X-Wing Miniatures Game: Difference between revisions
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====TIE Phantom Expansion==== | ====TIE Phantom Expansion==== | ||
*'''Tactician:''' | *'''Tactician:''' Crew upgrade, 2 points. Attacking a ship in your firing arc at range 2 gives it a Stress Token. FAQ made it Limited. Works with Secondary Weapons and extra attacks. Hard to use, but at the same time giving Stress Tokens is always nice. With Major Rhymer in a TIE Bomber, you have a lot easier time using this and a lot more effectively. | ||
*'''Advanced Cloaking Device:''' Modification, TIE Phantom only, 4 points. Take a free Cloak action after attacking. | *'''Advanced Cloaking Device:''' Modification, TIE Phantom only, 4 points. Take a free Cloak action after attacking. |
Revision as of 00:18, 3 September 2016
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Star Wars: X-Wing Miniatures Game is a miniatures-based tabletop space combat wargame made by Fantasy Flight Games and set in the Star Wars universe. The scale is focused on starfighter combat (which, in Star Wars, occurs at a scale more like WWII-era dogfights than the usual space-navy battles of other science fiction), although FFG showed off a Death Star-based gaming board at a gaming convention, leaving open the possibility that there may be ways for capital ships to play a part in the game.
An X-Wing is a starfighter from Star Wars. It is named because its wings (known in-universe as "strike foils" or "S-foils"), when deployed in attack position, look like an X when the fighter is viewed from the front. It is, along with the TIE Fighter and the Millennium Falcon, one of the most iconic ships from science fiction, so it has lent its name to several space combat games from 1990's flight simulators to tabletop games. Like this one.
If you want a tabletop wargame that's easy to get into, this game is a good choice. It doesn't require many models, and models come prepainted and only need to be mounted on bases with plastic pegs. There's also no need to pay for any army books, as the model sets contain cards that list all of the models' stats and abilities. Like a lot of FFG games, however, the game is dependent on overpriced custom d8s that are only useful for playing X-Wing; this can be annoying if you already have a ton of perfectly good d8s you could use instead. Also like a lot of FFG games, the lack of edition-based rules and army books means that any post-release balancing has to be done with new expansion cards which you then have to buy, the most obvious example being the "refit" upgrades that reduce the points cost of overcosted ships. The end result is power creep as some ships become a waste of time unless you buy certain expansions beforehand. Again, this can be annoying, but it's nothing compared to certain companies.
Gameplay
Fantasy Flight Games actually included a tutorial for the game on their Youtube channel which you can view here, but if you're reading this than you're probably expecting some instructions on playing the game and the tactics on winning. Pre-game is typical of wargames, you have a set number of points you can spend on ships, or upgrades for them, and we'll get to the types of those later. The game is divided into phases, the Planning Phase, the Activation Phase, Combat Phase, and End Phase.
During the Planning Phase, you use a small dial that comes with each type of ship that dictates what moves it can make. You rotate the dial to the maneuver you desire, set it in face-down position, and wait for opponent to do the same. Each ship has its own dial to correspond with its maneuvers, and you cannot pre-measure your maneuvers, so be sure to clearly think on what moves you want your ships to make as a wrong move can easily cost you the game.
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For the Activation Phase, each player reveals their dial and their ships make their moves. The order is determined by the ship's pilot skill, the lower skill going first and then movement order works its way up to the pilots with higher skill. That may not seem to make sense initially, but it represents how better pilots would be able to maneuver more quickly in response to what is happening around them while every ship is moving at the same time. During this phase ships can also perform Actions, usually one per phase, which can affect later Combat and Activation Phases. The most common one, which will be brought up here to explain due to its corresponding sides on the dice, is the Focus action, which grants a Focus Token to the ship using that action.
The Combat Phase is determined by Pilot Skill, with the highest skill going first. Hence why pilots with lower skill moved first in the previous phase, doing both would imbalance the stat. All ships have their own firing arcs which are shown as colored lines on their base, which is generally limited to the area in front of them unless they have some kind of side guns or rotating turret. Attacking ships roll a number of Attack Dice equal to the number indicated for its Primary Weapon, though may instead chose to use a Secondary Weapon if they have one. Range is determined using ruler provided for the game in the starter sets that is divided into three range areas (five for the capital ships in the game), range 1 provides a bonus attack die, range 2 does nothing, and range 3 causes the defender to gain an extra Defense Die. Attack Dice have blank sides, hits, critical hits, and Focus, where if the ship that has a Focus Token can use to change a Focus result to a Hit result. The player whose ship is being fired on rolls a number of Defense Dice equal to their ship's Agility rating. Defense Die have blank and Evade results, the latter which negates of a Hit of the controlling player's choosing, and Focus, which if they have a Focus Token they can use to turn into an Evade result. Regular Hits have to be negated before critical hits. Any Hits that aren't negated lead to the player drawing a Damage Card, and once a ship has a number of Damage Cards equal to or exceeding its Hull rating, it's destroyed. Critical hits, in addition to dealing damage, have the Damage Card placed face up and its effect applied to the ship for the rest of the game starting the following turn. Shields prevent Damage Cards from being drawn and are removed as a result at a 1:1 ratio until the ship has no more Shields.
The End Phase, ends the turn. All Focus Tokens are removed and if a player still has ships or hasn't met mission requirements, the game continues to another turn.
Building A Squadron
The nice thing about X-Wing is that the upgrade cards that come with each ship can be mixed and matched as you see fit, so even if the meta shits all over your favorite pilot suddenly, new potential combos can arise that don't need you to suddenly buy eighty bajillion new models. Want to give some Tie fighters shield upgrades? Go right ahead! Remember though that you still need to actually be able to kill things, so don't go too crazy on kitting your squad out or you'll wind up sorely lacking in the firepower department, but conversely many ships don't really shine until geared up so it all becomes a very delicate balancing act. Or you can just go nuts and slap every single possible upgrade on two fighters and see how long it takes to get utterly wrecked.
That's Great and All, but What Do I Actually Buy?
To start you want to go for a Core Set, like with any FFG drug habit. Core sets come in two varieties; the original, for the original trilogy, and the new edition, for the sequel trilogy.
Squadron core
- The original core set damage deck is more forgiving, as many detriments don't apply to all ships and aren't as crippling. The ships contained within are also cheaper point-wise, allowing for more upgrades. The stock Rebel ship in this set, the T-65 X-Wing, requires an additional purchase to make work in competitive games however.
- The new set damage deck is much harsher, greatly limiting the actions that ship can do for the rest of the game. Each ship is better, but costs more points.
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The original set.
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The new set. Contains basically the same stuff as the other set.
Neither are truly better than the other, and purely come down to personal preference. The difference in Damage Deck just makes damage much more painful when you do get it, and isn't really any harder or easier than the other since both players will be equally affected.
Another thing is that each model that adds new rules to the game comes with a card that says what the rules are. The new starter rulebook has all of the rules, plus minor changes like how initiative is determined. However, since you don't really need special rules for ships you don't actually own anyway and the book is free on their website this is a moot point.
Once you get it into your system and decide you want more, you need to decide on a faction (Rebels, Empire, Scum & Villainy) because that will decide on what you do next (although if you just want more to play two or all three factions that will change. To get the most upgrades, most players will find themselves with two factions). S&V is a bit more complicated to get into, as seen in its own section below.
From there it will depend on what faction you want to play as well as what army archetype you favor. You can make an entire squadron out of just two Millennium Falcons or IG-2000's, or can run a swarm of eight TIE/eight Headhunters. Imperial pilots and skills generally are more focused on making individual ships really strong while rebel ships are more about playing off each other for combos to make them more than the sum of their parts. Both can run swarms, both can run low-model count elite lists. Epic games are games that use the much larger ships, allowing a Rebel player to field Leia's ship from A New Hope alongside six X-Wings for example. You have now taken your first step into a larger world.
In either Rebels or Empire, if you don't want to play the opposite faction you can just sell the ships from the starter set you don't want on eBay or even better can swap them with another person who is getting into the game or just needs more ships (Empire players may find themselves just swapping their one X-Wing for just one TIE if trying to swap ships with another new player who doesn't feel generous).
- For Empire, a second Core Set. This nets you an extra set of dice and movement pieces (so you and your opponent don't need to keep sharing the same ones, lengthening game time), two TIE Fighters, and an X-Wing, combined for cheaper than buying all of those separately (and makes sure you only need to buy one of the expansions in order to get the other ships). Empire will want as many basic TIE as they can, up to five or six as a TIE swarm is the basic Empire strategy (although you can field a maximum of 8 in standard games) and more advanced ones are usually built around adding a few ships rather than a completely different build.
- For Rebels, this depends on if you bought the new or old starter set. For the old, the advice used to be the same; buy another core set. However, thanks to a slight power creep (primarily the fact Rebels have both better ships and cheaper ships now) T-65 X-Wings are not as viable as they used to be. They doesn't mean they're horrible, their pilots are some of the best in the entire game actually. The problem is that the default redshirts you can take an infinite number of are too expensive point-wise for a swarm build and too weak to be your heavy hitter. That being said, the single X-Wing expansion and the Rebel Transport expansion both have the pilots you need (plus a second X-Wing) to get two awesome X-Wings ready to fly for your list. Even better, the newer version of the X-Wing that goes with the new Star Wars movie, the T-70 X-Wing, has an upgrade card you can use with the older X-Wings to make them even better making all three expansions worth considering as your second (and possibly third and fourth for a pure X-Wing list) purchase instead of another core. If you did buy the new starter, then the T-70 is ready to fly straight out of the box and you can feel free to buy another just like the Imperial player, or skip it (since X-Wing swarms aren't as common as TIE swarms) and go onto the next section.
Alternatively for both, buying one new and one old starter instead of both the same has an appeal.
Fleet Improvement
After you get the core of your force, you now should work on making them stronger.
- Empire will want to purchase a TIE Fighter expansion set which contains a single TIE fighter and, more importantly, pilot and upgrade cards for your starter set TIE Fighters which will make your TIE Swarm fucking awesome. The old TIE/ln (original trilogy TIE) expansion contains upgrades that act as force-multipliers making your weak TIE work together for a greater effect while the new TIE expansion, the TIE/fo, makes individual TIEs stronger. After that, the TIE Punisher is recommended for its upgrades to standard TIE engines as well as giving you a single ship to rotate into your list when facing players who like to throw big ships at you. The Extra Munitions card it also contains will allow you to make effective use of any limited weaponry in the game, such as missiles and torpedoes.
- Rebel players who did buy the classic X-Wings likewise want a single X-Wing, as it also contains pilots they need (in fact, its arguable any list will want a single X-Wing with Wedge from the X-Wing expansion no matter how far they get left behind). Rebels with the new starter however don't need the single expansion unless they want Wedge. The Rebel Aces expansion is the next recommendation, as it comes with a fantastic A-Wing for maneuvering superiority and a great B-Wing for your heavy hitter along with the cards to make any further A-Wings or B-Wings you buy really shine, and as a result the Aces expansion is what you should get before any single A/B-Wing expansions for the better pilots and upgrades. Rebels should also consider the K-Wing as the Rebel version of the Punisher, which can blast apart large ships quite quickly and also contains Extra Munitions.
Large Ships
After that, there's the bigger iconic ships to consider as an alternative to swarms. Rebels will want the Millennium Falcon or Outrider, Imperials will want Slave-1 or Lambda Shuttle (its a heavily-armored gunship, not just a space Jeep). Possibly The Ghost or Decimator instead if you prefer newer canon. They're not only all great ships with useful upgrade cards, but are gorgeous to boot. Will easily help suck your friends into wanting to play.
All choices in this category are good, and simply fit into the core group you already have.
Elite
Here we get to the ships that really eat points or are made to support your main Squadron, but perform their specialized roles very well.
- Empire will want to consider TIE Interceptors, especially those in the Imperial Aces pack. These can maneuver like Rebel ships and support your swarm in different ways. The single Interceptor pack is also great, although like with A-Wings you will want the Aces pack first. The TIE Defender is a crazy good advanced fighter with great defense and agility, although it is expensive in points. The TIE Phantom is a hard to destroy damage-dealer which can be very frustrating to play against. The most expensive choice, the Imperial Raider, not only gets you a big ship for Epic games but also a fucking great TIE Advanced that is further enhanced by the single TIE Advanced expansion. For heavy damage, the Bomber is the discount route while the Punisher is a lumbering beast.
- Z-95 Headhunters are cheap point-wise, and give Rebels access to a swarm ship that can deploy explosives that can wipe out enemy swarms very fast (even a single one can be plenty useful, as it has the cards needed to wipe out TIE swarms faster). Y-Wings are nice, although better used with upgrades from other sets making them a choice for after you have diversity in your force since the cards that really make them shine came in later expansions. A-Wings are also fantastic, assuming you own Rebel Aces first. HWK-290's (aka the Moldy Crow) are cheap support ships, which come with plenty of zany combos for extra fun with your elites. The Tantive IV set not only gives you an Epic game level ship but also the upgrades necessary for a Millennium Falcon-centric list using Han Solo called the "Fat Han" build (which you KNOW you want).
Scum & Villainy
Scum & Villainy does not yet have a true starter set. Instead, they rely on you having acquired the starter set dice and measurements plus manuals (hopefully you can get these from another player who bought more). Unfortunately X-Wings and TIE Fighters are useless to a S&V player, so if you bought a starter just for S&V those can be sold or traded.
- The first purchase should be the actual Scum and Villainy set called Most Wanted (which functions as a starter to the faction) since it contains the Scum & Villainy version of the ships Scum can use which were released before it was added as a faction including the Y-Wings, the Z-95 Headhunters (as well as one Y and two Heads respectively in the Scum colors), the HWK-290s, and the Firespray-31. If you plan on sticking to the Y's and Heads a second set is good as well.
- As an alternative to this you can technically just buy two or three IG-2000 since they can run as an entire Scum & Villainy faction by themselves.
Most builds use a Slave-1 set or components from it. A Y-Wing single pack expansion is also useful for its upgrades and damage potential. Headhunters and Moldy Crows also find their way into most lists, so having a few to experiment with different builds is also recommended. Another build many players use is obtaining three Moldy Crow sets and running all three pilots for a shenanigans-heavy build. Hound's Tooth sets provide you a heavy build, similar to a Decimator or Millennium Falcon.
Shopping
Currently, buying new from stores tends to run pretty pricey for what is essentially a single Micro Machine ship (of better material and a better paint job, mind) on a stand with some cards. Buying from eBay is not much better, as barring the very large ships there's a trend towards it being just as expensive.
Currently, Miniature Market has the best prices at 25-50% off FLGS in many cases, more for pre-orders.
Amazon is another viable option as Fantasy Flight sells their wares there for roughly the same amount that Miniature Market does.
Or you could just suck it up and support your FLGS instead. Most have a decent discount on X-Wing anyway.
Factions
Presently, the game is divided among three factions: Rebellion, Empire, and Scum & Villainy. Any ship with a named character piloting it has a unique ability.
If you played the X-Wing and Rogue Squadron games, you should know what to expect here. The Rebel fighters are more expensive, but also have stronger hulls, shields (basically extra hull points that are immune to crits) are a lot more common. They had a more distinct firepower edge in the early sets since they could equip torpedoes and the Empire couldn't, along with getting more upgrade slots per ship in general, but later ones let the Empire catch up to them with them when it started getting ships that could get more upgrades. Still, the Rebels retain the edge in dishing out and taking damage, but the Empire's ships are typically faster and more maneuverable, and focus on avoiding damage as opposed to tanking it. Scum and Villainy features elements from both Rebel and Empire ships, along with a talent for dirty tricks and access to unique upgrade options that let them really fuck with opponent ships' stats.
Also note upgrades listed, they only apply to the weakest versions, most named characters can take elite talents. All ships can use ship modifications.
Rebel Alliance
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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, and vehicles produced by companies or planets with a grudge against the Empire. As such there's a great deal of variation among the Rebel forces, matched equally by its mix of alien pilots compared to the Empire's strict Humanity Fuck Yeah policy.
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 "It's A Trap!" 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, which was neither exceedingly friendly to the Empire nor particularly choosy in their buyers.
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 Protoss-esque philosophy also informs their ships' 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.
Although early on in their history the Rebels were isolated and ragtag groups of free-thinkers and anarchists, they were unified and turned into a fighting machine by a handful of dissident senators from the old Republic like Bail Organa and Mon Mothma, as well as a string of Jedi heroes such as Ahsoka Tano, Echu Shen-jon and Obi-Wan Kenobi.
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 reorganizing their military into small local cells on every Republic planet which as a whole are called the Resistance.
T-65 X-Wing Starfighter
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You know what it is, the Rebel ship so badass it's probably the one you'd want to be assigned to in-universe. 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 too expensive to produce and was plagued with design flaws that led it to be used by only a small handful of pilots.
Standard jack of all trades ship. Got average movement options, defense, shields, and hull, though it has above average firepower. All X-Wings can equip torpedoes, and astromech droids. Newer options have made it kinda disappointing in comparison, but it has some of the best pilots in the game. Most are unfortunately obtained with the Rebel Transport expansion and the single-ship X-Wing expansion. Be aware of the weaknesses, focus on the combos, and it's as good as anything.
What really makes an X-Wing sing however is the new 0-point cost Modification card exclusively for the X-Wing, Integrated Astromech, in the T-70 single ship expansion which lets you discard your Astromech to discard one damage card, including face up cards. To get the best bang for your buck, you will probably end up with a mix of T-65s and T-70's in your collection as a result.
- The bog standard Rookie Pilot build used to fill out a list with a need for some more bodies, but that role has been usurped by the Z-95.
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Since the ship has life-support, rations, and a survival kit, pilot gear is pretty basic.
Pilots
What really sells the X-wing is the sheer number of pilots with actually worthwhile skills.
- Rookie Pilot: The most basic of pilots. Pilot skill 2, 21 points. Useful in that it is the cheapest way to get 3 red dice onto the field for the Rebels but still has decent survivability.
- Red Squadron Pilot: Same as the Rookie, but with pilot skill 4 and costs 2 more points.
- Tarn Mison: Coming in at Pilot Skill 3 for 23 points, Tarn's the lowest (and cheapest) named X-wing pilot in the Rebel Transport box. Can acquire a target lock on anything shooting at him. Pair with the R7 Astromech droid for an instant combo.
- "Hobbie" Klivian: PS5, 25 points. One of Rogue Squadron's snowspeeder pilots on Hoth, he features here as an X-Wing pilot with the ability to shed a stress token after gaining or spending a target lock. As stress prevents taking the target lock action on the fly, he's hard to use without a way of generating a lock without using said action. (Hello, Targeting Astromech.)
- Biggs Darklighter: Luke's wingman from A New Hope, with mustache. PS5, 25 points. Has the ability that friendly ships at Range 1 cannot be targeted by attacks if the attacker could target Biggs instead, which basically makes him an MMO tank in wargame form. Very useful when paired with more expensive pilots to keep them alive longer. R2-F2, and maybe even a stealth device, go very well with him to make him eat even more shots before going down.
- Garvin Dreis: Red Leader from A New Hope. PS6, 26 points. After he spends a focus, either in attack or defense, he can pass it on to another ship at range 1 or 2.
- Jek Porkins From the rebel transport pack, you know him, you love him, it'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. Pair him with R5-D8 (Y-Wing expansion) to push him harder and keep him k-turning all game long. PS7, 26 points.
- Luke Skywalker: If you don't know who this is, you probably shouldn't be playing this game. Pilot Skill 8, 28 points. Can change one focus result to an evade when defending. Pairs well with R2-D2 and/or a shield upgrade.
- Wes Janson: Running at Pilot Skill 8 (for 29 points, 1 more than a Jedi!) makes Wes the highest skilled pilot in the Rebel Transport box. His card text strips the buff tokens from the defender after he attacks them. Same price as Wedge and will draw just as much fire. With a VI he's a Vader killer.
- Wedge Antilles: Luke's other wingman in A New Hope, 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. One of the few Pilot Skill 9 pilots currently in the game, clocking in at 29 points with the other fatties. Reduces the enemy's evade dice by one. Super deadly, but everyone knows that so he can end up being a DISTRACTION X-WING minus the "distraction" part. If you are a newbie Rebel player and don't know what to use, the wrong answer is never Wedge.
BTL-S3/BTL-A4 Y-Wing Starfighter
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Produced during the lead-up to the Clone Wars, and used for a good century by almost literally everyone except the Empire. Called "wishbones", 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'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-S3 model which is a two-man fighter with the rear pilot as turret gunner. With an upgrade your ship becomes the BTL-A4 which only has one pilot and is faster with less shields. (Funny fluff note: the BTL-A4 was included in the expansion that introduced Scum & Villainy, yet in Star Wars stories the BTL-A3 is the one that all the pirates use.)
The Rebels' bomber and the workhorse of the Rebel fleet, though it couldn't equip bombs at first (since they hadn't been added to the game when it was released). It does however, have two slots for Torpedoes. It's slower than the X-Wing with a firepower of 2 and has below average defense at 1, but gets 3 shields and a much stronger Hull at 5. It can also equip Astromechs, and it can use Turrets. The BTL-A4 Title released with the Scum and Villainy faction can also be used by Rebel Y-Wings; it lets you double-tap by shooting your main guns and your Turret, although your Turret will only be able to shoot in your forward arc.
- In fact, in order to make them useful, it better have an Ion Turret on it.
- Pretend the Blaster Turret just does not exist, it is better this way.
- Flechette Torpedoes are cheap as chips and the wishbone can take two. Use these in tandem with Ion shots to have a ton of control over how the other player will move.
- The Twin Blaster Turret (K-wing expansion) makes a Y-wing a slightly more fragile YT-1300 for "arc dodge this, you miserable shits" purposes.
- Give it the Bomb Loadout upgrade from the Most Wanted set and it'll be able to use bombs (like it's supposed to in the fluff). It's free, and it makes the Y-Wing into a cheap yet resilient bomber.
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Like X-Wings, Y-Wings are pretty pilot-friendly.
Pilots
- Gold Squadron Pilot: Base Y-Wing pilot. Pilot skill 2, 18 points. Take these if you want cheap ion turrets on the field.
- Grey Squadron Pilot: Same as the Gold but Pilot skill 4 and 2 more points.
- "Dutch" Vander: Gold Leader from A New Hope. Pilot skill 6, 23 points. When he acquires a target lock someone else at range 1 or 2 can also get one. Makes a neat pair with Garvin.
- Horton Salm: EU Y-Wing Ace and Rebel General. Pilot skill 8, 25 points. Re-rolls all blank attack dice at range 2 and 3. One of the few ships where proton torpedoes might be useful to take.
YT-1300 Light Freighter/Millennium Falcon
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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. Confused? The number thing on the left is for the "standard" version of the ship; the Millennium Falcon is simply a heavily customized version of one. A YT-1300 isn't considered the Millennium Falcon unless it takes the upgrade giving it that title (giving it the evade action), though character piloted one will be referred as the Falcon since it has better stats. The YT-1300 is, surprisingly, more mobile than the Y-Wing despite it's greater size, but its defense is just as bad, making up for it with stronger shields and hull. The Millennium Falcon has stronger shields and hull, more so than any other large ship in the game, and as much firepower as an X-Wing. Both ships can fire in any direction (its two gun turrets could fire at separate targets in the movie, and for obvious reasons it can't do that here), and can equip two crew members. The Falcon version can also equip missiles and an elite talent. 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. Neither can use astromechs despite being able to use crew, but that's probably thanks to he fact that having some that could restore shields would make it almost literally unkillable.
- The circular firing arc is a really big deal, the massive base size means that the YT-1300 can have a really big threat bubble that any TIE pilot worth their salt will approach with great caution.
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No pilot gear needed (although there's helmets inside for some reason). Just sip a cold one, and hope you don't blow up.
Pilots
- Outer Rim Smuggler: Pilot skill 2, 27 points. Has the downgraded version of the YT-1300. The upside to this is you could get 3 of them on the table, or 2 of them and 2 ion cannon Y-wings.
- Chewbacca: Han Solo's Wookiee co-pilot takes the helm. Pilot skill 5, 42 points. Does not take crits. Costing less than his domestic partner in the leather jacket and really helping the durability of the YT-1300 shine, Chewie is the shit. Give him Draw Their Fire and extend the life expectancy of the whole team greatly.
- Lando Calrissian: Han's good buddy who betrayed him and froze him in carbonite. Inventor of suave and space pimp extraordinaire. Pilot skill 7, 44 points. When he does a green 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.
- Han Solo: Pilot skill 9, so he should almost always be shooting first. For a long time he was the most expensive pilot in the game at a whopping 46 points. Allows you to re-roll all your attack dice once. When paired with gunner or Luke crew member this can allow for a possible 4 rolls to hit in a turn.
RZ-1 A-Wing Interceptor
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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'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.
- If you don't plan to give them a missile (and you somehow get your hands on a copy of rebel aces) the Chardaan Refit can let you get that little extra edge for squeezing the most out of your squad.
- As the speediest little shit around you need to get around your opponents and avoid being in their line of fire if you want to avoid death from a stiff breeze. Boost around like a madman to get the upper hand. Hell, take a stealth device if you can.
- Rebel Aces adds some interesting exclusives. A free title that can used by anybody with Pilot Skill over 1 (so anybody but the prototype pilot) add two Elite Traits, but no duplicate upgrades on the same ship. The other is modification called Chardaan Refit that actually lowers the ship cost by 2 in exchange for giving up the missile slot.
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Poe Dameron's momma passed on her badassery.
Pilots
- Prototype Pilot: Pilot Skill 1, 17 points. Nothing special, but pretty cheap.
- Green Squadron Pilot: Pilot Skill 3, 19 points. Can take an Elite Pilot Talent.
- Gemmer Sojan: Pilot Skill 5, 22 points. Gets +1 agility when in Range 1 of one or more enemy ships, but lacks a native EPT slot. Slippery, but A-Wings typically prefer not being shot at in the first place.
- Arvel Crynyd: Guy who ran his ship into the Executor's bridge in Return of the Jedi. Pilot Skill 6, 23 points. Can still attack ships, even when their bases are touching (both fluffy and crunchy, a delightful combination).
- Jake Farrell: Green Squadron pilot who flew at Endor, helped with the design of the A-wing and flew its predecessor craft at Yavin. "Jake the Snake" can be a slippery bastard, after being given a focus token or preforming the focus action he can do a barrel roll or boost action for free. Give him push the limit and he can do three actions in one round on his lonesome (focus, boost/barrel roll, and then push the limit to do a third action). If you have someone who can give focus tokens he can pull off some crazy shit. PS7, 24 points.
- Tycho Celchu: 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.
HWK-290 Light Freighter/Moldy Crow
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Known mostly as Kyle Katarn'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.
It has average defense, the lowest Shields the Rebels can bring at a measly 1, below average firepower of 1, only two Defense Dice, and has a Hull of 4 (remember that Shields>Hull since Shields block Crits) with option of a Turret and one Crew. It's also slow, even more so than the Y-Wing, but it's also the Rebels second cheapest ship at 16 points, so you get what you pay for in this case. The only reason to take a HWK-290 is if you're counting on a cheap Crew, the cheap Turret, or the special pilot abilities. The Moldy Crow Title is 3 points to not have to discard your unspent Focus Tokens. All HWK pilots get Focus and Target Lock.
Pilots
- Rebel Operative: A Rebel, who operates. Pilot Skill 2, 16 points. Cheap, in fact the cheapest Ion platform in game at 21pts. Also the only way to field 5 Blaster Turrets.
- Roark Garnet: A smuggler, and the original owner of the Moldy Crow. Had many adventures, a few of which were on behalf of the Rebels. Never worked with the Empire. Pilot Skill 4, 19 points. At the start of combat he makes a friendly in range 1-3 Pilot Skill 12. Can enable PS12 chains with Swarm Tactics, cheap enough to fit in a list with 3 E-Wings.
- Kyle Katarn: A Stormtrooper cadet that defected to the Rebellion after learning about the Empire's involvement in his father'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. Pilot Skill 6, 21 points. Can take an Elite upgrade. Lets you give a Focus Token to another friendly in range 1-3 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.
- Jan Ors: 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 (pottery). Played taxi driver to Kyle on his missions for awhile, then helping him out after the fall of the Empire as well. Pilot Skill 8 for 25 points, can take an Elite upgrade. If she has no Stress Tokens she can take one to give an ally one more Attack Dice. Say hello to the pseudo-Phantom. Works on Missiles too.
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Roark Garnet.
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Stop pouting and do your job, Kyle.
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Jan says to do your fucking job, Kyle.
A/SF-01 B-Wing Starfighter
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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.
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's as durable as a Y-Wing though the shields and hull are flipped, meaning it won't take crits as much as the Y-Wing. For upgrades it can be given two torpedoes, a cannon, and system upgrade.
- Be warned, it's slow on its own.
- 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.
- Doing this lets you do Koiogran turns at very unexpected angles and positions, perfect for getting out of firing arcs while keeping the empire firmly in yours.
- Rebel Aces adds a single point modification called B-Wing/E that allows the addition of a crew member.
Pilots
- Blue Squadron Pilot: Base B-Wing. Pilot skill 2, 22 points.
- Dagger Squadron Pilot: Blue Squadron but add 2 for 2 points. You get the idea.
- Nera Dantels: Pilot Skill 5. Her torpedoes have a 360-turret firing arc, and she gets an EPT for just two points more than a Dagger pilot. Load her up with flechettes and a failsafe, and give the gift of stress to those slippery arc dodgers.
- Ibtisam: Pilot skill 6, 28 points. Female Mon Calamari (you know like Admiral Ackbar) Rogue Squadron pilot who died at Ciutric IV. Good fucking luck pronouncing her name. When she is stressed she can re-roll one die, both attack AND defense.
- Keyan Farlander Pilot skill 7, 29 points. Released in Rebel Aces. When attacking, you can remove a stress token to flip ALL focus results to hits.
- Ten Numb: Pilot Skill 8, 31 points. Opponent can't cancel one critical hit done by him with defense dice. Pair him with a Mangler Cannon and a crit is almost guaranteed. Mauls TIE fighters but is super points hungry.
GR-75 Medium Transport
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One of those Rebel transports you saw in Empire Strikes Back 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 used them the most as they were cheap, durable, and very easy to modify for assorted roles. If you'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't, it's considerably smaller that 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, and no attack rating, instead coming with an energy rating that gives it a certain number of tokens each turn that it can spend on actions like recharging its shields, reinforcing other ships (give them an evade token essentially), jamming other ships within range one or two and giving them a stress token, giving a friendly ship within range one or two a free action, and some exclusive upgrades that also require energy to use. Being a bigger ship means it also has a different deck of cards for critical hits, and some crew members exclusive to it. It has three slots for cargo upgrades and two for crew members. Its starting cost is lower than you'd expect, but when you add on upgrades it can get really expensive. It has a base pilot skill of four with no extra pilots.
CR90 Corvette/Blockade Runner
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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. It didn'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. 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.
Another huge ship, but it can actually attack. Because of that it has separate cards for its front and back, both of which take a ton of damage. The Fore possesses better Shields and is where the attack stat is, and the Aft is where the Energy comes from. Like the Transport, it can be upgraded to carry Crew members and Cargo, along with the new Teams and Hardpoints introduced in its expansion, and both ends of the ship have their own slots. It requires the use of an attachment to the usual measurement stick when shooting because it has range of 3-5, which is reason to add on some Quad Laser Cannons which don't have a minimum range to the Hardpoints in case anything gets that close, the Turbo Laser is only good when shooting big bulky ships with shit Evade since it doubles the defense of anything you fire at. But be warned, this whole package is expensive, even with no upgrades it costs more than Han Solo.
There aren't any other pilots for it right now, so you're stuck with basic Pilot Skill of four. Instead the ship stands out for have a few different titles it can take. Note all these apply to the Fore.
The Fore can take one Crew, two Hardpoint, two Team, and one Cargo. It has Pilot Skill 4, no Evade, 8 Hull, 5 Shields, and a single 4 Attack Dice attack at 3-5 range (meaning without taking Secondary Weapons, you're screwed if anything gets too close) and can only attack in an arc to the sides of the Aft (for its primary attack) or Fore (for any equipped Secondary Attacks, otherwise the Aft has no attack at all), not straight ahead or back. It can Target Lock and Coordinate, which lets you give a friendly ship in range 1-2 a free action. It also lets you spend 1 Energy to give it one more Attack Dice on its stock attack. The Aft has Pilot Skill 4, no attacks, no Evade, 8 Hull, 3 Shields, and 5 Energy. It can take Crew, Hardpoint, Team, and Cargo upgrades. It can Recover which consumes all Energy (you have no choice in this) and gives one Shield to either Aft or Fore for each point of Energy used. It can also Reinforce, affecting either Aft or Fore giving it 1 extra Evade which lasts that entire turn instead of on just one attack.
The Fore costs 50 points, the Aft costs 40, although since you can't take them separate the whole ship costs 90 points.
- Jania'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. 2 points, when defending and you don't like the critical result you get, you can discard it and draw another one.
- Dodonna's Pride: 4 points, when you preform the coordinate action you can give two nearby ships a free action.
- Tantive IV: 4 points, you get an extra Crew member and Team upgrade slot.
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The best known ship interior after the Death Star.
Z-95 Headhunter
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The X-Wing'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-14 Tomcat 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 by equipped with the wings of an X-Wing while still technically being a Headhunter.
On the table it's a rather unimpressive ship, but it's cheap, costing as much as a TIE fighter at 12+ points with 2's across the board plus Focus and Target Lock, so you get what you pay for. 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's meta the Z-95 for a time replaced the X-Wing for the Rebels and was glossed over by Scum & Villainy.
Pilots
- Bandit Squadron Pilot: Run of the mill pilot, Pilot Skill 2 for 12 points.
- Tala Squadron Pilot: Nothing to see here, Pilot Skill 4 for 13 points.
- Lieutenant Blount: Pilot Skill 6, 17 points. His target always takes a hit, even if they take no damage. You want Ion, Assault, or Advanced Homing Missiles.
- Airen Cracken: Pilot Skill 8, 19. After attacking, a friendly ship at distance 1 gets a free action. Cheap and with a high enough PS that most ships will benefit, nice way to round out a squad that needs a little something something.
E-Wing Escort Starfighter
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First seen in the Dark Empire comics, 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.
Aside from having a weaker hull (though it has an extra shield), it's superior to its cousin in every respect aside from attack (which is the same). So it's faster (around the same as a TIE fighter), more survivable, can add system upgrade, in addition to being able to take any upgrades that the X-Wing can. Downside it's a step up in price as well, and it only has a few pilots for it, so don't expect to replace the X-Wing in this game.
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E-Wing pilots wear the same gear as the pilots of the more advanced Rebel ships.
Pilots
- Knave Squadron Pilot: Living up to their name, they only have Pilot Skill 1 for 27 points.
- Black Moon Squadron Pilot: Two points over the Knave Squadron for a name that doesn't encourage mockery and an extra 2 points in Pilot Skill.
- Etahn A'Baht: Pricy, costing 32 points with Pilot Skill 5, but his ability means a friendly attacker, provided their shooting at an enemy that inside Etahn's firing arc, can change a hit result to a critical hit.
- Corran Horn: 35 points for Pilot Skill 8, and he gets a risky ability that lets him preform an extra attack at the start of the End Phase. Why is this risky? Because it means he can't attack next round, so make sure you know what you're doing.
YT-2400 Light Freighter/Outrider
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One of the most popular ships in the Star Wars universe for independents like pirates or mercenaries in the fringes, essentially it's a smaller (and much newer) YT-1300 from the same manufacturers on Corellia. Mostly known as the ship model of Dash Rendar's Outrider, which the Rebel-friendly mercenary used on missions.
It's best compared to the YT-1300, with the basic version with no special characters superior in most respects aside from Hull, which it has one less, but compensates with an extra Shield and being the only large ship in the game with a built-in Barrel Roll action. The character pilot YT-1300 however boasts more firepower, a stronger Hull, and the YT-2400 has one less Crew slot. Aside from that, the main thing separating them is that the YT-2400 has slots for Cannons rather than Elite, and can equip a free title, "Outrider", which means that ship can't make attacks with Primary Weapons but instead can preform attacks with a Cannon at targets outside its firing arc.
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The Outrider cockpit, with Dash Rendar and Leebo.
Pilots
- Wild Space Fringer The basic, Pilot Skill 2 version for 30 points.
- Eaden Vrill A martial artist Nautolan (like Twi'lek with a lot more head-tails) and one of the last masters of Teräs Käsi (anti-Force) discipline who was one of Dash Rendar'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.
- "Leebo" Dash Rendar'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's right, C-3PO+R2-D2=Leebo). Leebo comes in at Pilot Skill 5 for 34 points. His ability is defensive, letting you draw two Crit Damage Cards when you take a Crit hit and pick the one you want to resolve, discarding the other. Really useful for avoiding the Crit Damage Card that takes out your Secondary Weapon, but doesn't see as much playtime as...
- Dash Rendar 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's brother and destroyed a major museum. At PS7 for 36 points, Rendar lets you ignore obstacles during the Activation phase and when performing actions. Remember that bumping into other ships will still deny you the action, and you are
still notallowed to deliberately Barrel Roll onto or Boost through an obstacle, because boost and barrel roll are actions. Part of the infamous "Donut Dash" build, since it's really hard to get into Range 1 of a ship that can Boost and Barrel Roll while giving no fucks about asteroids.
BTL-S8 K-wing Assault Starfighter
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First appearing in a supplement for West End'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'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'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't overlapping anything, which means it can be very effective at setting up bombing runs against seemingly unreachable targets.
There'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. Unlike the Y-Wing, it doesn't need need an Ion Turret- it has access to Ion Bombs and Conner Nets which can also deliver ion tokens, and as an added bonus the latter also deals direct damage and stops its target from performing actions. Five Hull points and four Shields mean it can take a beating, and as the icing on the cake it has Extra Munitions, so you can bring along even MORE bombs and torpedoes.
Pilots
- Warden Squadron Pilot:At 23 points and Pilot Skill 2, the generic pilot actually opens up a few less conventional strategies. See, since low PS 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'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.
- Esege Tuketu: A long-limbed alien pilot killed in a suicide attack when bombing a Yevetha (Always Chaotic Evil race of genocidal imperialists) shipyard. Pilot Skill 6, 28 points. When another friendly ship at Range 1-2 is attacking, that ship can use Tuketu'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'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.
- Miranda Doni: 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. Pilot Skill 8, 29 points. Once per round when attacking, you may either spend 1 Shield to roll 1 additional Attack Die or roll 1 fewer Attack Die to recover 1 Shield. That attack boost can apply to your Secondary Weapons too, and if you add a Twin Laser turret you won't miss the extra die if you take it from one of the turret's attacks because it only does one damage per shot anyway.
VCX-100 Light Freighter and VCX-series Attack Shuttle/The Ghost and The Phantom
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The main ship from the animated "Rebels" series put out by Disney, inspired by the real life B-17 Flying Fortress. Another Corellian modular model (model as in "type of ship", not "you have to buy this mini in parts"), The Ghost has powerful stealth technology and extremely powerful armaments, but that's not its main draw. That would be the VCX-series Attack Shuttle that comes with it; it'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. The VCX-100 is equivalent to a Rebel Decimator, coming in at 10 hull and 6 shields with a bevy of upgrades and a primary weapon value of four. The Attack Shuttle has a decent 3/2/2/2 profile, but is able to take both a turret and a crew, though lacks the ability to target lock. Note that all VCX-100 pilots are unable to take Elite talents.
The VCX-100 should always be taken with its free title, the Ghost. Doing so will allow the Attack Shuttle to equip the Phantom title (also for free), and allow the Ghost to deploy the Phantom from its rear guides after executing a maneuver. The Phantom's title allows it to perform primary weapon attacks from its special firing arc while docked with the Ghost and grants it a bonus Turret attack at the end of the Combat Phase. However, using that extra attack keeps it from attacking again that round.
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Not exactly the Corellian Corvette.
Ghost Pilots
- Lothal Rebel:Coming in at 35 points and PS 3, the Lothal Rebel is the non-named generic common to almost all ships. Nothing flashy, but is a good option if you don't want to splurge on the named pilots. Has seen some use as a second ship in Super Dash builds as a powerful bruiser.
- Chopper: The smart-ass droid from the Rebels TV series has a PS of 4 and is 2 points more than the Lothal Rebel. His ability allows you to hand out a stress to each ship you are touching. Emphasizes the Ghost's role as an in your face slugger, the Zeb crew card is almost mandatory with him.
- Kanan Jarrus: Ezra's jedi trainer, he takes to the field with a PS of 5 and a cost of 38 points. Kanan enhances the Ghost's defensive capabilities, allowing you to spend a focus to cause an attacking enemy ship at range 1-2 to roll one fewer die. This ability isn't limited to ships targetting Kanan, so he can keep some of your more fragile ships in the game. Pairs well with Recon Specialist and Kyle Katarn in the HWK-290.
ARC-170
The Resistance
A Force Awakens faction, basically the Rebel Alliance several decades later. They are the military forces of the New Republic, created when Chancellor Mon Mothma decided the solution to the problems of having a single military under the control of a single individual being too tempting for a wannabe Emperor to make a power grab, while having planets either pay for their own military or not have one just asking for trouble, was for every planet to have their own military paid for and equipped by the New Republic but loyal to the planet they are stationed on.
They destroyed the bulk of the united Imperial forces on a planet called Jakku until the Empire signed a peace-treaty with them and settled into infighting. Red/Rogue Squadron has been replaced by Blue Squadron which is lead by Poe Dameron and his Guatamalaness. Functionally its just more Rebels and can be fielded as part of the same faction alongside ships and characters from the original trilogy.
T-70 X-Wing
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The basic X-Wing body, given a series of upgrades mostly pertaining to its maneuverability by its same manufacturer Incom. Unlike the T-65 X-Wing, the T-70 wings do not overlap and when the S-Coils are closed they lay side by side rather than pressed together. The engines themselves are smaller in size while the nose of the ship is more streamlined. They can accept the new BB series of astromech droids in addition to standard models, which are smaller than traditional astromechs and look like a soccer ball with an R-series head floating on the top.
In general the T-70/T-65 differences are a single additional point of Shields, the Boost Action, and the option for a Tech upgrade. It also has the straight 3 distance maneuver green, and has a totally new option; the T-turn (Tallon Roll technically, although some have compared it to Tokyo Drifting) which combines K-turn with a hard turn at 3 distance with a Barrel Roll, since there's nowhere to line-up on the ships side allowing you to slide up or down the move.
Its been commented that the T-70 may be designed to replace the T-65, by putting the templates for new pilots on the older ships and saying they are just upgraded rather than new similar to how a Z-95 could also be used with an X-Wing model. This...is possible.
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Poe Dameron.
Pilots
- Blue Squadron Novice: The Rookie Squadron Pilot of the T-70, at 24 points for a Pilot Skill 2.
- Red Squadron Veteran: Red Squadron Pilot equivalent, 26 points for Skill 4. Can take an Elite upgrade.
- Blue Ace: Pilot Skill 5 for 27 points. When Boosting it can use a hard 1 turn in either direction instead of just a straight 1 or soft 1 turn. Can't take an Elite upgrade, oddly enough.
- Red Ace: New pilot from the T-70 standalone pack. Pilot skill 6 for 29 points. The first time you remove a shield token from your ship in a round, you gain an evade. No Elite like Blue Ace, which holds him back.
- Ello Asty : The other new pilot from the T-70 expansion. Clocks in at 30 points and pilot skill 7. As long as he is stress free, his Talon rolls count as white maneuvers, a good maneuverability upgrade. Actually comes with an EPT so you can make the most of his ability.
- Poe Dameron: The new leader of the elite X-Wing forces (although his fighter is black and orange), 31 points for a PS8 pilot who can take Elite. On attack or defense he can use a Focus Token to change a Focus result to a Hit or Evade. This does not spend the Token, letting you stock those puppies up when its only one hit you need to negate. Can get an upgrade combo for three actions per turn. Considered by many to be the new Wedge.
Empire
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Empire ships are dominated by the general mentality of "numbers over quality, and HUGE FUCKING CAPITAL SHIPS". 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.
According to the Empire's military philosophy, 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 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's suit is entirely self-contained and is their only protection from the vacuum of space, and pilots can'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 face justice for his actions.
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 "blood stripes") 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 "Can't Peeve The Sheev" Palpatine, the Empire split into multiple "Imperial Remnant" factions which initially fought the New Republic, then each other for dominance. Innovation ceased and few new designs were seen, and factions began customizing their armor and vehicles as replacements became rare or nonexistent.
In 1970's-1990's canon, only late Imperial Remnants had women or non-humans due to desperation and shifting policies as they became less evil and more Lawful Neutral. Vader's own 501st remained purely Jango Fett clones while the rest of the Empire was recruits and conscriptions. 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.
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.
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Emperor Sheev.
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Darth Vader.
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Grand Moff Tarkin with an Imperial General.
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Imperial Admirals and the changing of the guard.
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An Emperor's Hand agent.
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An Inquisitor.
TIE/LN Fighter
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The Empire's main ship, literally designated the "TIE Line Fighter". Extraordinarily cheap in-universe, with the few pilots lucky enough to survive a fight being given entirely new fighters rather than repaired ones.
Its defense and turning are on par with the A-Wings though it isn't as fast, falling short on speed in a straight line. Firepower is average. As this ship is cannon fodder, it can't equip any ship upgrades beside modifications.
- 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.
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Howlrunner.
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Not exactly very promising on the whole "keeps you alive in space" thing.
Pilots
- Academy Pilot: Cheapest pilot in the game at only 12 points a pop. Pilot Skill 1. This is most of what you are taking if you run a maximum numbers TIE swarm.
- Obsidian Squadron Pilot: 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 Pilot skill 3 for 1 more point.
- "Chaser": When a friendly ship at Range 1 burns a Focus Token, he gets a Focus Token in return. Pilot Skill 3, 14 points.
- Black Squadron Pilot: Vader's own TIE Squadron, were looking pretty good until they all died horribly when the Death Star blew up. Pilot skill 4, 14 points. Can take Elite Pilot Talents.
- "Wampa": A stupid name with a neat ability. Can cancel all his Attack Dice results when attacking, and if there's a Critical in the results he inflicts an automatic facedown card to whoever he's shooting at. Good for opening up units so that "Scourge" gets his bonus die. Pilot Skill 4, 14 points.
- Night Beast: Actual name Dodson Makraven, second in command of Obsidian Squadron and known for epic hangovers on leave. Pilot skill 5, 15 points. After executing a green maneuver, you may perform a free Focus action.
- Winged Gundark: Seventh in rank in Obsidian Squadron. Pilot skill 5, 15 points. When attacking at Range 1, you may change 1 of your Hit results to a Crit result.
- Backstabber: One of Vader's wingmen during A New Hope. Pilot Skill 6, 16 points. When shooting from outside and opponent's arc, you can roll an extra Attack Die.
- "Youngster": The other big swarm enhancer along with Howlrunner. Every friendly TIE Fighter within Range 1-3 (a.k.a all of them, if you're flying right) can use his Elite Pilot Skill, provided it's an Action Card. Give him Expose to make your TIEs even more of a glass cannon unit, Marksmanship to ensure no-one in your squad ever misses again, or Expert Handling to render your opponent's targeting computers useless. That or Squad Leader to pass Actions around like it's no-one's business. Pilot Skill 6, 16 points.
- Dark Curse: A pilot during the Battle of Yavin, this is the guy Wedge fucked up before he could shoot down Luke. Pilot Skill 6, 16 points. When attacking your opponents can't re-roll dice or spend Focus Tokens. Is known to make Rebel players rage. A 16 point ship that completely nulls Han Solo's pilot ability.
- Mauler Mithel: Vader's other wingman. Utters the phrase "Look out" before he is shot by the Millennium Falcon and runs into Vader. Pilot Skill 7, 17 points. Rolls an additional Attack Die at Range 1, so at that distance he has the same attack power as an X-Wing.
- "Scourge": A filler character with no backstory. Pilot Skill 7, 17 points. Gain a bonus Attack Die when attacking a defender with one or more Damage Cards.
- Howlrunner: 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. Pilot Skill 8, 18 points. 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't a bad idea for her as it will allow her to live longer and keep buffing the rest of your fleet.
TIE Advanced 1x/2x
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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'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't have the 1x title is (since the other models are significantly different-looking and would require a totally different mini).
The Advanced has shields and can use missiles with more actions it can take although it's a big step in cost above the standard TIE. Its Achilles' heel is still its low attack values though and the ship was sorely in need of a boost when it was introduced. Luckily, Imperial Raider made all of them worth taking again. The expansion came with the TIE/x1 title which lets one Advanced take a Systems upgrade which also will cost 4 points less (although it can't go negative, it can only be free). Without that title however, its not a great choice; about on-par as the X-Wings since like them it's a bit higher cost than what it delivers when you have better choices available. Advanced Targeting Computer is a good choice, which lets it get one free Crit when attacking something it has a Target Lock on which doesn't consume the lock, although it can't spend that lock that turn either.
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It'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.
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Juno Eclipse.
Pilots
- Tempest Squadron Pilot: Pilot Skill 2, 21 points. Give it the X1 title and an Accuracy Corrector and you have one of the most durable ships in the game that laughs at Attack Dice for 21 points. Give it Cluster Missiles and it wrecks fat turrets for only 25.
- Storm Squadron Pilot: A super-elite group of pilots, not only given the Advanced but also upgraded versions. Pilot Skill 4, 23 points. The same strategy for Tempests work for Storms as well but 2 more points for only 2 more pilot skill means there's just not much reason to use Storms.
- Lieutenant Colzet: A member of Storm Squadron who was promoted for his competency at dealing with pirates. Pilot Skill 3, 23 points, can spend a Target Lock he has on a ship to flip one of its damage cards face up and resolve the Crit. Take an Accuracy Corrector and the x1 title and he's an absolute bargain. Combine with Wampa for some hilarious results.
- Commander Alozen: Commander of Storm Squadron. Pilot Skill 5, 25 points, he can acquire a Target Lock on a ship at range 1 at the start of combat. Pair him with the Advanced Targeting Computer, it was made for him.
- Zertik Strom: Commanded a Star Destroyer, plotted to bring a very popular casino space station under Imperial control. Killed by the station's owner after his plot was made public and he failed to capture the main cast of the Star Wars movies. Pilot Skill 6, 26 points, enemy ships at range 1 of him don't get range bonuses when attacking ships.
- Maarek Stele: Protagonist of the old TIE Fighter video games. Notable because in all of his EU stories, he never "converted" 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's charisma and turned out to be the best damned TIE pilot the Empire ever had. Also Force-sensitive, for some reason. Pilot Skill 7, 27 points. 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 an Advanced Targeting Computer, Advanced Homing Missiles, and Predator to pile on the guaranteed crits so you can drink those delicious tears.
- Juno Eclipse: Protagonist's love interest in a skubtacular video game called Force Unleashed where she was assigned to ferry Darth Vader's secret apprentice (the aforementioned protagonist) around, later nearly killed as part of the Emperor's giant plan to unite all opposition against him under the Rebel Alliance (with the Apprentice as the fall guy) so he could eliminate them all at once, which was about as smart as his plan of using the second Death Star's brief window of vulnerability to bait in the Rebels. All that aside, she's a maneuvering monster. When she reveals a maneuver she can crank it up or down the dial by 1 giving you a faster Advanced than any other. Pilot Skill 8, 28 points.
- Darth Vader: A man who fell in love with an angel and really doesn't like sand. Pilot Skill 9, 29 points. Can perform two actions in one turn. Take engine upgrades to be more maneuverable and survivable than an Interceptor. The x1 title paired with just about anything makes him amazing.
Firespray-31/Slave 1
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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.
This is the Empire's counterpart to the YT-1300. It's just as durable as the non-character version, and has the defense, firepower, and maneuvering of an X-Wing. Option-wise, it's one of the most flexible ships in the game. It has slots for a bombs, cannons, crew, missiles, and if it takes the Slave 1 title, which is free, it can use torpedoes. Oh, and it also has a back arc that it can shoot out of at full power (but not with Secondary Weapons).
Any of the 3 bounty hunter pilots with no frills are tough to kill and not lacking in good old fashioned killing power themselves. A single named pilot with a mini-swarm and some upgrades is fairly popular.
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Krassis Trelix's Firespray-31.
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Kath Scarlet's Firespray-31.
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The Slave-1, repainted by Boba.
Pilots
- Bounty Hunter: Cheapest variety of Firespray. The generic art has a green bottom, and a light gray body that is flaking and revealing the white underneath. Pilot Skill 3, 33 points. Take three of these in a list (or two and a shuttle) and you sir are now a connoisseur of fine cheese.
- Krassis Trelix: 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'ukal for being an asshole. His Firespray-31 had a rust orange bottom and olive drab connectors to the wings, with the rest white. Pilot Skill 5, 36 points. Can re-roll one attack die when using a secondary weapon.
- Kath Scarlet: 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. Pilot Skill 7, 38 points. More useful than Boba Fett in every way, when your opponent cancels out a Crit result they get a Stress Token. Pair her with Mercenary Co-pilot or Rebel Captive (and now Tactician as well) and watch as half the opponent's fleet can't perform actions or has to move really slow... and right into your back arc.
- Boba Fett: 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. Pilot Skill 8, 39 points. When doing a soft turn maneuver, you can change it to go the other direction. Pair him with Navigator and you can move whatever way you want.
TIE/in Interceptor
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An adaptation of a few pieces of tech created for the TIE Advanced 1x to the basic TIE/ln; Rebels called them "squints" because of their curved wings. Not as fast as the A-Wing that it was designed to counter, but with the numbers to make up for it and far superior to the T-65 X-Wing. Features 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'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't on the miniature, sadly) were also built, mostly assigned to Palpatine'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.
The Empire's counterpart to the A-Wing. It has the same dial minus the green five forward, with 3's across the board giving it more firepower and Hull, but has no Shields so it's still less durable. Can Focus, Barrel Roll, Boost, and Evade. The squint wants to slip around and be a bastard to hit, so a stealth device pairs with the crafts already great agility to make one annoying target. Use the Boost action to get through to get the critical slip you need if you sense danger or opportunity knocking. The Imperial Ace expansion added a free title that lets an Interceptor pilot with a Pilot Skill of four or higher take two modifications. Unless you are taking Alpha Squadron Pilots to run as part of a swarm, then taking any Interceptor pilots without the Elite upgrade option to give them Push The Limit is a bad idea. As such "Fel's Wrath," Lorrir, and Kanos are almost worthless in most lists.
Pilots
- Alpha Squadron Pilot: A group initially stationed on the first Death Star, then later put under the leadership of the Imperial agent turned Sith assassin Lumiya. Pilot Skill 1, 18 points.
- Avenger Squadron Pilot: A special forces squadron with two vertical white stripes on their wings, given temporary upgrades as needed to complete their missions. Pilot Skill 3, 20 points.
- Saber Squadron Pilot: Part of the elite 181st. Participated in, and survived, the Battle of Endor, virtually all had the blood stripes and were known for it. Pilot Skill 4, 21 points. Can take an Elite upgrade.
- Royal Guard Pilot: The group that protects the Emperor when he flies. Pilot Skill 6, 22 points. From here on up can equip the title of "Royal Guard Pilot" and get two modifications. PS6 for 22 is a bit steep so unless you actually do use the Royal Guard Pilot upgrade or need those two extra Pilot Skill then you should take Sabre Squadron instead.
- "Fel's Wrath": A nameless man who is Soontir Fel's wingmate in Saber Squadron. When the number of Damage Cards assigned to you equals or exceeds your Hull value, you are not destroyed until the end of the round. AKA, if Wedge kills you, you still get to shoot. Pilot Skill 5, 23 points.
- Lieutenant Lorrir": A member of the 181st who survived the Battle of Endor, got married, joined an independent Imperial Remnant, then survived the battle that destroyed it as well. Pilot Skill 5, 23 points. Can take a stress token to use the 1 hard turns instead of the 1 forward template during a Barrel Roll.
- Kir Kanos: Last of the Imperial Guard, planned to kill the leaders of the Imperial Remnant for failing Palpatine. Became a bounty hunter when somebody beat him to the punch before killing the leader of the last surviving group loyal to the actual Imperial Doctrine and retiring to civilian life. Lets you spend an Evade Token when shooting at Range 2-3 to add a Hit to your results. Doesn't get any upgrades unless you add the Royal Guard TIE. Pilot Skill 6, 24 points.
- Tetran Cowall: An odd character from the X-Wing series of novels. Never actually part of the Empire, simply an actor who impersonated Soontir Fel after the Battle of Endor to attempt to draw Rogue Squadron into an ambush alongside a fake Sabre Squadron pilot by droids. If you preform a K-turn, you can treat the move as a speed 1, 3, or 5 rather than using the usual distance. Pilot Skill 7, 24 points.
- Turr Phennir: 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 again and finally gave up. After attacking, you can do a free Boost or Barrel Roll. Pilot Skill 7, 25 points.
- Carnor Jax: A member of the Royal Guard who served Lumiya and became her Sith Apprentice. Wiped out the rest of the Guard survivors, then killed the last of Palpatine's clones to declare himself Emperor. Got killed for making the mistake of torturing Kir Kanos' love interest for information. If an enemy is within range 1, they can't preform a Focus or Evade action, nor do they get to spend tokens gained from those actions. Pilot Skill 8, 26 points.
- Baron Soontir Fel: The top Imperial Ace, basically Maarek Stele with a MUCH more clusterfucky EU backstory (and looked up to Stele as an inspiration). Son of a Corellian farmer, given a recommendation to the Imperial Academy so he couldn't testify in the attempted rape case against a wealthy businessman's son. His high skill and dedication to the Empire made him one of Grand Moff Tarkin's favorites. You can look up the rest on 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. One of the rare pilots with a Pilot Skill of 9. When he receives a Stress Token, he gets a free focus token. Combine with push the limit to get extra focus. Costs 27 points.
Lambda-class Shuttle
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Designed by some of the best engineers in the universe, who were promised their hearts desire (plus a yacht each!) for designing it. A combination troop transport for up to twenty, a cargo freighter, a heavy gunship, and a VIP escort 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'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.
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. What makes the Shuttle stand out is its low point cost at only 21 points for the generic pilot, making it one of the cheapest Large ships. For upgrades it can use Cannons, two Crew, a System upgrade, and the ST-321 title for 3 points that lets it Target Lock anything anywhere in play. When considering one of these, look to the upgrades you can potentially take to define what this ship is.
- Of note: the shuttle has a unique maneuver in that it can come to a full stop. That's right, zero movement. If you can pilot yourself correctly (anyone that manages to flank nimble fighters in a lumbering shuttle deserves a pat on the back, although mines like the good old Cluster along with asteroid placement really help) you can really use this to your advantage and keep an important target firmly in your firing arc. Pair with a Heavy Laser Canon and become an unrelenting buzzsaw that rips and tears with the best of them.
- The shuttle is quite arguably under-costed for just how damn tanky it is. The standard 100 points format can let you comfortably run 4 shuttles and kit them out to make them dead killy. Laugh as you never fucking die.
- It is possible, with use of Advance Sensors and Captain Yorr, to after a turn or two just have all of your shuttles sitting in a large square not moving all the while being able to perform actions.
- Two crew slots means it's one of the few ships that can bring along Emperor Palpatine himself. He's pricey at 8 points, but the sheer power in his ability to change any friendly ship's die result to any other result once per round cannot be understated.
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A Lambda Shuttle cockpit.
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Colonel Jendon on the left, Captain Yorr on the right.
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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's simply not one of Jango Fett. If this is displeasing to you, feel free to picture Jango Fett dressed as Howard Hughes.
Pilots
- Omnicron Group Pilot: The group of Lambda pilots from the old TIE Fighter vidya. Basic unamed pilot with a skill of 2, 21 points.
- Captain Yorr: One of Darth Vader's shuttle pilots. Pilot Skill 4, 24 points. Skilled veteran of Onyx Squadron, and before the Lambda assignment tested prototype TIE. If a friendly ship in range 1-2 would gain a Stress Token, and this ship has less than two, he can take it instead.
- Colonel Jendon: Vader's other pilot. Also Onyx veteran, also a test pilot, although he has claim as the first to fly the TIE Defender. Pilot Skill 6, 26 points. Lets you give a blue target lock icon to friendly ship at range 1. If you take him, take the ST-321 title too.
- Captain Kagi: A clone from the Clone Wars, Palpatine's personal pilot. Ferried the deep fried wingless legless Annie from Mustafar. If an enemy would a target lock, it needs to lock onto this ship. Pilot Skill 8, 27 points.
TIE/sa Bomber
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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 A New Hope, although the scenes were never filmed and the props were used to bomb asteroids in Empire Strikes Back 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.
The TIE Bomber has a Hull as strong as the Firespray, but it still no Shields so it'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 two Torpedoes, two Missiles, and a Bomb! Wonderful Bombs! Bombers are much cheaper than their Rebel counterparts, and have a better movement dial than the Y-Wing with more of the Y'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.
- If you want to make use of their extensive ordinance capacity, taking the Munitions Failsafe is near essential to prevent those awful moments where you miss all your shots and wasted points on a one time item that did nothing. As an alternative you can take Extra Munitions, which will give you two uses of that tasty Bomb slot (check beforehand and make sure you have two templates though).
- 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.
- With the release of the Imperial Veterans pack, The TIE Bomber gained a new 0 point modification called TIE Shuttle, which trades in your Bomb, Torpedo and Missile upgrades for two crew upgrades, transforming the ship into a cheap, small based support ship able to fly in formation with swarms. No crew can cost more than 4 points though, so this precludes Palpatine.
- 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'll be focusing on the stuff that makes harder kills, while you'll be able to field multiple redundant bombers. Proton Bombs are also terrifying for Huge ships, since you can hit both halves of the Raider or Corvette at once, and said Proton Bombs bypass shields, Reinforce, and every other way Huge ships defend themselves, and their damage decks cause them serious problems.
Pilots
- Scimitar Squadron Pilot 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 Pilot Skill 2, 16 point guy to take when you want to litter the field with 'splosions.
- DeathfireThe other named pilot from the Imperial Veterans Expansion. Coming in at PS 3 for 17 points and no EPT, Deathfire has probably the edgiest name out of all the named pilots. His ability allows him to preform a Bomb upgrade action when he reveals his dial or after her preforms an action. Gives you flexibility with where you drop your ordnance.
- Gamma Squadron Pilot An elite group with upgraded maneuverability and horizontal white stripes on their wings. Fought under Maarek Stele and Admiral Zaarin. The typical "slightly higher Pilot Skill (4) generic grunt that costs a little more (18)" nothing special here, move along.
- Gamma Squadron Veteran A new unnamed squaddie from Imperial Veterans. Coming in at 19 points, PS 5 AND an EPT, the Gamma Squadron Veteran is the new budget ordinance carrier of choice.
- Captain Jonus 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. He makes the magic happen with Skill 6 at 22 points. If you want to run a Bomber squadron, he is the go-to guy. Gives two Attack Die rerolls on Secondary Weapons to ships within range 1 of him, which is a pretty sweet deal although you pay for it in his cost. Hell, he is also good for buffing Firesprays or a Shuttle's Heavy Laser Cannon to make one-volley kills very feasible. If you do consider a single Bomber, make it Jonus and give him a friend. Gets an Elite upgrade too.
- Major Rhymer 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). The obligatory pricey and high Pilot Skill character at 7 for 26 points. When attacking with a Secondary Weapon you can increase or decrease the range by 1, but it can'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's okay. Beyond that however, his talent just is not all that great for what you pay (especially considering he is 10 full points above a level 2 pilot and Wedge is only 8).
- Tomax Bren The new highest PS pilot, coming at 8 for 24 points. His pilot ability would be considered broken on anything but a TIE Bomber as it allows him to once per round, flip up a discarded Elite upgrade. He obviously is allowed to take an Elite upgrade.
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Gamma Squadron
TIE/D Defender
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Also called "Trips" by both Imperial and Rebel alike. Introduced in the TIE Fighter 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. 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't attached to a capital ship. The problem? Super fucking expensive, the same as five TIE Fighters, and EVERYBODY wanted one. 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.
Now forget all of that shit, because unlike the developers of TIE Fighter FFG realized that a ship capable of doing everything every other ship can better isn't the most balanced thing in the world. It's still got impressive stats, with 3s in attack, defense, Hull, and Shields. In terms of straight line movements, it's as fast the A-Wing, and it has better selection of short turns than either it or the Interceptor, but it'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't red. It can't equip Torpedoes like in the video game, but it can use Missiles and Cannons. The pack includes an Ion Cannon for so it can at least do that like it did in the game. As you might expect, however, these things aren't cheap, even the basic pilots cost more than Darth Vader in an Advanced. With Focus, Target Lock, and Evade it comes in as the X-Wing of the Empire (in a good way). Gained a major boost from the Imperial Veterans pack, adding three new pilots and two new titles, TIE/x7 and TIE/D. The TIE/x7 costs -2 points, removes you Cannon and Missile upgrades but gives you a free evade token each time you preform a 3,4 or 5 speed maneuver. The TIE/D costs 0 points, and allows you to make a primary weapon attack once per round after attacking with a cannon that cost 3 or less points.
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The TIE Defender cockpit.
Pilots
- Delta Squad Pilot: 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. Pilot Skill of 1, at a whopping 30 points.
- Onyx Squadron Pilot: The first official TIE Defender squadron, deployed at Endor. Technically consists of Bombers and Defenders mixed. Pilot Skill 3 and 32 points.
- Countess Ryad: Rich politician who decided blasting people from a Defender was more fun than debating laws.Debuting in Imperial Veterans, she comes in at PS 5 and with an EPT. Her ability is what makes her really shine. Whenever she a reveals a straight maneuver she may treat it as a K-Turn. This gives her one of, if not the best jousting efficiency in the game, as she can stay on target every turn and take an action. She has a points cost to match though, coming in at 34 points.
- Glaive Squadron Pilot: Generic PS 6 pilot from the Imperial Veterans box, he comes with an Elite talent and a 34 point cost. Good if you want to run a mini-swarm of Defenders.
- Colonel Vessery: 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. Pilot Skill 6, 33 points. After he attacks an enemy, if they are being Target Locked by someone else he also obtains one. Recent FAQ confirmed that you can use this Target Lock for rerolls for the same attack that gave you the Target Lock. Can also take an Elite upgrade.
- Maarek Stele: Making the jump from the TIE Advanced to the Defender thanks to Imperial Veterans, Maarek retains his PS 7, EPT, and ability to choose from 3 damage cards after dealing a critical hit. His points cost has increased as well, at 35 now.
- Rexlar Brath: Leader of Onyx Squadron. Now we're bringing the hurt, after he deals damage to an enemy he can spend a Focus to flip all Damage Cards the enemy draws because of his attack face-up. However, most players claim that the circumstance where his ability is useful is rather rare, and players shouldn't be expecting to be making much use of it. Rexlar is mainly fielded solely because of his 8 pilot skill, rather than his special ability. Still, there's quite a bit of potential using his Missiles or Cannons to deal guaranteed Crits. Mainly useful for knocking out other Imperials. He's gonna cost you a whopping 37 points though.
TIE/ph Phantom
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Introduced in the old old Rebel Assault II: The Hidden Empire 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'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.
The TIE phantom takes slippery bastardy to an whole new level. With 4 Attack Dice (firepower equal to the CR90 Corvette) and stats that otherwise seem lackluster at 2 in defense, Hull, and 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 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 also received a slight nerf via FAQ later making it more balanced along with a buff in that ships can't prevent it from Decloaking. It can take Crew and System upgrades. While its cheaper than the Defender and you can put a lot less points into it at only 25 for the cheapest raw, the Phantom is still an investment since you now have to factor in how you're going to protect it. Target mitigation is very important here.
Stealth in space
- When Cloaked, the Phantom becomes a bitch to hit with a +2 boost to agility.
- 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 4 attacks.
- Cloaking again is a further action, so you can't normally Cloak and Decloak in the same turn unless you somehow combo yourself a free action.
This is further augmented with some Modifications
- Stygium Particle Accelerator lets you get an Evade Token upon Cloaking or Decloaking, if you don't want the Phantom to eat all your precious points this is an alright option.
- The Advanced Cloaking Device is where the real shit is at though. After shooting you can be all stealthy again as a free action. For the low skill pilots this isn't all that helpful as you are likely to get blown out of the sky before you can strike back. This upgrade is pretty much you declaring a desire to build the list around the Phantom. If you take this, consider also taking Veteran Instincts, to give you a better chance of getting to shoot and recloak before getting shot at.
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A TIE Phantom mini, and custom paintjobs depicting cloaking.
Pilots
- Sigma Squadron Pilot: 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. Bog standard Pilot Skill 3 guy, costing 25 points. You can fit 4 unmodified ones in a list if you feel like it.
- Shadow Squadron Pilot: One of the (many) squadrons to use the name in Star Wars. An ultra elite group which continued using the Phantoms after the destruction of the main facility. Pilot Skill 5 generic pilot at 27 points. If you would rather do 3 generic Phantoms in a list, you might as well make them these guys for the marginal points difference and the better chance to take your shots before getting knocked out by a turret.
- Echo: A character with no backstory, confirmed in an FAQ to be female. Pilot Skill 6 for 30 points, and makes 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. Also can take an Elite upgrade.
- Whisper: Pilot Skill 7, after performing an attack that hits, get assigned a Focus Token. Great for increasing survivability as it allows a Focus to be used for attack and then another one to be used later for defense. The ability to be buffed up to PS9 with Veteran Instincts to move last and shoot first should also not be overlooked.
VT-49 Decimator
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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 "evil Millennium Falcon" 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 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't dream if being captain of a Star Destroyer? Besides those who are prone to mistakes anyway.
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 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's strong, it'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 turret (the first the Empire got) and being limited to a single Bomb and/or Torpedo for secondary weapons. Most of its upgrade slots are taken up by options for the 3 Crew and having room for an Elite on all but the generic pilot, plus a title called Dauntless where if the ship does a maneuver that ends with it overlapping another ship it can preform a free action in exchange for a Stress Token. All Decimators have Target Lock and Focus.
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A fan mock-up of what the Decimator interior might look like.
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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.
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Kenkirk.
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Chiraneau.
Pilots
- Patrol Leader: Run of the mill pilot costing 40 points for a Pilot Skill of 3. Feel free to consider any Crew, including Darth Vader to take advantage of all those hit points to obliterate something you want dead.
- Captain Oicunn: 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'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. Two more points for an extra point of Pilot Skill, and after it does a maneuver any enemy ships it touches take 1 damage with the FAQ stating the damage only comes when he hits someone rather than the other way around. Combine with the Intimidation elite talent to take a point off their agility and Anti Pursuit Laser to deal extra damage if you run him. Combining Intelligence Agent with Navigator can also be handy so you can see where your mark is going then go the same way or head them off. Mara Jade is also recommended, giving every enemy in range 1 a Stress Token so you are even more sure where they're going to go and what they can do when they get there. Ion anything will help you greatly. Combine with Daredevil and Engine Upgrade plus Dauntless to ram someone twice in one turn. Keep Epsilon Leader in the TIE/fo nearby to eat your stress as well.
- Commander Kenkirk: Introduced in Star Wars Galaxies. Lieutenant of the Decimator "Blackguard", his Commanding Officer planned to betray the Empire and sell their ship to the Black Sun mafia. He was promoted to Commander after foiling a rebellion attempt by the Chief Engineer, and killed by players hired as mercs not long after. Another 2 points for a Pilot Skill of 6. If you lose your Shields and have a Damage Card, this ship's agility increases to 1. Not exceedingly useful really, but not terrible especially if you're putting a lot of points into your Decimator. If you take Modification card, consider Hull Upgrade to give him the extra hit points needed to get hurt and start evading.
- Rear Admiral Chiraneau: A TIE ace who had specialized in deep space comm. Promoted by the newly "promoted" Admiral Piett to Rear Admiral and was his adviser on the Super Star Destroyer "Executor". 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. Chiraneau is the most expensive pilot for this ship at 46 points and a Pilot Skill of 8. If shooting at range 1 or 2, you can change one Focus result to a Crit. Take with Gunner so your first volley knocks off any defenses and burns any tokens your opponent has, then let him tear into the fucker on the second barrage.
Raider-Class Corvette
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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'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'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't wind up in Vader's garage.
The Empire's first Huge ship. It's 10 points more expensive than the CR90 at 50 for the Fore and 50 for the Aft for 100 total, with its base stats being slightly better possessing one extra Shield at 4 on both ends and, generating an extra point of Energy at 6 while retaining the Hull of 8. Its main guns however, have a lower max range but also a lower minimum range at 2-4 for its 4 Attack Dice, so it won't be as good at hitting other ships from outside their range but it can fire at them when they're a bit closer. The main edge the CR90 has over it is more slots for upgrades. Cargo, Crew, Hardpoint for the Fore. Two Crew, one Cargo, two Team, two Hardpoint for the Aft. Note that while it has three firing arcs, its primary only fires from the front. This means that unless you spend at least 6 points for a Secondary Weapon in the rear slot, you'll have a derp ship flailing like an epileptic whale while fighters take advantage of the huge gap and lack of maneuverability to strike you repeatedly while the Lambda Shuttle lols at what a horrible dogfighter you are. Unlike the CR90 the Raider has Coordinate at the Aft action while Recover is in the Fore. Like the CR90, both sections are Pilot Skill 4.
The Raider Fore special ability lets you spend 2 Energy to make another Primary Attack.
The Raider has a choice of three Titles:
- Assailer: 2 points. If the defending section of the ship has a Reinforce Token, you can change a Focus result to an Evade result.
- Instigator: 4 points. Recover actions restore one extra Shield when used.
- Impetuous: 3 points. Gain a Target Lock any time the ship performs an attack that destroys an enemy ship.
Most players buy Raiders for the 1x TIE Advanced Titles and the Advanced Targeting Computer upgrades plus the pilots which make the Advanced not only worth taking but also very good. As a result, seeing Raiders which are 100% intact minus the missing Advanced and relevant upgrades on the secondary market is common.
TIE/IT Interdictor/Punisher
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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'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.
It's a worthy counterpart to the K-wing, with a whopping three Shields and six Hull on top of its slots for Missiles, Bombs, and Torpedoes- two of each, and a Systems upgrade slot on top of that. Has two Attack Dice and one Defense Die, which isn't terrible. Its maneuver dial leaves a lot to be desired, but it compensates with an inherent Boost action on top of the Focus and Target Lock. The maneuvering geats easier if you sacrifice potential damage for a MK II engine which will allow it to be a functioning member of a swarm. Using Advanced Sensors with the Systems slot will let it accomplish quite a few bombing shenanigans. Like the K-wing, it too has access to Extra Munitions along with Ion Bombs and Conner Nets, which means you can reliably unleash one of your many forms of ordnance every turn. 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. You take a Punisher, you're looking to put major hurt into the field. Combine Accuracy Corrector with Cluster Missiles to possibly destroy any model in the game in one turn.
It's easy to overestimate how much use you'll get out of the TIE Punisher. It'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, plus Extra Munitions, is probably your best bet.
As a quick side note, while the base size is the same as any other fighter, the Punisher miniature itself is much bigger than any other Small ship other than the K-Wing and is basically a Large ship on a Small base.
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Because your "Exterminatus" is just so...impersonal.
Pilots
- Cutlass Squadron Pilot: A squadron that has no lore, other than it is Imperial and contains plural TIE Punishers. The obligatory Pilot Skill 2 generic choice for 21 points.
- Black 8 Squadron Pilot: Vader's ultra elite hit squad of fighter and bomber pilots. Initially composed of the best and brightest lead by Juno Eclipse. After Vader realized the best pilots tend to actually have scruples, he transferred out the better pilots and kept the elite bloodthirsty mental cases under the command of Redline. Eventually he began recruiting directly from the most dangerous criminals in the Empire and put a former Separatist pirate in command. Pilot Skill 4, 23 points.
- Deathrain: Like Howlrunner he was created as a pilot name for Star Wars Galaxies. Unlike Howlrunner, he has absolutely no other lore. Pilot Skill 6, 26 points. This guy can drop bombs from his front guide instead of his rear, and can perform a Barrel Roll after dropping a bomb as a free action. Give him Advanced Sensors and Cluster Mines, and he'll blow apart large ships like the Millennium Falcon before they can even attempt to move out of the way.
- Redline: An absolute psychopath who 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. Pilot Skill 7 for 27 points. Can have two Target Locks on a single ship at the same time whenever you get a lock. With a Fire Control System and a bunch of missiles and torpedoes, he'll be able to sit back and unleash massive amounts of firepower with impunity.
Gozanti Cruiser/Imperial Assault Carrier/Imperial Freighter
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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's an older ship design, popular in the trade conflicts that lead to the Trade Federation'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. The Imperial Freighters were also used as transport for everything from VIP personnel to troops to cargo, including slaves.
The Imperial equivalent to the Rebel Transport. After any maneuver it performs, it can choose to deploy up to 2 of its docked TIEs.
TIE Advanced v1/Inquisitor's TIE
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Designed for the unnamed Pau'an Inquisitor (called "Inky" by many fans) villain from the first season of Rebels. An offshoot of the TIE Advanced 1x, combined with Darth Maul's ship "Scimitar". 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 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 barrel roll and boost icons.
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The Inquisitor.
Pilots
- Sienar Test Pilot: Generic Pilot Skill 2 pilot for 16 points.
- Baron of the Empire: Baron being a title given to ace starfighter pilots in the Empire, this guy has Pilot skill 4 and an elite pilot talent. 19 points.
- Valen Rudor: The Imperial test pilot/ace who keeps getting his ship stolen or shot down by the crew of the Ghost on the Rebels TV show. Elite pilot talent, Pilot Skill 6, 22 points and after defending you may perform a free action.
- The Inquisitor The nemesis of the Ghost crew throughout season 1, the Inquisitor is a beast in starship combat. His ability says that when attacking with your primary weapon at range 2-3, treat the range of the attack as 1. Give yourself the bonus attack dice for range, deny your opponent the evade dice for range, cancel autothrusters and generally make people have a bad day. Has an elite pilot talent and Pilot skill 8. 25 points.
The First Order
The Force Awakens Empire, also fielded as Empire. Described by JJ Abrams as "Nazis who escaped to Argentina and formed a new Nazi movement", they reformed after the huge clusterfuck post-Return Of The Jedi where "every idiot with a Star Destroyer decided he was the new Emperor". They fight The Resistance for control of the former Empire. Lead by Kylo Ren and his cult which holds Darth Vader as a martyr, and Captain Phasma who has the military branch of The New Order in her control. General Hux is the new Grand Moff Tarkin. Their supreme leader is an unknown Force-wielder named "Snoke".
TIE/fo Fighter
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A more advanced TIE Fighter, the TIE/Fo is essentially a hardware and electronics upgrade of the original TIE/ln, the TIE/fo is the frontline fighter of the First Order as of Force Awakens. It also has an upgraded variant, the TIE/sf, short for Special Forces. This is the model that Poe Dameron and Finn stole at the beginning of force awakens, which has an extra seat and a bottom mounted turret. The TIE/sf was added to the game in Wave 9.
TIE/fos are definitely interesting. Compared to the standard TIE, they get a Shield Upgrade and a Targeting Computer, 6 points worth of modifications, for only 3. They also get a better maneuver dial, a tech upgrade slot, and have room for yet another modification. From that point of view, the TIE/Fo is almost strictly better than the regular TIE, but swarming point of view, you can fit eight standard TIEs or six TIE/fos in a 100 point list, though you'll obviously want to take special pilots.
That said, TIEs are so dodgy that the extra shield doesn't always matter, making replacing your TIEs with /fos a matter of diminishing returns. In a standard 100 point list, two TIE/Fos will almost always pull their weight, and can compliment any 70 points worth of list well.
It should be noted: The TIE/fo Fighter does count as a TIE Fighter in game rules, meaning that it can be carried by the Gozanti and can benefit from TIE Fighter specific bonuses such as Howlrunner's ability.
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Get shot down with a friend! Enlist today!
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Because Force hates Empire.
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Whether the life support has improved, or if the red stripes still indicate 20 confirmed kills, isn't clear.
Pilots
- Epsilon Squadron Pilot: The cheapest TIE/fo at 15 points. Barring the differences between the TIE and the TIE/fo, its just the Academy Pilot with Pilot Skill 1.
- Zeta Squadron Pilot: An Obsidian Squadron Pilot, as above. Pilot Skill 3, 16 points.
- Omega Squadron Pilot: As Black Squadron Pilot, as above. First of the pilots who can take the Elite upgrades. Pilot Skill 4, 17 points.
- Zeta Ace: Winged Gundark, with a totally different ability. Can Barrel Roll at 2 distance instead of 1. Pilot Skill 5, 17 points.
- Epsilon Leader: The Ultimate Wingman at PS6 for 19 points, can remove 1 Stress Token from friendlies in range 1 in the combat phase. Useful when acting as an escort for bombers to keep them up with the group. Note that the Stress Token removal includes him, which can be useful for multiple red maneuvers in a row when you're trying to outflank an enemy.
- Omega Ace: Scourge, 20 points, Pilot Skill 7. By spending a Focus Token and a Target Lock (so you've got to set this up over two turns), all of the Omega Ace's Attack Dice are default crits. Pairs well with Push the Limit and if you want, Twin Ion Engine Mk. II. Keep him cheap, dodge and evade until you get that perfect target with it's shield down, then swing into range one and punish them with 3 crits. Hard to use efficiently; usually needs either Push The Limit or backup from Darth Vader(pilot) so you can lock and focus in the same turn.
- Omega Leader:The PS 8 TIE/fo for 21 points, and bane to all 2 ship lists. Essentially Dark Curse on crack, he has the ability that any enemy ship he target locks cannot modify dice while defending against him or attacking him. No rerolls, no focus, no adding results (fuck you accuracy corrector) etc. Combines well with Juke and Comms relay, letting you knock your opponent's defense die down and keeping an evade token around for when he shoots at you.
Special Forces TIE
You know how Imperials don't really get much in the way of turrets, or even alternate firing arcs? Well say goodbye to that, with the Special Forces TIE (IE, the TIE Fighter that Poe and Finn steal at the beginning of Force Awakens), a version of the TIE/fo that comes with a rear firing arc.
Stat wise, the Special Forces TIE has the same attack and hull as a TIE/fo, but comes with 1 less Evade Dice but 2 more shields (for 2 and 3, respectively). This makes it slightly tougher than your average TIE/fo, especially since it doesn't need to be facing its enemy to shoot at them. The downsides though, are obvious; Its maneuver dial is much worse than the TIE/fo or TIE Fighter, with most of its hard turns being red, no K-Turns and no Evade action, plus MUCH more expensive, with its basic Pilot Skill 3 pilot being 23 points, 7 points more than its TIE/fo counterpart. As a result, it's going to eat up a lot of points, and you need to be very careful with it. All Special Forces TIEs come with the option for a Missile, Tech or System upgrade.
Also important to note is the 0 point title, Special Ops training, which allows you to either add an extra dice to an attack from its primary firing arc, or fire a second shot out of its rear firing arc. This is a pretty amazing title, so you should probably get it.
Pilots
- Zeta Specialist: Basic PS3 version of the Special Forces TIE, for a whopping 23 points. If you want to keep your SF TIE cheap, this is probably the way to go.
- Omega Specialist: Same as Zeta, but comes with an Elite slot and an extra 2 pilot skill for 25 points. If you've got a use for that Elite slot but want to keep it cheap, you might consider this, but the next one is so much better.
- Backdraft: Pilot Skill 7 for 27 points and an INSANE ability: When attacking a ship in your auxiliary firing ac, you can add one critical hit to your shots. Fucking brutal.
- Quickdraw: Pilot Skill 9, 29 points. Once per round, when he loses a shield token, he can fire a free Primary Weapon attack. This has a lot of potential, but if you get flanked, you're probably going to be pretty annoyed. If you take it, consider slapping Shield Upgrade on him to make the most of his ability.
Scum & Villainy
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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 dicking around 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're easy plot hook fodder or because they're just so damn awesome (see:1980's-1990's XTREME fiction) is up for debate.
Scum & Villainy features a combination of ships "borrowed" from the Rebels and Imperials and as such can mix and match strengths and weaknesses to a greater degree. Although they lack the powerful named characters of the Rebels and Empire as well as the signature ships such as the YT-1300 and the TIE Phantom, they bring some nice special upgrade types only they can use to the table. Oh, and with Glitterstim you can make almost anyone in the Scum & Villainy faction into a meth addict at the controls. In a good way.
S&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.
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Smugglers.
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The Black Sun mafia.
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The bounty hunters.
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Pirates.
M3A "Scyk" Interceptor/"Heavy Scyk" Interceptor
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Created as the welfare starter ship given to players in Star Wars Galaxies. A Mandalorian-made fighter, as 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 "Heavy Scyk".
Very maneuverable, but it'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 2 Hull instead of 3 Hull. Has a unique title card called the "Heavy Scyk" Interceptor for 2 points that gives you a Cannon, Missile, or Torpedo slot, turning the ship into something of a glass cannon (literally, if you take the cannon). Without this it has none.
Gets good action options with Focus, Target Lock, Barrel Roll, and Evade.
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.
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A Heavy Scyk. Visually identical to the ordinary Scyk.
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A'shera's Scyk.
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Laetin A'shera.
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Serissu's Scyk.
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Serissu.
Pilots
- Cartel Spacer: Your basic, Pilot Skill 2 version, clocking in at a reasonable 14 points.
- Tansarii Point Veteran: Members of the Car'das smuggling cartel who defeated Black Sun at Tansarii Point Station. Their Scyks are silver with a brick-red front. A jump to Pilot Skill 5 for 17 points, noteworthy for also having an Elite upgrade slot.
- Laetin A'shera: An NPC in Galaxies, just a pilot for the Car'das. His Scyk is mostly silver with flaking green on the wings and orange lines on the front. For one point more than the Tansarii generic you get Pilot Skill 6 (no Elite slot though) and gain a defensive-oriented ability where you get a free Evade Token after you successfully defend against an attack without taking a Hit.
- Serissu: A female Bothan who
died to bring you this informationgave players learning to fly in Star Wars Galaxies a tutorial before giving them a Scyk on Tansarii. Hers is silver with a burgundy front. For 20 points, you get a reversed version of the Howlrunner TIE Fighter pilot. Also Pilot Skill 8, Serissu lets every friendly ship at Range 1 reroll a Defense Die. Also gets the Elite Talent slot back that Laetin lost somewhere.
Z-95 Headhunter
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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. 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.
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 a new upgrade slot called Illicit Upgrades. This lets you take such fun goodies as a once-per-game ability to perform a dead-stop maneuver, packing your ship with explosives so that when it dies you do 1 damage to all ships in range 1, and a once-per-game card that lets you make a 3-dice attack outside your firing arc.
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Binayre, Kath's boys.
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Black Sun Headhunters.
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Leachos's fighter.
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Leachos.
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Suhlak's badass fighter.
Pilots
- Binayre Pirate: Kath Scarlett's gang. Use double-cockpit fighters painted in red checker patterns. 12 points gives you only Pilot Skill 1 instead of the Pilot Skill 2 Rebel version. Basically you trade 1 Pilot Skill for an upgrade slot.
- Black Sun Soldier: The spacers of the Black Sun mafia organization. White with some black markings, plus the Black Sun symbol on the wings. Pilot Skill 3, for 13 points. Same deal as the Binayre, -1 Pilot Skill in exchange for the upgrade slot.
- Kaa'To Leeachos: A Nikto bounty hunter who was once an enforcer to a Hutt slaver, then a killer of Jedi on behalf of the Empire. Killed when he betrayed the Pyke Syndicate. His Headhunter is decorated in orange on white. Pilot Skill 5, for 15 points with an Elite slot available, he gets the ability to pull Focus or Evade Tokens from other friendly ships at Range 1-2 and assign them to himself instead. Combine with Palob Godalhi, who can pull Tokens from the enemy. You can also give him Bodyguard to use a Focus Token and boost someone else's Pilot Skill before borrowing a Focus from someone who doesn't need it as much.
- N'Dru Suhlak: An ex-Rebel who was trained by Wes and Porkins, became a bounty saboteur (basically a 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. The most expensive Scum Z-95 at a whopping 17 points for Pilot Skill 7. 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. Give him Cluster Missiles, Hot Shot, and a Shield Upgrade to make a glass cannon fighter you can use to wipe out or get wiped out as he can knock out ships like Interceptors or A-Wings that come at lower Pilot Skill without much difficulty.
Y-Wing
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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.
Again, the scum steal ships from the Rebels. Scum Y-Wings do not have a standard Astromech slot, instead getting a "Salvaged Astromech" slot, which basically restricts all Scum astros to Scum only. The BTL-A4 title however works on the criminal Y-wings just as well as the Rebel ones, locking your turret to the front arc, but letting you fire with the turret and your primary weapon in the same turn. The same tactics for the Rebel Y-Wings also apply for Scum, as they are identical barring the Astromech difference.
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A Syndicate Y-Wing.
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The Y-Wing of a Hired Gun.
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Renthal's Y-Wing.
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Kavil's Y-Wing.
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Kavil.
Pilots
- Syndicate Thug: Just a thug, with a red and white paintjob plus target marks on the engine tips. The Pilot Skill 2, 18-point version. If you're conservative with your upgrades, you can take 4 of these in a damn effective squadron.
- Hired Gun: A bit braver thug who isn't afraid of knocking over an Imperial convoy for credits. Has a green camo design over the white. Your requisite slightly-better generic pilot, coming in at 20 points for Pilot Skill 4.
- Drea Renthal: 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 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. The first named pilot here, coming in at Pilot Skill 5 for 22 points. Lets you immediately acquire a Target Lock after spending a Target Lock. Pair with the Blaster Turret and the R4 Aggromech for hilarious combos that FFG fully sanctions. There is no limit to this, meaning she will never lose her Target Lock once she has it.
- Kavil: Leader of the Kavil'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. Kavil is the Pilot Skill 7 Y-Wing, coming in at 24 points. You will never want to take the BTL-A4 title with him, as Kavil gets an extra Attack Die when firing outside his arc (so with the Turret). The only Scum Y-Wing who can take an Elite upgrade. Use Autoblaster Turret, Unhinged Astromech, Veteran Instincts, and Engine Upgrade to zip around the board dealing almost certain damage to anything he wants.
HWK-290/Moldy Crow
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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.
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&V faction, the Moldy Crow Title can be taken by them as well. It did belong to a Hutt for a while...
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Torkil Mux.
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Mux's HWK-290.
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Godalhi's HWK-290.
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Bonearm's HWK-290.
Pilots
- Spice Runner: Just your general low class smuggler. Pilot Skill 1, for 16 points. A pretty cheap ship, but you lose out on the fun abilities of the named pilots which means unless you're just running a cheap Turret/Crew platform you should be taking a Headhunter.
- Torkil Mux: An employee of Jabba the Hutt'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'd been cheated all these years. 19 points buys you this entertaining, Pilot Skill 3 ship. At the end of the Activation Phase, you get to choose one enemy ship at Range 1-2, and knock it down to Pilot Skill ZERO until the end of the Combat Phase. Hilarious for the look on your opponent's face when PS 1 swarms get to shoot first.
- Palob Godalhi: 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. For just 1 point over Torkil this guy clocks in at Pilot Skill 5 and can steal a Focus or Evade Token from an enemy ship at Range 1-2. Plus he gets an Elite upgrade. Give him Opportunist so you hit with one Attack Die harder after taking your opponent's Focus.
- Dace Bonearm: A bounty hunter, and companion of the assassin droid IG-72. At 23 points, the Pilot Skill 7 Dace Bonearm has a more direct-offense ability. Whenever an enemy ship at range 1-3 receives at least one Ion Token, Dace can take a Stress Token to cause the ship to take 1 damage. Neat, but does limit your options for next turn. Obviously you'll want an Ion Turret, and combine him with Greedo (the first Damage Card you take and deal is face up) and Determination (ignore Pilot Damage Cards) for maximum effect.
Firespray-31
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The Firespray series was essentially police cars, designed to work with the primary Republic prison. Only six were originally made, and when Jango Fett (wanted for a great deal of torture and property damage he had caused on civilized planets when pursuing bounties) broke out of the facility he stole one and blew the others up. Renamed the Slave-1, Jango used it for several years in his bounty hunting. When Jango was killed, the Slave-1 passed in and out of his clone/son Boba Fett's hands during Boba's childhood, until eventually Boba reached manhood and had killed enough Mandalorians to make a suit of ill-gotten Mandalorian armor of his own. Boba used the Slave-1 to build a reputation as a hired gun and bounty hunter for the most ruthless entities in the universe, from Darth Vader (who as a Jedi had once repaired the Slave-1 for young Boba) to Jabba the Hutt. With the legacy Boba had created around the ship, the original manufacturer of the Firespray had brought them back into production and they instantly became a huge hit among the seedier elements of the galaxy. After escaping from the Sarlacc, Boba had to reclaim his ship from a New Republic scrapyard, and used it along with the others he had acquired in the meantime. It was blown up again, and repaired. Boba used the thrice-salvaged Slave-1 until the end of his life. Eventually, Firespray-31's became favored ships both with actual Mandalorians and those it was originally designed for; planetary law enforcement.
See, the criminals can steal from the Imperials too! To make up for the fact the Scum steal more ships from Rebels than Empire, the Scum steal pilots from Empire as well by reusing Kath and Fett; an inevitable addition to the Scum and Villainy faction, as Boba Fett doesn't really fly Imperial colors unless the money's right. Both of them have brand-new (and arguably better) abilities. All Scum Firesprays have Illicit upgrade slots. The stats of the Scum Firesprays are the same, but the pilots have some considerable changes. Scum get the Andrasta Title for free, which gives two Bomb upgrade slots. They also get access to the Slave-1 Title which adds a Torpedo, and is also free.
Pilots
- Mandalorian Mercenary: The few Mandalorian Crusaders who are left after the Sith baited them into fighting the Jedi have no actual ties to Mandalore or the Mandalorian people, and are split evenly between those who champion the cause of good in a way they believe the Jedi can't/won't and those who simply sell their skills to the highest bidder. The Mandalorian Mercenary Firespray-31 is painted brick-red, which is fading around the separations in metal with a few marigold lines on the front while the nose is an olive green in the same fading way. 35 points buys you the generic, Pilot Skill 5 option. They are higher skilled than the Imperial equivalent, the Bounty Hunter, by two points and get an Elite upgrade in exchange for three points higher cost. Perfectly decent take if you can't afford one of the big names, or want to load them up with upgrages.
- Emon Azzameen: Fans of the old X-Wing Alliance PC game will recognize this name. One of the Azzameen family which owned the Twin Suns trading company, which handled everything from the legitimate to the seedy (although they kept their hands clean of slavery). Most of his adventures were alongside his family, and by the time he drops from the canon he is the oldest member of the family. Emon's Firespray-31 was named the Andrasta and was decorated in a complex design of gray and hickory, and bronze wings. It also had a painting of a dancing green Twi'lek woman on it. Pilot Skill 6 for 36 points, can't take an Elite upgrade unlike the Mando. Emon has the option to use either the 3 distance straight, 3 distance hard turns, or standard 1 distance straight templates when he drops Bombs. Unsurprisingly, this pairs very well with the free Andrasta Title. Couple with the FAQ from Fantasy Flight that Proximity Mines will immediately detonate if dropped on another ship's base, and you have a recipe for superbomber nonsense.
- Kath Scarlet: Making a reappearance in Scum at the same Pilot Skill and point cost, Kath is probably the most effective of the Firespray pilots for Scum. Pilot Skill 7, 38 points. She gets an extra Attack Die when attacking a ship inside her rear-facing firing arc. Gets an Elite upgrade, unlike Emon. Give her Expose to reduce her Agility by 1, and boost her Attack Dice by one more giving her a whopping FIVE Attack Dice when shooting from behind. (Insert FATAL joke here.) Use Kath as a blocker who can obliterate anything dumb enough to rear-end (hehe) her.
- Boba Fett: Same statline as the Imperials, but with the possibly more useful ability that he gets to reroll 1 Attack or Defense Die for every enemy ship at Range 1. Damn deadly against swarms, although if you are facing a "fat" list then he's going to be considerably less useful. You still want to be the slow guy in the fast lane with him.
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A Mandalorian Firespray-31.
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The Andrasta.
StarViper
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The StarViper, technically the "StarViper-class Attack Platform", 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 "Virago", although later several much cheaper variants were made for those in the Black Sun as rewards for service. If you're wondering why the Star Wars version of the mafia would want a unique ship that nobody else can use, the answer is "because their boss is an egomaniac with money to burn". 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.
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'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. The ace up this little ship's sleeve is that instead of a K-turn, the StarViper has access to the Segnor's Loop (called the "S-turn" by the community) maneuver and was in fact the first ship to have it. The S-turn is essentially "K-turn using the 3-bank template." You must choose the direction of the S-Loop when you pick your maneuver, but it does allow for some more unpredictable movement. Combo with Advanced Sensors (see below) to Boost or Barrel Roll first, and you can wind up in some good flanking positions. By default, the StarViper only has an upgrade slot for a Torpedo but it has access to the Unique Virago title for 1 point. This adds a System and Illicit upgrade slot, and can't be equipped if the ship's pilot skill is 3 or less. Conveniently, this excludes the title to the named pilots only.
Pilots
- Black Sun Enforcer: A Black Sun grunt, in a StarViper painted in white with black Black Sun designs and green highlights. The mandatory generic pilot, coming in at Pilot Skill 1 for 25 points. For the amount you'll spend on upgrades, the generics don't pull much weight unless you're playing the kind of game where getting those sweet sweet S-turns is what you think will win the day. Your mileage may vary.
- Black Sun Vigo: A Black Sun boss, roughly on par with an Imperial Moff in terms of rank. Their StarVipers are white with magenta Black Sun designs. An upgrade to Pilot Skill 3 for 27 points, can take the Virago Title.
- Guri: 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'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. Guri gains an Elite Talent slot and an upgrade to Pilot Skill 5 for 30 points. She gets a free Focus Token if there's at least 1 enemy ship at Range 1 at the start of the Combat phase, which can let you trigger a lot of fun combos or weapons without having to worry about saving the focus for defense.
- Prince Xizor: 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 universe. His house was in the same neighborhood as the Emperor's, and was as feared as Darth Vader for his great power and terrible wrath. After ascending from Vigo to Prince during the Clone Wars he managed to save the Black Suns, an organization damn near as old as the Old Republic, by growing its influence alongside the Empire and being everybody's special friend so that no matter who he needed to backstab he would be able to spin the results in his favor. An Imperial biohazardous accident destroyed his family and the capital of his planet with Vader ordering the city be destroyed, causing Xizor to hate him and plan revenge. The only person Jabba the Hutt liked enough to speak to in Basic. During Shadows of the Empire he planned to kill Luke as a "fuck you" to Vader while giving Emperor Palpatine the idea of manipulating almost the entirety of the Rebels into attacking the Second Deathstar (where either the Empire would be indebted to him, or the New Republic depending on who won). Vader intercepted the message Xizor gave to his squadron of fighters to "kill Skywalker", resulting in Vader warning him to call off pursuit or be destroyed. When he didn't respond, the Executor blew away the assembled Black Sun leadership. His StarViper the Virago is unpainted, although because it is more chrome than white it is usually depicted with a reflection making it appear blue, red, or brown. Xizor is the most expensive of the StarVipers, with Pilot Skill 7 for 31 points and gets an Elite upgrade. His ability basically turns all of your ships into his bodyguards, giving you the option of putting all uncancelled Hit or Crit Damage Cards onto friendly ships at Range 1 as he takes them. Especially handy if your Shields go down and you eat a Crit, but that 12-point Z-95 nearby still has Shields although Y-Wings make the perfect escort to take the hits since they are cheap and somewhat durable.
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The symbol of the Black Sun.
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The StarViper of a Black Sun Enforcer.
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The StarViper of a Black Sun Vigo.
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Guri.
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Guri's StarViper.
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Prince Xizor.
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The Virago.
Aggressor/IG-2000
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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, immediately killed its creators then activated four other IG models. Three were uploaded with IG-88A'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' 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 THE FUCKING DEATH STAR II 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'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.
The first Scum Large Ship, the Aggressor is better known by its name, IG-2000. Don't let the fact that it's a Large ship fool you, the Aggressor has a loaded maneuver dial including a 3-speed Segnor's Loop and a 4-speed K-Turn. On top of that, it's got 3 attack, 3 defense, 4 Shields, 4 Hull, with Boost and Evade on its action bar alongside Target Lock and Focus. All of the IGs have Pilot Skill 6 and can take Elite, System, Bomb, Illicit (don't ask how IG-88 does Glitterstim, he just does), 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 free 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.
Pilots
- IG-88A: IG-88A, being the droid equivalent of a /b/tard, probably has the least-useful ability of the four, giving you a Shield back after you make an attack that kills a ship. Great against swarms, not so hot against three or four ships. Netlist him against those TIE/Headhunters, but otherwise leave him to keep on peeving the Sheev.
- IG-88B: 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.
- IG-88C: C gives you a free Evade Token every time you perform a Boost action, and you'll probably be boosting a lot with this ship. Great for making you that much more survivable.
- IG-88D: This slippery bastard lets you choose to use either the 3-bank or 3-turn template when you execute a S-Loop. Has amusing iterations with Boost from Advanced Sensors.
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Ever wondered why IG-88 always has an O-face? Here's why.
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IG-88 cooperating with other bounty hunters.
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IG-88A leads the IG-88's and IG-72 to slaughter their creators.
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IG-88A's finest moment.
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IG-88A's death.
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IG-88B.
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IG-88B's corpse.
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The death of IG-88C.
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The destruction of IG-88D's IG-2000.
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IG-88D makes a bad mistake.
YV-666/Houndstooth
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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's own, the Hound'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.
Scum may not have actually stolen the Lambda Shuttle from the Empire, but the YV-666 is the Scum equivalent although it rings in 8 points higher for one more point of Hull and Shields (to 6 each) plus one more Crew slot, an Illicit, and a Missile. It does however lack the System slot. Like the Shuttle, its main draw is its relative cheapness compared to the other heavy hitters available to the Scum along with the fact it takes more firepower to bring it down than its price suggests. Its ability to bring up to 3 Crew is also a boon for customization potential, which you should really be considering if you plan on taking one. Also like the Shuttle, there's quite a bit of potential for Target Lock shenanigans. If you take anyone but the generic pilot, consider getting the Hound's Tooth title. When it'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'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's Tooth so you can wring out just a little more use from them. Like the Shuttle it has a red 0 movement maneuver, and has an interesting Firing Arc setup where everything within 180 degrees of its front can be a target for the Missile, although it only has a standard Primary Weapon Firing Arc.
Pilots
- Trandoshan Slaver: Trandoshans are a reptilian species known for regenerating entire limbs and being complete assholes. They absolutely HATE Wookies. The Slaver'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 29 point Pilot Skill 2 choice.
- Latts Razzi: A Theelin woman who was introduced in the Clone Wars 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's last seen in canon as one of Jabba the Hutt's favorite bounty hunters. Pilot Skill 5, 33 points. When a friendly ship declares an attack, you can spend a Target Lock to lower the defender's Agility by 1 for that attack. Combine her with K4 Security Droid, who lets her get a Target Lock as a Free Action when she makes a green maneuver, and Weapons Engineer to have two Target Locks. She'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's Tooth Title, since nothing prevents her from continuing her escapades from inside the Headhunter.
- Moralo Eval: Another new character from the Clone Wars 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's YV-666 is painted brick red. For 34 points, he has a Pilot Skill of 6 and lets your cannons work in the 180 degree Firing Arc. Considered by many to be the best pilot, partially because of the fact you can really be a pirate by firing cannons out the sides of your ship. Give him Engine Upgrade to use Boost and make it damn near impossible for things to get out of your Firing Arc. Don't bother with Hound's Tooth, his ability doesn't affect the Headhunter.
- Bossk: 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. Pilot Skill 7, 35 points. Bossk is the only YV-666 pilot who can take Elite upgrades. When you perform an attack that hits, 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's Tooth title he can keep on eating through Shields even if the ship gets blown up. Note that the procedure for this ability is 1) you roll Attack Dice 2) your opponent rolls Defense Dice 3) you can turn an UNCANCELLED Crit into two Hits. On one hand this doesn't pair with things like Autoblaster, but it does however have the fucking awesome effect of ignoring Chewbacca's (fittingly) and Leebo's abilities as well as Determination. The FAQ indicates you can swap the Crit before Draw Their Fire or Xizor's ability count, letting you fuck up the shit of VIP's very quickly.
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Trandoshans.
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A Trandoshan regrowing his arms.
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The generic Trandoshan Slaver YV-666.
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Razzi's YV-666.
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Latts Razzi.
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Eval's YV-666.
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Moralo Eval.
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The man himself, Bossk.
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The inside of the Houndstooth, specifically Bossk's butcher shop.
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The Houndstooth.
Kihraxz Fighter
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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's fall. Kihraxz were purchased for aces who proved themselves in the Syndicate, to their specifications.
In a lot of ways, it's the Scum counterpart to the X-wing, albeit with a Missile and Ilicit upgrade instead of a Torpedo and Astromech slot, as well as differently distributed Shield and Hull point values (four 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, 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. Don't bother with staying in formation with them, they'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.
Pilots
- Cartel Marauder: They maraud, for a cartel. Red front over metal paint job. Pilot Skill 2. Bare-bones as they are, 20 points still means you can whip up a squad of five of them, which is more than enough to get the job done.
- Black Sun Ace: The guys this ship was designed for. Same paintjob as the Marauder, but with Black Sun symbols on the wings. Only 3 points more than the Marauder, and gains Pilot Skill 5 and an Elite Pilot talent. Cheap for what it brings to the table.
- Graz the Hunter: A character created for X-Wing with no backstory. Same paintjob as the others, fittingly. Pilot Skill 6, 25 points. While defending, you can roll an extra Defense Die if the attacker is inside your Firing Arc. At range 3, that brings you up to 4 Defense Dice, meaning he survives that much longer. Pitch a Cloaking Device on him so you can do it from behind.
- Talonbane Cobra: 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 PS5. Yet is somehow Talonbane is PS9 like Wedge and Vader, at 28 points as a Unique. He can double all range bonuses when attacking or defending. Essentially, he's a better version of Graz that works as well on offense as he does on defense. Give him Glitterstim, and his attacks will be utterly devastating at close range.
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The different versions seen in-universe. The minis and characters all drive version 3 with the single back engine.
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The Marauder Kihraxz.
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The Black Sun Kihraxz.
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Graz The Hunter's Kihraxz.
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Talonbane Cobra's Kihraxz.
JumpMaster 5000 (JMP-5K)/Punishing One
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Hey, look, it's the 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 Punishing One was the ship of the famous bounty hunter Dengar, and was a highly modified JMP-5K. Although still possessing the slow and somewhat unreliable hyperdrive of the standard craft, his advanced engines plus Ion Cannons and various other armaments made it a capable dogfighter. Unlike most bounty hunters he didn'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's cybernetic parts.
The JMP-5K is a Large ship with a turret, two Torpedo slots, a Crew slot, the default Illicit upgrade, and a Salvaged Astromech! Even beyond that you have a Maneuver Dial with two white S-Loops. With Focus, Target Lock, and Barrel Roll plus 2 for attack and defense, five Hull, and four Shields the JMP-5K is the YT for the Scum faction. For a whopping 12 points, you can add the Punishing One Title to add an extra Attack Dice to your Primary Weapon although that's a lot of eggs to put in one basket when you consider the other upgrades you can have. Take the Unhinged Astromech with the K4 Security Droid for free Target Locks most of the game, and going even beyond that put Push The Limit and Engine Upgrade to go full Rendar.
Pilots
- Contracted Scout: The generic PS 3 option. Clocks in at 25 points. Surprisingly cheap, and deadly when used in a three JumpMaster build.
- Manaroo: An Aruzan, a race of blue-skinned black-haired human variants with the ability to share their emotions telepathically with other beings, and friend of Dengar. Her ability allows you to assign all focus, evade and target lock tokens you have to another friendly ship. Can be quite cheesy in the right list. Pilot Skill 4, 27 points.
- Tel Trevura: 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's career, back before anything short of 200% of a bounty was something he could accept without going on an omnicidal rampage. His ability is pleasently fluffy, as the first time he is destroyed you instead discard all damage cards, and deal yourself 4 face down ones. Pilot Skill 7, 30 points.
- Dengar: 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 Pilot Skill 9 (with some people rationalizing it that he was a swoop racer in the old canon) for 33 points, gets an Elite upgrade. Once per round after you get attacked, you can make an immediate attack back on your foe in your Firing Arc. DAMN good, but situational. Best if taken with upgrades that'll let you duck and weave to always have some punk in your face.
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The Punishing One.
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The young Dengar.
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Dengar, after the accident.
G-1A/Mist Hunter
Protectorate Starfighter
Shadow Caster
Upgrades
Each ship you buy not only is a ship by itself, but also has upgrade cards, pilots, and sometimes crew that can be used to upgrade some or all of the ships in the game. There are even times when players will buy a ship simply for a single card in it to be used on a whole different faction (although cards often are recycled for all factions, and cards coming in expensive sets sometimes come out for cheaper ones later).
While the meta doesn't require specific things to be purchased in most cases, there are some cards notably much more valuable than others to specific combos and ships. They come in specific categories and ships only have specific slots available. Furthermore, unique options cannot be used more than once. Upgrades sometimes have requirements; for example, a Secondary Weapon that requires 3 Energy obviously can't be put on a ship with 0-2 Energy. Any ship can have a Modification upgrade, but can only have one. Illicit upgrades are only available to a few ships, all Scum & Villainy only.
Wave 1
The beginning of the game. Early meta was built exclusively on swarms.
Starter Set
- Marksmanship: Elite upgrade, costs 3 points. Change one Focus result on Attack Dice to a Crit, all others to Hits.
- Proton Torpedoes: A Torpedo upgrade costing 4 points. Secondary Attack requiring a Target Lock (and spending it) and working at ranges 2 or 3. Changes one Focus to a Crit. Only used once, without Extra Munitions its rarely useful.
- Determination: Elite upgrade, 1 point. Immediately discard any Crit Damage Card with the "pilot" keyword. Fairly nice, not necessary though.
- R2-F2: Unique Astromech upgrade, costs 3 points. Can give yourself 1 Agility for one turn as an action. A nice card for boosting a character pilots survivability.
- R2-D2: Unique Astromech upgrade, costs 4 points. Recover 1 Shield every time you make a green maneuver. Crazy-good, use everyone's favorite droid anywhere you want (that has Shields).
- Academy Pilot: x2
- Obsidian Squadron Pilot: x2
- Black Squadron Pilot: x2
- "Night Beast":
- "Dark Curse":
- "Mauler Mithel":
- Rookie Pilot:
- Red Squadron Pilot:
- Biggs Darklighter:
- Luke Skywalker:
X-Wing Expansion
- Expert Handling: Elite upgrade, 2 points. Gives you the free ability Barrel Roll, although if your ship doesn't have Barrel Roll already then you get 1 Stress Token for doing it. Anytime you Barrel Roll you remove 1 Target Lock Token from the ship.
- R-5 Astromech: Astromech Droid upgrade, 1 point. In End phase you can choose a Damage Card with "ship" and turn it face-down. A good choice if you have a few points to spare.
- R5-K6: Unique Astromech Droid, 2 points. After you spend a Target Lock you can roll a Defense Dice, on an Evade result you get to keep that Lock instead (although you can't spend it this turn).
- Proton Torpedoes:
- Marksmanship:
- Wedge Antilles:
- Garven Dreis:
- Red Squadron Pilot:
- Rookie Pilot:
TIE Fighter Expansion
- Swarm Tactics: Elite upgrade, 2 points. At the start of combat, pick a friendly ship in range 1. It has equal pilot skill for that combat phase. Put it on Howlrunner and anyone else moving in formation with her group that can equip an Elite upgrade as well so you can then spread her Pilot Skill 8 to three or more pilots.
- Determination:
- Academy Pilot
- Obsidian Squadron Pilot
- Black Squadron Pilot
- "Winged Gundark"
- "Backstabber"
- "Howlrunner"
Y-Wing Expansion
- Proton Torpedoes: x2
- R2 Astromech:Astromech upgrade, 1 point. Makes all 1 and 2 speed maneuvers green, very nice for the cumbersome ships.
- R5-D8: Unique Salvaged Astromech upgrade, costs 3 points. Lets you roll a Defense Die as an action to remove a non-Crit Damage Card on an Evade or Focus. VERY nice for those big Hull ships like the Y-Wing itself.
- Ion Cannon Turret: Turret upgrade, and a whopping 5 points. Three Attack Dice, range 1-2. Can hit in 360 degrees of you as any other turret. Only deals 1 damage no matter how many Hits so long as it gets one, and adds an Ion Token.
- Horton Salm:
- "Dutch" Vander:
- Gold Squadron Pilot:
- Gray Squadron Pilot:
TIE Advanced Expansion
- Squad Leader: Elite upgrade, costs 2 points. Choose a ship at range 1-2 to give it a free action. Nice when running formations of better ships around a badass VIP, not so useful on redshirt TIE/ln and T-65 X-Wings though.
- Concussion Missile: Missile upgrade, costs 4 points. Four Attack Dice, range 2-3. Requires and spends a Target Lock, One-use, changes one blank Attack Die to a Hit. More expensive than it's worth in most cases.
- Cluster Missiles: Missile upgrade, costs 4 points. Three Attack Dice, range 1-2. Requires and spends a Target Lock, One-use. Attacks twice, basically giving you 6 Attack Dice against twice their Evade. One of the better missiles, effect is great against things with shitty agility.
- Expert Handling:
- Swarm Tactics:
- Darth Vader:
- Maarek Stele:
- Storm Squadron Pilot:
- Tempest Squadron Pilot:
Wave 2
The introduction of large ships and fast ships. First turret added.
Millennium Falcon Expansion
- Assault Missiles: Missile upgrade, 5 points. Four Attack Dice, range 2-3. Requires and spends a Target Lock. One-use, if this attack gets even one Hit then every ship at range 1 of the target gets 1 damage. Its the basic swarm-away.
- Elusiveness: Elite upgrade, costs 2 points. At the cost of 1 Stress Token, only if you had none previously, you can force an opponent attacking you to roll 1 Attack Die of your choice. This happens AFTER they can choose to modify their Attack Dice.
- Veteran Instincts: Elite upgrade, costs 1 point. Increases Pilot Skill by 2. Lots of fun combos with other effects, otherwise move later and attack earlier.
- Luke Skywalker: Unique Rebel-only Crew (can't be used twice, so Luke can't pilot and be in another ship as crew), costs a huge fucking 7 points. If you perform an attack that doesn't hit, you can the make a second Primary Attack where a Focus result is changed to a Hit (this can only happen once a turn). Expensive, interesting but usually not seen in comp lists unless they are reliant on the ship he's crewing.
- Nien Nunb: Unique Crew upgrade, costs 1 point. Rebel-only, all straight maneuvers are green maneuvers.
- Chewbacca: Unique Crew upgrade, costs 4 points. Rebel-only, One-use, discard Chewie to negate one Damage Card and gain a Shield at the same time immediately (which can save you from a high-damage attack).
- Engine Upgrade: Modification upgrade, 4 points. Gives you a Boost. An extremely fucking valuable card, for almost anything. x2
- Shield Upgrade: Modification upgrade, 4 points. Gives you one more point of Shields, also great for almost anything. x2
- Draw Their Fire: Elite upgrade, 1 point. You can take a Crit roll for a friendly at range 1. Given the potential YT-1300 durability, you can keep someone important like Wedge alive a bit longer. But given the poor maneuverability of the YT-1300, chances to use this are diminished. Unfortunately, nothing is expendable enough that can take an Elite usually as well as keep up with the pack so uses of this card are rare.
- Concussion Missiles:
- Han Solo:
- Lando Calrissian:
- Chewbacca:
- Outer Rim Smuggler:
Slave-1 Expansion
- Proximity Mine: One-use Bomb upgrade, 3 points. Deployed as an action, and affects any ship whose base touches it (even yours, after the turn it is deployed) or who goes through it either through movement or action. Everything suffers 3 Attack Dice worth of any Hits and Crits within 1 range, no Defense Dice allowed.
- Ion Cannon: Cannon upgrade, 3 points. Three Attack Dice, range 1-3. Can only deal 1 damage if it hits, no Crits. Deals 1 Ion Token.
- Stealth Device: Modification, 3 points. Increases your Agility by 1 point, until the first time you're Hit at which point you discard the card. Helps keep anything alive, get it and put it on your VIP. x2
- Seismic Charges: Bomb upgrade, 2 points. One-use to drop a bomb when you reveal your movement dial at your previous location. Detonates at the end of Activation. Deals 1 automatic Hit to all ships in range 1.
- Gunner: Crew upgrade, 5 points. After performing an attack that doesn't hit, you can make a second Primary Attack. Basically Luke Skywalker Crew, but without the extra hits and cheaper.
- Mercenary Copilot: Crew upgrade, 2 points. When attacking at range 3 you can turn a Hit to a Crit. Highly situational.
- Expose: Elite upgrade, 4 points.
Lewd.Until the end of the round you sacrifice 1 Agility for 1 more Attack. Dangerous tradeoff, but great for a turn where you're safe.
- Heavy Laser Cannon: Cannon upgrade, a whopping 7 points. Four Attack Dice, range 2-3. All Crits become Hits. Highly questionable use, but the fact you get four Attack Dice that can be used with a Target Lock (since it doesn't require one) then there's potential. Still not worth the price in most circumstances.
- Homing Missiles: Missile upgrade, 5 points. Four Attack Dice, range 2-3. One use, must have a Target Lock but doesn't spend it. Defender doesn't get to use their Evade Tokens against it.
- Veteran Instincts:
- Assault Missiles:
- Boba Fett:
- Kath Scarlet:
- Krassis Trelix:
- Bounty Hunter:
A-Wing Expansion
- Deadeye: Elite upgrade, 1 point. Can use Focus Tokens as Target Lock Tokens instead. Good for getting rerolls on missiles or similar weapons, and along with Extra Munitions is the only way to make most of them viable in competitive play.
- Push The Limit: Elite upgrade, 3 points. After your first action you can perform a second (only ones on your action bar, none granted by special abilities) for a Stress Token. This is one of those must-have cards for a lot of the combos in the game.
- Cluster Missiles:
- Concussion Missiles:
- Homing Missiles:
- Tycho Celchu:
- Arvel Crynyd:
- Green Squadron Pilot:
- Prototype Pilot:
TIE Interceptor Expansion
- Daredevil: Elite upgrade, costs 3 points. Can make a hard white turn at 1 distance for a Stress Token. If the ship can't Boost, it also has to roll two Attack Dice and take any Hits or Crits. Obviously, don't put this on something without Boost.
- Elusiveness:
- Soontir Fel:
- Turr Phennir:
- "Fel's Wrath":
- Saber Squadron Pilot:
- Avenger Squadron Pilot:
- Alpha Squadron Pilot:
Wave 3
Support and bombs are introduced.
HWK-290 Expansion
- Intelligence Agent: Crew upgrade, costs 1 point. You can look at the maneuver dial of any ship in range 1-2 before any dials are revealed. Very rarely useful, unless you are trying to stay in close range for something like Autoblaster.
- Recon Specialist: Crew upgrade, 3 points. When you use the Focus action, you get two Focus Tokens instead of one. A very nice card by itself, and combos extremely well with other abilities.
- Saboteur: Crew upgrade, 2 points. Can roll an Attack Die for a ship at range 1, on a Hit or Crit you can turn a Damage Card face-up. Absolutely devastating for large ships with a lot of Hull, and not much Shields.
- Blaster Turret: Turret upgrade, 4 points. Three Attack Dice, range 1-2. Requires and spends 1 Focus Token to use, shoots in 360 degrees like any other turret.
- Ion Cannon Turret:
- Jan Ors:
- Kyle Katarn:
- Roark Garnet:
- Rebel Operative:
Lambda-class Shuttle Expansion
- Advanced Sensors: System upgrade, costs three points. Allows you to perform your action before revealing your movement dial rather than after. Very useful, especially when getting an action off before a K-turn allowing you to then go for a green action the next turn and still get both actions.
- Sensor Jammer: System upgrade, costs 4 points. On defense you can change your opponent's Attack Die Hit to Focus, and they can't reroll it. Not bad, can get some mileage.
- Darth Vader: Unique Crew upgrade, costs 3 points. Can't be used if Darth Vader is also a pilot somewhere. Imperial-only, after attacking an enemy ship you can take two damage to give it an automatic Crit. Its...not really that great. Stick with pilot Vader, or put him in a Decimator if you really have to.
- Rebel Captive: Crew upgrade, 3 points, Imperial-only. Once per round a ship attacking you gets a Stress Token. A pretty good way to force your opponent to deal with you later unless they want to get your shooty options on their ass good.
- Navigator: Crew upgrade, 3 points. When you reveal your dial, you can change it to any other move at the same speed. FAQ adds that if Boba Fett is crew, you can change the speed too allowing you to basically decide where you want to move the moment its your turn to move. It can't change mandatory Ion moves though.
- Weapons Engineer: Crew upgrade, 3 points. You can have two different Target Locks, even on two different ships if you want.
- Flight Instructor: Crew upgrade, 4 points. On defense you can reroll a Focus result. If the enemy pilot has a Pilot Skill 2 or lower, you can reroll a blank instead. Useful against swarm tactics.
- Anti Pursuit Laser: Modification, Large Ship-only. Costs 2 points. If an enemy ship (not the movement template) collides with your ship or ends in base contact, you roll an Attack Die. On a Hit or Crit it takes one automatic damage. Can be good against a clumsy player, can be used to make kamikaze ships since you deal the damage no matter who hits who. x2
- Heavy Laser Cannon:
- Intelligence Agent:
- Captain Kagi:
- Colonel Jendon:
- Captain Yorr:
- Omicron Group Pilot:
B-Wing Expansion
- Autoblaster: Cannon upgrade, 5 points. Three Attack Dice, range 1. Your Hits cannot be canceled by their Defense Dice including those added through special abilities and upgrades according to the FAQ, although your Crits can. Combine with Accuracy Corrector for guaranteed 2 damage every turn you can get in range 1.
- Advanced Proton Torpedoes: Torpedo upgrade, a big 6 points. Five Attack Dice, range 1. One-use, requires and spends a Target Lock. Up to three blanks Attack Die become Focus icons. To get the most of this very expensive upgrade you must first be extremely close, you must have a Target Lock on your opponent, and to top it all off should have a Focus ready. Pretty situational, but if you can make it work it's devastating.
- Fire Control System: System upgrade, 2 points. After attacking, you can acquire a Target Lock on the target. FAQ added you can spend a Target Lock then immediately reacquire one, you can keep acquiring them if you can attack more than once so you basically don't run out of them, and with Weapons Engineer the first target must be the first target although if there's already one on them you can feel free to target something else. Absolutely amazing upgrade.
- Proton Torpedoes:
- Ion Cannon:
- Ten Numb:
- Ibtisam:
- Dagger Squadron Pilot:
- Blue Squadron Pilot:
TIE Bomber Expansion
- Proton Bombs: Bomb upgrade, 5 points. Drop a Proton Bomb before you move, it blows up at the end of the activation phase and deals an automatic Crit that ignores Shields and Evade to everything in range 1 of it. The first true bomb of the game, and while powerful it is also costly and expensive in points. You can blow up most non-Large ships in the game in one hit, but you need to be aware of just how to use it.
- Adrenaline Rush: Elite upgrade, 1 point. Discard to treat a red maneuver as a white maneuver, even if you're already stressed. Doesn't work with the Damaged Engine forced turns however. Not bad, but there's better Elite upgrades out there.
- Advanced Proton Torpedoes:
- Assault Missiles:
- Seismic Charges:
- Major Rhymer:
- Captain Jonus:
- Gamma Squadron Pilot:
- Scimitar Squadron Pilot:
Epic/Cinematic Wave
Half the addition of Huge ships and Epic games, half a reskin wave containing differently painted ships with more upgrade cards.
Rebel Aces
- Enhanced Scopes: System upgrade, 1 point. Makes your Pilot Skill 0 during the Activation phase, allowing you to go first for moving and actions. Great for bombers. x2
- Proton Rockets: Missile upgrade, 3 points. One-use, two Attack Dice. Range 1, requires Focus. Gives your Agility added to the Attack Dice, max 3. Made to be put on fast ships like the A-Wing. x2
- Chardaan Refit: Missile upgrade, at -2 points. That's right, this card actually REDUCES your ship point cost. Ships like the A-Wing that can take Missiles but you don't have any plans to need to have this. x3
- B-Wing/E2: B-Wing only Modification costing 1 point. Gives your B-Wing a Crew slot. x2
- Jan Ors: Crew upgrade, Rebel-only, costs 2 points. Once per round she can turn a Focus Token a friendly ship in range 1-3 would get into a bonus Evade. That includes her own ship, and with Recon Specialist the ship gets a Focus AND a bonus Evade. Jan is made for synergy.
- Kyle Katarn: Crew upgrade, Rebel-only, costs 3 points. When removing a Stress Token from the ship he's on, you get a Focus Token. Works quite well by himself, goes great with a good many combos too.
- Jake Farrell:
- Gemmer Sojan:
- Green Squadron Pilot:
- Prototype Pilot:
- Keyan Farlander:
- Nera Dantels:
- Dagger Squadron Pilot:
- Blue Squadron Pilot:
Imperial Aces
- Opportunist: Elite upgrade, 4 points. If the target of your attack has no Focus or Evade, you can take a Stress Token if you don't already have one to get one more Attack Die. Limited use, very few ships have no Evade. But the ones that do are worth taking this for if you know you're up against them (especially in Epic games with the CR90, or Raider). It works on Secondary too. x2
- Hull Upgrade: Modification, 3 points. Gives 1 more Hull. Great upgrade for a lot of ships, anything you want to live longer. Not as good as Shield Upgrade however, since you can still take Crits with Hull. Still is a bonus for Porkins though since Shields won't save him from self-harm. Use with the Royal Guard TIE to get both Shield and Hull however. x2
- Targeting Computer: Modification, 2 points. Gives the Target Lock action. Great on anything that doesn't have Target Lock, particularly TIE Fighters and TIE Interceptors. x2
- Shield Upgrade: x2
- Push The Limit: x2
- Carnor Jax:
- Tetran Cowall:
- Kir Kanos:
- Lieutenant Lorrir:
- Royal Guard Pilot: x2
- Saber Squadron Pilot: x2
Rebel Transport Expansion
- Flechette Torpedoes: Two point Torpedoes upgrade. One-use, three Attack Dice at range 2-3. Must have a Target Lock on target. Gives a Stress Token if its Hull is 4 or lower. x3
- R3-A2: Unique Astromech, costs 2 points. When attacking an opponent in your firing arc, you can both receive 1 Stress Token. Combine with "Hobbie" Klivian after acquiring a Target Lock to give your opponents constant Stress and keep none yourself.
- R2-D6: Unique Astromech, costs 1 point. Can only be used if the ship has no Elite upgrade and is Pilot Skill 2 or higher. Gives an Elite upgrade slot.
- R4-D6: Unique Astromech, costs 1 point. If hit with 3 or more uncancelled Hits after rolling Defense Dice, can take one Stress Token each to negate them down to 2. Not really ever useful.
- R5-P9: Unique Astromech, costs 3 points. At the end of the Combat phase you can spend Focus to regain lost Shields at 1:1. Pretty nice, especially when you have a way to get Focus from another pilot.
- Carlist Rieekan: Crew upgrade, 3 points. Huge ship only, Rebel only. One-use, start of Activation Phase makes every friendly pilot a Pilot Skill 12. Can bite you in the ass if the other player has bombers loaded with, well, bombs but otherwise this gives you a great opportunity to dictate the flow of battle. Players considering this REALLY need to know how their ships work and what they can do with them though. Better with the Transport than the Corvette since you will be able to field more small ships with the cheaper huge ship.
- Jan Dodonna: Crew upgrade, 6 points. Huge ship only, Rebel only. If a friendly ship in range 1 is on the attack, you can change one of its Hits to Crits. Expensive card, but fantastic with anything with a turret that can just play lamprey and stay on the sides of the Transport/Corvette. Y-Wings are the most attractive option, but a K-Wing is fine too. Pretty good with munitions too, like missiles and torpedoes.
- Toryn Farr: Crew, 6 points. Huge ship only, Rebel only. As an action you can spend any amount of Energy to strip one ship per Energy and strip all Evade, Focus, and their Target Locks (not yours on them though). But only at range 1-2. An iffy upgrade despite how awesome the character is, can be useful but its really conditional. But you can really have fun giving the finger to bumper-car Decimator builds. If you do want to use it, the larger footprint and bigger Energy reserve of the Corvette gets better use.
- WED-15 Repair Droid: Crew upgrade, 2 points. Huge ship only (NOTE: this can be used on the Raider and Gozanti too, it doesn't belong only to the Rebels). As an action you can spend 1 Energy to discard a Damage Card or three Energy to get rid of a Crit Damage Card. NOTE: on a multi-section ship, you can use this on either section. NOTE: he can't uncripple a ship, just remove the Damage Card. Pretty good, especially if you don't plan on arming your ship with much guns that use Energy. Can be frustrating for an opponent to deal with too.
- Combat Retrofit: Modification, 10 points, only works with the Rebel Transport. Gives a bonus Shield and 2 Hull. Expensive as FUCK, pairs well with the Repair Droid though. Probably not worth the points if you can squeeze in another Headhunter instead though.
- Backup Shield Generator: Limited Cargo upgrade, 3 points. At the end of the round you can spend 1 Energy to recover 1 Shield. Great on any ship that can take it.
- Comms Booster: Cargo upgrade, 4 points. Spend 1 Energy to remove all Stress from a friendly ship at range 1-3 and give it a Focus Token. Fantastic upgrade for synergy with your star pilots, nice for any ship that can take it.
- EM Emitter: Limited 3 point Cargo upgrade. If you're obstructing a ship, it get 3 Defense Dice instead of just 1. Use this to divide the battlefield.
- Engine Booster: Limited Cargo, 3 points. Before the dial reveal for the ship it is attached to, you can spend 1 Energy to make a 1 white forward move unless it makes you hit something. You can then proceed to hit something with your actual move if you feel like it, which is the main use of this upgrade.
- Expanded Cargo Hold: Cargo upgrade, 1 point. Only works for the Rebel Transport. Once per round when you take a Damage Card you can draw from Fore or Aft Damage Decks.
- Frequency Jammer: Limited Cargo upgrade, 4 points. When you use the Jam action, you can give another enemy ship at range 1 a Stress Token as well.
- Shield Projector: Cargo upgrade, 4 points. If an enemy ship is attacking another ship and can attack the ship with this, you can force them to at the cost of 3 Energy. Interesting viability, couple with anything that lets you restore Shields or Hull for maximum effect.
- Slicer Tools: Cargo, 7 points. As an action you can choose any number of enemy ships at range 1-3 and spend an Energy to deal 1 damage to each without a save. Fantastic upgrade, but eliminates the possibility of other things that use Energy for the most part.
- Tibanna Gas Supplies: Cargo 4 points. Limited. One-use, gives you 3 immediate Energy. Not terrible, especially if you combo it with something like Slicer Tools.
- GR-75 Medium Transport:
- "Hobbie" Klivian:
- Jek Porkins:
- Red Squadron Pilot:
- Rookie Pilot:
- Tarn Mison:
- Wes Janson:
Tantive IV Expansion
- Leia Organa: A Unique Rebel Only Crew upgrade that costs 4 points. Used once at the start of Activation, she turns all red moves into white moves for all friendlies that turn.
- R2-D2: Unique Rebel Only Crew for 4 points. At the end of the End Phase, if his ship doesn't have Shields it recovers one point of them, then rolls an Attack Dice; on a Hit (not a Crit) one of the ships Damage Cards gets turned face-up. Risky later in the match, but good for keeping a ship in the game longer and making a swarm greatly reduced in usefulness. FAQ only allows him to work on the section he's in.
- C-3PO: Unique Rebel Only Crew for 3 points. Allows you to
tell someone the oddsmake an attempt before rolling Defense Dice at how many Evades you get, and if you guess right then you get an extra one. Very useful on ships which don't have many Defense Dice, since you can just guess you'll be getting one each time making it a double or nothing roll on a 1:1 gamble. FAQ allows it to combo both with Lando and Flight Instructor.
- Han Solo: Unique Rebel Only Crew for 2 points. If you have a Target Lock on the defender in an attack you can spend it to automatically make all Focus dice into Hit dice. Extremely useful.
- Raymus Antilles: Ol'necksnap gets another chance! Unique Rebel Only, Huge Ship Only Crew for 6 points. During Activation you can choose and enemy in 1-3 range of his ship and see its maneuver, giving it a Stress Token if it is a white move. Extremely fucking valuable.
- Targeting Coordinator: Limited Crew for 4 points. Energy requirement of 1 to give a range 1-2 friendly a Target Lock on any ship of your choice. Great for knocking out a nasty bomber that can actually do some major damage to its ship.
- Engineering Team: Limited Team with a cost of 4, allows you to gain 1 extra Energy during Gain Energy if moving in a straight maneuver.
- Gunnery Team: Limited Team with a cost of 4, lets you spend 1 Energy to make a single Secondary Weapon's blank Attack Dice be a Hit (once per turn).
- Sensor Team: Team upgrade, cost of 4. Lets you make Target Locks at range 1-5 instead of 1-3.
- Single Turbolasters: The BIG guns! Secondary Attack using Energy in the Hardpoint slot. Minimum Energy requirement of 2 on the ship. Costs a whopping 8 points to spend 2 Energy and deal an attack using 4 Attack Dice that turns 1 Focus into a Hit and has a 3-5 range, although it gives its target double Defense Dice (so use it to hit things that have few or none, don't go blasting TIE Fighters with it). x3
- Quad Laser Cannons: Secondary Attack using Energy in the Hardpoint slot. Costs 6 points, 1-2 range for three Attack Dice. Minimum Energy 2 on the ship. By using 1 Energy to attack, but you get that Energy back if it doesn't actually make a hit. Not only that, but you can keep using this attack until it actually hits something. Crazy good. x3
- Ionization Reactor: Limited Cargo, required a minimum of 5 Energy on the ship. One-use which actually provides its own energy to give every ship in range 1 an automatic damage and 1 Ion Token. Useful if there's enemies in that 1 range, but that's not usually likely.
- Comms Booster: Cargo costing 4 points. Requires the ship to have Energy, spend 1 point of Energy to remove all Stress Tokens from a range 1-3 friendly ship and give it a Focus Token. Damn near mandatory in bigger games. x2
- Engine Booster:
- Backup Shield Generator:
- Tibanna Gas Supplies:
- Tantive IV:
- Dodonna's Pride:
- Jaina's Light:
- CR90 Corvette (Fore):
- CR90 Corvette (Aft):
Wave 4
Power creep hits hard. Headhunter replaces the X-Wing in most comp lists.
Z-95 Headhunter Expansion
- Wingman: Elite upgrade, 2 points. Remove a Stress Token from a friendly ship at range 1 at the start of the Combat Phase. Note: you aren't taking the Stress yourself, you're discarding it. Fan-fucking-TASTIC for any kind of swarm or bodyguard build.
- Decoy: Elite, 2 points. At the start of the Combat Phase, swap Pilot Skill with another ship at range 1-2. Useful as fuck for a swarm, especially TIE. If you have two of these, you can put one on Howlrunner, one on another named skilled TIE in her group, and pass the dakka down the chain (how that works for identical TIE isn't clear, but fuck you it does). It'll let a much weaker ship, likely to go BOOM that turn, get off its shots and munitions first. You can also use it to spend an opponent's tokens with a weaker ship before you unleash hell with a stronger one.
- Ion Pulse Missiles: Missile upgrade, 3 points. Uses a Target Lock but doesn't spend it, 3 Attack Dice at range 2-3. If it manages to hit, it deals 1 damage without a save plus two Ion Tokens (enough to affect bigger ships).
- Munitions Failsafe: Modification, 1 point. For any Secondary Weapon (so not bombs) you discard you ONLY do so if it actually hits. If you don't have Extra Munitions, this will make your 'splosions worth taking too.
- Assault Missiles:
- Airen Cracken:
- Lieutenant Blount:
- Tala Squadron Pilot:
- Bandit Squadron Pilot:
TIE Defender Expansion
- Outmaneuver: Elite upgrade, 3 points. Reduce opponent agility by 1 if you are attacking outside its firing arc. If the ship has a turret if only counts if the ship doesn't have a regular firing arc (so the Y-Wing still gets a reduction).
- Predator: Elite upgrade, 3 points. Lets you reroll 1 Attack Die against a ship you're attacking, unless you outrank the target by 2 Pilot Skill or more in which case you can reroll 2. Great card to have on any badass.
- Ion Pulse Missiles:
- Ion Cannon:
- Munitions Failsafe:
- Rexler Brath:
- Colonel Vessery:
- Onyx Squadron Pilot:
- Delta Squadron Pilot:
E-Wing Expansion
- R7 Astromech: Astromech upgrade, 2 points. Once per round when defending you can force your opponent to reroll any Attack Dice you choose. Very useful for weak or important ships.
- R7-T1: Unique, 3 point Astromech. Grants an action which allows you to choose an enemy ship you are in range 1-2 of (their firing arc, not yours) to get a Target Lock on it, then Boost yourself. VERY fucking useful, particularly for slow ships like bombers.
- Advanced Sensors:
- Flechette Torpedoes:
- Outmaneuver:
- Blackmoon Squadron Pilot:
- Corran Horn:
- Etahn A'baht:
- Knave Squadron Pilot:
TIE Phantom Expansion
- Tactician: Crew upgrade, 2 points. Attacking a ship in your firing arc at range 2 gives it a Stress Token. FAQ made it Limited. Works with Secondary Weapons and extra attacks. Hard to use, but at the same time giving Stress Tokens is always nice. With Major Rhymer in a TIE Bomber, you have a lot easier time using this and a lot more effectively.
- Advanced Cloaking Device: Modification, TIE Phantom only, 4 points. Take a free Cloak action after attacking.
- Stygium Particle Accelerator: Modification, TIE Phantom only, 2 points. When Cloaking or Decloaking, get a free Evade action.
- Recon Specialist:
- Fire Control System:
- "Whisper":
- "Echo":
- Shadow Squadron Pilot:
- Sigma Squadron Pilot:
Wave 5
Large ship roster expands.
YT-2400 Expansion
- Lando Calrissian: Unique Crew upgrade, 3 points. Rebel only (surprisingly). As an action you can roll two Defense Dice and keep any Evade and Focus tokens. Hot damn, Lando is a GREAT buddy to have (hey, he made up for it). Use with C-3PO to have someone tell you the odds while gambling for maximum payoff. Take Push The Limit too, make Lando the first action (since the freebie has to be in your action bar) for maximum badass fun.
- Dash Rendar: Unique Crew upgrade, 2 points, Rebel only. Your attacks can't be obstructed and you can attack while overlapping something. Great on the Huge ships, not as good on the Large.
- "Leebo": Unique Crew upgrade, 2 points, Rebel only. Use an action to perform a freebie Boost then get an Ion Token. Don't put him on anything but Large ships so that Ion won't actually do anything. Great for just about any except the YT-2400.
- Lone Wolf: Unique Elite upgrade, 2 points. On attack or defense, if there aren't any friendlies within range 1-2 you can reroll one of your blank dice results. NOTE: not an action, and has no limit so it works on every defense and every attack you make. Great for the Outrider Donut build since you can duck and weave through asteroids and move around outside the main formation.
- Stay on Target: Elite upgrade, 2 points. Upon maneuver reveal, you can change yours to anything else at the same speed as if it was a red maneuver. Great for high skill pilots so you can keep chasing those scrubs.
- Countermeasures: Large ship only Modification, 3 points. One use, at the start of the Combat Phase you can increase your Agility by 1 for that round and also remove an enemy Target Lock. x2
- Experimental Interface: Unique Modification, 3 points. Once per round after taking an action you can perform a second action, but only one given by an upgrade card for 1 Stress Token. FAQ says you can use this with Push The Limit to get TWO free actions, but for two Stress Tokens.
- Heavy Laser Cannon:
- Proton Rockets:
- Mercenary Copilot:
- Gunner:
- Dash Rendar:
- "Leebo":
- Eaden Vrill:
- Wild Space Fringer:
VT-49 Decimator Expansion
- Fleet Officer: Crew upgrade, 3 points. Imperial Only. As an action you can choose 2 friendly ships at range 1-2 and give them a Focus Token in exchange for taking a Stress Token.
- Mara Jade: Unique Crew upgrade, 3 points. Imperial Only. At the end of the Combat Phase all enemy ships in range 1 that don't have a Stress Token get one. Absolutely amazing for the bumper-car build for this ship.
- Moff Jerjerrod: Unique Crew upgrade, 2 points. Imperial Only. At the cost of discarding one of your Crew upgrades, you can turn a Crit Damage Card into a Hit Damage Card instead when you get it.
- Ysanne Isard: Unique Crew upgrade, 4 points. Imperial Only. At the start of the Combat Phase if her ship has no Shields left and at least 1 damage she grants an Evade Token. FAQ states the Damaged Sensor Array Damage Card negates her. Great for when you know your ship is going to take a beating.
- Intimidation: Elite upgrade, 2 points. When touching an enemy ship its Agility is reduced by 1. Bumper-car build! Yaaaay!
- Ruthlessness: Elite upgrade, 3 points. Imperial Only. If an attack hits, you choose another ship (other than yourself) within range 1 of the defender and deal 1 immediate damage to it. Sadly it can also hurt your allies, but ONLY if they are within range. Fantastic anti-swarm device, and even works with Cluster Missile to wreck their day even more. x2
- Tactical Jammers: Modification, 1 point, Large ship only. You can obstruct enemy attacks. Pretty straightforward, use it to screen for your other ships. x2
- Ion Torpedoes: Torpedo upgrade, 5 points. Four Attack Dice, range 2-3. One-use, requires but doesn't spend a Target Lock. If it hits then the target and every ship in range 1 of it gets an Ion Token. Shut down a whole swarm at once! Not only that, but it still deals your Attack Dice in damage on top of that. Combined with bumper-car tactics and Decoy to give the Decimator a super low Pilot Skill and you can get an assured bash in. x2
- Proton Bombs:
- Rear Admiral Chiraneau:
- Commander Kenkirk:
- Captain Oicunn:
- Patrol Leader:
Wave 6
Introduces Scum & Villainy faction.
Most Wanted Expansion
- "Hot Shot" Blaster: Illicit upgrade, 3 points. Three Attack Dice, range 1-2. One-use attack on anything within 1-2 as if it was a turret.
- Autoblaster Turret: Turret upgrade, 2 points. Two Attack Dice, range 1. Hits can't be canceled by Defense Dice, but Crits are. Absolutely fantastic. x2
- Bomb Loadout: Torpedo upgrade, 0 points. Y-Wing only. Limited. Give the Bomb upgrade option. Congratulations; your bomber can now drop bombs. x2
- Greedo: Unique Crew upgrade, 1 point. Scum only. The first damage you deal and the first damage you take each round is always a face up Damage Card. VERY gambly card.
- K4 Security Droid: Crew upgrade, 3 points. Scum only. Get a Target Lock when you make a green maneuver. Absolutely fan-fucking-tastic.
- Outlaw Tech: Crew upgrade, Limited, 2 points, Scum only. Get a Focus Token when you make a red maneuver.
- R4-B11: Unique Salvaged Astromech, 3 points. Spend a Target Lock to force your target to reroll any Defense Dice results you choose.
- "Genius": Unique Salvaged Astromech, 0 points. You can drop a bomb after you maneuver instead of before. This makes you a suicide bomber.
- R4 Astromech: Salvaged Astromech, 2 points. After spending a Focus Token you can acquire a Target Lock, which can be used immediately. This can actually give an attack that requires and spends a Target Lock to make still get a Target Lock reroll too. x2
- Salvaged Astromech: Salvaged Astromech, 2 points. One-use, discard the first Damage Card you get in the Ship category. Not terribly effective, but can basically negate a Crit. x2
- Unhinged Astromech: Salvaged Astromech, 1 point. All speed 3 maneuvers are green maneuvers. Makes your Y-Wings into speed demons! x2
NOTE This Expansion contains new profiles for the Y-Wing, Z-95, HWK-290, and Firespray-31 along with a large number of new pilots including some with the same name as preexisting ones.
- Boba Fett:
- Kath Scarlett:
- Emon Azzameen:
- Mandalorian Mercenary:
- Kavil:
- Drea Renthal:
- Hired Gun: x2
- Syndicate Thug: x2
- Dace Bonearm:
- Palob Godalhi:
- Torkil Mux:
- Spice Runner:
- N'dru Suhlak:
- Kaat'o Leeachos:
- Black Sun Soldier: x2
- Binayre Pirate: x2
IG-2000 Expansion
- "Mangler" Cannon: Cannon upgrade, 4 points. Three Attack Dice, range 1-3. Turns one Hit to a Crit.
- Dead Man's Switch: Two point Illicit upgrade. When destroyed, all ships within range 1 suffer one automatic Hit. Suicide attacks or a counter to Autoblaster mainly. x2
- Feedback Array: Two point Illicit upgrade. Instead of attacking, get one Ion Token and one damage to give one ship within range 1 one damage as well. Couple with Dead Man's Switch for an absolute kamikaze fighter. x2
- Inertial Dampeners: Illicit upgrade, 1 point. One-use, gives 1 Stress Token and allows you to move a white 0 rather than what you chose on your dial. Combine with Anti Pursuit Lasers to make a freeway pileup of damage.
- Accuracy Corrector: System upgrade, 3 points. After you roll Attack Dice, you can replace them with 2 Hits (even if you aren't actually rolling any dice for whatever reason, just so long as you could according to FAQ). You can't modify in any way again on the same roll, but can still cancel your attack through things like Ion Cannons. A very nice upgrade for ships with bad attack power.
- Autoblaster:
- Proximity Mine:
- Seismic Charges:
- "Hot Shot" Blaster:
- IG-88A:
- IG-88B:
- IG-88C:
- IG-88D:
M3-A Scyk Expansion
- Flechette Cannon: Cannon upgrade, 2 points. 3 Attack Dice, range 1-3. Can only deal 1 damage if it hits, no Crits allowed. Also deals 1 Stress Token but only if the target currently has none.
- "Mangler" Cannon:
- Stealth Device:
- Ion Cannon:
- Serissu:
- Laetin A'Shera:
- Tansarii Point Veteran:
- Cartel Spacer:
StarViper Expansion
- Bodyguard: Elite upgrade, 2 points. Scum only. At the start of the Combat Phase you can spend a Focus Token to give a friendly within range 1 with higher Pilot Skill an extra point of Agility. Fun with Decoy in a swarm, you can give a higher Pilot Skill to a scrub and then Bodyguard your now low skill VIP.
- Calculation: Elite upgrade, 1 point. Spend a Focus Token to turn a single Focus Attack Die into a Crit. You cannot use it again that round even if you have more Focus Tokens.
- Autothrusters: Modification, 2 points. Requires Boost in your action bar. When defending in range 3 or more, or are outside the firing arc of the attacking ship (which means their primary weapon, NOT turrets), change one blank result to an Evade. Really good if your opponent loads up on turrets. x2
- Ion Torpedoes:
- Hull Upgrade:
- Accuracy Corrector:
- Inertial Dampeners:
- Prince Xizor:
- Guri:
- Black Sun Vigo:
- Black Sun Enforcer:
Wave 7
Expands on Scum & Villainy, gives Rebels and Imperials a heavy bomber with Imperials also getting their answer to the Tantive IV as the first Imperial Huge ship.
Imperial Raider Expansion
- Admiral Ozzel: Imperial only, Huge ship only. Crew upgrade, 2 points.
Alert the Rebels to your position and fail Darth Vader for the last time.As an action you can trade 1-3 Shields from your ship and convert them into Energy. Generally speaking, you want to do the exact opposite so Ozzel tends to stay "buried".
- Captain Needa: Imperial only, Huge ship only. Crew upgrade, 2 points.
Have your apology for failure "accepted".Instead of taking an automatic Crit Damage Card when you overlap an obstacle, you can roll an Attack Die to see whether or not you take an ordinary Hit (which can be taken by your shields) instead on a Crit or Hit result. Great if you want to shrug off those asteroids.
- Emperor Palpatine: Crew, takes up two whole Crew spaces, a whopping 8 points, Imperial only, obviously. Can change any friendly dice roll to the result of your choice once per round, even if it's for a completely different ship than the one Palpatine is on. ABSOLUTELY AMAZING CARD. Putting him on a ship obviously makes it a magnet for fire, but is still great. If you really want to make a good "Fat Emperor" list, combine Palpatine with an Accuracy Corrector on a Lambda Shuttle to get 2/3 of your attacks to be automatic hits.
- Grand Moff Tarkin: Crew, 6 points. Huge ship only, Imperial only. At the start of the Combat Phase you can choose a ship within range 1-4 to either remove a Focus Token (obviously what you'll do to an enemy) or add one (obviously a friendly). A bit pricey for what he does, but a lot of Rebel combos require Focus allowing you to troll them quite effectively. Besides, it's Cushing!
- Shield Technician: Huge ship only, Crew upgrade, 1 point. When you perform a Recover action you can spend only the energy you want to rather than all of it. Good for when you want to not have to choose between defense and offense in a round. x2
- Ion Cannon Battery: Hardpoint upgrade, 6 points. Requires and spends 2 Energy, 4 Attack Dice at range 2-4. Deals one Crit (which can still be canceled by Shields) and an Ion Token if it hits something and deals no other damage. This is absolute murder on small ships and anything with low Shields, as it should be.
- Advanced Targeting Computer: System upgrade, 5 points. TIE Advanced only. If you have a Target Lock while attacking with your Primary Weapon, you can deal an automatic Crit although you can't use that Target Lock this turn. This card is fucking AMAZING, and even without the 1x Title still makes the TIE Advanced great. x4
- Engineering Team:
- Gunnery Team:
- Sensor Team:
- Single Turbolasers:
- Cluster Missiles:
- Proton Rockets:
- Quad Laser Cannons:
- Backup Shield Generator:
- Comms Booster:
- Engine Booster:
- Tibanna Gas Supplies:
- Assailer:
- Impetuous:
- Instigator:
- TIE/x1: x4
- Raider-Class Corvette (Fore):
- Raider-Class Corvette (Aft):
- Juno Eclipse:
- Zertik Strom:
- Commander Alozen:
- Lieutenant Colzet:
- Storm Squadron Pilot:
- Tempest Squadron Pilot:
Hound's Tooth Expansion
- Crack Shot: Elite upgrade, 1 point. One-use, cancel an Evade Defense Die when shooting inside your own firing arc. A pretty simple upgrade, good if you have a free slot and nothing better for it.
- Bossk: Unique Crew upgrade, 2 points. Scum only. If you attack and it doesn't hit, you take a Stress Token then get both a Target Lock on what you were attacking and a Focus Token. This works every time an attack doesn't hit even in the same round, and if you already have a Stress Token you don't take another. Pair with Gunner and/or Weapons Engineer to drink tears.
- Maneuvering Fins: Modification, 1 point, YV-666 only. You can change your turn from left to right and vice versa when you reveal your movement dial, but it must be at the same speed.
- Ion Projector: Modification, Large ship only, 2 points. If an enemy ship hits you (not if you hit it), then you roll an Attack Die. On a Hit or Crit, it gets an Ion Token. Not really very useful, the only ship you can count on seeing that will ram you is the bumper-car Decimator which the Ion Token won't do anything about. It only really exists as a way to punish players for planning badly.
- Glitterstim: Illicit upgrade, 2 points. One-use, for the rest of the round you can change all Focus Attack Dice and Defense Dice to Hits/Evades. Smoke crack, do better at not dying. Absolutely a great upgrade.
- Engine Upgrade:
- Heavy Laser Cannon:
- K4 Security Droid:
- Outlaw Tech:
- Lone Wolf:
- Stay on Target:
- Bossk:
- Moralo Eval:
- Latts Razzi:
- Trandoshan Slaver:
- Nashtah Pup Pilot:
Kihraxz Fighter Expansion
- Lightning Reflexes: Elite upgrade, 1 point. Small ship only. One-use, after executing a white or green maneuver you can turn your ship 180 degrees. Then AFTER the Check Pilot Stress phase you get a Stress Token. FAQ added you can still do this even if you hit another ship, and it only works for maneuvers on your dial with action maneuvers or mandatory moves not counting.
- Homing Missiles:
- Glitterstim:
- Predator:
- Crack Shot:
- Talonbane Cobra:
- Graz The Hunter:
- Black Sun Ace:
- Cartel Marauder:
K-Wing Expansion
- Extra Munitions: Torpedoes upgrade, costs 2 points. Limited card, gives you a second shot of all Torpedoes, Missiles, and Bombs on the same ship. The only way to make most of those One-use options viable.
- Plasma Torpedoes: Torpedoes upgrade, costs 3 points. Four Attack Dice, range 2-3. Requires and spends a Target Lock. Removes one extra Shield if there's any left after dealing its regular damage. Absolutely fucking amazing, pair with Extra Munitions to deal up to 5 damage and be able to wreck big ships.
- Adv. Homing Missiles: Missile upgrade, 3 points. Three Attack Dice, range 2. One-use to deal a single Crit to the enemy if it hits. Fairly useful on anything with low Hull.
- Ion Bombs: Bomb upgrade, 2 points. One-use and dropped before you move during Activation, detonates at the end of the Activation phase to give 2 Ion Tokens in range 1.
- Twin Laser Turret: Turret upgrade, 6 points. One of the best turrets in the game currently, it makes 2 attacks at range 2-3 with 3 dice each, canceling all results and dealing a single damage point on a hit. Good for stripping hull and shields from large ships, but a poor choice against swarms. Can be equipped on the HWK-290 to make it a major pain in the ass. x2
- Bombardier: Crew upgrade, 1 point. When dropping a bomb you can use the 2 forward template instead of the 1 forward. Good for scooting further out of the way to get yourself back into position.
- Conner Net: Bomb upgrade, 4 points. One-use, drop a special Conner Net token which blows up when it gets hit dealing 1 damage, 2 Ion Tokens, and taking away the entire Perform Action step for the ship affected. FAQ indicates that the Ion Tokens don't affect a ship that hasn't moved yet if it detonates upon being dropped until the next turn, and if a ship hit by a Conner Net glides via its Ion Tokens into another Conner Net then only the first group of Ion Tokens count. A very fun little card to control the map especially well with.
- Advanced SLAM: Modification upgrade, 2 points. Gives you a free action after using the SLAM action as long as you didn't hit anything. GREAT to get out of the way quickly and really dominate movement.
- Esege Tuketu:
- Guardian Squadron Pilot:
- Miranda Doni:
- Warden Squadron Pilot:
TIE Punisher Expansion
- Cluster Mines: Bomb upgrade, 4 points. One-use to drop a Cluster Mine Token set of 3. Basically counts as three Proximity Mines all side-by-side. Each counts as two Attack Dice, although they only deal damage on Hits as Crits are ignored. Extraordinarily good for controlling where your opponent can and cannot go, and by dropping them right in front of a ship and Boosting away you can deal 6 Attack Dice virtually assured. Even better when paired with Deathrain's ability to drop bombs in front of him. Remember if considering Extra Munitions that the Punisher only has one Cluster template, so you can't deploy the second until all three of the first set get hit or you buy another Punisher.
- Twin Ion Engine MK. II: Modification for all TIE fighter variations. One point, makes all soft turns green. If you play Empire, you SERIOUSLY FUCKING WANT THIS and want to put it on anything you can, particularly for the Punisher, Bomber, Night Beast the TIE Fighter pilot, the TIE Defender, and of course Darth Vader. x2
- Ion Bombs:
- Enhanced Scopes:
- Extra Munitions:
- Flechette Torpedoes:
- Plasma Torpedoes:
- Adv. Homing Missiles:
- "Redline":
- "Deathrain":
- Black Eight Squadron Pilot:
- Cutlass Squadron Pilot:
Wave 8
Mostly an expansion for Scum & Villainy to bring up their ship count, also includes ships from the Disney cartoon Rebels to keep Imps and Rebs from feeling left out as well as the first of the Force Awakens ships. The Imperial Assault Carrier gives Imperials their answer to the Rebel Transport as the second Empire Huge ship.
Force Awakens Starter Set
- Wired: Elite option, costs 1 point. When you are stressed on attack or defense you can reroll any Focus results. Extremely fucking powerful, especially in regards to ships like Bombers which tend to acquire a lot of Stress Tokens.
- BB-8: The adorable Force Awakens ball droid, a Unique Astromech costing 2 points who lets his ship make a Barrel Roll for free whenever making a green maneuver. Combine with Push The Limit which lets you Barrel Roll, perform the PTL action for the Stress, move and relieve that Stress, then perform your ordinary move.
- R5-X3: Unique Astromech costing 1 point. Can only be used once, letting you have one turn where you can ignore all obstacles.
- Weapons Guidance: A 2 point Tech upgrade, allows use of a Focus Token to change a blank attack dice to a Hit. Great for making sure you get your licks in, regardless of the results.
- Proton Torpedoes:
- Epsilon Squadron Pilot: x2
- Zeta Squadron Pilot: x2
- Omega Squadron Pilot: x2
- "Zeta Ace":
- "Epsilon Leader":
- "Omega Ace":
- Blue Squadron Novice:
- Red Squadron Veteran:
- "Blue Ace":
- Poe Dameron:
The Ghost Expansion
- Thermal Detonator:
- Dorsal Turret: x2
- Sabine Wren: Crew upgrade.
- Kanan Jarrus: Crew upgrade.
- Hera Syndulla: Crew upgrade.
- "Zeb" Orrelios: Crew upgrade.
- Ezra Bridger: Crew upgrade.
- "Chopper": Crew upgrade.
- Reinforced Deflectors:
- Predator:
- Adv. Proton Torpedoes:
- Cluster Mines:
- Conner Net:
- Ghost:
- Phantom:
- Hera Syndulla (VCX-100):
- Kanan Jarrus:
- "Chopper":
- Lothal Rebel:
- Hera Syndulla (Attack Shuttle):
- Sabine Wren:
- Ezra Bridger:
- Garazeb "Zeb" Orrelios:
Inquisitor's TIE Expansion
- XX-23 S-Thread Tracers: Missile upgrade, 1 point. Three Attack Dice, range 1-3. Requires but does not spend Focus, one-use. Deals no damage but gives every ship within range 1-2 of the user a Target Lock on the defender if it hits. Obviously this is best for a swarm, and combined with Blount in a Headhunter is an automatic effect. Also useful for a small swarm of stronger ships which have attacks that require Target Locks giving all of those ships what is basically a free action.
- Guidance Chips:
- Deadeye:
- Homing Missiles:
- TIE/v1:
- The Inquisitor:
- Valen Rudor:
- Baron of the Empire:
- Sienar Test Pilot:
Mist Hunter Expansion
- Zuckuss: Crew upgrade.
- 4-LOM: Crew upgrade.
- Adaptability:
- Electronic Baffle:
- Cloaking Device: Illicit upgrade, 2 points, Small ship only. Gain the Cloak/Decloak action, like the one the TIE Phantom can use. At the end of each round you are still Cloaked, roll an Attack Die with a Focus result forcing you out of Cloak and keeping you from using it again. This card makes use of a Cloak Token, so you don't have to make the mandatory Cloak movement. Great for getting into position, especially for things that require range 1 or 2 and don't require attacking to provide.
- Tractor Beam: Cannon upgrade, 1 point. Three Attack Dice, range 1-3. Deals no damage but assigns a Tractor Beam Token. x2
- Mist Hunter:
- Zuckuss:
- 4-LOM:
- Gand Findsman:
- Ruthless Freelancer:
Punishing One Expansion
- Plasma Torpedoes:
- Feedback Array:
- R5-P8:
- Overclocked R4:
- Boba Fett: Crew upgrade.
- Dengar: Crew upgrade.
- "Gonk": Crew upgrade.
- Rage:
- Attanni Mindlink:
- Guuidance Chips:
- Punishing One:
- Dengar:
- Tel Trevura:
- Manaroo:
- Contracted Scout:
Imperial Assault Carrier Expansion
- Agent Kallus: Unique Crew, 2 points. Imperial only. Choose one Small or Large enemy ship at the start of first round of the game. On attack or defense against that ship, you can change one Focus die result into a Hit or Evade respectively. This ship is THE counter to "fat" lists which put the bulk of their points into one ship.
- Rear Admiral Chiraneau:
- Construction Droid:
- Broadcast Array:
- Docking Clamps:
- Cluster Bombs:
- Automated Protocols:
- Optimized Generators:
- Ordnance Tubes:
- Ordnance Experts:
- Dual Laser Turret:
- Expose
- Marksmanship:
- Expert Handling:
- Cluster Missiles:
- Homing Missiles:
- Ion Torpedoes:
- Gozanti-class Cruiser:
- Requiem:
- Suppressor:
- Vector:
- "Scourge":
- "Youngster":
- "Wampa":
- "Chaser":
- Black Squadron Pilot: x2
- Obsidian Squadron Pilot: x2
- Academy Pilot: x2
T-70 X-Wing Expansion
- Integrated Astromech: X-Wing-only Modification, absolutely free. What people have been begging for, it allows you to discard your Astromech upgrade when you take damage to discard the Damage Card (if its a Crit result, that Crit never applies so this can save you from death if you get the dreaded 2 damage card). Take with the cheapest Astromechs you own, and give your X-Wing what is basically an extra point of Shields. Praise The Mouse!
- Cool Hand: Elite upgrade, 1 point. When getting a Stress Token you can replace it with a Focus or Evade Token instead. A good simple upgrade to help make a combo work.
- Weapons Guidance:
- Advanced Proton Torpedoes:
- Targeting Astromech:
- "Red Ace":
- Blue Squadron Novice:
- Red Squadron Veteran:
- Ello Asty:
TIE/fo Expansion
- Juke: Elite upgrade, 2 points. Small ship only. If you have an Evade Token while attacking, you can change one of your target's Defense Die from an Evade result to a Focus result. Very useful in giving a ship you want to keep alive a bit more offensive ability, but obviously negated by the enemy having a Focus action and using it. Still, forcing them to basically lose an Attack Die or give up one of their actions is a neat way to hinder your attacker.
- Comm Relay: Tech upgrade, 3 points. Prevents you from having more than one Evade Token which limits your combo use potentially, but you get to keep your Evade Tokens if they remain unspent. Obviously combines well with Juke, but is great enough on its own although it can only be taken by the newer ships.
- Epsilon Squadron Pilot:
- "Omega Leader":
- Zeta Squadron Pilot:
- Epsilon Squadron Pilot:
- Omega Squadron Pilot:
- Zeta Squadron Pilot:
Wave 9
Wave 9 brings us Imperial Veteran, giving additional options to TIE Defenders and TIE Bombers. The ARC-170 is released, marking the first "prequel" ship to hit X-wing. This wave focused on alternative firing arcs, with the Special Forces TIE and ARC-170 featuring rear firing arcs and the Shadow Caster featuring the first mobile firing arc.
ARC-170 Expansion Pack
Special Forces TIE Expansion Pack
Protectorate Starfighter Expansion Pack
Shadow Caster Expansion Pack
Imperial Veterans Expansion Pack
Tactics
General Advice
- "Fly casual" has become the motto of the community and Fantasy Flight Games in regards to tournaments. There are discrepancies in the game and ships can easily be accidentally bumped here and there as moving. Sometimes the closeness of the ships and the distance between the two means a quarter centimeter difference between range 2 and range 3. As a result much of the game requires a casual attitude and willingness to approximate, shrug off an opponent's mistake that gives you an advantage in the name of fairness, or decide a dispute on a roll of the dice or a coin toss and move on. Win by virtue of skill, not if your opponent forgets they have a Focus Token.
- Everything you take should have a serious purpose in your list. If someone asks you "why is this on your ship" and you can't immediately come up with a good reason, then it's not a good choice.
- ASSUME NOTHING. Just because your pal Joe ALWAYS falls for your cutesy little combo with a couple of Interceptors scissoring in the center doesn't mean tourney players will. If your plan relies on the opponent making mistakes, you're fucked. You should be calling the shots and deciding how the game goes, not reacting. This rule holds true for real life dogfighting as well. If you aren't the one calling the shots, the odds are very much against you.
- Every ship has some sort of use in the game. People like to bitch that some ships are useless, but clever players will consistently figure out ways to bring something new to the table. For example, Rebel Operative HWK-290's (widely considered one of the most useless combos around) are now popping up with TLT's and Recon Operatives and are fucking terrifying. If you're at a tournament and someone plops some sort of odd choice like Mangler Scyks or a TIE Bomber swarm or something crazy like 6 Z95's all packing missiles, DO NOT assume the guy is a moron. If he's bringing something to a tourney, odds are he has a reason.
- The Maneuvering Phase is the most important step in the game. You can take one of Paul Heaver's world winning lists and then someone with more experience can take nothing but the named TIE pilots, and the more skilled player will still absolutely crush the other. They will know what you're doing before you even do it, and abuse the fuck out of it as much as possible. They'll chuck a cheap blocker into the best places for you to move to screw up your positioning and deny actions. They'll set up their TIE's so you have to shoot at them through rocks and at range 3 while they move into range 1 when they're ready to make their kill shots. Some more skilled players will purposefully take sub-par lists for casual gaming since a good list in a master player's hands would mean absolutely CRUSHING people who are still new to the game.
- Fly everything at least once. Nothing teaches you the game like running a wide variety of builds and ships. Movement dials and ship stats can be found online, allowing you to try out the TIE Phantom using an ordinary TIE Fighter miniature if you feel like it and none of your friends have one you can borrow. Swarms have a steep learning curve, but go a long way towards teaching you the importance of formation flying and thinking ahead. Playing arc dodging aces like Soontir Fel teach you the importance of action economy and being flexible, as well as showing just how punishing a well-planned block is and how predictable the aces can be once you learn their habits (Soontier will almost always pull speed 2 turns to clear Stress, Corran Horn will usually do a double tap pass then blast off to a corner to regain Shields, etc). Play big ships and you'll learn how insanely good Engine Upgrade is on them, and the importance they place on crew and other upgrades. Learning how to shut down these abilities is also key, as well as tricking them into flying through asteroid fields or too close to the edge.
- Learn placement and how ships can turn. If you keep at least the range of a horizontal template in between your ships you can bank with them and have them not bump. It'll go from being a square formation to a diamond if you've done it right. A good guide on this can be found here.
See also
- Star Wars: Armada, another game by FFG featuring larger-scale battles and capital ships
External Links
- X-Wing Miniatures Game on Fantasy Flight Games' webpage.
- The X-Wing wiki page. Very useful for previewing what comes in an option before you buy it, see updated FAQ and tourney rules, and see what the community is saying about specific cards.
- (Yet another) X-Wing Miniatures Squad builder, a useful tool to create lists and look at cards. Straightforward enough and lists what upgrades and cards come from what expansions.
- BoardGameGeek's Collection of User Created Material's actually comes packed with helpful tips and missions.
- Another Squadron builder.