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==Upgrades== X-Wing has a wide variety of upgrades available for the various ships in your list. Depending on the type of list, upgrade selection can be more important than the ships you stick them on. At the very least, after you find a ship you want or like, and figure out how the fuck to fly that ship, you should try and find good upgrades for it - very few lists run anything "naked" (that is, with no upgrades). Upgrades are divided into two broad categories; ship upgrades and secondary weapons. Ship Upgrades come in a wide variety, and the individual categories of them will be addressed below. *'''Modifications:''' Miscellaneous upgrades that don't fit anywhere else. They used to have one slot on every ship, but some have more and a few like the A-Wing don't have any. *'''Elite Pilot Talent''': Elite slots are common, with most named pilots and higher skill generics able to take one. Elite slots are used to add extra abilities to your ship, and most often useful when they synchronize with a pilot ability. *'''Crew Upgrades:''' Crew slots add people to your ship. Like elite slots, they usually add bonus abilities, but crew slots are usually exclusive to bigger ships. Your average little fighter can't take one. Lots of named characters appear here, so along with the shared pool of generics, each faction has its unique crew upgrades. Rebels have the most unique crew, which vary in cost and use wildly. Imperials have few crew limited to them, many of which have a higher cost, but are very potent. Scum crew tends to be very cheap ''and'' good, but Scum ships usually only feature 1 crew slot so you must pick very carefully. *'''Gunner:''' This was a long time coming. Gunners offer buffs to weapons, particularly turrets and bombs. *'''Astromech:''' Unique to a handful of Rebel, Scum, Resistance and Republic ships, astromech upgrades are for those lovely little tin cans and balls that help you navigate around, repair damage, and analyze battle situations. Many have been vastly improved since 1st Edition. *'''Illicit:''' Almost unique to Scum, with a few rebel dabbles. Illicit upgrades are usually illegal and risky, including turning your ship into a bomb when you die, or grant a one-turn chance to perform actions and red maneuvers while stressed. Sadly lacking in variety since 1st Edition. The Lancer's double slots are basically pointless at the present. *'''Titles:''' All titles are unique to their ships, and often add a unique ability, sometimes for free. Titles refer to signature, unique versions of that ship - like the ''Millenium Falcon'', and as of AMG's takeover are restricted mostly to pilots that actually flew those unique ships in the lore. *'''Sensor''': System is an upgrade common on some large ships and on more "advanced" or sophisticated small ships - which in turn tend to be more expensive. Limited selection since 2nd Edition launched, but the options are pretty good, like Trajectory Simulator, which lets you lob bombs forward instead of dropping them an inch backward. Fire-Control System has had an interesting revamp that lets you reroll one die with a target lock without discarding the lock. *'''Tech''': Tech upgrades are almost exclusive to TFA-era ships, and represent 30+ years of R&D. They tend to circumvent the normal rules of the game, like allowing certain actions while stressed or spending Focus on blank results. *'''Force Power''': New to 2E, these are abilities that Force Points can be spent on. *'''Configuration''': Specific to ship classes much like titles, but not limited and more used to give a ship a more unique identity. This includes things like the X-wing and B-wings S-foils, which can be flipped between open and closed sides, and alternate versions of ships like the TIE defender elite which gets to double tap at the cost of some of its dodging capabilities. These are occasionally used to redesign ships that were released early. ===Secondary Weapons=== Secondary weapons are upgrades that add a new type of attack, usually with special abilities, to a ship. Unless stated otherwise, they're performed instead of a primary weapon attack. They have their own dice pool, range limitations, and ignore normal bonus dice for things like range. Unless otherwise specified, they must still be in your firing arc. *'''Torpedoes:''' In general, torpedoes have more attack dice than a ship's standard attack, along with a different ability, but they almost always require a target lock to fire them and they have limited charges. Torpedoes are primarily used by Rebels, with only occasional Imperial and Scum ships mounting them. Since 2E, they no longer require you to spend a target lock to use them. *'''Missiles:''' Missiles are similar to torpedoes, but with a greater variety of utility. When a Concussion Missile hits, it turns the damage cards on all nearby ships into crits. Use against TIE Swarms for lulz. *'''Cannons:''' Unlike torpedoes and missiles, cannons can be used repeatedly without reloading, but they are focused on doling out effect tokens rather than damage. *'''Turrets:''' Totally overhauled from 1E, which had a bajillion varieties of "Laser turret." Now we just a blaster turret and an ion turret. Goes great with Veteran Turret Gunner. *<s>Bombs</s>''<s>Devices</s>'' '''Payloads:''' Like missiles and torpedoes, payloads are expendable. Unlike them, payloads are dropped out the back of your ship during the Systems Phase. The only defense is good maneuvering. ===Epic Upgrades=== There are a handful of regular upgrades (mostly Crew) which can only be equipped on "Huge Ships" used in epic play, and Huge ships can only take Modifications which are ''Huge Ship Only''. There are also three kinds of upgrades which (so far) only appear on these epic ships - and have a lot to do with Epic's "energy" mechanic. *'''Cargo''': A bit like a big brother to System upgrades, Cargo upgrade represent big heavy-ass stuff you can haul on an Epic ship, and tend to give you new abilities to do with your energy, or enhance actions you can already take. Some of them also have similarities to the dirty tricks of Illicits. *'''Command:''' Every ship in Epic has exactly one slot for Command upgrades. These can grant special designations to small ships (Like turning them into Wing Leaders for formation flying). There are also Command/Crew cards for special crew cards that only ride Huge ships. *'''Hardpoints''': The Epic version of secondary weapons like turrets and cannons, these are powerful attacks which require Energy to be stockpiled on them to use but pack a lot more punch than the stuff smaller ships have. Some of them are turreted. *'''Teams''': Teams are the big brother of crew (which Epic ships still usually have), a pack of people doing a task better. There are only four team upgrades currently, and they give you or an ally a bonus when doing something else (I/E "Sensor Team" lets you target lock up to Range 5 - a range normally only seen on Epic upgrades).
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