Hera Syndulla&#039;&#039;&#039;: A female twi&#039;lek and captain of the Ghost. Her ability lets you reveal a blue or red maneuver, and switch to any other maneuver of the same difficulty (i/e color), giving her a lot of flexibility in the Ghost. Nien Numb and Seasoned Navigator make awesome copilots to her.&lt;br /&gt;
&lt;br /&gt;
===Attack Shuttle Pilots===&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Zeb&amp;quot; Orrelios&#039;&#039;&#039;: A male Lasat, and muscle on the Ghost crew. Zeb&#039;s ability lets you cancel crits before hits when defending - allowing you to minimize nasty surprises. Good, low-cost pick if you just need a body to work the Ghost&#039;s tail gun.&lt;br /&gt;
*&#039;&#039;&#039;Ezra Bridger&#039;&#039;&#039;: A force-sensitive street rat picked up by Kanan to train, he&#039;s skilled but inexperienced. His ability is when stressed he can spend 1 Force to turn two eye results into hit/evades. [[What|He also allows Maul to be in your squad.]]&lt;br /&gt;
*&#039;&#039;&#039;Sabine Wren&#039;&#039;&#039;: A female mando who loves bombs and art (and sometimes art that is bombs). Her ability allows you to boost or barrel roll free action before you reveal your maneuver which makes her very flexible. &lt;br /&gt;
*&#039;&#039;&#039;Hera Syndulla&#039;&#039;&#039;: Hera can also fly the Shuttle, where she keeps her initiative. Her ability remains the same as in the VCX.&lt;br /&gt;
&lt;br /&gt;
===Sheathipede-class Shuttle Pilots===&lt;br /&gt;
*&#039;&#039;&#039;AP-5:&#039;&#039;&#039; [[Original character, do not steal|A droid who defected from the Empire]]. He has an initiative of 1 and can coordinate ships that have exactly 1 stress token. Lowest cost means that he&#039;s the one to pick if you have no intention to undock, but his [[RAW|ability cannot be used while docked]].&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Zeb&amp;quot; Orrelios:&#039;&#039;&#039; Zeb&#039;s ability allows the dinky command vessel to throw down on the cheap when undocked.&lt;br /&gt;
*&#039;&#039;&#039;Ezra Bridger:&#039;&#039;&#039; Same deal in the Attack Shuttle.&lt;br /&gt;
*&#039;&#039;&#039;Fenn Rau:&#039;&#039;&#039; After his stint of Trainspotting with Obi-Wan Kenobi, Kevin McKidd became a Mandalorian and gunned down a handful of Rebels, including [[Plot Armor|Hera Syndulla]], before becoming one himself. His ability lets him get stressed to pick an enemy ship in his firing arc and prevent them from spending tokens to modify attack dice. This ability was stupidly [[crunchy]] in 1st Edition.&lt;br /&gt;
&lt;br /&gt;
==UT-60D &amp;quot;U-Wing&amp;quot; Support Craft==&lt;br /&gt;
[[File:U-wing-SW_Battlefront.png|thumb|200px|right]]&lt;br /&gt;
Featured in the &#039;&#039;Rogue One&#039;&#039; anthology film, this swing-wing equipped craft is made by the same corporation who designed the X-Wing as a multi-purpose support ship with a lot of possible configuration. The film shows it used as basically a space helo - being a transport, gunship or recon craft depending on who is flying and how it&#039;s interior is configured. In the game, it&#039;s basically a lighter, stripped down Lambda Shuttle. Its front gun is the same, but no tail, its agility is (usually) better, and hull &amp;amp; shield both have a point shaved off. Its Coordinate action is red, so Tactical Officer is always a consideration. Its maneuver dial is leaps and bounds better than the Lambda. It has a decent number of blues and only one red (The stop maneuver) to the Lambda&#039;s 5. Speaking of stopping, it can close the pivot wing to parking mode so it can turn 90° or 180° while stopping. The only caveat is that agility is reduced, so you&#039;ll want to open those wings back up after you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
*The U-Wing is a great spot for any support crew like Leia, Cassian, or Jyn Erso. Saw Gerrera and Magva Yarro are also good picks if they aren&#039;t already at the steering wheel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:u_wing_vs_tie_striker.jpg&lt;br /&gt;
Image:Uwing-SWB.png|U-Wing with Pivot Wings in attack position&lt;br /&gt;
Image:U-Wing left-1024x985.jpg|The Wings on the U-Wing mini actually swing&lt;br /&gt;
Image:Cassian-andor-main.jpeg|Cassian, looking fabulous&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Partisan Renegade&#039;&#039;&#039;: (&#039;&#039;SR&#039;&#039;) This generic pilot has an Initiative of 1, an Illicit Upgrade slot, and a sweet new paintjob. Could be a good choice if FFG released some decent illicits for 2E.&lt;br /&gt;
*&#039;&#039;&#039;Blue Squadron Scout&#039;&#039;&#039;: Init 2 Generic. Good choice if you just want the stats and upgrade options.&lt;br /&gt;
*&#039;&#039;&#039;Benthic Two-Tubes&#039;&#039;&#039;: (&#039;&#039;SR&#039;&#039;) One of Saw&#039;s boys seen in &#039;&#039;Rogue One&#039;&#039; and &#039;&#039;Solo&#039;&#039;. When he focuses, he can give 1 focus token to a friendly ship Range 1-2. If you&#039;re flying Benthic, you&#039;re flying Edrio. You also have a Perceptive Copilot or Baze Malbus.&lt;br /&gt;
*&#039;&#039;&#039;Heff Tobler&#039;&#039;&#039;: Was actually an X-Wing pilot in the film, but FFG needs names from somewhere. His ability lets him perform a free action when an enemy ship bumps him, making him an excellent choice for a blocker, and combo with crew cards which require Actions, like Baze Malbus. Could also combo amusingly with Zeb Orrelios&lt;br /&gt;
*&#039;&#039;&#039;Cassian Andor&#039;&#039;&#039;: A rebel intel agent and discount Kyle Katarn - Cassian has the ability to pull stress off another friendly ship at range 1-3 at the start of the Activation Phase. Great squaddie to heavier ships with lots of red maneuvers.&lt;br /&gt;
*&#039;&#039;&#039;K-2SO:&#039;&#039;&#039; (&#039;&#039;H&amp;amp;A&#039;&#039;) An Imperial security droid reprogrammed into a [[Troll|snarky asshole]] for the Rebellion in &#039;&#039;Rogue One&#039;&#039;. As a U-Wing pilot, he gains a calculate token after gaining a stress token, which gives him some extra action economy from the red coordinate.&lt;br /&gt;
**&#039;&#039;Hotshots and Aces&#039;&#039; also gives K-2SO as a crew card. As a crew, he adds calculate and jam to the action bar. He can grant a calculate and stress to a friendly ship range 0-3 in the System Phase, you know, right before they would perform a blue maneuver and clear that stress.&lt;br /&gt;
*&#039;&#039;&#039;Magva Yarro&#039;&#039;&#039;: (&#039;&#039;SR&#039;&#039;) Another Partisan. Magva can prevent enemy ships from rerolling more than one attack die against any friendly ship range 0-2, herself included. Limited use, as there aren&#039;t many Imperial ships that would reroll more than one attack die in the first place, except for the TIE Punishers that have been dominating 2E&#039;s meta.&lt;br /&gt;
*&#039;&#039;&#039;Bodhi Rook&#039;&#039;&#039;: An imperial cargo pilot who defected with a message from Jyn&#039;s dad, Bodhi has the ability to allow all ships in your squad to target lock any ship so long as it&#039;s in range 0-3 of any friendly ship, meaning he could be flown to buddy up with Rebel ordnance carriers.&lt;br /&gt;
*&#039;&#039;&#039;Saw Gerrera&#039;&#039;&#039;: (&#039;&#039;SR&#039;&#039;) Saw first appeared in &#039;&#039;The Clone Wars&#039;&#039; TV series. A fiery youth eager to fight, he just needed training and guidance. [[Derp|They sent Anakin Skywalker, apparently forgetting the bad influence he was on the comparatively stable Ahsoka Tano]]. Anakin proceeded to show the already aggressive Saw that rules and regulations are for pussies, causing him to become more extreme. He showed up in &#039;&#039;Rebels&#039;&#039; and in &#039;&#039;Rogue One&#039;&#039;, where he helped raise Jyn Erso and [[Murderhobo|tortured Bodhi Rook]] before getting Death Star&#039;d. In X-Wing, he allows nearby damaged friendlies (as in, at least one damage card) to reroll 1 attack die, effectively [[Khorne|rewarding recklessness]].&lt;br /&gt;
&lt;br /&gt;
==Sabine&#039;s TIE Fighter==&lt;br /&gt;
[[File:Swx59_preview.jpg|thumb|200px|right]]&lt;br /&gt;
Want to fly a TIE Fighter, but want to do it for freedom, liberty, expression and garish paintjobs? Now you can, with Sabine-Wing&#039;s Sabine&#039;s Sabine TIE Fighter! &lt;br /&gt;
&lt;br /&gt;
While ships being shared across factions isn&#039;t a new concept, some Imperial players are butthurt that the &amp;quot;Rebel Scum&amp;quot; get access to their iconic ship, or that FFG&#039;s design is lazy to release this ship, but fundamentally the two factions&#039; versions of the ship are very different. While the stats and actions, dial and general cost scale are the same, Imperial TIEs tend toward swarm lists, or pocket aces for low costs, and the Rebel version functions more as a support ship. It has several unique elements (prepare for the word &amp;quot;unique&amp;quot; to lose all meaning). The first is that all four of it&#039;s pilots are uniques, meaning the maximum number you can field is half that of Imperials (protip: if you have a red core set and two Sabine&#039;s TIE expansions, you can field all four at once). &amp;lt;s&amp;gt;Secondly, it adds a new unique title &#039;&#039;Sabine&#039;s Masterpiece&#039;&#039;, which represents the gadgeteer&#039;s tinkering with the ship and adds the Crew and Illicit upgrade options, and can only be equipped to the Rebel version. The last is a unique modification called &amp;quot;Captured TIE&amp;quot;, which prevents ships with a lower PS skill from shooting at you, so long as you&#039;re not the last rebel ship on the board and don&#039;t attack yourself - and leads to hilarious imagery of Imperial and Scum grunts unsure if this brightly painted TIE is one of theirs or not.&amp;lt;/s&amp;gt; The concentration of &amp;quot;unique&amp;quot; pilots and upgrades means it&#039;s unlikely to see more than one or maybe two Rebel TIEs in a list, and that it makes an ideal single filler ship like a Z-95 if you want some options.&lt;br /&gt;
*The Rebel TIE is based on a plot thread from the first season of &#039;&#039;Rebels&#039;&#039;, where the team steals a TIE fighter and Sabine modifies it a little, then it returns to be used as a decoy to sneak into an Imperial ship. In the new Canon, TIEs have very basic life support systems - but the safety suits keep pilots alive in case of a breach or failure (likely without shields) so the Lothal rebels really took their lives into their hands to cram 4 or 5 of them into a single eyeball. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:RebelTIEmini.jpg&lt;br /&gt;
Image:Lothal_rebels_TIE.png&lt;br /&gt;
Image:RebelTIEconcept.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Zeb&amp;quot; Orrelios&#039;&#039;&#039;: Same Initiative and ability as in the Shuttles. He was actually the one who originally stole and flew the fighter, before Sabine went all &amp;quot;college art major&amp;quot; on it. Zeb&#039;s ability is actually more useful in a TIE which has no shields to absorb crits.&lt;br /&gt;
*&#039;&#039;&#039;Ezra Bridger&#039;&#039;&#039;: Ahsoka got snubbed for this punk.&lt;br /&gt;
*&#039;&#039;&#039;Captain Rex&#039;&#039;&#039;: A clone commander under Anakin Skywalker, like most clones he was retired after the war due to accelerated aging, but he&#039;s not too old to kick ass. His ability assigns a special condition called &amp;quot;Suppressive Fire&amp;quot; to the enemy when he attacks, which makes them roll 1 less die when they shoot anybody other than Rex meaning he can do some real tanky stuff. The condition goes away when you shoot Rex, Rex is destroyed, or Rex doesn&#039;t shoot for a turn. This condition is unique, so it can only assigned to one enemy ship at a time. Rex never had an opportunity to fly the TIE, appearing in the show after it was used, but who cares, Rex is awesome.&lt;br /&gt;
*&#039;&#039;&#039;Sabine Wren&#039;&#039;&#039;: Sabine&#039;s third pilot card, her repositioning ability working wonders in the agile TIE.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;[[Squat|Ahsoka Tano]]&amp;lt;/s&amp;gt;&#039;&#039;&#039;: &amp;lt;s&amp;gt;Anakin&#039;s former padawan, who left the Jedi Order before the war ended and acted as an agent for the early rebels. Ahsoka has a PS of 7 and an EPT, making her an ideal pairing with VI so only the tippy-toppest of Pilot Skills can shoot at her with Captured TIE. Her ability lets her spend her focus to give an ally at Range 1 a free action at the start of the Combat Phase. At only 17 points this means there are a number of cheap combinations of upgrades Ahsoka can take to make her a useful support ship. Like Rex, she didn&#039;t have time to fly the Rebel TIE when originally introduced, but she has been known to pilot an A-Wing.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Auzituck Gunship==&lt;br /&gt;
[[File:Auzituck_art.png|thumb|200px|right]]&lt;br /&gt;
A Wookiee gunship built from wood and tree sap (no, really) that was designed to deter slaving operations from targetting Kashyyyk. The name comes from Chewbacca&#039;s father in the 1973 rough draft of &amp;quot;The Star Wars,&amp;quot; but the ship itself first appeared 40 years after the fact in &#039;&#039;Rebels&#039;&#039; and in the nu-canon comics. The second ship to be released with a full-front arc, and the very first non-huge ship to have the Reinforce action, this thing made waves upon release. The word &amp;quot;Gunship&amp;quot; sent players into an autistic frenzy of speculation about a possible Republic LAAT Gunship, and hay it&#039;s coming so guess that worked out then.&lt;br /&gt;
&lt;br /&gt;
The maneuver dial is interesting. The Auzituck is a heavier, clunky ship that can turn 2 and 3 without getting stressed. In fact, the only red maneuver it has is to fully stop. It has no K-turn capability, but it makes up for that by turning better than a Lambda and being able to Reinforce itself. It has 2 crew slots like the U-Wing, but is more inclined towards offensive tanking than support.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Auzituck.jpg&lt;br /&gt;
Image:Black_Krrsantans_ship.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Pilots===&lt;br /&gt;
*&#039;&#039;&#039;Kashyyyk Defender:&#039;&#039;&#039; Initiative 1 generic. The low cost is a strong factor to consider.&lt;br /&gt;
*&#039;&#039;&#039;Lowhhrick:&#039;&#039;&#039; A pregen [[Player Character]] from the [[Star Wars Roleplaying Game|Edge of the Empire Beginner Game]]. Lowhhrick swore vengeance after Trandoshans killed his sister and nephew for sport, got captured and forced to fight as a gladiator, then escaped and became [[Rip and tear|Wookiee Doomguy]]. His in-game ability allows him to spend his Reinforce token to give a nearby defending ally an evade token. Excellent for keeping allies alive.&lt;br /&gt;
*&#039;&#039;&#039;Wullffwarro:&#039;&#039;&#039; A Wookiee Silverback who fought in the Battle of Kashyyyk in &#039;&#039;Revenge of the Sith&#039;&#039; and later enslaved by the Empire. Joined the Rebel Alliance after the &#039;&#039;Ghost&#039;&#039; rescued him and his son. Gets an additional attack die if his hull is damaged, so he works well as a battering ram that you can dare your opponent to try attacking. Selfess and Magva Yarro are good options, and Hull Upgrade is all but required.&lt;br /&gt;
&lt;br /&gt;
=Epic=&lt;br /&gt;
==Wing Leaders==&lt;br /&gt;
There&#039;s no mixed wings in the Rebel Alliance, but there&#039;s still some pretty cool stuff you can do.&lt;br /&gt;
*A squad of X-Wings has some good options. Biggs as leader gives you great control over damage distribution and Kullbee Sperado can move a squad in unexpected ways. Garven Dreis is certainly welcome in any slot in a wing, but being leader gives him more staying power.&lt;br /&gt;
*Dutch Vander is a great wing leader, obviously.&lt;br /&gt;
&lt;br /&gt;
==GR-75 Medium Transport==&lt;br /&gt;
[[File:Rebel Transport.jpg|thumb|right|200px]]&lt;br /&gt;
One of those Rebel transports you saw in &#039;&#039;Empire Strikes Back&#039;&#039; and the first of the huge ships. Although technically used by everyone, starting as supply ships for the Republic during the Clone Wars, the Rebels and Resistance used them the most as they were cheap, durable, and very easy to modify for assorted roles. &lt;br /&gt;
If you&#039;re wondering how a ship that big is made to scale with the much smaller ones in this game without taking up the whole board, it isn&#039;t, it&#039;s considerably smaller than it should be for that very reason. Even with the scaled down size it still dwarfs anything released before and is so big that you have the option of using its base as a wreck marker. The ship is durable (not as much as it should probably be given its size), but also very sluggish, has a defense of zero, a forward attack of 2, and replenishes 1 shield and energy each round.&lt;br /&gt;
*Holy shit, this thing has guns now! You won&#039;t get much out of the forward cannon, but there are slots for a turret and a hardpoint. Given the GR-75&#039;s slow-ass energy regen, you&#039;ll probably get more use out of a turret.&lt;br /&gt;
*When a range 0-1 friendly performs an action, &#039;&#039;Resupply Craft&#039;&#039; allows a GR-75 to spend an energy to remove a red/orange token from that ship or recover a shield. This makes the chassis a rock-solid support craft. This ability is Wullffwarro&#039;s BFF.&lt;br /&gt;
*The &#039;&#039;Luminous&#039;&#039; title gives 2 energy, takes 1 shield. It also starts you in reserve until the end of setup, at which point, you spawn at range 0-2 of any friendly ship, helping to turn your craft into an effective [[METAL BOXES|METAL BOX]].&lt;br /&gt;
*&#039;&#039;Bright Hope&#039;&#039; prevents you from reinforcing your aft, but grants an additional defense die when defending a reinforced fore.&lt;br /&gt;
*&#039;&#039;Quantum Storm&#039;&#039; grants +1 energy along with a crew and cargo slot. It allows allows you to recover 1 energy after performing a white maneuver.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rebel Transport Mini.jpg&lt;br /&gt;
Image:Rebel Transport Specs.png&lt;br /&gt;
Image:&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CR90 Corvette/Blockade Runner==&lt;br /&gt;
[[File:Blockade Runner Art.jpeg|thumb|200px|right]]&lt;br /&gt;
The Blockade Runner is the ship Princess Leia and the Rebels tried escaping from a Star Destroyer in at the start of the original movie. &lt;br /&gt;
It didn&#039;t look too impressive there, but when not overshadowed by a Star Destroyer you see how big this thing really is compared to your tiny fighters, (and hold it up to its Star Wars Armada model to get a real sense of X-wing&#039;s scale)&lt;br /&gt;
Also known as the Corellian Corvette and Alderaan Cruiser. Another ship used by everyone for every purpose as like the YT-1300 it is purchased in sections (again, in-universe). Early on they served as private ships for important personnel in the Republic, then the preferred ship of diplomats in the Imperial era (although the Rebels were able to acquire some as their only choice for capital ships early on). After the senate was dissolved and the only government VIP transport was Imperial military craft, quite a few found their way into Rebel hands.&lt;br /&gt;
&lt;br /&gt;
* Jaina&#039;s Light: The only one of the three that looks different, with two red stripes on the sides of its hammer head instead of just one. +1 Shield, -1 Energy. Allows you to spend energy to grant an extra green die to a friendly ship being attacked through cover. Eh.&lt;br /&gt;
* Dodonna&#039;s Pride: -2 Shields, adds Team and Cargo slots. Adds Evade and Focus actions which can both link to red Coordinate.&lt;br /&gt;
* Tantive IV: Adds 2 crew slots, gives an extra green die when being attacked from the rear.&lt;br /&gt;
* Liberator: +1 Energy. Allows you to dock up to 2 small ships. When one deploys from you, it may Focus or Barrel Roll.&lt;br /&gt;
* Thunderstrike: +3 Hull, -3 Shields. Adds gunner slot. Lets you reroll one attack die when performing a bonus attack against a target you haven&#039;t already fired at this round. Benefits from any Hardpoint upgrade, but massively so with Point-Defense Battery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Blockade Runner Miniature.png&lt;br /&gt;
Image:Blockade Runner Specs.jpg&lt;br /&gt;
Image:Blockade Runner Interior.jpg|The best known ship interior after the Death Star. &lt;br /&gt;
&amp;lt;/gallery&amp;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>2600:1700:9831:5900:403F:F3A8:ADF3:9D95</name></author>
	</entry>
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