Star Wars X-Wing Miniatures Game
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 larger craft such as the Millennium Falcon, Slave I, and the Ghost are available, as well as small(Corvette/Light Cruiser size) capital ships.
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 and upgrades required to make a $15 ship competitive in standard games are bundled with a $100 ship that can only be used in fuckhuge games. FFG has since released a second edition in September 2018, which at least paused the power creep as ships were rebalanced, but on the other hand you'll need to rebuy all your stat cards and maneuver dials. Because points are not printed on 2.0 cards cost can be modified by FFG periodically, ostensibly for balance, and have already been adjusted twice.
- 1 Gameplay
- 2 Upgrades
- 3 That's Great and All, but What Do I Actually Buy?
- 4 Factions
- 4.1 Rebel Alliance
- 4.1.1 T-65 X-Wing Starfighter
- 4.1.2 BTL-S3/BTL-A4 Y-Wing Starfighter
- 4.1.3 Modified YT-1300 Light Freighter/Millennium Falcon
- 4.1.4 RZ-1 A-Wing Interceptor
- 4.1.5 HWK-290 Light Freighter/Moldy Crow
- 4.1.6 A/SF-01 B-Wing Starfighter
- 4.1.7 GR-75 Medium Transport
- 4.1.8 CR90 Corvette/Blockade Runner
- 4.1.9 Z-95 Headhunter
- 4.1.10 E-Wing Escort Starfighter
- 4.1.11 YT-2400 Light Freighter/Outrider
- 4.1.12 BTL-S8 K-wing Assault Starfighter
- 4.1.13 Aggressive Reconnaissance-170 starfighter
- 4.1.14 VCX-100 Light Freighter and VCX-series Attack Shuttle/The Ghost and The Phantom
- 4.1.15 UT-60D "U-Wing" Support Craft
- 4.1.16 Sabine's TIE Fighter
- 4.1.17 Auzituck Gunship
- 4.2 The Resistance
- 4.3 Empire
- 4.3.1 TIE/LN Fighter
- 4.3.2 TIE Advanced 1x/2x
- 4.3.3 TIE/in Interceptor
- 4.3.4 Lambda-class Shuttle
- 4.3.5 TIE/sa Bomber
- 4.3.6 TIE/D Defender
- 4.3.7 TIE/ph Phantom
- 4.3.8 VT-49 Decimator
- 4.3.9 Raider-Class Corvette
- 4.3.10 TIE/IT Interdictor/Punisher
- 4.3.11 Gozanti Cruiser/Imperial Assault Carrier/Imperial Freighter
- 4.3.12 TIE Advanced v1/Inquisitor's TIE
- 4.3.13 TIE Striker
- 4.3.14 Alpha-class Star Wing
- 4.3.15 TIE/ag Aggressor
- 4.3.16 TIE Reaper
- 4.3.17 Pilots
- 4.4 The First Order
- 4.5 Scum & Villainy
- 4.5.1 Firespray-31/Slave 1
- 4.5.2 M3A "Scyk" Interceptor/"Heavy Scyk"/"Light Scyk" Interceptor
- 4.5.3 Z-95 Headhunter
- 4.5.4 Y-Wing
- 4.5.5 HWK-290/Moldy Crow
- 4.5.6 StarViper
- 4.5.7 Aggressor/IG-2000
- 4.5.8 YV-666/Houndstooth
- 4.5.9 Kihraxz Fighter
- 4.5.10 JumpMaster 5000 (JMP-5K)/Punishing One
- 4.5.11 G-1A/Mist Hunter
- 4.5.12 Lancer-Class Pursuit Ship/Shadow Caster
- 4.5.13 Fang Fighter
- 4.5.14 Quadjumper/Quadrijet Transfer Spacetug
- 4.5.15 Scurrg H-6 Bomber
- 4.5.16 M12-L Kimogila Fighter
- 4.5.17 Modified TIE/ln Fighter
- 4.5.18 YT-1300 Light Freighter/Millennium Falcon and Escape Craft
- 4.5.19 C-ROC Cruiser
- 4.6 The Galactic Republic
- 4.7 Confederacy of Independent Systems
- 4.1 Rebel Alliance
- 5 Tactics
- 6 See also
- 7 External Links
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, Systems Phase, 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.
The Systems Phase isn't used in every game, but it's when bombs are dropped, TIE Phantoms get decloaked, and punks with Informant and Sense can peek at enemy maneuver dials.
For the Activation Phase, each player reveals their dial and their ships make their moves. The order is determined by the ship's initiative, the lower initiative going first and then movement order works its way up to the pilots with higher initiative. 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 initiative, with the highest value 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 choose to use a Secondary Weapon if they have one. Range is determined using the 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 all Focus results to Hit results. 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 Evade results. 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.
Here's what's different:
- Points costs are missing from ship and upgrade cards; instead you have to rely on FFG's official squad builder app to feed you the points costs for your particular list, which can be updated like a vidya gayme as FFG sees fit. FFG claims that this will more easily allow for custom events, emergency balance patches at tournaments, etc., but it smells like an attempt to crack down on the online X-Wing community's use of fan-made squad builders that collate all the game rules to try out new ships without buying the models or borrowing from another player. On the other hand, it will probably do a lot to curb the power creep issues that plagued much of the first edition.
- The core set will include a set of "quick build" cards that are balanced against each other for casual play. Each build has an associated "threat level" indicating how cheese it is; FFG claims that a threat level of 8 is roughly equivalent to a 200-point list.
- Points updates will be released as downloadable PDFs that you can print out instead of having to rely entirely on the squad builder.
- Points costs and limits have been approximately doubled to allow for better granularity when balancing costs; the standard 1v1 scrum list is now 200 points.
- Disney has apparently leaned on FFG to make the game feel more "Star Wars"; this is expected to mean that things like promoting the use of named characters that Disney can sell toys of over taking lots of generic redshirts.
- Some models will be re-issued with upgraded molds; one example given is a T-65 X-Wing mini with movable S-foils.
- FFG has moved production from China to the USA, so many models are substantially more expensive: Cheap Small ships like X-Wings and TIEs are up to $20 from $15, the new Solo Falcon is $40 when the regular 1e Falcon is $30.
- The Resistance and the First Order have been promoted to full faction status and will be receiving extra ships in the second wave.
- Existing ships will require a conversion kit to be playable in the second edition. Rebel, Imperial, and Scum & Villany will each get a $50 kit at launch with a dead forest of cards and tokens for most of the ships released to date, plus medium bases for the ships that have been retconned to Medium class.
- Each ship in an conversion kit will get a number of copies of its maneuver dials proportional to its points cost; elite ships and Large ships like B-Wings and the Falcon come with two copies, while swarms get four. Regulars will be keen to notice that may not be enough for players who play large games (like, say, the FFG-approved Epic format) or have gone all-in with swarm lists, thus forcing them to buy more ships and change their builds or buy a second conversion kit for a cool $100 just to keep playing. Just as planned.
- The conversion kit doesn't include the new damage deck, meaning unless FFG sells damage decks separately you have to buy a $40 core set on top of the $50 conversion kit just to use the shit you already bought.
- The Firespray/Slave I is no longer legal in Empire lists.
- "Some" of the upgrade cards from the Aces series are included in the conversion kits, but the full expansions have been discontinued.
- In the conversion kits, ships have at most three copies of the generic pilots, many of the cooler pilots (including Asoka Tano and a lot of X-Wing pilots) are missing. Supposedly, some of the missing pilots are going to be released in "Soft Expansions" that just have cards, and no model. These will largely be proxied.
- The Pilot Skill stat has been renamed Initiative, and is used for a ton of miscellaneous ordering steps beyond just shooting, including bomb explosions and deployment order. Initiative's soft cap is 6 as opposed to Pilot Skill's cap of 9, and ace pilots with high Initiative like Soontir Fel are substantially more expensive than they were before, though pilot abilities play a much more substantial role in cost than before.
- Cleanup steps like bomb explosions now have their own "system" phase instead of piggybacking on another phase.
- Medium ships have been introduced for ships like the K-Wing that are too small to be Large and too large to be Small.
- Ion cannons have been reworked; you now have to apply additional tokens to larger ships (2 for Medium, 3 for Large) to give them the ionized condition, and the first uncanceled hit deals one damage instead of applying a token. Leftover hits result in additional ion tokens.
- Ionized ships can focus (you still can't declare any other actions) after their ion move.
- Force-sensitive pilots are a thing, and will have a supply of "Force charges" to activate abilities or convert a focus result into a hit or evade. Force abilities aren't limited by the action economy (unless the card says so) so you can blow your load and use them all in one turn, but they regenerate at a rate of one per turn so you'd better hope you won't need to do that again for a while. Unless you're Luke, who recovers a Force point each time an attack is declared against him.
- Examples of Force upgrades include cheating your way up the initiative ladder, ignoring the token cost of special weapons, or just straight up cheating and looking at an enemy ship's maneuver dial for free.
- There are Dark Side specific Force Powers like Hatred.
- Some upgrade cards begin play with a set number of energy counters that are spent to use their abilities; discard-on-use cards are a thing of the past.
- Some upgrades (like R5-D8) let you spend charges to discard damage cards, effectively increasing your hull value.
- There's a new "Gunner" slot separate from the Crew slot for attack-buff crew like Dengar and Bossk.
- Modal abilities like the U-Wing's pivot and the X-Wing's S-foils now have their own Configuration slot instead of piggybacking on the Title or Modification slot.
- Every ship has all four 90-degree fire arcs on its base, plus a special "bullseye" arc in the middle of the front arc; upgrades can interact with this to give you bonuses when attacking a target in your bullseye arc.
- When you decloak with Small ships, your free barrel roll uses the 2-speed template.
- Ships can now have red actions, which work exactly like red maneuvers.
- Some ships have "linked" actions, which let the ship perform multiple actions in a turn if they're done in a specific order, like a Focus done immediately after a Barrel Roll. Almost all linked actions are red actions, but some exceptions exist, like with the Special Forces TIE.
- Some effects can temporarily remove a ship from the field, returning to play after the effect is resolved. This is a generalization of the docking mechanic used by the Ghost.
- Droids can have a "Calculate" action, which works exactly like focus except it changes one eye result instead of all of them. The tradeoff is that some droid fighters can share Calculate tokens. IG-88 can get two tokens at once, allowing him to split them between different results.
- Tokens are now segregated by their shape and color; round tokens always disappear at the end of the turn, while square tokens are persistent and get flipped when you use them instead of being discarded. Calculate, focus and evade tokens are all green, and cards like the new Vader crew upgrade directly interact with all green tokens instead of having to list all the token types.
- Barrel rolls now have strict rules for how you perform them based on the alignment of centerlines on the base and the maneuver template; this has been done explicitly to nerf arc dodging according to FFG staff.
- The Lancer/Shadow Caster's unique quadrant-based turret mechanics have been backported to all turrets, and there was much rejoicing.
X-Wing has a wide variety of upgrades available for the various ships in your list. Depending on the type of list, upgrade selection can be more important than the ships you stick them on. At the very least, after you find a ship you want or like, and figure out how the fuck to fly that ship, you should try and find good upgrades for it - very few lists run anything "naked" (that is, with no upgrades). Upgrades are divided into two broad categories; ship upgrades and secondary weapons.
Ship Upgrades come in a wide variety, and the individual categories of them will be addressed below.
- Modifications: Miscellaneous upgrades that don't fit anywhere else. They used to have one slot on every ship, but some have more and a few like the A-Wing don't have any.
- Elite Pilot Talent: Elite slots are common, with most named pilots and higher skill generics able to take one. Elite slots are used to add extra abilities to your ship, and most often useful when they synchronize with a pilot ability.
- Crew Upgrades: Crew slots add people to your ship. Like elite slots, they usually add bonus abilities, but crew slots are usually exclusive to bigger ships. Your average little fighter can't take one. Lots of named characters appear here, so along with the shared pool of generics, each faction has its unique crew upgrades. Rebels have the most unique crew, which vary in cost and use wildly. Imperials have few crew limited to them, many of which have a higher cost, but are very potent. Scum crew tends to be very cheap and good, but Scum ships usually only feature 1 crew slot so you must pick very carefully.
- Gunner: This was a long time coming. Gunners offer buffs to weapons, particularly turrets and bombs.
- Astromech: Unique to a handful of Rebel and Scum ships, astromech upgrades are for those lovely little tin cans that help you navigate around, repair damage, and analyze battle situations. Many have been vastly improved since 1st Edition.
- Salvaged Astromech:
Like astromechs, but unique to Scum. Tend to have weirder and more risky abilities, like one that lets you drop bombs after maneuvering. Which tends to leave you in the blast radius. Dumbass.
- Illicit: Almost unique to Scum, with a few rebel dabbles. Illicit upgrades are usually illegal and risky, including turning your ship into a bomb when you die, or grant a one-turn chance to perform actions and red maneuvers while stressed. Sadly lacking in variety since 1st Edition. The Lancer's double slots are basically pointless at the present.
- Titles: All titles are unique to their ships, and often add a unique ability, sometimes for free or even with a negative cost. Think of titles as X-Wing's way of giving an entire ship class specific bonuses along with pilot abilities. Other titles refer to signature, unique versions of that ship - like the Millenium Falcon
- Sensor: System is an upgrade common on some large ships and on more "advanced" or sophisticated small ships - which in turn tend to be more expensive. Limited selection since 2nd Edition launched, but the options are pretty good, like Trajectory Simulator, which lets you lob bombs forward instead of dropping them an inch backward. Fire-Control System has had an interesting revamp that lets you reroll one die with a target lock without discarding the lock.
- Tech: Tech upgrades are exclusive to TFA-era ships, and represent 30+ years of R&D. They tend to circumvent the normal rules of the game, like allowing certain actions while stressed or spending Focus on blank results.
- Force Power: New to 2E, these are abilities that Force Points can be spent on.
Secondary weapons are upgrades that add a new type of attack, usually with special abilities, to a ship. Unless stated otherwise, they're performed instead of a primary weapon attack. They have their own dice pool, range limitations, and ignore normal bonus dice for things like range. Unless otherwise specified, they must still be in your firing arc.
- Torpedoes: In general, torpedoes have more attack dice than a ship's standard attack, along with a different ability, but they almost always require a target lock to fire them and they have limited charges. Torpedoes are primarily used by Rebels, with only occasional Imperial and Scum ships mounting them. Since 2E, they no longer require you to spend a target lock to use them.
- Missiles: Missiles are similar to torpedoes, but with a greater variety of utility. When a Concussion Missile hits, it turns the damage cards on all nearby ships into crits. Use against TIE Swarms for lulz.
- Cannons: Unlike torpedoes and missiles, cannons can be used repeatedly without reloading, but they are focused on doling out effect tokens rather than damage.
- Turrets: Totally overhauled from 1E, which had a bajillion varieties of "Laser turret." Now we just a blaster turret and an ion turret. Goes great with Veteran Turret Gunner.
BombsDevices: Like missiles and torpedoes, devices are expendable. Unlike them, devices are dropped out the back of your ship during the Systems Phase. The only defense is good maneuvering.
There are a handful of regular upgrades (mostly Crew) which can only be equipped on "Huge Ships" used in epic play, and Huge ships can only take Modifications which are Huge Ship Only. There are also three kinds of upgrades which (so far) only appear on these epic ships - and have a lot to do with Epic's "energy" mechanic.
- Cargo: A bit like a big brother to System upgrades, Cargo upgrade represent big heavy-ass stuff you can haul on an Epic ship, and tend to give you new abilities to do with your energy, or enhance actions you can already take. Some of them also have similarities to the dirty tricks of Illicits.
- Hardpoints: The Epic version of secondary weapons like turrets and cannons, these are powerful attacks which require Energy to be stockpiled on them to use but pack a lot more punch than the stuff smaller ships have. Some of them are turreted.
- Teams: Teams are the big brother of crew (which Epic ships still usually have), a pack of people doing a task better. There are only four team upgrades currently, and they give you or an ally a bonus when doing something else (I/E "Sensor Team" lets you target lock up to Range 5 - a range normally only seen on Epic upgrades).
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. Once you get it into your system and decide you want more, you need to decide on a faction (Rebels, Empire, Scum, Resistance, First Order) because that will decide on what you do next (although if you just want more to play two or all factions that will change. Since the jump to Second Edition, veteran players were able to pick up conversion kits, but everything else is being slowly reintroduced, so new players have somewhat slim pickings for the time being.
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 that people buy for the powercreep upgrades that are required to stay competitive and then throw out) 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.
Or you could just suck it up and support your FLGS instead. Most have a decent discount on X-Wing anyway.
There are a couple of neutral boxes that will be good to grab regardless of what faction(s) you play. With the advent of Second Edition, FFG promised that rereleases of 1E ships would not include any new cards that weren't in the appropriate Conversion Kit. The B-Wing Expansion doesn't even include Autoblasters, those are in the Resistance Transport Expansion. With that in mind, several of the neutral expansions are a compromise, bundling a bunch of new cards together so nobody feels like they have to buy a Nantex just for the Targeting Computer.
- Epic Battles Multiplayer Expansion: Introduces 2-8 player Epic matches, which allow for Wings and Huge Ships. Also has 11 objective-based scenarios.
- Never Tell Me The Odds Obstacle Pack: Contains oodles of obstacles, including the gas clouds initially exclusive to Guardians of the Republic and Servants of Strife. Also, scenarios.
- Fully Loaded Devices Pack: Has just about every payload, including the reintroduction of cluster mines and new scenarios.
- Hotshots and Aces Reinforcements Pack: This one is the must-own. The 5 original factions get 3 new pilots for existing ships and the Rebels get a bonus 4th. It's much more encompassing than the others in terms of bundling upgrades from 2E expansions, including 0-0-0 and BT-1, who weren't in the Galactic Empire Conversion Kit. There's also an S-Foils config card for the B-Wing, which might make the thing actually worth flying.
Presently, the game is divided among seven factions: Rebellion, Empire, Resistance, First Order, Scum & Villainy, Galactic Republic and Confederacy of Independent Systems. 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.
- "Make ten men feel like a hundred." -Cassian Andor
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 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.
Leia's incest-buddy and Hero of the Rebellion. Much assblasting ensued when this card was revealed. One of the big pushes in 2nd Edition was to rein in turrets which had by and large ruined 1E. Many neckbeards saw this as FFG tripping before the gate had even opened. FFG assured players that Gunner Luke was there for newer players and that he would be too overcosted for him to impact the meta and that they could adjust his cost if needed. The WAAAAAAAAmbulance continued wailing right up until the very first round of 2E showed that Gunner Luke had basically zero impact on the meta. After the first points revision of 2E, they actually ended up lowering his cost.
T-65 X-Wing Starfighter
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.
All X-Wings can equip torpedoes, and astromech droids. In 1st Edition, they were overshadowed by the Z-95 for price and by the T-70 for effectiveness, but with the Resistance being made a separate faction from the Rebels the classic X-Wing made a triumphant return in 2nd.
What really sells the X-wing is the sheer number of pilots with actually worthwhile skills.
- Cavern Angels Zealot: Lowest initiative possible, but has an Illicit Upgrade slot.
- Blue Squadron Escort: Replacement for 1st Edition's Rookie Pilot. Very basic option for cheap.
- Red Squadron Veteran: Higher Initiative and has a Talent slot.
- Edrio Two Tubes: One of Saw Gerrera's alien buddies in Rogue One. His ability to get a bonus action is made specifically to synergize with his eggmate, Benthic Two Tubes.
- Jek Porkins: 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.
- Leevan Tenza: Another of Saw's boys. Despite his backstory of defecting from the Rebel Alliance after attacking a target against orders, his ability is on the defensive side. He can perform a red evade after boosting or barrel rolling.
- Biggs Darklighter: Luke's wingman from A New Hope, with mustache. Has the ability take damage on a teammate's behalf. Very useful when paired with more expensive pilots to keep them alive longer.
- Kullbee Sperado: One of the few Partisans to survive Jedha, Kullbee can flip his S-Foils after arc-dodging, effectively making him the only T-65 pilot who can boost without penalty.
- Garvin Dreis: Red Leader from A New Hope. After he spends a focus, either in attack or defense, he can pass it on to another ship at range 1 or 2.
- Thane Kyrell: Deuteragonist of the novel Lost Stars. Joined the Rebels while his girlfriend Ciena Ree stayed with the empire. Can spend a die result on attacks to look at the defender's facedown damage cards and expose one. If one of those happens to be Direct Hit, he can spam it multiple times.
- Luke Skywalker: If you don't know who this is, you probably shouldn't be playing this game. Has 2 Force Points and regenerates 1 when an attack is declared against him, making him ludicrously hard to kill, especially when paired with R2-D2.
- 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. 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. Many players like to give him Outmaneuver. It also applies to Proton Torpedoes and Snap Shot.
BTL-S3/BTL-A4 Y-Wing Starfighter
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-A4 model which is a two-man fighter with the rear pilot as turret gunner.
The Rebels' bomber and the workhorse of the Rebel fleet, it has one bomb slot and one torp slot. It's slower than the X-Wing with a firepower of 2 and has below average agility at 1, but gets 2 shields and a much stronger Hull at 6. It can also equip Astromechs, and it can use Turrets.
- In fact, in order to make them useful, it better have an Ion Turret on it.
- Veteran Turret Gunner and Skilled Bombardier are both strong candidates for filling the Gunner slot.
- Has red barrel roll action, can be mitigated with Expert Handling.
- Can reload spent munitions for a stress and disabled weapons
- A Y-Wing with Hull Upgrade is very annoying to fight against.
- Gray Squadron Bomber: Base Y-Wing pilot. Take these if you want cheap and tanky ion turrets on the field.
- Gold Squadron Veteran: Same as the Gray but higher initiative and Talent slot.
- Evaan Verlaine: Survivor of Alderaan and waifu to /swg/. Also retconned over Keyan Farlander as the pilot of the Y-Wing seen leaving the Death Star at Yavin. She served as a bodyguard to Leia Organa in the limited-run Princess Leia comic, which is reflected in her pilot ability to buff a friendly ship's agility.
- "Dutch" Vander: Gold Leader from A New Hope. When he acquires a target lock someone else at range 1-3 can also get one on the same target. R3's bonus target lock does not let you do this twice in a round.
- Norra Wexley: Norra flew a Y-Wing at Endor and is mother of "Snap" Wexley, a T-70 pilot. She also is one of many dull characters to appear in the Aftermath trilogy of books. In X-Wing she's actually useful. When defending, she adds an automatic evade result to whatever she rolls if she's close to an enemy. Very frustrating to the shooter.
- Horton Salm: EU Y-Wing Ace and Rebel General. Can reroll 1 attack die for each nearby friendly ship. Syncs nicely with the extra attack granted by Veteran Turret Gunner.
Modified YT-1300 Light Freighter/Millennium Falcon
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. A YT-1300 isn't considered the Millennium Falcon unless it takes the upgrade giving it that title (giving it the evade action). The YT-1300 is, surprisingly, more mobile than the Y-Wing despite it's greater size, but its defense is just as bad, making up for it with stronger shields and hull. It also has a bowtie firing arc. Characters of this ship cost an arm and a leg (for a long time they were easily the most expensive in the game), but the ship is so durable that the only reliable way to kill it is if your enemy can focus all their ships on it at once, not an easy task.
- Has Illicit Upgrade slot
- Has room for two crew and a gunner
- Outer Rim Smuggler: Had reduced firepower and health in 1st Edition, much to the chagrin of the playerbase. No longer the case in 2nd.
- Chewbacca: Han Solo's Wookiee co-pilot takes the helm. Once per round, can suffer a critical hit as a normal hit. Costing less than his domestic partner in the leather jacket and really helping the durability of the YT-1300 shine, Chewie is the shit. Give him Selfless 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. When he does a blue maneuver, another ship at range 1 may perform a free action. Taking Nien Numb as a crew is almost mandatory to really capitalize on this.
- Leia Organa: (H&A) Initiative 6 with 1 Force charge. Ability unknown.
- Han Solo: Initiative 6, so he should almost always be shooting first. Gets to reroll anything and everything if he's close to an obstacle.
RZ-1 A-Wing Interceptor
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.
- Vectored Thrusters allow any action to link to a red boost.
- Has two Talent slots, except for Phoenix, who only gets one
- Juke is always a great way to annoy your opponent
- One of the few ships to not have a basic Modification slot
- Phoenix Squadron Pilot: These guys got their shit wrecked by Vader in the cartoon series, Rebels. Cheap, low initiative, only one Talent slot.
- Green Squadron Pilot: Very solid choice for a generic pilot.
- Jake Farrell: Green Squadron pilot who flew at Endor, helped with the design of the A-wing and flew its predecessor craft at Yavin. He's been toned down significantly from 1E, where he could zip around like a Physical Adept. Now, he gives foci to his squaddies when he boosts or barrel rolls. This does pair with Vectored Thrusters.
- Arvel Crynyd: Guy who ran his ship into the Executor's bridge in Return of the Jedi. Can still attack ships, even when their bases are touching (both fluffy and crunchy, a delightful combination). 2nd Edition blessed him with the ability to boost into an enemy ship.
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
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 agility and shields, below average firepower of 1, only two Defense Dice, and has a Hull of 3 (remember that Shields>Hull since Shields block Crits) with option of one Crew. HWK was crap in 1E, but has been wonderfully overhauled into an actually serviceable vessel. It can now boost, jam, and drop bombs.
- Moldy Crow title allows you to carry up to 2 focus tokens between rounds. It also grants a forward firing arc that packs a wallop. All of the pilot abilities are dependent on firing arc, so the title gives the abilities additional coverage.
- Afterburners can help close the distance if you're trying to jam somebody.
- Rebel Scout: A Rebel, who scouts. A nice, cheap way to jam enemy ships.
- Roark Garnet: A smuggler, and the original owner of the Moldy Crow. One of the example characters from Star Wars D6. Had many adventures, a few of which were on behalf of the Rebels. Never worked with the Empire. At the start of combat he picks an ally in his firing arc and makes them Initiative 7.
- 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. Lets you give a Focus Token to another friendly in his firing arc at the start of combat. Like Garven Dreis for the X-wing, except he can build up a reservoir of Focus by keeping it across turns if you take the pretty much mandatory Moldy Crow Title. Jyn Erso synergizes excellently with Kyle.
- 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. If she has no Stress Tokens, she can take one to give an ally one more Attack Dice. Say hello to the pseudo-Phantom.
A/SF-01 B-Wing Starfighter
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 equalized, meaning it is less susceptible to crits than the Y-Wing. For upgrades it can be given two cannons, a torpedo, and a sensor.
- 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 or Tallon rolls at very unexpected angles and positions, perfect for getting out of firing arcs while keeping the empire firmly in yours.
- Considering how easily these things get stressed, both pilot abilities aren't nearly as situational as they might sound.
- Blue Squadron Pilot: Base B-Wing.
- Blade Squadron Veteran: Higher init, cost, and Talent slot.
- Ten Numb: Can spend stress like focus tokens. Rip and tear.
- Braylen Stramm: Cannibalized and upgraded Ibtisam's ability from 1E: Can reroll TWO dice when attacking/defending while stressed.
GR-75 Medium Transport
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 and Resistance 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 than it should be for that very reason. Even with the scaled down size it still dwarfs anything released before and is so big that you have the option of using its base as a wreck marker. The ship is durable (not as much as it should probably be given its size), but also very sluggish, has a defense of zero, a forward attack of 2, and replenishes 1 shield and energy each round.
- Holy shit, this thing has guns now! You won't get much out of the forward cannon, but there are slots for a turret and a hardpoint. Given the GR-75's slow-ass energy regen, you'll probably get more use out of a turret.
- When a range 0-1 friendly performs an action, Resupply Craft allows a GR-75 to spend an energy to remove a red/orange token from that ship or recover a shield. This makes the chassis a rock-solid support craft.
- The Luminous title gives 2 energy, takes 1 shield. It also starts you in reserve until the end of setup, at which point, you spawn at range 0-2 of any friendly ship, helping to turn your craft into an effective METAL BOXES.
- Bright Hope prevents you from reinforcing your aft, but grants an additional defense die when defending a reinforced fore.
- Quantum Storm grants +1 energy along with a crew and cargo slot. It allows allows you to recover 1 energy after performing a white maneuver.
CR90 Corvette/Blockade Runner
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.
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-5E Tiger to the X-Wing's F/A-18C of the Star Wars universe: they could be easily retrofitted with any technology that came out so despite military versions being a very piss-poor ship, a single mercenary or bounty hunter can go toe to toe with the elite. They can even be equipped with the wings of an X-Wing while still technically being a Headhunter.
On the table it's a rather unimpressive ship, but it's cheap. Use it as a cheap missile platform since it has a Missile slot. Ironically, while in-universe the X-Wing replaced the Z-95 for all but pirates, in the game's meta the Z-95 for a time replaced the X-Wing for the Rebels and was glossed over by Scum & Villainy.
- Bandit Squadron Pilot: Run of the mill pilot.
- Tala Squadron Pilot: Bandit with Talent slot.
- Lieutenant Blount: One of the guys seen in the cockpit of the Falcon during the Battle of Endor. Init 4, rolls an additional attack die when an ally is near the defender, effectively subverting the fire into melee penalties in most other games.
- Airen Cracken: The other guy in the cockpit of the Falcon, also piloting a Z-95 now. After attacking, a friendly ship at range 1 gets a free red action. Cheap and with a high enough initiative that most ships will benefit, nice way to round out a squad that needs a little something something. This applies to bonus attacks as well, such as those granted by Cluster Missiles or Snap Shot.
E-Wing Escort Starfighter
First seen in the Dark Empire comics and was popular enough reappear in lots of other EU material, this is the ship the Rebels intended to replace the iconic X-Wing for the New Republic. It ended up getting assigned alongside upgraded X-Wings instead. It had a special (VERY expensive) astromech droid that was protected within the ship and also more durable than its older kin.
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 a sensor, can boost without taking an attack penalty, in addition to being able to take any upgrades that the X-Wing can. Downside it'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.
- Can acquire target locks beyond range 3, but not in range 1.
- Due to wording, it can get target locks at range 0, if you have Advanced Sensors or Coordinate.
- Knave Squadron Pilot: Cheapest option and likely to distract opponent with the stupid name.
- Rogue Squadron Escort: Awesome init for a generic and Talent slot. Very solid choice.
Etahn A'BahtGavin Darklighter: Biggs's younger cousin. Enemy ships defending in your forward arc can have a hit turned to a crit.
- Corran Horn: Can shoot twice at enemy in your bullseye arc. Your weapon is disarmed on the next round, but if you're flying correctly, that won't be a problem.
YT-2400 Light Freighter/Outrider
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.
The natural thing to compare this with is the modified YT-1300. The attack and agility are up by one, but with reduced hull and shields and the apparent oddity of "Sensor Blindspot," which penalizes you for attacking at point-blank. This is essentially a streamlined version of the "Dash Donut" from 1st Edition, where the attack was meh, but the Outrider Title card allowed a Cannon upgrade to fire 360°. The only real option was Heavy Laser Cannon that had an attack of 4, but could only fire Range 2-3.
- Wild Space Fringer The basic, no frills pilot.
Eaden Vrill A martial artist Nautolan (Kit Fisto's race) 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). Being a droid pilot, he has Calculate instead of Focus, and his ability allows him to recycle Calculate tokens.
- 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. Legendary in 1E for the "Donut Dash" build, which combined Dash's complete lack of fucks about obstacles with a Heavy Laser Cannon to arc-dodge the entire enemy squadron while vaporizing anything outside of Range 1. 2E made this even worse, as a change to the wording of his pilot ability lets him make like Peppy and do a barrel roll through asteroids. Comboing with the Outrider title to remove the stress token from his red maneuvers, he can K-Turn through an asteroid and come out undamaged and unstressed. And if all that wasn't enough, he can shoot through obstacles without the defender getting an extra defense die. Most Large ships in 2E had to have their base costs reduced to stay competitive. Not Dash.
BTL-S8 K-wing Assault Starfighter
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. Six Hull points and three Shields mean it can take a beating, and as the icing on the cake it has a White Reload action, so you can bring along even MORE bombs and missiles.
- Warden Squadron Pilot: Having an Initiative of 2, the generic pilot actually opens up a few less conventional strategies. See, since low Initiative means you move earlier in the turn, you can use a SLAM to force an enemy ship into base-to-base contact with you, and since at that distance you can'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. When another friendly ship at Range 0-2 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. She can spend a shield to roll an extra attack die on her swivel turret, but if her shields are gone, she can recover a shield at the cost of one of her attack dice. Had to be MASSIVELY reined in from the 1E days. She used to be able to recover her shields regardless of how full they were, and the infamous Twin Laser Turrets allowed her attack twice in a round. This widely used tactic was the surest indicator of playing against That Guy.
Aggressive Reconnaissance-170 starfighter
The first Starfighter to come from the prequel trilogy. A clone Starfighter that is one of the parents of the famous X Wing. Its a multirole fighter that was famous for being armed enough to damage capital ships, well protected, and slow as hell for a fighter. Basically, it's like a Stuka ,Il-2, US Navy Dive Bombers in space. Compared to a standard X Wing, the ARC-170 has more armor and shields. The main cannon is equivalent, but the rear gun is slightly weaker. The ARC has the unique combination of Crew, Gunner, and Astromech slots, giving it great utility for the Rebels. The ARC-170 does lack in agility, so be aware of this. Also, the Rebel ARC-170 only has unique pilots (and even then none of them actually piloted this thing during the civil war). The fighter can become expensive, so be warned. Turning wise, it has more blue than the X-wing, but has problems making U-turns.
- Shara Bey: Shara is Poe's mom and flew an A-Wing at Endor among other things. Her ability lets you spend a target lock when attacking or defending to add an eye result. Her ability becomes very potent with R3 and/or Perceptive Copilot, and she can use it very reliably when being a wingman to Dutch, Dreis, Farrel, or anybody else who can pass actions around. Giving her Veteran Tail Gunner guarantees a very wide berth.
- Norra Wexley: Same ability as her Y-Wing counterpart, equally useful in the 170.
- Ibtisam: Female Mon Calamari pilot. Has a chance of shedding stress after performing a maneuver. Goes nicely with Elusive.
- Garven Dreis: Red Leader, but in an ARC-170. The ARC offers his ability more flexibility by allowing him to take a Perceptive Copilot or Baze Malbus.
VCX-100 Light Freighter and VCX-series Attack Shuttle/The Ghost and The Phantom
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 Sheathipede-class Shuttle was later released as an alternative to the Attack Shuttle. It doesn't hit as hard, nor does it grant a bonus attack when docked, but it has the Coordinate action. When docked, the Ghost can Coordinate for free before moving.
The VCX-100 can be deployed with it's free title, the Ghost. Doing so will allow either Shuttle to equip the Phantom title (almost 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.
The VCX is a hefty platform being Rebel's first 4 attack die ship, 10 Hull and 6 shields, but no Agility. It can focus, target lock and reinforce, and has an impressive upgrade bar for Sensor, Turret, Torpedo, and two crew slots, along with an exceptionally agile dial for a ship so huge it needs a unique type of peg to stand on it's base. The attack shuttle is fragile with 2 and 2 health and only 2 agility, but has 3 attack still and can barrel roll and evade in addition to Focus - and can equip a single crew and turret upgrade.
- Lothal Rebel: The generic VCX pilot.
- "Chopper": The first unique pilot, Chopper is the Ghost crew's angry, sociopathic astromech droid. His ability causes enemy ships he's touching to become double-jammed in the Combat phase, making him nasty with builds focused on bumping.
- Kanan Jarrus: An ex-Jedi Padawan turned Rebel, Kanan is a major character in Rebels and often leads them in the field on an op. His ability allows you to spend a Force Point to cause any enemy ship attacking a friendly in his firing arc to roll one less die. Great for certain tanking builds, but the force makes him expensive to deploy.
- Hera Syndulla: A female twi'lek and captain of the Ghost. Her ability lets you reveal a blue or red maneuver, and switch to any other maneuver of the same difficulty (i/e color), giving her a lot of flexibility in the Ghost. Nien Numb and Seasoned Navigator make awesome copilots to her.
Attack Shuttle Pilots
- "Zeb" Orrelios: A male Lasat, and muscle on the Ghost crew. Zeb's ability lets you cancel crits before hits when defending - allowing you to minimize nasty surprises. Good, low-cost pick if you just need a body to work the Ghost's tail gun.
- Ezra Bridger: A force-sensitive street rat picked up by Kanan to train, he's skilled but inexperienced. His ability is when stressed he can spend 1 Force to turn two eye results into hit/evades. He also allows Maul to be in your squad.
- Sabine Wren: A female mando who loves bombs and art (and sometimes art that is bombs). Her ability allows you to boost or barrel roll free action before you reveal your maneuver which makes her very flexible.
- Hera Syndulla: Hera can also fly the Shuttle, where she keeps her initiative. Her ability remains the same as in the VCX.
Sheathipede-class Shuttle Pilots
- AP-5: A droid who defected from the Empire (Original character, do not steal). He has an initiative of 1 and can coordinate ships that have exactly 1 stress token. Lowest cost means that he's the one to pick if you have no intention to undock, but his ability cannot be used while docked.
- "Zeb" Orrelios: Zeb's ability allows the dinky command vessel to throw down on the cheap when undocked.
- Ezra Bridger: Same deal in the Attack Shuttle.
- Fenn Rau: After his stint of Trainspotting with Obi-Wan Kenobi, Kevin McKidd became a Mandalorian and gunned down a handful of Rebels, including Hera Syndulla, before becoming one himself. His ability lets him get stressed to pick an enemy ship in his firing arc and prevent them from spending tokens to modify attack dice. This ability was stupidly crunchy in 1st Edition.
UT-60D "U-Wing" Support Craft
Featured in the Rogue One anthology film, this swing-wing equipped craft is made by the same corporation who designed the X-Wing as a multi-purpose support ship with a lot of possible configuration. The film shows it used as basically a space helo - being a transport, gunship or recon craft depending on who is flying and how it's interior is configured. In the game, it's basically a lighter, stripped down Lambda Shuttle. Its front gun is the same, but no tail, its agility is (usually) better, and hull & shield both have a point shaved off. Its Coordinate action is red, so Tactical Officer is always a consideration. Its maneuver dial is leaps and bounds better than the Lambda. It has a decent number of blues and only one red (The stop maneuver) to the Lambda's 5. Speaking of stopping, it can close the pivot wing to parking mode so it can turn 90° or 180° while stopping. The only caveat is that agility is reduced, so you'll want to open those wings back up after you're done.
- The U-Wing is a great spot for any support crew like Leia, Cassian, or Jyn Erso. Saw Gerrera and Magva Yarro are also good picks if they aren't already at the steering wheel.
- Partisan Renegade: Part of the Saw's Renegade's pack, this generic pilot has an Initiative of 1, an Illicit Upgrade slot, and a sweet new paintjob. Could be a good choice if FFG released some decent illicits for 2E.
- Blue Squadron Scout: Init 2 Generic. Good choice if you just want the stats and upgrade options.
- Benthic Two-Tubes: One of Saw's boys seen in Rogue One and Solo. When he focuses, he can give 1 focus token to a friendly ship Range 1-2. If you're flying Benthic, you're flying Edrio. You also have a Perceptive Copilot or Baze Malbus.
- Heff Tobler: Was actually an X-Wing pilot in the film, but FFG needs names from somewhere. His ability lets him perform a free action when an enemy ship bumps him, making him an excellent choice for a blocker, and combo with crew cards which require Actions, like Baze Malbus. Could also combo amusingly with Zeb Orrelios
- Cassian Andor: A rebel intel agent and discount Kyle Katarn - Cassian has the ability to pull stress off another friendly ship at range 1-3 at the start of the Activation Phase. Great squaddie to heavier ships with lots of red maneuvers.
- Magva Yarro: Another Partisan. Magva can prevent enemy ships from rerolling more than one attack die against any friendly ship range 0-2, herself included. Limited use, as there aren't many Imperial ships that would reroll more than one attack die in the first place, except for the TIE Punishers that have been dominating 2E's meta.
- Bodhi Rook: An imperial cargo pilot who defected with a message from Jyn's dad, Bodhi has the ability to allow all ships in your squad to target lock any ship so long as it's in range 0-3 of any friendly ship, meaning he could be flown to buddy up with Rebel ordnance carriers.
- Saw Gerrera: Saw first appeared in The Clone Wars TV series. A fiery youth eager to fight, he just needed training and guidance. They sent Anakin Skywalker, apparently forgetting the bad influence he was on the comparatively stable Ahsoka Tano. Anakin proceeded to show the already aggressive Saw that rules and regulations are for pussies, causing him to become more extreme. He showed up in Rebels and in Rogue One, where he helped raise Jyn Erso and tortured Bodhi Rook before getting Death Star'd. In X-Wing, he allows nearby damaged friendlies (as in, at least one damage card) to reroll 1 attack die, effectively rewarding recklessness.
Sabine's TIE Fighter
Want to fly a TIE Fighter, but want to do it for freedom, liberty, expression and garish paintjobs? Now you can, with Sabine-Wing's Sabine's Sabine TIE Fighter!
While ships being shared across factions isn't a new concept, some Imperial players are butthurt that the "Rebel Scum" get access to their iconic ship, or that FFG's design is lazy to release this ship, but fundamentally the two factions' versions of the ship are very different. While the stats and actions, dial and general cost scale are the same, Imperial TIEs tend toward swarm lists, or pocket aces for low costs, and the Rebel version functions more as a support ship. It has several unique elements (prepare for the word "unique" to lose all meaning). The first is that all four of it's pilots are uniques, meaning the maximum number you can field is half that of Imperials (protip: if you have a red core set and two Sabine's TIE expansions, you can field all four at once).
Secondly, it adds a new unique title Sabine's Masterpiece, which represents the gadgeteer's tinkering with the ship and adds the Crew and Illicit upgrade options, and can only be equipped to the Rebel version. The last is a unique modification called "Captured TIE", which prevents ships with a lower PS skill from shooting at you, so long as you're not the last rebel ship on the board and don't attack yourself - and leads to hilarious imagery of Imperial and Scum grunts unsure if this brightly painted TIE is one of theirs or not. The concentration of "unique" pilots and upgrades means it's unlikely to see more than one or maybe two Rebel TIEs in a list, and that it makes an ideal single filler ship like a Z-95 if you want some options.
- The Rebel TIE is based on a plot thread from the first season of Rebels, where the team steals a TIE fighter and Sabine modifies it a little, then it returns to be used as a decoy to sneak into an Imperial ship. In the new Canon, TIEs have very basic life support systems - but the safety suits keep pilots alive in case of a breach or failure (likely without shields) so the Lothal rebels really took their lives into their hands to cram 4 or 5 of them into a single eyeball.
- "Zeb" Orrelios: Same Initiative and ability as in the Shuttles. He was actually the one who originally stole and flew the fighter, before Sabine went all "college art major" on it. Zeb's ability is actually more useful in a TIE which has no shields to absorb crits.
- Ezra Bridger: Ahsoka got snubbed for this punk.
- Captain Rex: A clone commander under Anakin Skywalker, like most clones he was retired after the war due to accelerated aging, but he's not too old to kick ass. His ability assigns a special condition called "Suppressive Fire" to the enemy when he attacks, which makes them roll 1 less die when they shoot anybody other than Rex meaning he can do some real tanky stuff. The condition goes away when you shoot Rex, Rex is destroyed, or Rex doesn't shoot for a turn. This condition is unique, so it can only assigned to one enemy ship at a time. Rex never had an opportunity to fly the TIE, appearing in the show after it was used, but who cares, Rex is awesome.
- Sabine Wren: Sabine's third pilot card, her repositioning ability working wonders in the agile TIE.
Ahsoka Tano: Anakin's former padawan, who left the Jedi Order before the war ended and acted as an agent for the early rebels. Ahsoka has a PS of 7 and an EPT, making her an ideal pairing with VI so only the tippy-toppest of Pilot Skills can shoot at her with Captured TIE. Her ability lets her spend her focus to give an ally at Range 1 a free action at the start of the Combat Phase. At only 17 points this means there are a number of cheap combinations of upgrades Ahsoka can take to make her a useful support ship. Like Rex, she didn't have time to fly the Rebel TIE when originally introduced, but she has been known to pilot an A-Wing.
A Wookiee gunship built from wood and tree sap (no, really) that was designed to deter slaving operations from targetting Kashyyyk. The name comes from Chewbacca's father in the 1973 rough draft of "The Star Wars," but the ship itself first appeared 40 years after the fact in Rebels and in the nu-canon comics. The second ship to be released with a full-front arc, and the very first non-huge ship to have the Reinforce action, this thing made waves upon release. The word "Gunship" sent players into an autistic frenzy of speculation about a possible Republic LAAT Gunship.
The maneuver dial is interesting. The Auzituck is a heavier, clunky ship that can turn 2 and 3 without getting stressed. In fact, the only red maneuver it has is to fully stop. It has no K-turn capability, but it makes up for that by turning better than a Lambda and being able to Reinforce itself. It has 2 crew slots like the U-Wing, but is more inclined towards offensive tanking than support.
- Kashyyyk Defender: Initiative 1 generic. The low cost is a strong factor to consider.
- Lowhhrick: A pregen Player Character from the Edge of the Empire Beginner Game. Lowhhrick swore vengeance after Trandoshans killed his sister and nephew for sport, got captured and forced to fight as a gladiator, then escaped and became Wookiee Doomguy. His in-game ability allows him to spend his Reinforce token to give a nearby defending ally an evade token. Excellent for keeping allies alive.
- Wullffwarro: A Wookiee Silverback who fought in the Battle of Kashyyyk in Revenge of the Sith and later enslaved by the Empire. Joined the Rebel Alliance after the Ghost rescued him and his son. Gets an additional attack die if his hull is damaged, so he works well as a battering ram that you can dare your opponent to try attacking. Selfess and Magva Yarro are good options, and Hull Upgrade is all but required.
- "We are the spark that'll light the fire that'll burn the First Order down." -Poe Dameron
A Sequel Trilogy faction introduced in The Force Awakens, basically the Rebel Alliance several decades later. General Organa leads the Resistance in their fight against the First Order, fighting against tyranny for the past three decades. However, in a surprising stroke of realism, most of the senate isn't behind the Resistance fully (in fact, quite a few of them are secretly funding The First Order), and the Resistance technically isn't an arm of the New Republic's military; rather, it's under Leia's personal command as she wages her one woman war on the First Order, funded and clandestinely supported by her allies within the Senate. This is why the Resistance focuses on fighters rather than capital ships, and why they're using the somewhat long in the tooth T-70 X-Wing rather than the flashy new T-85(
which we still haven't seen which appeared in the new cartoon, but no one watches it, so no one knows what it looks like).
If the original X-Wing is a P-51 Mustang, the T-70 is an F-86 Saber(and the T-85 is an F-100 Super Saber) Unlike the T-65 X-Wing, the T-70 wings do not overlap and when the S-Foils 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 requirements for boost and barrel roll are swapped, and the option for a Tech upgrade. It also introduced the T-roll (Talon 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.
- The Weapon Hardpoint feature presents the T-70 as a modular craft, able to take a cannon, torpedo, or missile upgrade.
- When S-Foils are closed, you don't take a penalty to attack if the defender is in your bullseye arc.
- The Black One title gives a single use SLAM with the option of taking an ion token to keep weapons online.
- Blue Squadron Rookie: The barebones pilot when you just need a body in the craft.
- Jaycris Tubbs: One of the first X-Wing pilots killed in The Last Jedi, he's actually pretty decent here. When he completes a blue maneuver, one nearby friendly can shave off a stress. His initiative 1 means that he can do this before anybody else activates. This makes him a great wingman to pilots that would get stressed easily, like Poe Dameron, any A-Wing pilot, or any Scavenged YT-1300 pilot. Giving him a BB Unit can help get him in a better position before pulling off the needed blue maneuver.
- Lieutenant Bastian: The excitable, black dude who flew over Starkiller Base. He can acquire a free target lock on any ship, friendly or hostile, after they take damage. M9-G8 seems to be made with Bastian in mind.
- Jessika Pava: The cute female T-70 pilot, apparently associated with Tierfon Yellow Aces. Her ability rewards formation flying, allowing you to reroll an attack or defense die for each other allied ship at range 1 of you. She can do this once per round by herself, but she can spend charges from her astro droid to do it multiple times, if needed.
- Joph Seastriker: A New Republic pilot who worked directly for Leia and helped discover the growing threat of The First Order in the Bloodlines novel. He gains an Evade token after losing a shield, which helps him survive being under fire by multiple enemy ships, but this ability is a shadow of its 1E incarnation that could slap on a Comm Relay and not lose its evade token at the end of the round.
- Red Squadron Expert: Red Squadron equivalent. Can take an Elite upgrade.
- Kare Kun: Prominent character in the Poe Dameron comic series, married Snap Wexley. When Boosting, she can use a hard 1 turn in either direction instead of just a straight 1 or soft 1 bank.
- Temmin Wexley: AKA, "Snap." One of Poe's buddies, son of Norra Wexley, he flies recon and likes to go fast. His ability allows you to boost for free after you perform a speed 2-, 3- or 4- maneuver and aren't touching another ship, which means he loves the Tech upgrade "Primed Thrusters" which lets you boost or barrel roll even with a small number of stress tokens.
- Black Squadron Ace: Like Red Squadron Expert, but higher cost and initiative if you really need a high init generic.
- Ello Atsy: An alien pilot who bites it in the run on Starkiller base. His ability allows him to treat his T-roll maneuvers as white so long as he isn't too stressed, so he can drift with the best of them. Put Outmaneuver on him to make the First Order Weep.
- Nien Nunb: Everybody's favorite Falcon co-pilot and resident Sullustan, Nien is back as a T-70 pilot. His ability allows him to instantly shed stress so long as there is an enemy in his firing arc at Range 1 when he gets the token, thus making him ideal for any kind of build which might self-stress.
- Poe Dameron: The new leader of the elite X-Wing forces (although his fighter is black and orange) and their top ace, laying waste to a dozen ties in a single battle and destroying Starkiller base (the First Order's Death Star, made from a planet). His ability lets him link any action into a white action, treating it as red. BB-8 pushes him to 11 because he can reveal a blue maneuver, perform BB-8's move, link it to a red action, perform the blue maneuver, lose stress, then do the normal action.
The Millennium Falcon, 30 years after the Galactic Civil War. It's been stolen multiple times, "upgraded" by a putz, and left to rot in a desert scrapyard before winding up in the hands of scavenger turned Jedi, Rey. The unkind years are reflected by its shields dropping 2 points and turret rotation now being a red action. The title, Rey's Millennium Falcon (just make yourself right at goddamned home, why don't you?) helps compensate for its age by allowing you to perform sloops, boosts, and turret rotations with 2 or fewer stress tokens.
- The only Resistance ship that doesn't have a Tech upgrade slot.
- Resistance Sympathizer: A generic pilot who isn't much cheaper than the other options.
- Chewbacca: Chewie's ability is anger. He gets a free action and attack when an ally, including himself, bites it.
- Rey: A desert scavenger who just wanted to go back to Jakku, but ended up accidentally becoming a Jedi. Her Force points can be used on blank results during attack and defense if the enemy is in her front arc. She pretty much always needs to be paired with her BFF Finn, who adds blank results to attack/defense against enemies in front arc. Rey also comes in Gunner flavor with essentially the same ability applying to your turret arc(s).
- Han Solo: A surly old fucker who only agreed to be here so he could die, Han can still kick ass and take names. He can recreate his infiltration of Starkiller Base with his ability to start the game anywhere on the mat outside Range 3 of enemy ships. This is pretty good for breaking the starting formation and getting promptly swarmed.
The Resistance's heavy bomber was briefly introduced in The Last Jedi before getting a TPK. Unlike in the movie, these things can survive more than a single volley of TIE Fighter fire. Also unlike the movie, Rose Tico can actually be pretty useful. It has a powerful forward cannon and a slightly weaker bowtie turret, giving impressive coverage. The double Gunner slots mean that unlike the Y-Wing, you can spread the love between your turret and your bombing capabilities.
- None of the pilots have Talent slots.
- Rose can spend an unfavorable die result on a target lock. Works nicely with Finn and/or Targeting Synchronizer.
- Sensor and double device slots put the StarFortress on the tier of ships that can lob bomblets across the mat.
- Cobalt Squadron Bomber: Initiative 1 generic.
- Cat: One of the crew in the Cobalt Squadron novel. Gets an extra attack die against targets Range 0-1 of at least 1 friendly device. Because bombs typically explode before the shooting starts, this can only apply to mines and bombs dropped with the help of Paige Tico if you have a Veteran Turret Gunner.
- Vennie: Another Cobalt Squadron character. You can add an eye result to defense rolls if the attack is in a friendly turret arc. This can of course apply to your own turret, but it was made with A-Wing escorts in mind. Just be ready to invest in a Perceptive Copilot to capitalize on this ability.
- Ben Teene: One of the many bomber pilots killed in the opening of The Last Jedi. If your bowtie is covering an enemy defender, you can assign them Rattled. A Rattled ship takes a critical damage if a bomb or mine explodes in close range. Rattled can only be removed by an action, so in all likelihood, you won't actually get that extra damage on you will waste their next action.
- Edon Kappehl: Another Last Jedi casualty, along with Rian Johnson's reputation. Can drop a device after maneuvering, pretty much exactly like "Genius." You'll definitely want to bring Ablative Plating along.
- Finch Dallow: The pilot that got Paige Tico over the FO Dreadnought before asploding. Appropriately, he can drop bombs on himself, which works well with Paige.
Successor to the Rebellion's stunt flyer. The RZ-2 only appeared briefly in The Last Jedi before Kylo Ren blew up the hangar they were in. The big change is the turret. It can point forward or backward, and it can only be rotated as a red linked action. In the fluff, the RZ-1 turrets are also supposed to rotate, but FFG probably wanted just wanted them to have a mechanical contrast. Who the hell knows? If you were good at zipping the RZ-1 into flanking positions, you will appreciate the versatility the RZ-2's turret offers. It is worth mentioning that because it counts as a turret, you cannot use Outmaneuver's effect, no matter how much it feels like you should. Statwise, it's almost identical to the RZ-1. The only differences are the blue Bank 3s and tech upgrade slot. It's "Refined Gyrostabilizers" wholly has the effects of the RZ-1's "Vectored Thrusters," just with stuff for the turret added on.
- Prime candidate for Ferrosphere Paint. Or Primed Thrusters.
- It's not a bad idea to have some stress management on-hand, like Jaycris Tubbs.
- Blue Squadron Recruit: Initiative 1 generic with a talent slot.
- Green Squadron Expert: Initiative 3 generic with a talent slot. This is where it gets awesome.
- Zari Bangel: Minor character in Bloodline who was interested in Joph Seastriker's work with Leia and ended up being among the very first to join the Resistance. She can perform an action even if she bumps another ship.
- Greer Sonnel: A race pilot from Pamarthe (Space Scotland). Had to abandon racing after being diagnosed with Bloodburn and became Leia's personal assistant leading up to the founding of the Resistance. She can rotate her turret (without getting stressed) after fully executing a maneuver. This frees her up to do another action and possibly boost.
- L'ulo L'ampar: A Duros pilot who flew with Green Squadron in The Battle of Endor. Close friend of Shara Bey and honorary uncle of Poe Dameron. When stressed, he gets +1 attack and -1 agility. Mostly awesome, as the ship is maneuverable and responsive enough to be able to avoid firing arcs, but if things go not as planned, low agility is a death sentence for such a fragile ship.
- Tallissan Lintra: The insanely cute pilot who died too soon in TLJ. Being an escort pilot, she can grant an extra defense die to an ally if the attacker is in her bullseye. Cheaper than the potent L'ulo L'ampar, but definitely safer. Daredevil and Pattern Analyzer can help her get into position.
The unwieldy-looking transport that Leia rode to Takodana in The Force Awakens. It has a generally weak dial, but can full-stop and reverse when needed. Crap gun, crap agility, has about the durability of a Y-Wing, and can force itself to play support with red coordinate and red jam actions. The customizability is pretty nice, boasting two crew, an astro, torp and cannon slots. The cockpit pod can be detached from the rest of the ship and flown independently. The maneuver dial is mostly worse than before and durability is lower, but deployment cost is lower, agility is up, and you trade your red coordinate for a red barrel roll. There's also only one crew slot. If you're taking the Pod, it's either for Finn or to carry a single crew on the cheap.
- The intended star of this pack was General Leia Organa. She's expensive as hell and takes up both crew slots (No pod for her), but can spend her Force to lower the difficulty of any friendly ship, regardless of distance.
- Korr Sella burns all stress tokens when you fully perform a blue maneuver. Good pick for the stress magnet pilots, and is pretty much a required companion of Larma D'acy.
- Logistics Division Pilot: Init 1 generic.
- Nodin Chavdir: Another mutineer who died on Crait. When he coordinates or gets coordinated, he can perform any of his actions as red as long as he has less than 3 stress tokens. The need for this is pretty situational.
- Pammich Nero Goode: Dispatcher on D'Qar in TFA. In TLJ, she sided with Poe's mutiny, and shuttled him and Leia down to Crait. Killed in the speeder charge. Can perform red maneuvers as long as she has less than 3 stress tokens.
- Cova Nel: She flew Leia to Takodana in TFA and was actually one of the 5 or 6 survivors of TLJ. When attacking or defending, Cova rolls 1 additional die. Does combine with R4's effect.
Transport Pod Pilots
- Vi Moradi: A Resistance spy in the Phasma novel. She's basically an enhanced Informant. She tags a ship at Setup and can look at their maneuver during Systems if she's within range 3 of them. Also, the tagged ship cannot spend focus when attacking or defending against her.
- Finn: A janitor who commits treason twice. When attacking or defending, he can add a blank result or take a strain token to add an eye. Sticking him with Heroic and Perceptive Copilot shot him to the top of the Resistance meta.
- BB-8: Can red boost or red barrel roll during System Phase.
- Rose Tico: The azn engineer who tells Finn "We'll win not by destroying what we hate, but by protecting what we love" right after kamikaze-ramming into his craft while he was trying to save his friends, nearly destroying both of them. When attacking or defending, she can reroll one die result for each other friendly ship in the relevant attack arc.
GR-75 Medium Transport
- "Asteroids do not concern me, Admiral. I want that ship, not excuses." -Darth Vader
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.
- Mechanically, the Empire puts emphasis on one big ship telling a bunch of small ships what to do, which is reflected in most of its faction-exclusive upgrades.
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.
- Academy Pilot: Cheapest pilot in the game. Initiative 1. This is most of what you are taking if you run a maximum numbers TIE swarm.
- "Wampa": Bottom initiative pilot with the ability to reroll an attack die if he hasn't defended in the same round. Makes for a nice decoy.
- 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 with a bump in Initiative and cost.
- Night Beast: Actual name Dodson Makraven, second in command of Obsidian Squadron and known for epic hangovers on leave. After executing a blue maneuver, you may perform a free Focus action.
- Black Squadron Ace: Vader's own TIE Squadron, were looking pretty good until they all died horribly when the Death Star blew up. Middle Initiative, can take a Talent.
- 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. After you or a nearby friendly defend, you may perform a free action.
- Seyn Marana: An Inferno Squadron pilot who mercifully died before she would have had to appear in EAfront II. Can cancel all her Attack Dice results when attacking, and if there's a Critical in the results, she inflicts an automatic facedown card to whoever he's shooting at. Good for opening up units so that Gideon Hask gets his bonus die or Del Meeko to use his ability.
- Del Meeko: Inferno Three. Actually had a somewhat believable character arc in EAfront II. He allows friendly ships to reroll a defense die if the attacker is damaged.
- Gideon Hask: Inferno Two, who is weirdly open about his desire to see his CO die so he can take her place. He gets an extra attack die against damaged ships.
- Iden Versio: Inferno One, and protagonist of EAfront II. Established early on as a die-hard supporter of the Empire with a pronounced hatred of the whiny and entitled Rebels. She even supported Operation: Cinder in principle until she learned her homeworld was was on the chopping block. Her choice to defect at that point paints her as a very unsympathetic person whose apparent change of heart is motivated entirely by self-interest. She then becomes a cheerleader to the very same Rebel Alliance she had regarded as vermin. Her single-use ability is actually pretty decent for running TIE/ln squads, where she can actually prevent one from receiving all damage from one source. Superb for preventing somebody from getting mulched by Wedge Antilles in the first combat round.
- Mauler Mithel: Vader's other wingman. Utters the phrase "Look out" before he is shot by the Millennium Falcon and runs into Vader. Rolls an additional Attack Die at Range 1, so at that distance he has the same attack power as an X-Wing.
- "Scourge" Skutu: An NPC in the West End Star Wars RPG. He gets an extra attack die against ships in his bullseye arc.
- 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. 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 if you have extra points to spend as it will allow her to live longer and keep buffing the rest of your fleet.
TIE Advanced 1x/2x
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).
- Advanced Targeting Computer is built-in. When shooting an enemy you've locked, you get an extra attack die and turn a hit into a crit. The sensor slot is clearly meant to have Fire Control Systems.
- The Advanced has shields, missile capabilities, and swaps the evade action for target lock, although it's a big step in cost above the standard TIE.
- Tempest Squadron Pilot: Simple generic.
- Storm Squadron Ace: A super-elite group of pilots, not only given the Advanced but also upgraded versions. A notch above Tempest in Initiative and cost, but also has a Talent slot.
- Zertik Strom: A pitiless administrator. 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. Can spend a Target Lock he has on a ship to flip one of its damage cards face up and resolve the Crit. Combine with Seyn Marana for some hilarious results.
- Ved Foslo: An arrogant bag of douche and total Chad. He was roommates with Thane Kyrell and made improvements to TIE laser cannons. He has cannibalized Juno Eclipse's ability from 1E, allowing him to increase or decrease the speed of his revealed maneuver by one point. This gives a pretty insane level of flexibility which he can exploit to steal yo girl.
- 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. When he deals a Crit, you can draw three and pick which one you give. Once considered the most worthless pilot in the game, which is no longer true thanks to later expansions. (fans of TIE Fighter rejoice!) Give him Fire Control System and Predator to pile on the guaranteed crits so you can drink those delicious tears.
- Darth Vader: A man who fell in love with an angel and really doesn't like sand. He has max Initiative and a whopping 3 Force points, which he can spend to perform additional actions. Sadly, he can no longer take Squad Leader to pass those actions around, but Brilliant Evasion is a pretty lulzy upgrade for him to take, since he will basically never be in anybody's bullseye arc.
- Darth Vader is also a Crew upgrade that can spend his Force point before the shooting starts to pick an enemy ship in his firing arc closer than range 3 and damage them unless they remove a green token. This was so widely used and abused on the TIE Phantom that FFG replaced its crew slot with a basically worthless gunner slot. The only real options left are Lambda, TIE Reaper, and Decimator.
- Fielding Darth Vader in either capacity allows you to use 0-0-0 and BT-1, who are normally Scum only. Just stick all three on a Decimator.
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. Features include a second pair of more advanced cannons were installed on the wings themselves, a stronger engine, and better sensor/targeting systems. Although the usual variant is just as much of a death trap as a Fighter due to sharing an identical cockpit, some rare ones were given life-support, shields, missiles, sensor jamming tech, hyperspace engines, and whatever else was called for. Intended to fully replace the Fighter, but didn'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. Use the Boost action
to get through to get the critical slip you need if you sense danger or opportunity knocking.
- 1E's Title upgrade is now built into all fighters, giving them two upgrade slots, in case you wanted a really expensive Stealth Device or Shield Upgrade
- Autothrusters lets you perform a red boost or barrel roll after any action, giving it unparalleled maneuverability.
- Still no word on the missing Royal Guard Aces or Cienna Ree.
- 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. Low initiative makes for a good blocker.
- 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. 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.
- 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, even when stressed. He can pull some crazy and unexpected moves with Snap Shot.
- 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. Max Initiative. Gets a focus token if there's an enemy ship in his bullseye arc at the start of the Engagement Phase. Between activating last and having Autothrusters, this should pretty much always trigger.
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. 2E gave it a slightly weaker tailgun to replace Anti-Pursuit Lasers and better compensate for the pissawful maneuverability. It also finally has coordinate, making it a true command vessel, reinforce to improve its already impressive tankiness, and red jam because why the hell not?
- The ST-321 title allows you to lock onto a ship range 0-3 of an ally you just coordinated, turning the support craft into a nice fire-support craft. Or you could make Director Krennic and his Optimized Prototype very happy.
- Two crew slots means it's one of the few ships that can bring along Emperor Palpatine himself.
- None of the pilots have a talent slot.
- Omnicron Group Pilot: The group of Lambda pilots from the old TIE Fighter vidya. Basic unnamed pilot.
- Lieutenant Sai: First name, Berisse. She's a friend of Ciena Ree, but their abilities do not synchronize with each other at all. Went down with the Executor at Endor. When she coordinates a ship, she may immediately perform the same action if it's on her bar. This would only see real use if you planned to stock up on focus or buddied up with a Decimator.
- Colonel Jendon: One of Darth Vader's personal pilots. Also Onyx veteran, also a test pilot, although he has claim as the first to fly the TIE Defender. Twice per game, he can flip the target lock range requirement so allies have to lock beyond range 3. Definitely intended to setup an alpha strike.
- Captain Kagi: A clone from the Clone Wars, Palpatine's personal pilot. Ferried the deep fried wingless legless Annie from Mustafar. You can absorb target locks from range 0-3 friendlies at the start of engagement. Nice way to disrupt enemy plans or just troll anyone who brought homing missiles.
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 a Torpedo, two Missiles, and two Bombs! 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.
- The Nimble Bomber trait allows you to drop bombs with the bank template. Skilled bombardier makes the TIE/sa a very flexible bomber.
- Red Reload action.
- 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.
- 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.
- 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 Init 2 guy to take when you want to litter the field with 'splosions.
- Deathfire: Real name "McDibs", this was an LT and Bomber pilot from the SWG MMO. He started a trend of low PS uniques who lack EPTs. But, his ability allows him to fire, drop/launch a bomb, and one last "fuck you" upon his death.
- Gamma Squadron Ace An elite group with upgraded maneuverability and horizontal white stripes on their wings. Fought under Maarek Stele and Admiral Zaarin. Generic with increased Initiative, cost, and a Talent slot.
- 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. If you want to run a Bomber squadron, he is the go-to guy. Gives two Attack Die rerolls on missiles and torps to ships within range 1 of him, which is a pretty sweet deal. If somebody is using Cluster Missiles, his ability can activate on both attacks.
- 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). 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.
- Tomax Bren Fought alongside Admiral Thrawn and went into hiding when things went to shit. Tomax Bren was the leader of Scimitar Squadron, and managed not to do much notable with it. He makes much more of a splash in X-Wing, with the ability to use Reload on Talent cards. So far, the only thing worth getting for him is Crack Shot.
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 and EVERYBODY wanted one. In Legends Continuity, the Rebels kept stealing them and blowing up factories so the Empire was only able to produce a small number and very late in their history. The Defender went into active Imperial service not long before Endor, and the Imperial Remnant slowly lost the ability to produce them. This baby came stock with pretty much anything the Empire could stick on it including four powerful laser cannons and two ion cannons, torpedoes, missiles, complex targeting computers, bombs, and quite possibly a kitchen sink launcher. It even had optional tractor beams for harassment and towing. Regardless of what role was needed, the Defender could cover it allowing it to replace anything from Bombers to Gunboats in any given force.
It eventually got re-introduced as being developed before Yavin in Rebels, ironically its development being headed by Grand Admiral Thrawn, the guy who in the old universe designed the Missile Boat to counter it. Unlike the typically easy to deal fighters in the show, just one TIE Defender almost wrecked an entire rebel squadron which included the Ghost. Its shields were too strong for the laser cannons on rebel ships and even luring it close to a star that destroyed Interceptors didn't stop it. It was only defeated by hits from ion cannons. This depiction however lacked the ion cannons it had in the old continuity and had more laser cannons its place.
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 4 Shields because fuck you. 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.
- Full Throttle gives you a free evade for fully executing a maneuver faster than 2. Juke is useful on everybody, especially Rexler Brath.
- 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. Initiative 1 generic.
- Onyx Squadron Pilot: The first official TIE Defender squadron, deployed at Endor. Initiative 4 with Talent slot.
- Countess Ryad: Imperial politician who took up piloting as a hobby, went full-time after Endor. When you reveal a Straight maneuver, you can treat it as a white K-Turn. Give her Juke for hard hits at unusual angles.
- 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. After he rolls attack dice on an enemy, if they are being Target Locked by someone else he also obtains one and can immediately use it if he wants.
- Rexlar Brath: Leader of Onyx Squadron. Reworked and hugely improved from 1E. If he lands a shot while evading, he exposes a random damage card. Juke makes him nasty to deal with.
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 a whole new level. With 3 Attack Dice and stats that otherwise seem lackluster at 2 in defense, 3 Hull, and 2 Shields, the real power of the Phantom is in its Cloaking Device. For quite awhile they had almost destroyed the Rebel meta, making X-wings and B-wings rather dated in the fact that those ships just have an incredibly hard time getting the Phantom into arc while the Phantom can dance around and shred them like no other. Although its unprecedented firepower (In 1E, it was 4) and maneuverability have some players crying power creep, it has a tendency to fold under focus fire (even 4 defense dice will come up blank more often than not) and is temporarily crippled by the effects of Stress and Ion Tokens. It can take
Crew Gunner and System upgrades. While it's cheaper than the Defender, 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. Collision Detector is a great choice for the Sensor slot. You can decloak through obstacles and ignore their effects entirely twice per game.
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 3 attack.
- Stygium Array (now built-in!) lets you get an Evade Token upon Decloaking. If you still have that token at the end of the round, you can spend it to recloak.
- Juke and Outmaneuver are both effective choices for the Talent slot.
- The Phantom's base Agility of 2 makes Stealth Device not super-expensive, but lets you roll 5 defense dice when cloaked.
- Imdaar Test Pilot: Middling Initiative of 3. You can fit 4 of these guys in a list if you feel like it.
- Sigma Squadron Ace: A small squadron that was deployed against Rebel patrols as a test to Darth Vader of the effectiveness of the Phantom, which while successful, lead directly to the loss of the facility that produced them. Higher cost, Initiative, and a Talent slot.
- Echo: A character with no backstory, confirmed in an FAQ to be female. Same stats as Sigma Squadron Ace, but she 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.
- Whisper: Initiative 5, after performing an attack that hits, get assigned an Evade Token. Can decloak, get an evade, focus, shoot, get a second evade, and maybe recloak.
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 almost double the price. Despite being a lot smaller than the CR90 it has a much stronger Hull of 12 (strongest in the game at the moment), but one less Shield. That lack of Shields (because those eat Crits) along with not having ass-saving choices like Chewbacca as a pilot or C-3PO as Crew make it much squishier than the YT-1300, but still more durable than anything else. While it has a defense of 0, it thankfully has a lot more turning moves than the Rebel Large ships in keeping with the Imperial theme. But while it'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 bow-tie turret (the first the Empire got) and being limited to a single Bomb and/or Torpedo for secondary weapons.
- Two Crew and a Gunner, just like the YT-1300.
Ysanne IsardMinister Tua is a good pick for any VT-49 pilot, as she can help compensate for the utter lack of evasion.
- Dauntless title lets you perform a white action as red after bumping another ship.
- Patrol Leader: Run of the mill pilot.
- 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. He can attack at Range 0.
- Combine with the Intimidation talent to drop their defense.
- Dauntless title is a must to compensate for all the ramming you're doing.
- 0-0-0 and BT-1 have a nice chain synergy with Oicunn's ability as long as Vader is in your squad. Otherwise, bring Death Troopers instead.
- 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. When shooting at somebody that your reinforce token is facing, you can change an eye to a crit. Anything that grants rerolls is your friend here.
- Minister Tua ensures a constant supply of Reinforce tokens to keep his ability going. Hope you like the blue maneuvers.
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.
Of note is the fact that the primary firing arc actually overlaps with the auxiliary firing arc in the back allowing the Raider to throw an astounding amount of dice at the unfortunate bastard to get caught in its sweet spot (eleven dice from its two primary attacks and the quad laser cannon in the front and two ion cannon attacks from its rear). Line up your shot then laugh in the face of your opponent's Fat Han.
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.
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 2 Missiles, 2 Bombs, and a Torpedoes, a gunner, and a Systems upgrade slot on top of that. Has two Attack Dice and one Defense Die, which isn't terrible. Its maneuver dial leaves a lot to be desired, but it compensates with an inherent Boost action and white reload. With Munitions Failsafe on top of that you could keep a kitted-out Punisher unleashing hell for most of the combat turns in a game. You take a Punisher, you're looking to put major hurt into the field.
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 is probably your best bet.
- Trajectory Simulator + Ablative Plating = Witnessed
Because your "Exterminatus" is just so...impersonal.
- Cutlass Squadron Pilot: A squadron that has no lore, other than it is Imperial and contains plural TIE Punishers. The obligatory Initiative 2 generic choice.
- Deathrain: Like Howlrunner he was created as a pilot name for Star Wars Galaxies. Unlike Howlrunner, he has absolutely no other lore. This guy can perform an action immediately after dropping/launching a device. Very handy for avoiding the bombs launched with Trajectory Simulator.
- 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. Overlooked in 1E, but rewrote the meta in 2E until the first points revision recosted him. Still pretty popular. Can have two Target Locks at the same time and can lock after any action.
- Can double-lock with Cluster Missiles to give two rebs a bad time.
- Can focus lock with Barrage Rockets to give one reb a bad time.
Gozanti Cruiser/Imperial Assault Carrier/Imperial Freighter
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
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 (Despite having a lower hull rating than even a TIE/ln.) which forced it to rely on burning fuel. It was equipped with technology suited for the mission of the operative, including advanced tracking missiles. With 2 attack, 3 agility and 2 each of shields and hull the TIE Advanced Prototype has fairly average stats at a reasonable price. Also has a missile slot and sensor upgrade.
- Baron of the Empire: Baron being a title given to ace starfighter pilots in the Empire, this guy has Initiative 3 and a Talent slot.
- Inquisitor: The one and only generic Force User outside of the Clone Wars era with Initiative 3.
- If you have any bombers with Init 3 or higher, Sense can be used to check an enemy's movement right before deciding whether or not to drop that bomb.
- Giving Predictive Shot to a pilot with only two attack dice is a great way to annoy high-agility ships.
- Currently the cheapest way to use Supernatural Reflexes.
- Seventh Sister: Crazy Mirialin bitch that replaced Inky after his death, later killed by Maul. She has 2 Force points, and her ability lets her cancel an enemy's evade result if she spends both of them. The Hate Force Upgrade is a great way to recover Force more quickly.
- Grand 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, you may spend 1 Force to treat the range of the attack as 1. When defending at range 1, you can spend 1 Force to prevent the range 1 bonus. This does NOT work when being attacked by Arvel Crynyd or Crew Zeb at Range 0. Give yourself the bonus attack dice for range, deny your opponent the evade dice for range, and generally make people have a bad day. Has a Force upgrade slot, obviously.
Officially the TIE/sk x1 Experimental Air Superiority Fighter, the TIE Striker lives up to its name with large wings designed for use in atmosphere(which are actually articulated on the model). Introduced in Rogue One and apparently not particularly good, because it was never seen throughout the rest of the series.
According to supplementary materials, it's got a bomb dropping system, but apparently no one told FFG, because they took "Air Superiority" and ran with it. It has bombs as of 2nd Edition. The TIE Striker is slow as far as Imperial ships go, but is freakishly maneuverable, with 2 speed S-loops and a 2 speed K turn. It's extra maneuverable thanks to its ship ability, Adaptive Ailerons, which essentially grants you a forced Boost action right before performing your maneuver. Comes with Focus, Barrel Roll, and Evade actions. 3 attack, 2 agility, 4 hull, no shields. They're probably one of the squirrelist fighters the Empire can field with their pre-maneuver boost and flexible dial, making them ideal flankers, but its low speed, lack of upgrades and actions (being stressed denies you your free boost) and general low dodging/hitting power means that it can flank, but can't do much when it gets there.
- Planetary Sentinel: Initiative 1, your generic option. Is making a surprising splash as a viable swarm unit.
- Black Squadron Scout: Initiative 3 generic with Talent slot.
- Countdown: When you're defending, you can take a stress token and a damage to cancel all your opponent's dice results. Lets you avoid that nasty 4 hit roll. Massively annoying to fight against.
- Pure Sabacc: When you have 0 or 1 damage cards, you roll an extra attack die. Good for early game punch. Stealth device can help keep his ability going.
- Duchess: She's beauty, she's grace, she's miss step on my face. You can ignore your ailerons' ability if it's convenient, like to keep her out of a bomb's blast radius.
Alpha-class Star Wing
The Alpha-class Star Wing aka Assault Gunboat comes installed with a nifty SLAM device to improve maneuverability and can be upgraded to be a flying gun platform (XG1 configuration) or upgraded to carry even more missiles and torpedoes (OS-1 Arsenal) like having both of them and a reload action for infinite ammo still is not enough. The SLAM can be upgraded as well which makes it feel like the Missile Boat from the glorious TIE-Fighter game from before the internet times: use the energy of your puny main cannon to fly closer to the enemy and greet them with your rockets (high skilled pilots ensure that the ship can still fire while having a weapons disabled token) or fly away and reload.
- Advanced SLAM is basically mandatory for this ship regardless of configuration.
- If you're using XG-1 (Cannon), it's still a good idea to bring a torp or missile along. Fire off the ordnance, then use the cannon while reloading.
- XG-1 is currently the only way to SLAM and Jam.
- Advanced Proton Torpedo is good with OS-1 since it isn't terribly difficult to SLAM into Range 1 of some poor chump. And if that doesn't work, you surely brought something longer range for this very situation.
- Nu Squadron Pilot: Being cheap is his best and most popular feature.
- Rho Squadron Veteran: Init/Cost bump and Talent slot.
- Lieutenant Karsabi: Has the ability to replace a disarm token with a stress token which allows him to fire a weapon not covered by his configuration.
- With OS-1 Loadout, it's possible to SLAM, Reload, and fire in one round if you can get him the lock/focus required for the attack.
- Major Vynder: Can roll an additional defense die while disarmed, which is all the time.
Now the Empire has turrets, too! In a large departure from the (mostly) high agility/un-shielded TIE series, the Aggressor comes at you with the agility of an X-wing and 1 shield - making the play style of each faction less pronounced. It looks like a poor-man's TIE Advanced with slightly cut-out solar panels and a gun on its tail for good measure. The double Missile slots are obviously intended for Barrage Rockets.
- Veteran Turret Gunner is great for any pilot except for Double Edge, due to the hard cap of one bonus attack per round.
- Sienar Specialist: Barest bones pilot to fill a seat.
- Onyx Squadron Scout: Elite generic.
- Double Edge: If he misses a turret or missile he attack, he can perform a bonus attack with a different weapon. Hotshot Gunner is a decent choice, since forcing the defender to use a focus/calculate means your first shot will probably miss anyway.
- Lieutenant Kestal: When attacking, he can spend a focus to discard all of the defender's non-evade results, preventing them from modifying results. Since he usually won't use a Focus to modify his attack, he definitely benefits from having a squaddie that can pass a target lock his way.
- Works well with Barrage Rockets since that requires focus anyway.
The TIE Reaper debuted in Rogue One as a troop transport, for Death Troopers in particular. It has the Adaptive Ailerons like the TIE Striker where it has to boost 1 before revealing its dial. The specs are all over the place. Its base stats are comparable to the Lambda, just lacking the tail gun and 2 shields, and Reinforce is traded out for Evade. All turns are red, it can speed 1 sloop, and it has the full-stop maneuver. Finally, in contrast with the Lambda, Coordinate is red and Jam is white.
- Death Troopers naturally fit right in. If you bring them along, enemy ships range 0-1 cannot remove stress tokens. The TIE Reaper has the maneuverability needed to make this work.
- Director Krennic is included with TIE Reaper, but works just as well anywhere else. He grants his ship the Target Lock action and designate another friendly ship as Optimized Prototype.
- ISB Slicer prevents enemy ships range 1-2 from removing jam tokens. Works delightfully with Feroph or Vermeil.
- Scarif Base Pilot: Initiative 1 generic. This is the best guy to stick with Death Troopers, since his low Initiative lets him move into place before anybody else.
- Vizier: Can perform a white Coordinate after fully executing an Adaptive Ailerons maneuver. He then skips his normal action. Nice to have if he needs to do a red maneuver or one that would put him out of coordinating range.
- Captain Feroph: When defending, if the attacker doesn't have any green tokens, you can change a result to an evade. Meant to be used with Jam action.
- Major Vermeil: Like Feroph, but with attacking instead.
The First Order
- "The Republic is no more. Your fleet are Rebel scum and war criminals. Tell your precious princess there will be no terms, there will be no surrender... You and your friends are doomed. We will wipe your filth from the galaxy!" -General Armitage Hux
The Sequel Trilogy 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 (Han Solo and Leia's school shooter son) and his cult (an Imperial Cult, if you will) 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". Where Sheev took over the galaxy as the culmination of a 1000 year plan and fostered a working environment of cold ruthlessness, the /pol/tards of the First Order have no such concept of subtlety.
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, though the ship Finn and Poe stole is a different version, the TIE/sf.
TIE/fos are definitely interesting. Compared to the standard TIE, they get one shield, a targeting computer, and a Tech Upgrade slot. The inclusion of shields is out of necessity, as the First Order simply can't afford to throw endless lives at an enemy like the Galactic Empire could.
- Fanatical tends to be a good choice on any TIE/fo with a Talent slot, moreso with Hull Upgrade if you're willing to pay the premium.
- Epsilon Squadron Cadet: The cheapest TIE/fo. Barring the differences between the TIE and the TIE/fo, its just the Academy Pilot.
- Lieutenant Rivas: A pilot on Starkiller Base who discovered evidence that Phasma lowered the shields and got their superweapon destroyed. Realizing she'd been had, the totally badass villainess tried to arrest him and failed, tried to snipe him and failed, stole a TIE/sf and tried to shoot down his TIE/fo and failed. She only managed to eventually kill him because somebody else captured him first and she pitted two primitive races against each other just in case you didn't already hate her enough. Anyway, when a ship Range 1-2 gets a red or orange token, he can lock onto that ship. Works well alongside an Upsilon, and ironically, Captain Phasma.
- Zeta Squadron Pilot: An Obsidian Squadron Pilot, as above.
- TN-3465: Cute female TIE pilot who was convinced by Mega-Bitch Phasma that Rivas was the one who lowered Starkiller Base's shields and helped to hunt him down. Got blammed after overhearing Phasma's conversation with Rivas and learned the truth. When a nearby enemy ship is defending, she can suffer a crit to change one of the attacker's results to a crit.
- Omega Squadron Ace: As Black Squadron Pilot, as above. First of the pilots who can take the Elite upgrades.
- Null: Epsilon Ace, Initiative 0, no elite upgrade. Unremarkable, right? Pilot ability: "While you are not damaged, treat your initiative value as 7." Keeping in mind that the /fo has a native shield, you're essentially Init 7 until you take two damage. Great for bothering aces and stripping evade tokens before your own aces have to do their jobs.
- Longshot: Zeta Ace. Rolls an extra attack die at Range 3.
- Muse: Epsilon Leader. The FO's token Reasonable Marine who can remove a stress token from a Range 0-1 friendly at the start of Engagement. No Talent slot, presumably as an anti-cheese safeguard. Great to have along if you have General Hux in your squad.
- Scorch: Described by FFG as an Angry Marine who works himself up into dealing more damage. If you aren't stressed, you can take a stress token to roll a bonus die.
- Static: Omega Ace. By spending a Focus Token and a Target Lock, you can change all your dice to crits. Situational, but devastating in the right situation. Anything that gives him additional attack dice, like Trick Shot, is very desirable. Having a squadmate with Coordinate allows him to set his ability up essentially every round.
- Commander Malarus: FO Enforcer from the Poe Dameron comic series that I still haven't read. Starts the game with two non-recurring Surge tokens. Her ability is like the Glitterstim of 1E; take a stress at the start of Engagement to do a line of coke and flip all eye results on all of her rolls for that phase.
- Midnight: Omega Leader, aka "Holy shit, Initiative 6 on a TIE Fighter pilot." 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, and no spending results. Great for pissing off anybody using Rey, Finn, Rose, and Heroic.
- Targeting Synchronizer can be a lulzy addition.
The aforementioned upgrade to the TIE/FO, the /sf is the "Special Forces" variant of the First Order's TIE, roughly their equivalent to an Advanced but mass produced. It has better shields, more advanced systems, and packs more firepower which is controlled by a back-seat gunner who can operates additional weapon systems. In the game, this is represented by the TIE/sf possessing a turret that can point forward or backward, much like the RZ-2 A-Wing. Unlike the RZ-2, the TIE/sf shoots missiles from its turret. It can also rotate its turret after any other action without getting stressed. Despite Poe's comments "it can really move", the /SF is quite sluggish for a TIE, having lower speed and some more red maneuvers. It has 2 Agility instead of 3, but two more Shields over the /fo. In general, combined with the fact that it has an ordnance slot (missiles), and Systems and Tech upgrades it acts a lot more like a rebel heavy fighter than a TIE, which put off some Imperial players.
- Special Forces Gunner is a TIE/sf-only upgrade. If your turret is facing forward, you get an extra attack die on your primary attack. If your turret is facing backward, you can shoot front and then back. It's a bit pricey, but well worth it. In fact, you should never field a TIE/sf without a Special Forces Gunner. They excel against swarms.
- Juke can be fun, especially when attacking multiple targets in a round.
- Zeta Squadron Survivor: A generic veteran of Starkiller Base.
- Omega Specialist: The talented generic.
- "Backdraft": His ability adds a critical result to primary attacks made from the rear, making them a very nasty customer with some unusual flying style.
- "Quickdraw": Some kind of SF ace. Was confirmed to be a woman in several preview articles. Her ability means once per round when she loses a shield, she can perform a primary weapon attack. While this ability can only trigger at most 3-4 times (with Shield Upgrade) it can be a pretty potent double-tap with the right upgrades.
Upsilon Class Shuttle
Also known as the Emomobile or the Bat-Ren, Kylo Ren's Shuttle is the latest addition to the "Big triangle ship" collection. A close relative of the Lambda, the Upsilon has an upgrade in its statline, with four attack dice base, still one agility, and six each of shields and hull, making it tougher than the Lambda. It turns all Lambda actions white and tosses on a target lock for good measure. The only real disadvantage is the lack of a rear gun.
- The built-in Linked Battery lets you roll an extra attack die when firing from a secondary cannon.
- The shuttle has three crew slots.
- General Hux is great alongside a swarm of TIE/fos with a lower initiative than the shuttle.
- Captain Phasma can stress Range 0-1 enemies at the end of Engagement. Nice for clearing a path.
- Snoke's giant holographic ass takes up two seats and charges you for both. He adds a Force point, which he can spend to flip an enemy's dial, regardless of range. He can do this twice if Kylo Ren is onboard.
- Kylo can spend an action to stick I'll Show You the Dark Side on an enemy ship range 1-3.
- Two Tech slots.
- Biohexacrypt Codes allow you to ignore range restrictions when coordinating or jamming a ship you've target locked. Pretty cool for jamming some poor chump across the map.
- Starkiller Base Pilot: Initiative 2 generic.
- Petty Officer Thanisson: The flight controller in TFA who ratted on Finn and Poe for stealing a TIE/sf. Presumed dead when Finn asploded the control room. Once per round, when a ship in his firing arc range 0-2 gets a stress token, you can give them a tractor token.
- Synergizes reasonably well with Captain Phasma.
- Lieutenant Dormitz: During setup, friendly ships can be placed anywhere in the play area in range 1-2 of you. Has some potential for combo with Hyperspace Tracking Data. Might be good for a turn 1 sucker punch list?
- Lieutenant Tavson: The shuttle pilot near the end of The Last Jedi who played things very safe regarding Kylo Ren's temper. When you suffer damage, you can spend a charge to perform an action, and has 2 recurring charges. Biohexacrypt Codes are a must.
- Major Stridan: Friendly ships at range 2-3 count at range 0 or 1 for the purpose of your upgrade cards and actions. Makes the Upsilon into the ultimate support ship. Lets you coordinate at range 3, which makes Hux that much more effective.
- Captain Cardinal: An orphan rescued by the Imperial Remnant after the Battle of Jakku. As a result, he believed the First Order was a force for good. Later discovered that Phasma was the reason he was an orphan, tried to kill her, and got shanked for his trouble. He was primarily a Stormtrooper who trained cadets, but viewed fighting as a last resort, which all ties into his ability. He starts with two non-recurring surges, which are depleted when an enemy at range 0-3 is destroyed. While he still has at least 1 surge, lower initiative friendlies range 1-2 can reroll one eyeball result when attacking or defending.
The next-generation hybrid fighter the combines aspects of the TIE Advanced, Interceptor, and Defender. It's shielded, zippy, and armed to the teeth. And expensive. A note of interest is that when the Silencer was first released in 1st Edition, FFG received faulty information from LucasFilms and the model was bigger than it should've been. It's not THAT much bigger than most small ships, but that didn't stop them from doubling the price tag. The 2nd Edition Silencer is supposed to be proportioned (and priced) correctly, so if you have a 1E and 2E model, you can have a Bigger Luke Theory meme squad. Honestly, it's just hilarious to have a bigger ship whipping around and flying circles around everyone else.
- Primed Thrusters can make for some pretty zany maneuvers (Like doing a K-Turn, then a boost, then a barrel roll) on any pilot, but is better delegated to lower Init pilots due to the cost.
- Sienar-Jaemus Engineer: Init 1 generic. The best use for him is the aforementioned cheap Primed Thrusters.
- "Avenger": Initiative 3 pilot with no backstory. When a friendly is destroyed, he can perform an action, even while stressed. This action can link into Autothrusters, unless he's stressed, unless he has Primed Thrusters. Works great with TIE/fo swarms.
- First Order Test Pilot: Elite generic, Init 4.
- "Recoil": Initiative 4 pilot with no backstory. When he's stressed, enemy ships range 0-1 count as being inside his bullseye arc. Obviously, he needs a bullseye-centric Talent to count for anything. Or Prockets.
- "Blackout": A test pilot whose Wookieepedia page is a biography of the card art. When shooting through an obstacle, the defender rolls 2 fewer defense dice. The autothrusters are perfect for getting him in a position to do this, and the Trick Shot Talent lets him increase the attack further. Blackout isn't just powerful, he's pure fun to fly.
- Kylo Ren: Our favorite school shooting, father-killing, and SWOLLEST My Chemical Romance fan! When defending, he can spend 1 Force to stick I'll Show You the Dark Side on the attacker, but that's not why you're bringing him here. Being the only Force-using Silencer pilot, Kylo has access to the Supernatural Reflexes Force Talent, which can combine with the Silencer's Autothrusters to give ludicrous maneuverability. If you get stressed from boosting and barrel rolling before maneuvering, the dial is generous with blues and can shed it very promptly. Finally, when attacking, Advanced Optics allows him to spend a Focus token on a blank result while his Force deals with the eyeballs, making it damn near impossible to not hit.
Scum & Villainy
- "You will pay for your insolence." -Maul
- "Insolence!" [laughs] "We are pirates! We don't even know what that means!" -Hondo Ohnaka
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 started with a combination of ships "borrowed" from the Rebels and Imperials and as such can mix and match strengths and weaknesses to a greater degree. Further waves have given them a collection of potent ships and a highly competitive market in low cost crew. The general "theme" of Scum can be said that they are very versatile, able to play in ways similar to both Rebels and Empire previous focuses, but also susceptible to those weaknesses as well - with a slight focus on nasty tricks and dirty surprise moves in their pilots and Illicit upgrade. Since the release of 2nd Edition, illicits have been severely limited.
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.
Or just running in with a cooked grenade. That's pretty cool too. "Genius" ran circles around 1E's meta. Poor FFG just couldn't keep up with it. Then again, they should have seen it coming when they gave Captain Nym the ability to ignore his own bombs.
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 was the Empire's counterpart to the YT-1300 before the Scum faction was released. It's just as durable as the non-character version, and has the agility, firepower, and almost the maneuvering of an X-Wing. Option-wise, it's one of the most flexible ships in the game. It has slots for bombs, cannons, crew, and missiles. Oh, and it also has a back arc that it can shoot out of at full power (but not with Secondary Weapons). As of 2nd Edition, it is now exclusive to Scum and Villainy.
Any of the bounty hunter pilots with no frills are tough to kill and not lacking in good old fashioned killing power themselves.
- Has boost and red reinforce actions.
- Bounty Hunter: Cheapest variety of Firespray.
- 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. Can re-roll one attack die when using a secondary weapon. He can also fire them backward. Fun.
- Koshka Frost: An Edge of the Empire OC. When attacking or defending against a stressed ship, you can reroll 1 die. Goes great with Fearless and 0-0-0.
- Emon Azzameen: Older brother of the main character of X-Wing Alliance. He can drop devices with the Straight 3 and Turn 3 templates. And unlike Trajectory Simulator, his ability does not exclude mines. Skilled Bombardier gives a staggering range of options.
- His title card Andrasta adds another device slot and the reload action.
- 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. She gets an extra attack die when shooting a ship that is touching a non-unique friendly, which is clearly meant to be used with Z-95 Binayre Pirates acting as Initiative 1 blockers.
- Her title card Marauder adds a gunner slot and allows a single reroll when shooting backward.
- 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. When attacking or defending, he can reroll 1 die per enemy ship at range 0-1. Since he wants to get right up in opponents' faces anyway, Fearless and Intimidation are pretty nice.
- Slave I title brings back Imperial Boba's ability from 1E where he can set turn and bank maneuvers to their opposite direction after revealing his dial, helping him get close to enemy ships for his ability. Also adds torpedo slot.
- Has a crew card that lets you place your ship on an obstacle at the beginning of the game, after all other ships are placed. Y'know, like in Empire.
M3A "Scyk" Interceptor/"Heavy Scyk"/"Light Scyk" Interceptor
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 3 Hull. Like the T-70, the Scyk has Weapon Hardpoint which gives you a Cannon, Missile, or Torpedo slot, turning the ship into something of a glass cannon.
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.
- Sunny Bounder: Quite the oddity, a unique pilot with a whopping Init 1. Probably because she's actually a swoop racer and legbreaker, not a pilot. Has a very gambling ability, once per round after rolling or rerolling, if all your dice have the same result showing, you add one. This lets you pull some crazy moves out of your ass if your dice are hot, or can be combined sneakily with rerolls to give you an extra die if you blank out. She's cheap enough you might consider it over a generic just to get lucky sometimes.
- Acquire target lock, fire, get all hit results, ability adds another hit, use target lock to reroll one die, get a hit, ability adds another hit.
- Cartel Spacer: Your basic, Init 1 generic.
- Inaldra: The Tansarii Point commander, who is somehow not as good as her other pilots. Her ability is to suffer 1 damage when attacking or defending to reroll any number of your dice. Her ability doesn't seem very attractive for such a fragile ship, but she can come through in the clinch.
- 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. Init 3 generic with Talent.
- 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. When he performs or defends against a missed attack, he gains 1 evade token. Cluster Missiles and Munitions Failsafe is hilarious on him. And Juke. Definitely Juke. Or Snap Shot. Snap Shot has a decent chance of getting a bonus evade before Engagement even begins.
- Quinn Jast: A relative unknown pilot, other than they are a lady. Dr. Quinn Missile Woman can receive a Weapons Disabled token at the start of the Engagement phase to recover a charge on any upgrade. There's torps and missiles, obviously, but the charged Mods and Talents certainly deserve a look.
- Afterburners + Fearless = Witnessed
- A recoverable Stealth Device can cause RAGE on the other side of the table, especially if Serissu is backing her up.
- Crack Shot, obviously.
- Genesis Red: Another Galaxies NPC, a male crimeboss on Tansarii of an unknown species. His ability grants him a number of evade and focus tokens equal to the ship he target locks when he locks them, making him a great hunter for token stackers. Pretty much any ordnance is good on Red.
- 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. With her, you get a defensive version of Howlrunner where she can let range 0-1 friendlies reroll a single defense die.
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 Illicit Upgrades.
- Binayre Pirate: Kath Scarlett's gang. Use double-cockpit fighters painted in red checker patterns. Initiative 1 allows them to serve as blockers to setup Kath's ability. Inertial Dampeners and Deadman's Switch are both good choices for the Illicit
- Black Sun Soldier: The spacers of the Black Sun mafia organization. White with some black markings, plus the Black Sun symbol on the wings. Init 3 generics with Talent slots.
- 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. He gets the ability to pull Focus or Evade Tokens from other friendly ships at Range 0-2 and assign them to himself instead. Combine with Palob Godalhi, who can pull Tokens from the enemy.
- 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. 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.
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.
The same tactics for the Rebel Y-Wings also apply for Scum, as they are identical barring the different unique Astromechs and the Illicit Upgrade slot.
- "Genius" remains a classic.
- Crymorah Goon: The Crymorah Syndicate worked with the Empire for a time, then supported a pirate crew's raids on Imperial supply lines, got their shit stomped by the Empire, then popped back up again. This is one of their goons. Init 1.
- 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. Init 2 Elite generic.
- 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. Being a commander, generic allies can reroll one attack die if the defender is in her firing arc. This applies to her turret arcs, so bring one along even if you don't plan to shoot the thing.
- 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. His ability says he gets an extra attack die when performing "a non-forward arc attack." Effectively, this applies to turret attacks and bullseye-requisite torpedo, even when they're firing forward. I know, it's confusing at first. He should always have an equipped turret and a gunner that supplements it. His high Initiative can make the most of Hotshot Gunner's ability. Veteran Turret Gunner and R3 can also be fun to use.
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...
- Lando or Chewbacca can be solid choices for any pilot with the Moldy Crow title, as you'll rarely be short on green tokens for him to use.
- Afterburners can help close the distance if you're trying to jam somebody.
- Spice Runner: Just your general low class smuggler.
- 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. At the start of Engagement Phase, you get to choose one enemy ship in your firing arc, and knock it down to Initiative 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. The Moldy Crow title widens the coverage of his ability.
- 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. This guy clocks in at Init 3 and can steal a Focus or Evade Token from an enemy ship in his firing arc at Range 0-2. Just like Torkil, Moldy Crow improves his ability's reach.
- Dace Bonearm: A bounty hunter, and companion of the assassin droid IG-72. Got the nerf from his 1E days. He has 3 recurring surges. When an enemy ship range 0-3 gets an ion, he can spend all 3 surges to just dump 2 more ions on them. He can basically guarantee that an ally's ion attack will disable a large ship in one shot. Once every three turns. Dace with a Y-Wing buddy makes for a perfect bro-op.
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. Starviper was the first ship to have Segnor's Loop. Combo with Advanced Sensors to Boost or Barrel Roll first, and you can wind up in some good flanking positions. If that wasn't enough, the Starviper uses the bank template when barrel rolling, and you can decide on-the-fly which way it curves.
- The Virago title gives an additional Mod slot, another shield, and two surges that can be spent on a red boost during the End Phase.
- Black Sun Enforcer: A Black Sun grunt, in a StarViper painted in white with black Black Sun designs and green highlights.
- Black Sun Assassin: An interstellar hitman for Black Sun, this guy is actually good at killing people and it shows. A typical "elite" generic.
- 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. She gets a free Focus Token if there's at least 1 enemy ship at Range 0-1 at the start of the Engagement Phase, which can let you trigger a lot of fun combos or weapons without having to worry about saving the focus for defense. Fearless and Static Discharge Vanes capitalize on her choppiness, and Virago can help her close the distance while keeping her shielded from the ensuing point-blank shots. She is one of the only pilots that can get Calculate and Focus without upgrades or outside help.
- Dalan Oberos: A human bounty hunter from Chronicles of the Gatekeeper. His ability is, you can turn 90° after fully executing a maneuver for a stress, making him very squirrely. Afterburners have the same timing window as his ability, so he could maneuver, turn, boost; or maneuver, boost, turn. If you use Advanced Sensors to get a barrel roll in before you do all of that, you may as well get Outmaneuver, because there's no way that isn't kicking in every single round.
- 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 galaxy. His ability basically turns all of your ships into his bodyguards, giving you the option of putting an uncancelled Hit or Crit result onto friendly ships at Range 0-1 when he defends. Especially handy if your Shields go down and you eat a Crit, but that cheapass Z-95 nearby still has Shields although Y-Wings make the perfect escort to take the hits since they are cheap and somewhat durable.
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 Aggressor is better known by its name, IG-2000. Don't let the fact that it's a medium 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 agility, 3 Shields, 5 Hull, with Boost and Evade on its action bar alongside Target Lock and Calculate. The Advanced Droid Brain allows Iggy to get 2 tokens from Calculate. All of the IGs have Initiative 4 and can take Talent, Sensor, Bomb, Illicit, and two Cannon slots. The big drawback is price, with all 4 pilots costing 36 points base while encouraging you to take a whole mess of upgrades. The big seller here is the ultra-cheap IG-2000 title, which gives you the pilot ability of all friendly ships in play that also have the IG-2000 title. Combined with the price of the base ship, this is basically FFG printing a unique one-ship faction that flies lists exclusively with two pilots. In summary, great ship, but you pay for what you get.
- IG-88D comes as a Crew upgrade that can grant grant all active IG skills to whatever ship he is on, as well as the Calculate action.
- IG-88A: IG-88A, being the droid mastermind, can transfer one of his calculate tokens to a range 1-3 friendly ship that also has calculate. Given that IG gets two tokens from the action, this is a no-brainer. Nice to have alongside droid pilots, whether it be his fellow IGs, L3, or 4-LOM.
- 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.
- His ability can give dakka to Mist Hunter, Firespray, or a YV-666 with IG-88D onboard.
- 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.
- Crew IG-88D can be used to great effect on Lando's Millennium Falcon, Firespray, or an HWK.
- IG-88D: This slippery bastard lets you choose to use either the 3-bank, 3-straight or 3-turn template when you execute a S-Loop. Has amusing iterations with Boost from Advanced Sensors.
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.
The 666 is almost like a Lambda crossbred with a gunship. It's big, tanky, lots of guns, and room for passengers. It has two seats, which means you could roll Jabba's fat ass around. 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.
- 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 Init 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. Init 3. At the start of Engagement, she can spend a target lock on a range 1 ship to give it a tractor token. She'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. Sticking on an Ion Cannon help set zippier opponents up for you close in for the range requirement. It's also worth mentioning that the ability can be used on friendlies if you need to push them out of a firing arc.
- Moralo Eval: Another 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. Init 4. Twice per game, he can fly off the mat and reappear anywhere within range 1 of the side he flew off of. There isn't really anything he synergizes with, but he can setup some very interesting tactics. He can use the edge to feint, ambush, or simply GTFO.
- 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. When you perform an attack that hits, after the Neutralize Results step, you can cancel a Crit result to add two extra Hit results. Pair him with Greedo and you can convert a Hit to a Crit, and with the Hound's Tooth title he can keep on eating through Shields even if the ship gets blown up. If you simply must have somebody else in the gunner seat (Like Dengar), Marksmanship is a fair means of getting crits. While you miss out in inflicting the deleterious crit effects, it has the fucking awesome effect of ignoring Chewbacca's (fittingly) and Leebo's abilities.
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 Illicit upgrade instead of a Torpedo and Astromech slot, as well as three Modification slots and differently distributed Shield and Hull point values (five Hull points and one Shield- so Crits will be an issue). It also has a slightly different maneuver dial that gives it an extra Koiogran turn at speed 5, Tallon rolls at 2, plus white hard 1 turns, plus anything other than hard maneuvers at 2 speed being green, at the expense of a straight speed 1 maneuver and 3 speed turns. Don'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.
- Cartel Marauder: They maraud, for a cartel. Red front over metal paint job. Initiative 2..
- Black Sun Ace: The guys this ship was designed for. Same paintjob as the Marauder, but with Black Sun symbols on the wings. Elite generic with Initiative 3.
- Captain Jostero: A Pirate captain possibly originally from SWG, who was mentioned in the RPG book Suns of Fortune. He flies a Tiger-Stripe Kihraxz. His ability is to attack a ship once per round, when they suffer damage from a source that isn't an attack - such as bombs, Deadman's Switch, Feedback Array, asteroids, Gunner Dengar, etc. Init 3, no Talent.
- Graz the Hunter: A generic NPC character from the FFG RPG. Same paintjob as the others, fittingly. Init 4. While attacking or defending, you can roll an extra die as long as you're behind the ship in question. Pitch a Cloaking Device and Outmaneuver on him so you can do it from behind.
- Viktor Hel: Sounding like an 80s or 90s comic book character, Viktor Hel is a Corellian bounty hunter mentioned in the opening fiction for No Disintegrations. His ability is that if you defend and don't roll exactly 2 dice, the enemy becomes stressed. This means you can engage at Range 3, use Cloaking or Stealth Devices, or give him Trick Shot and fight through obstacles.
- 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 Init 3. Yet somehow Talonbane is a 5 like Luke or Boba Fett. He can double all range bonuses when attacking or defending. Give him Fearless and he'll hammer-smash faces.
JumpMaster 5000 (JMP-5K)/Punishing One
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 JM-5K. Although still possessing the slow and somewhat unreliable hyperdrive of the standard craft, his advanced engines plus Ion Cannons (Which aren't represented in the game)) 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 JM-5K is a Large ship with a turret, a Torpedo slot, the default Illicit upgrade, and a crew slot that can be switched with an astromech slot with the Punishing One title upgrade. Due to the awkward position of the engine thrusters, all left maneuvers are easier than right maneuvers. Uniquely, it can sloop left, but not right. Also, in addition to the slot swapping mentioned earlier, the Punishing One title adds an additional attack die against targets in his forward firing arc, rewarding good flying, and partly making up for how thoroughly this ship raped 1E's meta. Seriously, FFG blew this thing's fucking kneecaps off and it was still competetive.
- L3 Crew is a decent choice for any non-titled JM-5K to make banking right easier.
- Contracted Scout: A generic Init 2. In 1E, it had a Talent slot, so the ability to fly three of them with deadeye, an astro unit, and a full loadout of torpedoes put them at pre-nerf phantom levels of overpowered - which is why Deadeye was nerfed to "Small Ship Only". You can still attempt to run x3 "U-Boats" lists, they just no longer are alpha strike monsters who eat rebel fighters for breakfast.
- Manaroo: An Aruzan, a race of blue-skinned black-haired human variants with the ability to share their emotions telepathically with other beings, Dengar's waifu. Init 3. At the start of combat, you can assign all your green tokens to another friendly ship at Range 0-1. She is a boon and a half to support abilities that need tokens, like Lando and Chewbacca as crew.
- Sticking Maul in the passenger seat can keep her able to fight even after she gives away her focus.
- Giving her IG-88D while flying alongside IG-88A allows you to pass calculate tokens all over the place.
- 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. Initiative 4. When he dies for the first time, you can cancel all remaining damage, remove all damage cards and slap 5 facedown cards on him, and respawn on your side of the mat. Fun, even if it won't save you for that long.
- 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 Initiative 6 (with some people rationalizing it that he was a swoop racer in the old canon, despite Sunny Bounder being Initiative 1 for the exact same reason.). Once per round after you get attacked, you can make an immediate attack back on your foe in your forward firing arc. DAMN good, but situational, and obviously synergizes with the title upgrade. Best if taken with upgrades like Expert Handling that'll let you duck and weave to always have some punk in your face.
- If you have Dengar in the Gunner seat, after you defend against somebody who's in any of your arcs, you can spend his recurring charge to give your opponent a choice: Remove a green token or let you roll an attack die, inflicting the result. He makes an excellent counter to Juke and because his revenge shot doesn't count as an attack, Captain Jostero can use it to make his bonus attack.
The G1-A Starfighter was built by Byblos Drive Yards, an old manufacturer mostly known for making heavy-duty transports, freighters, and industrial mining and construction ships. The company used technology from one of its subsidiaries, Byblos RepulsorDrive, to make the otherwise bulky and clumsy G1-A capable of some surprising maneuvers. This, combined with its firepower, heavy shielding, room for eight passengers and metric ton of cargo, made the starfighter an attractive option for freelance pilots and bounty hunters. The only G1-A of note, the Mist Hunter, was owned by the Gand bounty hunter Zuckuss, who piloted the ship alongside his protocol droid partner 4-LOM. The Mist Hunter included modified repulsorlifts and a tractor beam projector. Zuckuss commonly kept the ship filled with ammonia so that he did not have to wear his breathing apparatus. The three prisoner cells in the ship were each individually airlocked so Zuckuss could control the atmosphere in each, mostly to keep oxygen-breathing bounties alive.
The G1-A is a small ship with Crew, System and Illicit upgrades, and the Focus, Target Lock and Evade actions. Much like how the Kihraxz is the Scum counterpart to the X-Wing, the G1-A is the Scum counterpart to the B-Wing, with 3 Attack, 1 Agility and 9 Hull/Shield (distributed 5 and 4, so it's slightly more prone to taking crits). The dial is, again, comparable to the B-Wing's, trading the 2-K turn for a 3-K and 4-K, and turning the 3 straight green and the 4 straight white. The Mist Hunter title gives you the barrel roll action and a cannon slot intended for a tractor beam. For reasons unknown, the G-1A has a white jam action. Very handy.
- L3 is good for toning down the banks if you aren't flying 4-LOM.
- Gand Findsman: The Gand are from the planet Gand, which features an ammonia-gas atmosphere. Because of this, all Gand who travel off-world are invariably seen wearing a specialized breathing apparatus, without which they would quickly suffocate in the nitrogen-oxygen atmospheres common to inhabited worlds throughout the galaxy. The Findsmen are shamanistic bounty hunters who track their quarry through diving omens via rituals based around the religious worship of the ammonia mists on their homeworld. All this arcane mumbo-jumbo doesn't seem to pay off, since they're Initiative 1 with no Talent.
- 4-LOM: A protocol droid who overwrote his own programming to embark on a life of stealing and bounty hunting, mostly because that's much more exciting than translating the inane demands of rich people aboard a luxury liner. Init 3. After doing a full red maneuver (of which G-1A has many), he gets a calculate token. At the start of End Phase, he can stick 1 of his stress tokens on any ship range 0-1. The tractor beam allowed by the title is perfect for enemy ships into range. Also, since he favors red maneuvers so heavily, Elusive isn't a bad investment either.
- Crew 4-LOM is interesting. After you roll dice on an attack, you can get two ion tokens to prevent the defender from using a type of green token of your choice. It's not a bad idea to bring along Electronic Baffle or Static Discharge Vanes.
- Zuckuss: A Gand Findsman Bounty Hunter known as the 'Uncanny One' who combined his Findsman training with his innate Force Sensitivity to find even the most well-hidden quarry. Partnered up with 4-LOM and worked for both the Empire and the Rebel Alliance during the Galactic Civil War, eventually joined the Alliance and finished his career hunting down whoever the New Republic needed found. One of the few Gand who could use first-person pronouns, since Gand only use those if they're so renowned that they can presume everyone already knows their name. Init 3 like 4-LOM. Can choose to roll 1 additional attack die, but the defender gets to roll an additional defense die. Red dice are a bit stronger than green dice, so this is usually a good deal.
- Zuckuss as a crew allows you to get stressed while attacking to force the defender to reroll a defense die of your choice. Very handy with 4-LOM at the wheel.
Lancer-Class Pursuit Ship/Shadow Caster
A bounty hunter ship introduced in Rebels, and recycled from unused concept art for the earlier Clone Wars series. The ship's design maybe looks like it belongs more in Star Trek than Star Wars, but some people love it for harkening back to the old pancake ships. In 1st Edition, the Lancer-class introduced us to the Mobile Firing Arc and "Rotate Arc" action.
Otherwise, the Lancer is a decently tough large ship, with an attack 3 forward gun and attack 2 turret, 2 agility, 8 hull, and two shields. It also has focus, target lock, evade and rotate arc, as well as a dial with an amazing array of green high-speed moves. It can equip one crew and two illicit upgrades, which gives it some flexibility in terms of nasty tricks. It also has some unique upgrades;
- The Shadow Caster title allows you to assign a Tractor token to an enemy ship if you hit them with an attack in your mobile and forward arcs.
- Shadowport Hunter: A ruthless contract killer for some criminal outfit, a generic with Init 2.
- Sabine Wren: Sabine's second pilot card, representing her bounty hunting days when she was like 13. Sabine is Init 3, still. Her ability is different, however, adding 1 focus result to defense rolls when an enemy ship at range 0-2 is inside your mobile firing arc. If you're up against a swarm, Manaroo or Perceptive Copilot can be good to have.
- Asajj Ventress: Despite being dead for like 15 years when these other pilots were flying around, the dark disciple returns as a Lancer pilot, who has Initiative 4 and a Force Talent slot. Asajj has a very nasty ability, spending a Force point to assign a stress token to a ship at range 0-2 in her turret arc at the start of Engagement unless they remove a green token. Combos well with the crew card Latts Razzi, which can heal an enemy's stress to give you an evade result when they attack.
- Ketsu Onyo: Captain of the Shadow Caster, and a bounty hunter for Black Sun who decided to help her sister-in-arms Sabine out in the Rebellion. Kestu is an Init 5 pilot, with Talent slot. Her ability gives an enemy ship at Range 0-1 a Tractor Beam token (which reduces agility) at the start of combat if they are in both the normal and mobile arcs.
- Crew Ketsu is pretty useful in any tractor build. You can prevent one enemy ship in your firing arc range 0-2 from remove its tractor tokens at the end of the round.
Also (and formerly) called the Protectorate Starfighter, this is another mandalorian fighter design primarily used by a branch group known as the Journeyman Protectors. The Protectors generally seem to spend their time avoiding dealing with the core mandalorians and telling people who enter their space "fuck off, we're full!", but some of them trained Clone pilots in the Clone Wars. The Protectorate fighter features pivoting wings, a narrow attack profile and a hidden torpedo launcher - meaning they're ideal at getting into close range and destroying the enemy, and they have potent maneuverability to do so.
In terms of role, the Protectorate is similar to Interceptors or A-Wings, with 3 attack, 3 agility, 4 hull, no shields and focus, target lock, boost and barrel roll actions, and only the Torpedo upgrade. But, it operates slightly differently due to its built-in ability, "Concordia Faceoff" which changes a defense result to an Evade when you defend if you're at Range 1 and both ships are in each others' forward arcs. Combined with some of the pilot abilities and the Scum-Only Talent "Fearless" (which operates like the Title, but for attacking), Fang Fighters don't necessarily arc dodge, but rush right up into the teeth of the enemy shouting "WITNESS ME!". The Protectorate dial is full of speed, also has access to a pair of 2-speed T-rolls and a K-turn for some good turning around. Or you can just take a 1 turn "white" or 2 turn "green".
- Like the A-Wing, there is no mod slot.
- The go-to Talent for this ship is obviously Fearless, but Daredevil can be a worthy pick as well.
- Zealous Recruit:The Init 1 generic. Think of them like warboys from Mad Max, just ready to rush in there and ride eternal, shiny and beskar.
- Skull Squadron Pilot: An elite generic, they make quite a jump with Init 4 and a Talent slot.
- Kad Solus: Kad is a mandalorian mercenary and pilot appearing in one of FFG's RPG adventures. His ability gives him 2 focus tokens when he performs a red maneuver (so when he turns around or turns with a Damaged Engine).
- Old Teroch: This old Mando is a pit fighter and mercenary who also appears in the same adventure as Kad. Teroch appears to be the Protectorate's answer to 1E's Carnor Jax, as his ability discards all green tokens of an enemy ship in range 1 that has you in arc at the start of the combat phase. Sometimes called "Sweet-T", probably for all the tears he will cause.
- Fenn Rau: A real fight the power guy, Fenn leads the Protectors, flying in Skull Squadron in the Clone Wars and smoking A-Wings in the GCW before he was captured by the Rebels as a hostage. He's a flashy Init 6, a real ace for Scum. His ability lets him roll 1 more die when attacking or defending at Range 1, which can combine with Concordia Faceoff and Fearless to turn him into a deadly fighter who just rolls up to range 1 of an enemy and blows them out of the water.
Quadjumper/Quadrijet Transfer Spacetug
The Quadjumper is a ship from the ST era, basically a space tugboat. However, it also has some design flexibility and is low cost, meaning criminal types (eg., S&V) like to take them and give them illegal modifications to act as pirate ships, scavengers and smuggling vessels. The ship has a fairly unique design with four large engines, and very briefly appeared on film before it was toasted by TIE/fos. While it doesn't pack weapons normally, it can be modified with them by unscrupulous types.
As a ship in the game, the Quad is pure troll. It has a humble 2 attack and 2 agility, and 5 hull with no shields. It features focus, barrel roll, and red evade on the action bar, and by default has crew, device, illicit and the tech upgrade - the first scum ship to field tech. While not fast, it has a wide variety of low-speed maneuvers which make it good up close. It also is unique in that it is the first ship with "Reverse" maneuvers, which work just like they sound, measuring from the back guides of a ship and moving it away - perfect to keep an enemy right in front of you. The Quadjumper has 1 straight and 1 bank reverses. It also has a set of 2 sloops if you need to keep the enemy close that way. It comes with Spacetug Tractor Array. As an action, it can give a tractor token to a ship in range 1 or 2 tokens if the ship is also in your bullseye, allowing you to fuck with medium ships.
- Pattern Analyzer is a great tech upgrade choice, as you can reverse or sloop before tractoring somebody. Seasoned Navigator makes it even more potent.
- Cloaking Device is also good. It doesn't prevent tractoring and gives your Quadjumper a chance to survive longer than in the movie.
- Jakku Gunrunner: Your basic Init 1 pilot. A gun smuggler who uses the Quad to haul their loot. The low initiative is good for slapping a tractor or two onto somebody before they have a chance to move.
- Unkar Plutt: That cockney fat-fuck alien who has stolen the Falcon. Init 2, no Talent. His ability forces all ships he is touching to be assigned a Tractor Beam token at the start of the engagement phase. Obviously made for blocking.
- Crew Unkar allows you take one damage to perform a white action are partially executing a maneuver. You can't use it to tractor the guy you just bumped into.
- Sarco Plank: An alien scavenger who is a bit of a jerkface. Also Init 2 sans Talent like Unkar Plutt. His ability allows you to roll a number of defense dice equal to the speed to moved this turn instead of your agility - which can be used to situationally get a boost when you go 3, or possibly ignore agility-reducing abilities.
- Constable Zuvio: Local lawman on Jakku. Init 4 and the only Quadjumper pilot to sport a Talent slot. His ability allows you to launch a device from your front guides, perfect for dropping some nasty mines right in somebody's face.
Scurrg H-6 Bomber
The Scurrg first appeared as Captain Nym's vessel in the vidya, Star Wars: Starfighter. In XMG, it's Scum's heavy bomber that can take a bomblet generator and, with the title, Trajectory Simulator. For the most part, it's what you'd expect from a heavy bomber: low agility, clunky-ass maneuver dial, 6 hull, 4 shields, but with a front gun that packs a decent punch of 3.
This thing was the straw that broke the back of 1E's meta. In a game where turrets, bombs, and Scum astromechs were all game-breaking cheese, FFG decided to not only release a ship that combined all three, but also include a pilot that ignores the only real disadvantage of bombs.
- The Havoc title swaps out the crew slot for a sensor and astromech for a nominal cost. If you do, it's basically a given that you'll bring Trajectory Simulator.
- Go full Ork with "Genius" and Ablative Plating.
- If you didn't take the title, L3 can give some much-needed green to the maneuver dial.
- Lok Revenant: One of Captain Nym's boys took his ride out for a spin. Init 2 generic.
- Sol Sixxa: A not-quite-trando with a hate-boner for the Trade Federation. His people feared that he would turn on them if he were to defeat the Space Chinamen. They hired Nym to take him out, but they ended up teaming up to stomp some battledroids together. He has the ability to use bank and turn templates when dropping (but not launching) devices. A Skilled Bombardier is a must for him.
- Captain Nym: One of the playable characters in Star Wars: Starfighter. During the events of Phantom Menace, he was a pirate that was kicking over Trade Federation convoys for the lulz until they kicked him out of his base and he joined up with Naboo forces. He went back to piracy, but would occasionally play good guy. Init 5 BAMF. His pilot ability allows him to use bombs and mines as cover and can prevent 1 friendly bomb or mine per round from detonating. Got a great place for a mine, but it's right in the path of a friendly? Nym's got you covered.
M12-L Kimogila Fighter
Another Galaxies ship, it's essentially Scum's Missile Boat crossed with a sledgehammer. The Kimogila introduced bullseye arcs in 1E and retains the associated ability, now called Dead to Rights. If you're attacking somebody in your bullseye, their dice cannot be modified with green tokens. This spells doom for interceptor-grade ships caught in the crosshairs. Even if they dodge out of the way, they're stuck without a focus/evade unless they have good action economy.
Statwise, it's a quintessential tank with an attack of 3, 1 agility, 7 hull, and 2 shields. It's a slow, lumbering beast. The only maneuver faster than 3 is the K-turn. There's slots for torps, missiles, an astromech, and illicit. The only astros that really work here are R3 and R5. The action bar is loaded up with focus, target lock, red barrel roll, and white reload. Despite the barrel roll being red, it's pretty much always worth a stress if it means lining up a bullseye. Or just take Expert Handling. The reload action means you can also have Saturation Salvo, which lets you spend a surge from your munitions to force rerolls of up to two defense dice. If you go this route, it wouldn't be a bad idea to bring Overseer Yushyn's Mining Guild TIE along for the ride so you can keep reloading without losing your attack.
- Cartel Executioner: The only generic pilot for the dumb muscle ship is oddly proficient. Initiative 3 with Talent slot.
- Dalan Oberos: It's the dude that flies a Starviper like it was thrown in a tumble dryer. At the start of Engagement, he can spend one of his two nonrecurring surges to drain a shield from a ship in his bullseye. Init 3.
- Torani Kulda: Rodian NPC from the Lords of Nal Hutta splatbook. When she attacks, each enemy ship in her bullseye suffers 1 damage unless it removes a green token. It won't trigger often, but if you brought Cluster Missiles, you can use it twice in a round.
Modified TIE/ln Fighter
Due to its close connections to Sienar Fleet Systems, the Mining Guild was able to get its hands on the TIE fighter design for its personal use. The Mining Guild modified their TIEs to be better at defending their operations: by removing two of the solar panels on each wing, the fighter's engines would be weakened somewhat but the pilot would have better peripheral vision. This allowed the modified TIEs to function more effectively in the asteroid fields the Guild operated out of.
The Modified TIE/ln Fighters can perform all of the maneuvers their Imperial counterparts can use, but they have reduced speed due to the modifications made to them. However, they compensate with their inherent ability to ignore asteroids while moving, which allows them to pull off movement tricks that would get a standard TIE destroyed.
- Trick Shot is a safe default option for the talent slot, given that you're likely to spend a lot of time with your face in rocks.
- Mining Guild Sentry: Ultra-cheap Init 1 generic.
- Mining Guild Surveyor: Slightly better elite generic, Init 2.
- Overseer Yushyn: Mining Guild boss and Captain Planet villain, ordered his men to kill space whales because the gas he wanted was their food source. Init 2, no Talent. Once per round, when a friendly ship at range 1 is about to be disarmed, Yushyn can opt to have them get stressed instead if they aren't already stressed. He makes a great partner for Quinn Jast or Foreman Proach.
- Captain Seever: The screechy trando on Rebels that Ezra locked in a closet. Died in a tragic smelting accident. Init 3 with Talent. When he attacks or defends, if he's outside the enemy's bullseye, before dice are rolled, he can spend his recurring Surge to give the enemy ship a jam token.
- Ahhav: SPLIT YOUR LUNGS WITH BLOOD AND THUNDER! WHEN YOU SEE THE WHITE WHALE! Gets a bonus die when attacking or defending against a larger ship. The artwork features space whales, in case you didn't get the obvious reference to Finding Nemo.
- Foreman Proach: A trando slave master named for Pat Roach, the buff dude that gets propellered in Raiders of the Lost Ark. Before engaging, he can disarm himself to put a tractor token on one enemy ship in his bullseye range 1-2. Init 4 with Talent.
YT-1300 Light Freighter/Millennium Falcon and Escape Craft
The good old (new?) Millennium Falcon again, this time representing its depiction in Solo: A Star Wars Story while it was still owned by Lando Calrissian. This version of the YT-1300 replaces its primary weapon with a double turret that lets it cover its firing arcs more effectively. Unlike Han, Lando made considerable use of the escape craft built into the front of the ship, which is reflected in the "Lando's Millennium Falcon" title; this allows the escape craft to dock with the Falcon and grant it the use of its shields and any pilot ability it might have. The Escape Craft can also operate as an independent craft much like the Ghost and the Phantom. It also grants an extra die when attacking stressed ships.
- There's no pilot card for Chewbacca, but he has a crew card that lets you spend a focus token to flip a faceup damage card at the end of a round.
- Tobias Beckett can change the position of one obstacle after all forces are placed. This can sync with Han & Qi'ra, or just sabotage your opponent's starting formation.
- Freighter Captain: Boring Init 1 generic.
- L3-37: A self-made, EXTRA THICC droid, Lando's co-pilot, and an aspiring revolutionary, she was integrated into the Millennium Falcon's navigation system after being irreversibly damaged. Init 2. Any time her ship isn't shielded, she reduces the difficulty of bank maneuvers by 1.
- L3 as a crew can flip her card while defending to force the attacker to reroll all attack dice. When her card is flipped, she integrates into the ship to achieve MAXIMUM THICCNESS and bestow it with her pilot ability.
- Lando Calrissian (Solo): Init 4. Ever the gambler, if Lando isn't stressed he can take a stress token in exchange for rerolling any dice that come up blank. Consider pairing him with a co-pilot that can get rid of the stress tokens in order to let him get more re-rolls.
- Crew Lando can spend a green token to reroll ANY two dice.
- Han Solo (Solo): Han was a maxed out Init 6 BAMF even in his youth. Any time he defends or performs a primary attack, he gets an extra die if there's an obstacle in the way of the attack. The more asteroids and debris fields you have to exploit, the better. If you have Qi'ra onboard, you can flat-out ignore any obstacle you're locking, but still benefiting from Han's ability, because fuck you, that's why.
- Han as a gunner allows you to perform a red focus action right before engaging, making him a great choice for pretty much anybody except Lando.
Escape Craft Pilots
- Autopilot Drone: Init 1, though it's more of a suicide bomb than a pilot. It loses a surge every round it's not docked, and when its surge count drops to 0, it self-destructs to deal 1 critical damage to all ships at ranges 0-1. Don't forget the Rigged Energy Cells for a bigger boom!
- L3-37: Same ability as her Falcon profile, and with Co-Pilot allowing her to share her skill with the Falcon Init 2 isn't as much of an issue.
- Outer Rim Pioneer: Generic dude with Init 3. He can allow friendly ships at 0-1 range perform attacks at range 0 of obstacles.
- Lando Calrissian: Same as his Falcon ability.
The first Huge ship for Scum and Villainy. Originally intended as a custom configuration of the Gozanti-class cruiser , it was rejected for use by the Imperial Navy but found favor with both legitimate cargo operations and smugglers thanks to its superior speed and hauling capacity. It wasn't suited for use as a frontline warship, but its armored sloping hull and heavy armament made it useful against the solitary Imperial vessels used to maintain law on the Outer Rim.
The Galactic Republic
- "Think of yourselves as a hand. Each of you is a finger, and without the others you're useless. Alone, a finger can't grasp, or control, or form a fist. You are nothing on your own, and everything together." -Kal Skirata
From the Wave 1 and what we've seen in previews for the next two waves, the Old Republic is turning out to be a star-fighter heavy faction with competitive lists using at least one high PS ace and rarely have more than three ships total. With the previews we're getting an extra dogfighter and a bruiser with the N1 and BTL-B respectively, so this probably won't change anytime soon.
Aggressive Reconnaissance-170 starfighter
Mostly identical to the Rebel variant, but the inclusion of generics means it can be more affordable to deploy.
- Clone Commander Cody comes as a gunner upgrade. When he misses an attack, as long as he rolled at least 1 hit/crit, the defender gets strained. He works best on your highest initiative ship. Snap Shot helps to trigger his ability.
- Seventh Fleet Gunner can grant an extra attack die to friendly ships firing on an enemy that's inside his firing arc. This ability can be recharged by taking a disarm token in System Phase.
- 104th Battalion Pilot: Init 2 generic. You could have 4 of these guys and still have room for upgrades. Or a V-19 Torrent.
- Squad Seven Veteran: Init 3 elite generic. He's gonna be your platform for Dedicated.
- "Sinker": A Clone Sergeant in Plo Koon's Wolfpack. Init 3, no Talent. When a range 1-2 friendly in his side arc performs a primary attack, it can reroll 1 die.
- "Jag": The Clone Pilot that Order 66'd Plo Koon. Init 3, no Talent. When a range 1-2 friendly in his side arc defends, Jag can get a target lock on the attacker.
- "Wolffe": Plo Koon's right-hand Clone. Lost an eye to Assajj Ventress, bailed out of the war before Order 66 was given and lived in a tank with several other eligible bachelor clones until participating in the Liberation of Lothal. Init 4 with Talent. Has one nonrecurring, but recoverable Surge. When attacking in the front, he can spend the Surge to reroll one of his dice, but when attacking in the rear, he can recover the Surge to roll an extra die. Veteran Turret Gunner is the obvious pick for gunnery.
- "Odd Ball": One of the Clone Pilots in the opening battle in Revenge of the Sith. Fans nicknamed him Odd Ball and it ended up being canon in The Clone Wars. Init 5. When he fully performs a red maneuver or red action, he can acquire a target lock on an enemy ship in his bullseye arc. R4-P44 is good to have on him to add a calculate token on top of the target lock. Lastly, Synchronized Console is good to have if he ends up not needing to use that lock.
- Choice Talents: Elusive, Marksmanship, Swarm Tactics.
Did you like the 1.0 version of Jake, seeing your opponent go beet red when you dance out his arc for the 3rd time in a match... or just the opportunity to spout prequel memes every 30 seconds? Well have we got a ship for you! The Republic has put their best foot forward with a ship that has PTL baked into it and the option to boost its attack and shields in exchange for one agility. The only problem is that with or without the 7B mod, its more vulnerable than other dogfighters so you need to arc dodge and conserve Force points to protect yourself.
- Fine-Tuned Controls lets you spend a Force point to boost or barrel roll after fully executing a maneuver.
- There are two different configuration upgrades.
- Calibrated Laser Targeting adds an eye to your attack if the defender is in your bullseye. This is good on anybody, but best on pilots with 2 or more Force points, as they can use it and Fine-Tuned Controls both in the same round. It also takes up a mod slot.
- Delta-7B turns the ship into an MEQ by adding 1 attack & 2 shields and subtracting 1 agility. The cost increases with the pilot's initiative.
- Jedi Knight: A generic, but still deadly, Jedi pilot. Init 3, 1 Force. You could squeeze 5 into a squad if you really wanted.
- Ahsoka Tano: Anakin Skywalker's Padawan, discovered by Plo Koon. Left the Jedi Order after being framed for a terrorist attack and helped found the Rebel Alliance. Her ultimate fate is weird and retcon-y. She's a rookie here (by Jedi standards) and has Init 3, 2 Force. When she fully executes a maneuver, she can spend 1 Force to grant an action to a friendly ship range 0-1, even if they are stressed.
- Barriss Offee: Ahsoka's friend who did nothing wrong. Init 4, 1 Force. While any friendly ship range 0-2 attacks a ship in their bullseye, Barriss can spend a Force to turn an eye into a hit or a hit into a crit.
- Luminara Unduli: Barriss's Master. Init 4, 2 Force. Her ability is in interesting inversion of Barriss. She can spend a Force to improve a range 0-2 ally's defense result if they aren't in the attacker's bullseye arc.
- Saesee Tiin: An Iktotchi Jedi Master often seen but unheard during important events. Killed by an old man who was resisting arrest. Init 4, 2 Force. When a friendly ship range 0-2 reveals its dial, you can spend a Force to change that dial to another maneuver same speed and difficulty.
- Mace Windu: The bad mother-fucker himself. YOU'RE DAMN RIGHT Init
54, with 3 Force. Mace can be a beast if used right. R4-P17 is definitely good to have.
- Obi-Wan Kenobi: The man who has the advantage whether he or his opponent has the high ground. Killed on a perfectly flat surface with no elevation considerations. Init 5, 3 Force. When a nearby friendly ship spends a focus token, you can spend a Force for that ship to gain their focus right back.
- Plo Koon: The Kel-Dor Jedi Master who discovered Ahsoka. Had a massive influence on the events of the Clone Wars, but was gunned down by Jag in one of the sadder executions of Order 66. Init 5, 2 Force. At the start of Engagement, you can spend a Force to transfer one of his green tokens to a nearby friendly or take their orange token on himself.
- Anakin Skywalker: Luke's father, the best star pilot in the galaxy, a cunning warrior, and a good friend. Betrayed and murdered by Darth Vader, the dick. Appropriately, he is the ultimate high-risk, high reward pilot. When you fully execute a maneuver, you can spend a Force to remove a stress token if there's an enemy ship either in his forward arc range 0-1 or in his bullseye. You can sloop, boost, and focus all in one round if you stick the landing. Of course, this has the potential to go Not as Planned and you'll end up flat on your back, stressed, and nothing to show for it. Use him right and stick him in a Delta-7B with your preferred Force Talent and he's damn near unstoppable. Init 6, 3 Force.
Despite the fact there are two V-19s in Guardians of the Republic, most people only use one to dump the last of their build points into or they wanted to use Dedicated as cheaply as possible. Though this could change the next time points lists are updated. This is about as simple as ships get: 2 attack, 2 agility, 5 hull, and a pretty lackluster dial where bank 3 is red. It's almost a Republic GEQ On the plus side, it can link a barrel roll into an evade, and if you brought Debris Gambit, you can do this without getting stressed. Basically, these are slightly tougher Z-95's with worse dials, use them to block or as cheap missile carriers in a joust. Keep an eye on these because if they get cheaper and/or get access to better swarm oriented mods, they have the potential to be one of the more dangerous swarm options.
- Gold Squadron Trooper: Barebones Init 2 generic clone pilot. It's cheap enough you could deploy eight of these guys if you really wanted to.
- Blue Squadron Protector: Init 3 Elite generic. You bring these guys along so they can use Dedicated.
- "Tucker": Clone pilot deployed to break the blockade around Ryloth under Ahsoka's command. Killed by Vulture Droids when Ahsoka pulled an Anakin and ignored orders to pull back. Init 2, no Talent. When a friendly ship at range 1-2 attacks an enemy in your forward arc, you can perform a Focus action. Decent action economy.
- "Axe": Same deal as Tucker. Does FFG just not want the poor girl to ever live that down? Dicks. Init 3 with Talent. After you defend or attack, you can transfer 1 green token to a friendly ship in either of your side arcs. Pretty decent cooperative ability that rewards formation flying.
- Choice Talents: Juke, Debris Gambit, Composure.
- "Swoop": Another Blue Squadron pilot deployed with Ahsoka to break the blockade around Ryloth and... *checks the wook* ...survived? Huh. Well, alright. That's good to hear. Init 3, no Talent. If a friendly small or medium ship fully executs a speed 3-4 maneuver and land within range 0-1 of you, they can perform a red boost action. This is a pretty situational ability, though it can help Odd Ball get where he needs to go.
- "Kickback": Another survivor of Ahsoka taking after Anakin. Init 4, with Talent. After he barrel rolls, he can make a red target lock action. With Debris Gambit, he can barrel roll, evade, and red target lock. Synchronized Console is a must on him.
- "Odd Ball": This dude again. Same notes as in the ARC-170, sans the droid.
- Choice Talents: Elusive, Marksmanship, Swarm Tactics, Juke.
Naboo Royal N-1 starfighter
This ship is one of the few things to come out of The Phantom Menace that is universally agreed upon to be pretty cool. The stats appear unimpressive, barely above a Z-95 with 2 attack, 2 agility, 3 hull, and 2 shields, but they're built to capitalize on speed and can perform a free evade action after fully executing a speed 3-5 maneuver thanks to Full Throttle. It gets rounded out with the boost and barrel roll actions. It has upgrade slots for astromech, torp, and sensor.
It's recommended that you get a chrome paint pen and cover over that cheesy silver metallic crap they got at the factory.
- Bravo Flight Officer: A PS2 generic
- Naboo Handmaiden: A bodyguard that can give its dodge tokens to a designated ship. Keep in mind that it can only get a dodge token if it makes a 3-5 movement and it can only give that token up if it's in the attacker's arc, so maybe useful but probably not.
- Dineé Ellberger: If her speed is the same as the enemy that she's attacking or is attacking her, they can't modify their dice.
- Padmé Amidala: A 14 year old queen that's basically a watered down Omega Leader/Midnight in that she only lets an enemy ship modify only one Focus result but can re-roll blanks normally. The flipside is that it means that applies to ALL enemies in her arc whether they're defending or attacking, making her a a very situational de-buffer, as having more than 2 focus results is less common than you think.
- Anakin Skywalker: He knows that spinning is a good trick and can spend his single Force token to get a bonus barrel roll to reflect this. An unusually good ace, considering he's PS4.
- Ric Olié: "If you're not first, you're last!" His attack and defense go up by 1 if he's moving fast enough to get that bonus dodge token. A great flanker.
"'Hey you got the Force on my Y-Wing!' Hey YOU got Y-wing on my Force'"
When the Galactic Civil War broke out, the Rebel Alliance got their hands on the aging Y-Wing and stripped down the frame a good deal so it could maneuver better. The Republic Y-Wing has the frame fully intact, allowing you to change 1 crit into a hit as long as you don't have any faceup crits. The tradeoff? You maneuver dial is bad. You have exactly two blue maneuvers: Forward 1 and Forward 2. You don't even get any blue banks, but holy shit can you tank.
- If your build doesn't depend on the special capabilities of any other astromech, an R4 can fix the shit dial quite nicely.
- The pack includes Chopper, who has two charges that can be spent on red evade actions, even while stressed, which is pretty good on a Y-Wing. When those two charges are gone, he flips to "Erratic," which forces a jam token onto a Range 0-1 ship after every maneuver.
- It also has crew C-3PO for Republic. He has the capability to double-calculate and to reroll 1 defense die as long as he is calculating.
- Ahsoka Tano comes as a gunner here. She can spend her Force point to grant an ally a red focus even when they're stressed. Most likely though, you're sticking her in the chair to modify your rolls.
- Red Squadron Bomber: Init 2 generic.
- Shadow Squadron Veteran: Init 3 generic ace.
- "Goji": The clone that dropped the electro-proton bomb in The Battle of Malastare, waking up the Zillo Beast. Allows friendlies to roll an extra defense die while in range 0-1 of a friendly bomb or mine. Makes the area around an EPB very, very secure before the explosion.
- "Broadside": A clone pilot who flew under Anakin Skywalker against Malevolence and in defense of Kamino. Can turn a blank into an eye when attacking in a side arc.
- R2-D2: Since R2 flies from the astro-slot, the empty cockpit frees up a crew slot so he can pilot a Y-Wing with C-3PO making a fool of himself at the helm, which I assume happened in the show. It's been awhile since I've seen it. Anyway, he gets a free calculate token at the start of engagement if there's at least 1 enemy ship in his rear arc. C-3PO is a great choice for stacking up on calculate tokens and for offering up a reroll on the Y-Wing's trademark sucky defense die.
- Matchstick: Clone pilot killed during the Malevolence arc. When firing a primary or turret attack, he can reroll one die per red token on him. You can totally have a VT-49 swarm lock him to grant him rerolls on everything. Veteran Gunner is a good choice here.
- Odd Ball: He's contractually obligated to show up here.
- Anakin Skywalker: Anakin has the same ability here as he does in a Delta-7, which stomps the biggest weakness of the BTL-B.
CR90 Corvette/Blockade Runner
Confederacy of Independent Systems
- "Consider the lives of your crew." -Commander Needa
- "Why should I?" -General Grievous
In a meta dominated by Rebels and Empire, the Separatists have begun to eke their way into the upper echelons of competition. With cheap droids, a decent fighter and a potent large base ship, the CIS is one of the more rewarding factions for those who are willing to invest in it.
Not a ship, but a central pillar of the CIS deserving of its own section. You can only bring one of these and whichever ship you attach it to is the de facto squad leader.
- Kraken: Allows 3 friendly ships at Range 0-3 to retain their Calculate tokens. Expensive, but it makes Vulture Fighters somewhat formidable.
- TV-94: Allows Range 0-3 friendlies spend Calculate to add a hit result to attacks in bullseye arc with 2 or fewer attack dice. If you happen to be fielding 8 Vulture or are playing an Epic match, you're bound to have frequent enough range 2-3 bullseye shots to see some real benefit, otherwise pass.
- K2-B4: Range 0-3 friendlies can spend Calculate when defending to force the attacker to add an Evade unless the attack chooses to become Strained. K2 certainly makes Droid fighters more annoying to kill.
- TA-175: When a Range 0-3 friendly Droid fighter is destroyed, all other Droid fighters in Range get a Calculate token. This obviously works best with a lot of low initiative Droids. Feethan Ottraw Autopilot is the natural carrier for TA.
Vulture-class Droid Fighter
A ship that's actually on par with a TIE/ln statwise. Cheap, janky and with only two agility, Vulture droids require tactical creativity to use to their fullest.
- Networked Calculations allow Vulture Droids to spend each others' Calculate tokens for the normal effect of changing one eye result when attacking/defending.
- Grappling Struts are an interesting configuration that allow you to dock with asteroids/debris and act as a stationary turret.
- Energy Shell Charges provide a significant (and cost effective) boost to their overall firepower, the only issue is that they have one charge and need to spend an action to reload it.
- Trade Federation Drone: Academy Pilot has finally been dethroned as the cheapest deployment in the game. Seriously, you can stick ten of these guys in a squad.
- Separatist Drone: Like the Trade Federation Drone, but higher cost and init. No Talent slot.
- DFS-311: A Scouting Drone with Init 1. When Engagement starts, you can give one of your calculate tokens a range 0-3 friendly ship.
- DFS-081: Programmed for Preservation. When a friendly ship range 0-1 defends, it can spend a calculate token to turn all crits into hits. Only worth taking if Kraken is in your squad. Init 3.
- Haor Chall Prototype: A semi-limited ship. You can have up to two in your squad. When a ship in your bullseye within range 2 declares an attack on another friendly ship, you can perform a calculate or target lock action.
- Precise Hunter: You can have up to three Precise Hunters in your squad. You can reroll a blank result when attacking someone in your bullseye.
Seen only once when Grievous was trying to run from Obi-Wan, the Belbullab is the Confederate MEQ and is an overall decent ship with one glaring weakness: its best pilot is only PS4. This more or less puts it at a distinct disadvantage in any one on one dogfight, but with every pilot (besides the generics and Grievous) has an ability that plays off its droid wingmates, this makes it more of a support/dps hybrid.
- Impervium Plating allows you to spend one of two charges to discard an incoming Ship crit card. It can almost be thought of as having two additional shields. It's awesome.
- General Grievous's Soulless One title is pricey, but does wonders for your survivability. When a ship outside your firing arc attacks you, you can reroll a defense die. On top of that, 2 additional hull.
- Feethan Ottraw Autopilot: The cheapest pilot, and the only Belbullab pilot that is a droid. A fair amount cheaper than the Skakoan Ace. The one thing it has over the rest of the Belbullab pilots is the many opportunities for synergy the CIS has for the Calculate action.
- Skakoan Ace: Elite generic, Init 3.
- Captain Sear: A CIS Reasonable Marine who simply believed the Galactic Republic was counterproductive to liberty. Init 2. When a friendly ship range 0-3 attacks a ship in its bullseye arc, that friendly ship can spend a calculate token to cancel an evade result.
- Wat Tambor: The Techno Union foreman that cost the CIS a shoo-in victory when he delayed his part of the plan so he could loot the city. He works well around droids, at least, as he gets to reroll 1 attack die for each calculating friendly ship range 1 from the defender.
- General Grievous: A cybernetic killer of Jedi with respiratory problems and a tendency to execute underlings that annoy him. He was actually pretty scary in the OG Clone Wars cartoon, but got nerfed for Revenge of the Sith and CG The Clone Wars, but still assuredly TRAINED IN YOUR JEDI ARTS BY COUNT DOOKU. Init 4. When you attack from outside the defender's firing arc, you can reroll up to 2 attack dice. This nicely represents his affinity for attacking enemies that are vulnerable, and equipping Soulless One represents the zero fucks he gives about his personal safety in the process.
- General Grievous as a crew has a non-recurring Surge that can be spent to cancel an incoming hit or crit if there are at least two remaining after the Neutralize Results step. His Surge is recovered when a friendly ship is destroyed. He's pretty good at protecting one important ship since you're going to lose Vulture Droids anyway.
Hyena-class Droid Bomber
A very interesting ship whose upgrade slots vary rather wildly from pilot to pilot. The only slots they all have are Mod and Configuration, the latter of which would be used for Landing Struts. Hyenas have 5 hull, very light for any sort of ordnance carrier, but it has red reload and Networked Calculations. Except DBS-32C. He has red jam instead of red reload.
- Techno Union Bomber: Init 1 generic with 1 torp, missile, and bomb slot each. This guy would be part of your Vulture swarm.
- Separatist Bomber: Like the Techno Union Bomber, but with Init 3.
- Baktoid Prototype: An Init 1 Limited 2 pilot with Sensor and 2 Missile slots, so he can bring Barrage Rockets or Diamond-Boron Missiles. If a networked droid has locked onto a target, you can ignore a missile's token requirement. Definitely a good idea to bring Passive Sensors to compensate for the low initiative.
- Bombardment Drone: Init 3, Limited 3. Sensor and 2 Bomb slots. When dropping a device, you can choose to launch it instead, using the same template. The double bomb slots mean you can bring Bomblet Generator, but it's way better to have Proximity Mines and Delayed Fuses because sometimes, it's really good to be able to push a mine forward, fly through it, and leave some higher initiative chump to detonate it.
- DBS-32C: Many "Roger Rogers" will be said with this Droid Control Signal Relay around. He can bring a Tactical Relay and Sensor Upgrade. At the start of Engagement, he can spend a Calculate to Coordinate a networked droid. If there was ever a droid to put Landing Struts on, 32C is the one.
- DBS-404: An Init 4 unique who can perform primary attacks at Range 0, but when performing any attack at Range 0-1, you roll an extra attack die and then suffer a crit. 404 appears to be very much a Leeroy Jenkins fighter, and he most definitely is if you bring APT or Prockets, but it can also serve as a handy bit of insurance with longer range munitions. Just because Little Orphan Annie closed the gap does NOT mean he is safe from having his face chewed off by this crazy fucker. Also, has Missile, Torp, and Bomb slots.
The first large base prequel ship, it has a great dial, poor agility, Force tokens and the option to take a cloak.
- It's actually pretty customizable, with slots for a torp, cannon, bomb, two crew and a special "Tactical Relay" which is a CIS specific crew slot (basically a Confederate Astromech). Just be warned, this ship is a bit of a DISTRACTION CARNIFEX so unless it's necessary for your list to have it, it might be better to save the points for a bid instead.
- The "Scimitar" title lets you take a stress to cloak and adds a Jam to your action bar. It also gives you the ability to give any enemy in your Bullseye arc a Jam token automatically when you de-cloak.
- Dark Courier: a PS2 generic.
- O-66: A PS3 droid that trades a Focus for a Calculate and can use Calculate tokens to perform actions after defending.
- Count Dooku: An elegant, charismatic, gentlemanly Sith lord and master fencer who had dreams of liberating the galaxy from Republic control. A PS4 who can use the force to delete blue or red tokens (but only after defending and has an enemy in his arc) and can also spend a Force token to perform an action if he successfully hits someone. The Scimitar upgrade is must, as you can drop your cloak after being shot at, fire your own weapon, and then immediately recloak.
- Dooku as a crew is worth bringing for the card art alone, but his ability has the highest troll potential of anything in the game. Before a range 0-2 ship rolls dice, you can spend your Force point (assuming it's full) to name a result. If the named result doesn't appear in the roll, the person who rolled must change one die to that named result. There's the obvious use of fucking with attack and defense rolls, but his ability can be applied to any dice roll, including obstacle collisions, Console Fire, Wounded Pilot, Illicit Cloaking Device, or just preventing your remote from getting roadkilled. If an enemy ship runs through a debris field, Dooku can guarantee they take the crit as long as he's close enough. Generally, his ability is better used when there are fewer dice being rolled, as he's more likely to actually affect the outcome. Just don't put him a ship with another Force user or you'll never be able to use the ability.
- Darth Maul: Before he took a lightsaber to his kidney(s), Maul was a PS5 pilot who could drop two Force tokens to make a bonus attack against a second target or the same target if he missed the first time. Overall a pretty cool guy who had a lot going for him.
The Geonosian Nantex has a small base, a turret, and a bullseye only arc. The built-in Pinpoint Tractor Array allows it to tractor itself to rotate its turret in any direction except the rear, and RAW says it can do this even after a collision. On a normal maneuver, it can effectively boost/barrel-roll, rotate, AND focus in one round, all at the cost of one agility if you don't pull off an Ensnare (More on that in a minute). On the flipside, you must rotate your turret a different direction in order to get the movement benefit of tractoring.
- Like the A-Wing, Nantex rookies have a Talent slot and aces have two.
- Ensnare is the go-to talent for high init pilots. At the end of Activation Phase, it allows you to transfer a tractor token to another ship (Hostile or friendly) range 0-1 inside your turret arc. You can do this even after bumping, which caused an outpouring of rage.
- Gravitic Deflection is another Nantex-exclusive Talent that allows one defense die to be rerolled per tractored ship in the firing arc. If you're flying a Geonosian swarm, the choice is obvious.
- Stalgasin Hive Guard: Init 3 generic. Nantex fighters rely on high initiative more than most other ships, so it's no surprise that the initiative curve would resemble that of the TIE Phantom.
- Petranaki Arena Ace: You saw these dudes zipping around near the end of Attack of the Clones. Init 4 elite generic.
- Gorgol: FFG dug deep to find this guy who appeared in one comic in 2010. Gorgol has a crippling init of 2. His saving grace is the interesting ability to disarm himself in Systems Phase to tractor a friendly ship range 1-2 and then repair a faceup Ship crit card. No arc requirements.
- Chertek: Init 4 ace, can reroll 2 attack dice when shooting a tractored ship. Ensnare is mandatory.
- Berwer Kret: A Hive Guard Captain who works well with droid allies. When he performs an attack that hits, any and all friendly droid fighters may perform a red calculate action. Not a bad choice if you need to bring a Tactical Relay that isn't Kraken, even though blue maneuvers on CIS droid fighters tend to be on the janky side.
- Sun Fac: The ultimate Nantex ace, despite canonically being killed by ground troops mere seconds after taking off, though in his defense it was Delta Squad. Gets an extra attack die when shooting at a tractored ship. Ensnare is once again essential, as you can tractor-roll yourself, then tractor-roll a victim into your bullseye arc, who will then have to contend with at least 5 attack dice while losing a defense die from the tractor token. Be warned that Sun Fac with Ensnare is EXPENSIVE and the numerous cries of NPE mean that he's likely to get a price hike on top of that.
- "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. NOTE: Just because some players have studied the game long enough they can learn how to play the opponent doesn't mean you can. That takes a lot of learning.
- 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.
- In current "high-level" X-Wing, Efficiency and Economy are the most powerful factors. You want to spend the least amount of points to achieve the effect you desire, and want to try and get lists which allow you to get more out of your limited action pool, either in tokens, repositioning or other dice modifications. Just rolling the dice and seeing how they land can be fun in casual play but is not a place you want to be in a serious game.
- Epic play (that is, using Huge Ships, higher points and larger play area) is almost a completely different game in balance terms. While they take much longer to set up and play - the larger point pool and play area means ships which do not do well in a 100 pt scrum can flourish, like taking enough generic Interceptors to matter, or using X-Wings to Torpedo Volley an enemy huge ship. This means Epic is often go-to for more "thematic" players.
- Star Wars: Armada, another game by FFG featuring larger-scale battles and capital ships
- 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.